#include #include #include <../CEGUIRenderer/include/OgreCEGUIRenderer.h> #include <../CEGUIRenderer/include/OgreCEGUIResourceProvider.h> #include <../CEGUIRenderer/include/OgreCEGUITexture.h> #include #include "TerrainFrameListener.h" #include "OgrePlatformQueryManager.h" #include "OgreVisibilityTerrainSceneManager.h" #include "VisibilityInfo.h" // output file for frame info const char* frames_out_filename = "frame.out"; // output file for object positions / orientations const char* objects_out_filename = "objects.out"; String currentAlgorithmCaptions[GtpVisibility::VisibilityEnvironment::NUM_CULLING_MANAGERS] = { "View Frustum Culling", "Stop and Wait Culling", "Coherent Hierarchical Culling" }; String queryTypeCaptions[4] = { "from camera, visible pixels", "from viewpoint, visible pixels", "from camera, relative visibility", "from viewpoint, relative visibility" }; //----------------------------------------------------------------------- TerrainFrameListener::TerrainFrameListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager, CEGUI::Renderer *renderer, TerrainContentGenerator *sceneGenerator, Camera *vizCamera, SceneNode *camNode, Light *sunLight): mCamera(cam), mWindow(win), mNumScreenShots(0), mTimeDelay(0), mSceneDetailIndex(0), mMoveScale(0.0f), mRotScale(0.0f), mTranslateVector(Vector3::ZERO), mAniso(1), mFiltering(TFO_BILINEAR), mGUIRenderer(renderer), mSceneMgr(sceneManager), mCurrentObject(NULL), mTerrainContentGenerator(sceneGenerator), mVisibilityThreshold(0), mCurrentAlgorithm(GtpVisibility::VisibilityEnvironment::COHERENT_HIERARCHICAL_CULLING), //mCurrentAlgorithm(GtpVisibility::VisibilityEnvironment::FRUSTUM_CULLING), mNodeVizMode(NODEVIZ_NONE), mVizCameraHeight(Real(2500.0)), mCamNode(camNode), mAppState(WALKTHROUGH), mCurrentFrame(0), mTimeElapsed(0), mRotateSpeed(72), mMoveSpeed(50), mVizCamera(vizCamera), mStatsOn(true), mShutdownRequested(false), mLMouseDown(false), mRMouseDown(false), mShowOctree(false), mUseDepthPass(false), mUseOptimization(true), mShowVisualization(false), mCullCamera(false), mRecord(false), mShowShadows(false), mShowHelp(false), mDisplayCameraDetails(false), mVisualizeCulledNodes(false), mSunLight(sunLight), mShiftPressed(false), mShowQueryStats(false) { //mInputDevice = PlatformManager::getSingleton().createInputReader(); //mInputDevice->initialise(win, true, true); mEventProcessor = new EventProcessor(); mEventProcessor->initialise(win); mEventProcessor->startProcessingEvents(); mEventProcessor->addMouseListener(this); mEventProcessor->addMouseMotionListener(this); mEventProcessor->addKeyListener(this); mInputDevice = mEventProcessor->getInputReader(); // create ray query executor, used to place objects in terrain mRayQueryExecutor = new RayQueryExecutor(mSceneMgr); mHelpOverlay = OverlayManager::getSingleton().getByName("Example/Visibility/HelpOverlay"); mDebugOverlay = OverlayManager::getSingleton().getByName("Core/DebugOverlay"); mQueryOverlay = OverlayManager::getSingleton().getByName("Example/Visibility/QueryOverlay"); //-- visibility culling stats overlay mCullStatsOverlay = OverlayManager::getSingleton().getByName("Example/Visibility/DemoOverlay"); mAlgorithmInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/AlgorithmInfo"); mThresholdInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/ThresholdInfo"); mFrustumCulledNodesInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/FrustumCulledNodesInfo"); mQueryCulledNodesInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/QueryCulledNodesInfo"); mTraversedNodesInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/TraversedNodesInfo"); mHierarchyNodesInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/HierarchyNodesInfo"); mRenderedNodesInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/RenderedNodesInfo"); mObjectsInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/ObjectsInfo"); mUseOptimizationInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/UseOptimizationInfo"); mUseDepthPassInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/UseDepthPassInfo"); mQueriesIssuedInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/QueriesIssuedInfo"); mAlgorithmInfo->setCaption(": " + currentAlgorithmCaptions[mCurrentAlgorithm]); mThresholdInfo->setCaption(": 0"); mFrustumCulledNodesInfo->setCaption(": 0"); mQueryCulledNodesInfo->setCaption(": 0"); mTraversedNodesInfo->setCaption(": 0"); mHierarchyNodesInfo->setCaption(": 0"); mRenderedNodesInfo->setCaption(": 0"); mObjectsInfo->setCaption(": 0"); mUseOptimizationInfo->setCaption(": true"); mUseDepthPassInfo->setCaption(": false"); mQueriesIssuedInfo->setCaption(": 0"); //-- visibility query stats overlay mQueryTypeInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/Query/QueryTypeInfo"); mQueryVisibleNodesInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/Query/VisibleNodesInfo"); mQueryVisibleGeometryInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/Query/VisibleGeometryInfo"); mQueryNodeVisibilityInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/Query/NodeVisibilityInfo"); mQueryGeometryVisibilityInfo = OverlayManager::getSingleton().getOverlayElement("Example/Visibility/Query/GeometryVisibilityInfo"); // show stats overlays showStats(true); //mHelpOverlay->show(); // set culling algorithm type setAlgorithm(mCurrentAlgorithm); // set scene manager options mSceneMgr->setOption("UseOptimization", &mUseOptimization); // apply delayed rendering (i.e., transparents after hierarchical culling pass) // only if optimization is not used bool delayRenderTransparents = !mUseOptimization; mSceneMgr->setOption("DelayRenderTransparents", &delayRenderTransparents); mSceneMgr->setOption("UseDepthPass", &mUseDepthPass); mSceneMgr->setOption("ShowOctree", &mShowOctree); mSceneMgr->setOption("CullCamera", &mCullCamera); mSceneMgr->setOption("PrepareVisualization", &mShowVisualization); // TODO: change this (does not work with other scene manager plugins) mVisibilityManager = dynamic_cast(mSceneMgr)-> GetVisibilityManager(); dynamic_cast(mVisibilityManager->GetQueryManager())-> SetViewport(mWindow->getViewport(0)); } //----------------------------------------------------------------------- TerrainFrameListener::~TerrainFrameListener() { delete mRayQueryExecutor; delete mEventProcessor; } //----------------------------------------------------------------------- void TerrainFrameListener::mouseMoved(MouseEvent *e) { // Update CEGUI with the mouse motion CEGUI::System::getSingleton().injectMouseMove(e->getRelX() * mGUIRenderer->getWidth(), e->getRelY() * mGUIRenderer->getHeight()); } //----------------------------------------------------------------------- void TerrainFrameListener::mousePressed(MouseEvent* e) { // Left mouse button down if (e->getButtonID() & InputEvent::BUTTON0_MASK) { CEGUI::MouseCursor::getSingleton().hide(); // Setup the ray scene query Ray mouseRay = mCamera->getCameraToViewportRay(e->getX(), e->getY()); //Vector3 queryResult; mRayQueryExecutor->executeRayQuery(&queryResult, mouseRay); // Get results, create a node/entity on the position mCurrentObject = mTerrainContentGenerator->GenerateSceneObject( mouseRay.getOrigin()/*queryResult*/, Vector3::ZERO, "robot"); mLMouseDown = true; } // Right mouse button down else if (e->getButtonID() & InputEvent::BUTTON1_MASK) { CEGUI::MouseCursor::getSingleton().hide(); mRMouseDown = true; } } //----------------------------------------------------------------------- void TerrainFrameListener::mouseReleased(MouseEvent* e) { // Left mouse button up if (e->getButtonID() & InputEvent::BUTTON0_MASK) { CEGUI::MouseCursor::getSingleton().show(); mLMouseDown = false; } // Right mouse button up else if (e->getButtonID() & InputEvent::BUTTON1_MASK) { CEGUI::MouseCursor::getSingleton().show(); mRMouseDown = false; } } //----------------------------------------------------------------------- void TerrainFrameListener::mouseDragged(MouseEvent *e) { // If we are dragging the left mouse button. if (mLMouseDown) { Vector3 queryResult; Ray mouseRay = mCamera->getCameraToViewportRay(e->getX(), e->getY()); if (mRayQueryExecutor->executeRayQuery(&queryResult, mouseRay)) { if (mCurrentObject) { mCurrentObject->setPosition(queryResult); } } } // If we are dragging the right mouse button. if (mRMouseDown) { //mCamera->yaw(-e->getRelX() * mRotateSpeed); //mCamera->pitch(-e->getRelY() * mRotateSpeed); mCamNode->yaw(-e->getRelX() * mRotateSpeed); mCamNode->pitch(-e->getRelY() * mRotateSpeed); } } //----------------------------------------------------------------------- bool TerrainFrameListener::frameStarted(const FrameEvent &evt) { if (mWindow->isClosed()) { return false; } if (mDisplayCameraDetails) { // Print camera details mWindow->setDebugText("P: " + StringConverter::toString(mCamera->getDerivedPosition()) + " " + "O: " + StringConverter::toString(mCamera->getDerivedOrientation())); } //-- IMPORTANT: must be set, otherwise terrain is not rendered correctly int terrainLevelIdx = 0; mSceneMgr->setOption("TerrainLevelIdx", &terrainLevelIdx); //-- setup what is needed for immediate mouse/key movement if (mTimeDelay >= 0) { mTimeDelay -= evt.timeSinceLastFrame; } // If this is the first frame, pick a speed if (evt.timeSinceLastFrame == 0) { mMoveScale = 1; mRotScale = 0.1; } // Otherwise scale movement units by time passed since last frame else { // Move about 100 units per second, mMoveScale = mMoveSpeed * evt.timeSinceLastFrame; // Take about 10 seconds for full rotation mRotScale = mRotateSpeed * evt.timeSinceLastFrame; } mRotX = 0; mRotY = 0; mTranslateVector = Vector3::ZERO; if (!processUnbufferedKeyInput(evt)) { return false; } /* if (!processUnbufferedMouseInput(evt)) { return false; }*/ // --- set parameters for visualization if (mShowVisualization) { // important for visualization => draw octree bounding boxes mSceneMgr->setOption("ShowOctree", &mShowVisualization); // ---- setup visualization camera mVizCamera->setPosition(0, 0, 0); mVizCamera->setOrientation(Quaternion::IDENTITY); Vector3 camPos = mCamNode->getPosition(); mVizCamera->setPosition(camPos.x, mVizCameraHeight, camPos.z); // point down -Z axis mVizCamera->pitch(Radian(Degree(270.0))); // rotation arounnd X axis mVizCamera->yaw(Math::ATan2(-mCamera->getDerivedDirection().x, -mCamera->getDerivedDirection().z)); // move by a constant so view plane is on bottom of viewport mVizCamera->moveRelative(Vector3(0, 800, 0)); } //-- set application state switch (mAppState) { case REPLAY: setCurrentFrameInfo(evt.timeSinceLastFrame); break; case WALKTHROUGH: //-- if we are recording camera status per frame if (mRecord) { addFrameInfo(mCamNode, evt.timeSinceLastFrame); // print recording message mWindow->setDebugText("Recording frame " + StringConverter::toString(mFrameInfo.size() - 1)); } // move camera according to input moveCamera(); // clamp camera so we always walk along the terrain Clamp2Terrain(); break; default: break; }; return true; } //----------------------------------------------------------------------- void TerrainFrameListener::ApplyVisibilityQuery(bool fromPoint, bool relativeVisibility) { InfoContainer visibleNodes; InfoContainer visibleGeometry; if (fromPoint) { Vector3 point; mVisibilityManager->GetQueryManager()-> ComputeFromPointVisibility(point, &visibleNodes, &visibleGeometry, relativeVisibility); } else { mVisibilityManager->GetQueryManager()->ComputeCameraVisibility(*mCamera, &visibleNodes, &visibleGeometry, relativeVisibility); } float averageNodeVis = 0; float averageGeometryVis = 0; for (int i=0; i < visibleGeometry.size(); ++i) { averageGeometryVis += visibleGeometry[i].GetVisibility(); std::stringstream d; d << "Geometry visibility: " << visibleGeometry[i].GetVisibility(); LogManager::getSingleton().logMessage(d.str()); } for (int i=0; i < visibleNodes.size(); ++i) { averageNodeVis += visibleNodes[i].GetVisibility(); std::stringstream d; d << "Node visibility: " << visibleNodes[i].GetVisibility(); LogManager::getSingleton().logMessage(d.str()); } averageNodeVis /= (float)visibleNodes.size(); averageGeometryVis /= (float)visibleGeometry.size(); char str[100]; //-- update visibility queries stats try { //-- visibility queries stats int idx = fromPoint ? 1 : 0; idx += relativeVisibility ? 2 : 0; sprintf(str, ": %s", queryTypeCaptions[idx].c_str()); mQueryTypeInfo->setCaption(str); sprintf(str, ": %d", (int)visibleNodes.size()); mQueryVisibleNodesInfo->setCaption(str); sprintf(str,": %d", (int)visibleGeometry.size()); mQueryVisibleGeometryInfo->setCaption(str); sprintf(str,": %3.3f", averageNodeVis); mQueryNodeVisibilityInfo->setCaption(str); sprintf(str,": %3.3f", averageGeometryVis); mQueryGeometryVisibilityInfo->setCaption(str); } catch (...) { // ignore } // show the results if (!mShowQueryStats) { mQueryOverlay->show(); mShowQueryStats = true; } } //----------------------------------------------------------------------- void TerrainFrameListener::Clamp2Terrain() { // clamp to terrain Vector3 camPos = mCamNode->getPosition(); Vector3 queryResult; if (mRayQueryExecutor->executeRayQuery(&queryResult, Vector3(camPos.x, 5000.0f, camPos.z), Vector3::NEGATIVE_UNIT_Y)) { mCamNode->setPosition(camPos.x, queryResult.y + 10, camPos.z); } } //----------------------------------------------------------------------- bool TerrainFrameListener::frameEnded(const FrameEvent& evt) { if (mShutdownRequested) return false; updateStats(); return true; } //----------------------------------------------------------------------- void TerrainFrameListener::moveCamera() { // move node rather than camera so orientation is right in the visualization mCamNode->yaw(mRotX); mCamNode->pitch(mRotY); mCamNode->translate(mCamNode->getLocalAxes(), mTranslateVector); } //----------------------------------------------------------------------- void TerrainFrameListener::writeFrames() { std::ofstream ofstr(frames_out_filename); std::vector::const_iterator it, it_end; it_end = mFrameInfo.end(); for (it = mFrameInfo.begin(); it < it_end; ++it) { ofstr << StringConverter::toString((*it).position) << " " << StringConverter::toString((*it).orientation) << " " << StringConverter::toString((*it).timeElapsed) << "\n"; } ofstr.close(); } //----------------------------------------------------------------------- void TerrainFrameListener::loadFrames() { std::ifstream ifstr(frames_out_filename); char line[256]; frame_info info; // reset current values mFrameInfo.clear(); mCurrentFrame = 0; while (!ifstr.eof()) { ifstr.getline(line, 256); sscanf(line, "%f %f %f %f %f %f %f %f", &info.position.x, &info.position.y, &info.position.z, &info.orientation.w, &info.orientation.x, &info.orientation.y, &info.orientation.z, &info.timeElapsed); mFrameInfo.push_back(info); /* std::stringstream d; d << StringConverter::toString(info.position) << " " << StringConverter::toString(info.orientation); LogManager::getSingleton().logMessage(d.str()); */ } ifstr.close(); } //----------------------------------------------------------------------- void TerrainFrameListener::nextAppState() { mCurrentFrame = 0; // if last state was replay state if (mAppState == REPLAY) { // reset debug text and write frame info to file mWindow->setDebugText(""); writeFrames(); //-- write out stats for recorded walkthrough std::stringstream d; d << "Algorithm: " << currentAlgorithmCaptions[mCurrentAlgorithm] << "\n" << "avg. FPS: " << mWindow->getAverageFPS() << "\n" << "best FPS: " << mWindow->getBestFPS() << "\n" << "worst FPS: " << mWindow->getWorstFPS() << "\n" << "best frame time: " << mWindow->getBestFrameTime() << "\n" << "worst frame time: " << mWindow->getWorstFrameTime(); LogManager::getSingleton().logMessage(d.str()); } //-- set the next státe mAppState = (mAppState + 1) % STATE_NUM; // replay recorded walkthrough if (mAppState == REPLAY) { // no recording during replay mRecord = false; // load recorded walkthrough if (mFrameInfo.size() == 0) { loadFrames(); } // if there are no recorded frames => set next state if (mFrameInfo.size() == 0) { nextAppState(); } else { mWindow->setDebugText("Replay"); // reset, because we measure fps stats during walkthrough mWindow->resetStatistics(); //-- initialise frame data mTimeElapsed = 0; mCamNode->setPosition(mFrameInfo[0].position); mCamNode->setOrientation(mFrameInfo[0].orientation); } } } //----------------------------------------------------------------------- void TerrainFrameListener::toggleRecord() { mRecord = !mRecord; // clear previous camera path if (mRecord) mFrameInfo.clear(); else mWindow->setDebugText(""); } //----------------------------------------------------------------------- void TerrainFrameListener::changeThreshold(int incr) { mVisibilityThreshold += incr; if(mVisibilityThreshold < 0) mVisibilityThreshold = 0; char str[100]; sprintf(str,": %d", mVisibilityThreshold); mSceneMgr->setOption("Threshold", &mVisibilityThreshold); mThresholdInfo->setCaption(str); } //----------------------------------------------------------------------- void TerrainFrameListener::zoomVizCamera(int zoom) { mVizCameraHeight += zoom; if(mVizCameraHeight < 0) mVizCameraHeight = 0; } //----------------------------------------------------------------------- void TerrainFrameListener::nextAlgorithm() { mCurrentAlgorithm = (mCurrentAlgorithm + 1) % GtpVisibility::VisibilityEnvironment::NUM_CULLING_MANAGERS, setAlgorithm(mCurrentAlgorithm); } //----------------------------------------------------------------------- void TerrainFrameListener::setAlgorithm(int algorithm) { mAlgorithmInfo->setCaption(": " + currentAlgorithmCaptions[mCurrentAlgorithm]); mSceneMgr->setOption("Algorithm", &mCurrentAlgorithm); } //----------------------------------------------------------------------- void TerrainFrameListener::updateStats() { unsigned int opt = 0; char str[100]; static String currFps = "Current FPS: "; static String avgFps = "Average FPS: "; static String bestFps = "Best FPS: "; static String worstFps = "Worst FPS: "; static String tris = "Triangle Count: "; // update stats when necessary try { OverlayElement* guiAvg = OverlayManager::getSingleton().getOverlayElement("Core/AverageFps"); OverlayElement* guiCurr = OverlayManager::getSingleton().getOverlayElement("Core/CurrFps"); OverlayElement* guiBest = OverlayManager::getSingleton().getOverlayElement("Core/BestFps"); OverlayElement* guiWorst = OverlayManager::getSingleton().getOverlayElement("Core/WorstFps"); const RenderTarget::FrameStats& stats = mWindow->getStatistics(); guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); OverlayElement* guiTris = OverlayManager::getSingleton().getOverlayElement("Core/NumTris"); guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); OverlayElement* guiDbg = OverlayManager::getSingleton().getOverlayElement("Core/DebugText"); guiDbg->setCaption(mWindow->getDebugText()); //-- culling stats mSceneMgr->getOption("NumFrustumCulledNodes", &opt); sprintf(str,": %d", opt); mFrustumCulledNodesInfo->setCaption(str); mSceneMgr->getOption("NumQueriesIssued", &opt); sprintf(str,": %d", opt); mQueriesIssuedInfo->setCaption(str); mSceneMgr->getOption("NumQueryCulledNodes", &opt); sprintf(str,": %d", opt); mQueryCulledNodesInfo->setCaption(str); mSceneMgr->getOption("NumTraversedNodes", &opt); sprintf(str,": %d", opt); mTraversedNodesInfo->setCaption(str); mSceneMgr->getOption("NumHierarchyNodes", &opt); sprintf(str,": %d", opt); mHierarchyNodesInfo->setCaption(str); mSceneMgr->getOption("NumRenderedNodes", &opt); sprintf(str,": %d", opt); mRenderedNodesInfo->setCaption(str); sprintf(str,": %d", mTerrainContentGenerator->GetObjectCount()); mObjectsInfo->setCaption(str); } catch (...) { // ignore } } //----------------------------------------------------------------------- void TerrainFrameListener::toggleUseOptimization() { mUseOptimization = !mUseOptimization; mSceneMgr->setOption("UseOptimization", &mUseOptimization); // disable optimization which tests geometry instead of aabb // for delayed rendering (i.e., render transparents after all the solids) // because otherwise visible transparents could be skipped bool delayedRendering = !mUseOptimization; mSceneMgr->setOption("DelayRenderTransparents", &delayedRendering); if (mUseOptimization) { mUseOptimizationInfo->setCaption(": true"); } else { mUseOptimizationInfo->setCaption(": false"); } } //----------------------------------------------------------------------- void TerrainFrameListener::toggleShowOctree() { mShowOctree = !mShowOctree; mSceneMgr->setOption("ShowOctree", &mShowOctree); } //----------------------------------------------------------------------- void TerrainFrameListener::toggleUseDepthPass() { mUseDepthPass = !mUseDepthPass; mSceneMgr->setOption("UseDepthPass", &mUseDepthPass); if (mUseDepthPass) { mUseDepthPassInfo->setCaption(": true"); } else { mUseDepthPassInfo->setCaption(": false"); } } //----------------------------------------------------------------------- void TerrainFrameListener::toggleShowViz() { mVisualizeCulledNodes = mShowVisualization = !mShowVisualization; // create viewport with priority VIZ_VIEWPORT_Z_ORDER: // will be rendered over standard viewport if (mShowVisualization) { Viewport *vizvp = mWindow->addViewport(mVizCamera, VIZ_VIEWPORT_Z_ORDER, 0.6, 0.6, 0.4, 0.4); vizvp->setBackgroundColour(ColourValue(0.0, 0.3, 0.2, 1)); vizvp->setOverlaysEnabled(false); // Alter the camera aspect ratio to match the viewport mVizCamera->setAspectRatio(Real(vizvp->getActualWidth()) / Real(vizvp->getActualHeight())); mSceneMgr->setOption("VisualizeCulledNodes", &mVisualizeCulledNodes); //vizvp->setClearEveryFrame(false); // Create a skyplane (for visualization background) /* Plane plane; plane.d = -1000; plane.normal = Vector3::UNIT_Y; mSceneMgr->setSkyPlane(true, plane, "Examples/TransparentTest", 4000, 75, false); */ } else { // remove visualization viewport mWindow->removeViewport(VIZ_VIEWPORT_Z_ORDER); // octree bounding boxes are shown for visualization purpose, reset now mSceneMgr->setOption("ShowOctree", &mShowOctree); } } //----------------------------------------------------------------------- void TerrainFrameListener::toggleShowShadows() { mShowShadows = !mShowShadows; mSunLight->setCastShadows(mShowShadows); if (mShowShadows) { mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE); //mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_MODULATIVE); //mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE); } else { mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE); } } //----------------------------------------------------------------------- void TerrainFrameListener::nextNodeVizMode() { mNodeVizMode = (mNodeVizMode + 1) % NODEVIZ_MODES_NUM; bool renderNodesForViz = (mNodeVizMode == NODEVIZ_RENDER_NODES) || (mNodeVizMode == NODEVIZ_RENDER_NODES_AND_CONTENT); bool renderNodesContentForViz = (mNodeVizMode == NODEVIZ_RENDER_NODES_AND_CONTENT); //bool renderNodesContentForViz = mNodeVizMode == NODEVIZ_RENDER_GEOMETRY; mSceneMgr->setOption("RenderNodesForViz", &renderNodesForViz); mSceneMgr->setOption("RenderNodesContentForViz", &renderNodesContentForViz); } //----------------------------------------------------------------------- void TerrainFrameListener::keyPressed(KeyEvent* e) { switch(e->getKey()) { case KC_ESCAPE: mShutdownRequested = true; e->consume(); return; case KC_SPACE: nextAlgorithm(); break; case KC_F: nextFilter(); break; case KC_R: nextSceneDetailLevel(); break; case KC_P: toggleDisplayCameraDetails(); break; case KC_O: toggleUseOptimization(); break; case KC_T: toggleShowOctree(); break; case KC_X: toggleUseDepthPass(); break; case KC_S: toggleShowShadows(); break; case KC_SUBTRACT: changeThreshold(-10); break; case KC_ADD: changeThreshold(10); break; //-- visualization case KC_1: toggleShowViz(); break; case KC_2: nextNodeVizMode(); break; case KC_F1: toggleShowHelp(); break; case KC_F2: toggleShowStats(); break; case KC_F3: nextAppState(); break; case KC_F4: toggleRecord(); break; case KC_F5: ApplyVisibilityQuery(false, mShiftPressed); break; case KC_F6: ApplyVisibilityQuery(true, mShiftPressed); break; case KC_F11: takeScreenShot(); break; case KC_F12: mTerrainContentGenerator->WriteObjects(objects_out_filename); break; case KC_LSHIFT: mShiftPressed = true; break; //KEY_PRESSED(KC_F3, 0.3, writeFrames()); //KEY_PRESSED(KC_F4, 0.3, loadFrames()); default: break; } CEGUI::System::getSingleton().injectKeyDown(e->getKey()); CEGUI::System::getSingleton().injectChar(e->getKeyChar()); e->consume(); } //----------------------------------------------------------------------- void TerrainFrameListener::keyReleased(KeyEvent* e) { if (e->getKey() == KC_LSHIFT) { mShiftPressed = false; } CEGUI::System::getSingleton().injectKeyUp(e->getKey()); e->consume(); } //----------------------------------------------------------------------- void TerrainFrameListener::keyClicked(KeyEvent* e) { // Do nothing e->consume(); } //----------------------------------------------------------------------- void TerrainFrameListener::addFrameInfo(SceneNode *camNode, Real timeElapsed) { frame_info info; info.orientation = mCamNode->getOrientation(); info.position = mCamNode->getPosition(); info.timeElapsed = timeElapsed; mFrameInfo.push_back(info); } //----------------------------------------------------------------------- void TerrainFrameListener::setCurrentFrameInfo(Real timeElapsed) { //-- find current frame relative to elapsed frame time mTimeElapsed -= timeElapsed; while ((mTimeElapsed <= 0) && (mCurrentFrame < (int)mFrameInfo.size() - 1)) { mTimeElapsed += mFrameInfo[mCurrentFrame ++].timeElapsed; } frame_info new_frame = mFrameInfo[mCurrentFrame]; frame_info old_frame = mFrameInfo[mCurrentFrame - 1]; //-- interpolate frames Real factor = 1; if (old_frame.timeElapsed > 0) { factor = mTimeElapsed / old_frame.timeElapsed; } Vector3 camPos = old_frame.position + factor * (new_frame.position - old_frame.position); Quaternion camOrienation = Quaternion::Slerp(factor, old_frame.orientation, new_frame.orientation, true); mCamNode->setPosition(camPos); mCamNode->setOrientation(camOrienation); // stop replay after a full walkthrough if (mCurrentFrame == (int)mFrameInfo.size() - 1) { nextAppState(); } } //----------------------------------------------------------------------- bool TerrainFrameListener::processUnbufferedKeyInput(const FrameEvent& evt) { bool cursorPressed = false; /* Move camera forward by keypress. */ if (mInputDevice->isKeyDown(KC_UP)) { mTranslateVector.z = -mMoveScale; cursorPressed = true; } /* Move camera backward by keypress. */ if (mInputDevice->isKeyDown(KC_DOWN)) { mTranslateVector.z = mMoveScale; cursorPressed = true; } if (mInputDevice->isKeyDown(KC_RIGHT)) { mCamNode->yaw(-mRotScale); cursorPressed = true; } if (mInputDevice->isKeyDown(KC_LEFT)) { mCamNode->yaw(mRotScale); cursorPressed = true; } // visualization camera if (mInputDevice->isKeyDown(KC_3)) { zoomVizCamera(50); } if (mInputDevice->isKeyDown(KC_4)) { zoomVizCamera(-50); } // show the results if (cursorPressed && mShowQueryStats) { mQueryOverlay->hide(); mShowQueryStats = false; } // Return true to continue rendering return true; } //----------------------------------------------------------------------- void TerrainFrameListener::nextFilter() { switch (mFiltering) { case TFO_BILINEAR: mFiltering = TFO_TRILINEAR; mAniso = 1; break; case TFO_TRILINEAR: mFiltering = TFO_ANISOTROPIC; mAniso = 8; break; case TFO_ANISOTROPIC: mFiltering = TFO_BILINEAR; mAniso = 1; break; default: break; } MaterialManager::getSingleton().setDefaultTextureFiltering(mFiltering); MaterialManager::getSingleton().setDefaultAnisotropy(mAniso); // reload stats showStats(mStatsOn); } //----------------------------------------------------------------------- void TerrainFrameListener::nextSceneDetailLevel() { mSceneDetailIndex = (mSceneDetailIndex + 1) % 3; switch (mSceneDetailIndex) { case 0: mCamera->setDetailLevel(SDL_SOLID); break; case 1: mCamera->setDetailLevel(SDL_WIREFRAME); break; case 2: mCamera->setDetailLevel(SDL_POINTS); break; } } //----------------------------------------------------------------------- void TerrainFrameListener::takeScreenShot() { char tmp[20]; sprintf(tmp, "screenshot_%d.png", ++mNumScreenShots); mWindow->writeContentsToFile(tmp); mWindow->setDebugText(String("Wrote ") + tmp); } //----------------------------------------------------------------------- void TerrainFrameListener::toggleDisplayCameraDetails() { mDisplayCameraDetails = !mDisplayCameraDetails; if (!mDisplayCameraDetails) { mWindow->setDebugText(""); } } //----------------------------------------------------------------------- void TerrainFrameListener::showStats(bool show) { if (mDebugOverlay && mCullStatsOverlay) { if (show) { mDebugOverlay->show(); mCullStatsOverlay->show(); } else { mDebugOverlay->hide(); mCullStatsOverlay->hide(); } } } //----------------------------------------------------------------------- void TerrainFrameListener::toggleShowStats() { mStatsOn = !mStatsOn; showStats(mStatsOn); } //----------------------------------------------------------------------- void TerrainFrameListener::toggleShowHelp() { mShowHelp = !mShowHelp; if (mShowHelp) { mHelpOverlay->show(); } else { mHelpOverlay->hide(); } }