source: trunk/VUT/OcclusionCullingSceneManager/TestCulling/TestCullingApplication.h @ 55

Revision 55, 3.2 KB checked in by mattausch, 19 years ago (diff)

added TerrainContentGenerator?

Line 
1/**
2    \file
3        TestCullingApplication.h
4*/
5#include "CEGUIForwardRefs.h"
6#include "ExampleApplication.h"
7#include "OgreOcclusionCullingSceneTraverser.h"
8
9
10Real timeDelay = 0;
11#define KEY_PRESSED(_key,_timeDelay, _macro) \
12{ \
13    if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
14{ \
15    timeDelay = _timeDelay; \
16    _macro ; \
17} \
18}
19
20String mCurrentAlgorithmCaptions[OcclusionCullingSceneTraverser::NUM_RENDERMODES] =
21{
22    "Cull Frustum",
23        "Stop and Wait",
24        "Coherent Occlusion Culling"
25};
26
27class MouseQueryListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener
28{
29public:
30
31    MouseQueryListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager,
32                        CEGUI::Renderer *renderer);
33
34
35    ~MouseQueryListener( );
36
37        bool frameStarted(const FrameEvent& evt);
38        bool frameEnded(const FrameEvent& evt);
39
40    /* MouseListener callbacks. */
41    virtual void mouseClicked(MouseEvent* e) { }
42    virtual void mouseEntered(MouseEvent* e) { }
43    virtual void mouseExited(MouseEvent* e)  { }
44
45    // This is when the mouse button goes DOWN.
46    virtual void mousePressed(MouseEvent* e);
47
48    // This is when the mouse button is let UP.
49    virtual void mouseReleased(MouseEvent* e);
50
51    /* MouseMotionListener callbacks */
52    virtual void mouseMoved (MouseEvent *e);
53   
54    // This is when the mouse is clicked, held and dragged.
55    virtual void mouseDragged (MouseEvent *e);
56
57    void keyPressed(KeyEvent* e);
58
59        void keyReleased(KeyEvent* e);
60        void keyClicked(KeyEvent* e);
61
62        void changeAlgorithm();
63        void changeThreshold(int incr);
64        void changeStats();
65
66protected:
67    bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
68    SceneManager *mSceneMgr;           // A pointer to the scene manager
69   
70        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
71       
72        bool mShutdownRequested;
73        int mCurrentAlgorithm;
74        int mThreshold;
75
76        OverlayElement *mAlgorithmInfo;
77        OverlayElement *mThresholdInfo;
78        OverlayElement *mFrustumCulledNodesInfo;
79        OverlayElement *mQueryCulledNodesInfo;
80    OverlayElement *mTraversedNodesInfo;
81        OverlayElement *mHierarchyNodesInfo;
82        OverlayElement *mSceneNodesInfo;
83        OverlayElement *mRenderedNodesInfo;
84};
85
86
87class TestCullingApplication : public ExampleApplication
88{
89public:
90        //~TestCullingApplication();
91
92protected:
93        void createScene(void);
94        void createFrameListener(void);
95        void setupGui(void);
96        /** generates a the scene hierarchy with random values
97        @param number of objects to generate
98        */
99        void generateScene(int numObjects);
100
101        /** generates a new scene object
102        @param tranlationRatio ratio between minimal and maximal possible translation
103        @param rotationRatio ratio between minimal and maximal possible rotation
104        @idx the index of the new object
105        @entName the name of the object entity
106        */
107        void generateSceneObject(const Vector3 &translationRatio, const Vector3 &rotationRatio,
108                                                         const int idx, const String &entName);
109
110        //virtual void createCamera(void);
111
112        CEGUI::OgreCEGUIRenderer *mGUIRenderer;
113        CEGUI::System *mGUISystem;
114
115        Vector3 mMinTranslation;
116        Vector3 mMaxTranslation;
117
118        Vector3 mMinAngle;
119        Vector3 mMaxAngle;
120
121private:
122        void chooseSceneManager(void);
123};
124
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