source: trunk/VUT/work/TestCulling/TestCullingApplication.h @ 254

Revision 254, 3.3 KB checked in by mattausch, 19 years ago (diff)

added some hack for video recording

RevLine 
[160]1#ifndef _TerrainFrameListener_H__
2#define _TerrainFrameListener_H__
3
[61]4#include "CEGUIForwardRefs.h"
5#include "ExampleApplication.h"
[74]6#include "VisibilityEnvironment.h"
[107]7#include "OgreSceneContentGenerator.h"
[61]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
[254]19String mCurrentAlgorithmCaptions[] =
[61]20{
[74]21    "View Frustum Culling",
22        "Stop and Wait Culling",
23        "Coherent Hierarchical Culling"
[61]24};
25
[133]26class TerrainFrameListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener
[61]27{
28public:
29
[160]30    TerrainFrameListener(RenderWindow* win,
31                                                 Camera* cam,
32                                                 SceneManager *sceneManager,
33                                                 CEGUI::Renderer *renderer,
34                                                 SceneContentGenerator *sceneContentGenerator);
[61]35
36
[160]37    ~TerrainFrameListener();
[61]38
39        bool frameStarted(const FrameEvent& evt);
40        bool frameEnded(const FrameEvent& evt);
41
42    /* MouseListener callbacks. */
43    virtual void mouseClicked(MouseEvent* e) { }
44    virtual void mouseEntered(MouseEvent* e) { }
45    virtual void mouseExited(MouseEvent* e)  { }
46
47    // This is when the mouse button goes DOWN.
48    virtual void mousePressed(MouseEvent* e);
49
50    // This is when the mouse button is let UP.
51    virtual void mouseReleased(MouseEvent* e);
52
53    /* MouseMotionListener callbacks */
54    virtual void mouseMoved (MouseEvent *e);
55   
56    // This is when the mouse is clicked, held and dragged.
57    virtual void mouseDragged (MouseEvent *e);
58
59    void keyPressed(KeyEvent* e);
60
61        void keyReleased(KeyEvent* e);
62        void keyClicked(KeyEvent* e);
63
[85]64        void nextAlgorithm();
65        void setAlgorithm(int algorithm);
[61]66        void changeThreshold(int incr);
[87]67        void updateStats();
[155]68        void toggleTestGeometryForVisibleLeaves();
[86]69        void toggleShowOctree();
[115]70        void toggleUseDepthPass();
[99]71        void toggleShowViz();
[61]72
73protected:
74    bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
75    SceneManager *mSceneMgr;           // A pointer to the scene manager
76   
77        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
78       
79        bool mShutdownRequested;
80        int mCurrentAlgorithm;
[85]81        int mVisibilityThreshold;
[61]82
83        OverlayElement *mAlgorithmInfo;
84        OverlayElement *mThresholdInfo;
85        OverlayElement *mFrustumCulledNodesInfo;
86        OverlayElement *mQueryCulledNodesInfo;
87    OverlayElement *mTraversedNodesInfo;
88        OverlayElement *mHierarchyNodesInfo;
89        OverlayElement *mRenderedNodesInfo;
[160]90        OverlayElement *mObjectsCountInfo;
[155]91        OverlayElement *mTestGeometryForVisibleLeavesInfo;
[87]92        OverlayElement *mQueriesIssuedInfo;
[85]93
94        SceneContentGenerator *mSceneContentGenerator;
[86]95
[155]96        bool mTestGeometryForVisibleLeaves;
[86]97        bool mShowOctree;
[115]98        bool mUseDepthPass;
[99]99        bool mShowVisualization;
[93]100
[112]101        bool mVisualizeCulledNodes;
102
[100]103        Camera *mVizCamera;
[61]104};
105
106
107class TestCullingApplication : public ExampleApplication
108{
[85]109public:
110        ~TestCullingApplication();
[61]111
[85]112protected:
113        void createScene();
114        void createFrameListener();
115        void setupGui();
116       
[61]117        //virtual void createCamera(void);
118
119        CEGUI::OgreCEGUIRenderer *mGUIRenderer;
120        CEGUI::System *mGUISystem;
121
[79]122        Vector3 mMinTranslation;
123        Vector3 mMaxTranslation;
124
125        Vector3 mMinAngle;
[61]126        Vector3 mMaxAngle;
127
[85]128        SceneContentGenerator *mSceneContentGenerator;
129
[61]130private:
131        void chooseSceneManager(void);
132};
133
[160]134#endif // _TerrainFrameListener_H__
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