source: trunk/VUT/OcclusionCullingSceneManager/TestCulling/TestCullingApplication.h @ 44

Revision 44, 2.7 KB checked in by mattausch, 19 years ago (diff)

implementation for terrain + octree scenemanager

Line 
1/**
2    \file
3        TestCullingApplication.h
4*/
5#include "CEGUIForwardRefs.h"
6#include "ExampleApplication.h"
7#include "OgreOcclusionCullingSceneTraverser.h"
8
9Real timeDelay = 0;
10#define KEY_PRESSED(_key,_timeDelay, _macro) \
11{ \
12    if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
13{ \
14    timeDelay = _timeDelay; \
15    _macro ; \
16} \
17}
18
19String mCurrentAlgorithmCaptions[OcclusionCullingSceneTraverser::NUM_RENDERMODES] =
20{
21    "Cull Frustum",
22        "Stop and Wait",
23        "Coherent Occlusion Culling"
24};
25
26class MouseQueryListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener
27{
28public:
29
30    MouseQueryListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager, CEGUI::Renderer *renderer);
31
32
33    ~MouseQueryListener( );
34
35        bool frameStarted(const FrameEvent& evt);
36        bool frameEnded(const FrameEvent& evt);
37
38    /* MouseListener callbacks. */
39    virtual void mouseClicked(MouseEvent* e) { }
40    virtual void mouseEntered(MouseEvent* e) { }
41    virtual void mouseExited(MouseEvent* e)  { }
42
43    // This is when the mouse button goes DOWN.
44    virtual void mousePressed(MouseEvent* e);
45
46    // This is when the mouse button is let UP.
47    virtual void mouseReleased(MouseEvent* e);
48
49    /* MouseMotionListener callbacks */
50    virtual void mouseMoved (MouseEvent *e);
51   
52    // This is when the mouse is clicked, held and dragged.
53    virtual void mouseDragged (MouseEvent *e);
54
55    void keyPressed(KeyEvent* e);
56
57        void keyReleased(KeyEvent* e);
58        void keyClicked(KeyEvent* e);
59
60        void changeAlgorithm();
61        void changeThreshold(int incr);
62        void changeStats();
63
64protected:
65    bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
66    SceneManager *mSceneMgr;           // A pointer to the scene manager
67   
68        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
69       
70        bool mShutdownRequested;
71        int mCurrentAlgorithm;
72        int mThreshold;
73
74        OverlayElement *mAlgorithmInfo;
75        OverlayElement *mThresholdInfo;
76        OverlayElement *mFrustumCulledNodesInfo;
77        OverlayElement *mQueryCulledNodesInfo;
78    OverlayElement *mTraversedNodesInfo;
79        OverlayElement *mHierarchyNodesInfo;
80        OverlayElement *mSceneNodesInfo;
81
82        SceneNode *mCurrentObject;         // The newly created object
83        int mCount;                        // The number of robots on the screen
84        RaySceneQuery *mRaySceneQuery;     // The ray scene query pointer
85};
86
87
88class TestCullingApplication : public ExampleApplication
89{
90public:
91        //~TestCullingApplication();
92
93protected:
94        void createScene(void);
95        void createFrameListener(void);
96        void setupGui(void);
97        virtual void createCamera(void);
98
99        CEGUI::OgreCEGUIRenderer *mGUIRenderer;
100        CEGUI::System *mGUISystem;
101
102private:
103        void chooseSceneManager(void);
104};
105
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