source: trunk/VUT/work/TestCullingTerrain/TerrainFrameListener.h @ 151

Revision 151, 6.6 KB checked in by mattausch, 19 years ago (diff)
Line 
1#ifndef _TerrainFrameListener_H__
2#define _TerrainFrameListener_H__
3
4#include "CEGUIForwardRefs.h"
5#include <Ogre.h>
6#include <OgreKeyEvent.h>
7#include <OgreEventListeners.h>
8#include <OgreStringConverter.h>
9#include <OgreException.h>
10#include "VisibilityEnvironment.h"
11#include "VisibilityManager.h"
12#include "OgreTerrainContentGenerator.h"
13#include "OgrePlatformQueryManager.h"
14
15using namespace Ogre;
16
17// z order index of visualizaion viewport
18#define VIZ_VIEWPORT_Z_ORDER 10
19
20
21/** Mouse query listener for terrain
22*/
23class TerrainFrameListener: public FrameListener, public MouseListener, public MouseMotionListener, public KeyListener
24{
25public:
26       
27   TerrainFrameListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager,
28                CEGUI::Renderer *renderer, TerrainContentGenerator *contentGenerator, Camera *vizCamera,
29                SceneNode *camNode, Light *sunLight);
30
31   ~TerrainFrameListener();
32
33
34   bool frameStarted(const FrameEvent& evt);
35   bool frameEnded(const FrameEvent& evt);
36   //bool processUnbufferedKeyInput(const FrameEvent& evt);
37   
38
39   /* MouseListener callbacks. */
40   virtual void mouseClicked(MouseEvent* e) { }
41   virtual void mouseEntered(MouseEvent* e) { }
42   virtual void mouseExited(MouseEvent* e)  { }
43
44   // This is when the mouse button goes DOWN.
45   virtual void mousePressed(MouseEvent* e);
46
47   // This is when the mouse button is let UP.
48   virtual void mouseReleased(MouseEvent* e);
49
50   /* MouseMotionListener callbacks */
51   virtual void mouseMoved (MouseEvent *e);
52   
53   // This is when the mouse is clicked, held and dragged.
54   virtual void mouseDragged (MouseEvent *e);
55
56   void keyPressed(KeyEvent* e);
57
58   void keyReleased(KeyEvent* e);
59   void keyClicked(KeyEvent* e);
60 
61   /** The information about camera position and orienation per frame */
62   typedef struct
63   {
64           Vector3 position;
65           Quaternion orientation;
66           Real timeElapsed;
67   } frame_info;
68
69   enum  {WALKTHROUGH, REPLAY, STATE_NUM};
70
71   // visualization modes for scene nodes
72   enum {NODEVIZ_NONE, NODEVIZ_RENDER_NODES, NODEVIZ_RENDER_NODES_AND_CONTENT, NODEVIZ_MODES_NUM};
73   //enum {NODEVIZ_NONE, NODEVIZ_RENDER_GEOMETRY, NODEVIZ_MODES_NUM};
74
75  void zoomVizCamera(int zoom);
76       
77   void addFrameInfo(SceneNode *camNode, Real timeElapsed);
78   void setCurrentFrameInfo(Real timeElapsed);
79
80   void setAlgorithm(int algorithm);
81
82   void moveCamera();
83
84   void writeFrames();
85   void loadFrames();
86
87 
88    // Constructor takes a RenderWindow because it uses that to determine input context
89    //ExampleFrameListener(RenderWindow* win, Camera* cam, bool useBufferedInputKeys = false, bool useBufferedInputMouse = false)
90   
91    bool processUnbufferedKeyInput(const FrameEvent& evt);
92    bool processUnbufferedMouseInput(const FrameEvent& evt);
93
94    void showStats(bool show);
95
96        void updateStats();
97
98        void toggleShowHelp();
99        void toggleShowStats();
100
101        void toggleShowShadows();
102        void toggleDisplayCameraDetails();
103        void takeScreenShot();
104        void nextSceneDetailLevel();
105        void nextFilter();
106        void nextAlgorithm();
107        void nextNodeVizMode();
108        void nextAppState();
109    void changeThreshold(int incr);
110        void changeAssumedVisibility(int incr);
111        void toggleUseOptimization();
112        void toggleShowOctree();
113        void toggleUseDepthPass();
114        void toggleShowViz();
115        void toggleRecord();
116
117        /** Applies visibility query. Collects the visible objects
118                and their visibility information.
119                @param fromnPoint if query should be from point or from camera
120                @param projectedPixels if query should return number of visible pixels or the ratio
121                visible pixels / projected pixels.
122        */
123        void ApplyVisibilityQuery(bool fromPoint, bool relativeVisibility);
124
125        void toggleShowQueryStats();
126
127protected:
128
129        void resetStats();
130
131        /** Clamp camera to terrain.
132        */
133        void Clamp2Terrain();
134       
135        SceneManager *mSceneMgr;           // A pointer to the scene manager
136   
137        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
138       
139        int mCurrentAlgorithm;
140        int mVisibilityThreshold;
141        int mAssumedVisibility;
142        // the current frame number
143        int mCurrentFrame;
144        // the current application state
145        int mAppState;
146        // The number of objects on the screen
147        int mObjectCount;           
148        // visualization mode
149        int mNodeVizMode;
150
151        SceneNode *mCurrentObject;    // the newly created object
152
153        OverlayElement *mAlgorithmInfo;
154        OverlayElement *mThresholdInfo;
155        OverlayElement *mAssumedVisibilityInfo;
156        OverlayElement *mFrustumCulledNodesInfo;
157        OverlayElement *mQueryCulledNodesInfo;
158    OverlayElement *mTraversedNodesInfo;
159        OverlayElement *mHierarchyNodesInfo;
160        OverlayElement *mUseOptimizationInfo;
161        OverlayElement *mUseDepthPassInfo;
162        OverlayElement *mRenderedNodesInfo;
163        OverlayElement *mObjectsInfo;
164        OverlayElement *mQueriesIssuedInfo;
165
166        OverlayElement *mQueryTypeInfo;
167        OverlayElement *mQueryVisibleNodesInfo;
168    OverlayElement *mQueryVisibleGeometryInfo;
169        OverlayElement *mQueryVisiblityInfo;
170        OverlayElement *mQueryNodeVisibilityInfo;
171        OverlayElement *mQueryGeometryVisibilityInfo;
172
173        RayQueryExecutor *mRayQueryExecutor;
174        TerrainContentGenerator *mTerrainContentGenerator;
175
176        bool mUseOptimization;
177        bool mShowOctree;
178        bool mUseDepthPass;
179        bool mShowVisualization;
180        bool mCullCamera;
181        bool mRecord;
182        bool mShowShadows;
183        bool mVisualizeCulledNodes;
184        bool mShowHelp;
185        bool mStatsOn;
186        bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
187        bool mShutdownRequested;
188        bool mDisplayCameraDetails;
189       
190        Real mVizCameraHeight;
191
192        Camera *mVizCamera;
193        SceneNode *mCamNode;
194       
195        //std::deque<Vector3> mWalkList;   // The list of points we are walking to
196        std::vector<frame_info> mFrameInfo;
197               
198        Real mTimeElapsed;
199        //EventProcessor* mEventProcessor;
200    InputReader* mInputDevice;
201    Camera* mCamera;
202
203    Vector3 mTranslateVector;
204    RenderWindow* mWindow;
205   
206    //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
207        unsigned int mNumScreenShots;
208    int mSceneDetailIndex;
209        int mAniso;
210
211        float mMoveScale;
212    Degree mRotScale;
213    // just to stop toggles flipping too fast
214    Real mTimeDelay;
215    Radian mRotX, mRotY;
216    TextureFilterOptions mFiltering;
217 
218        Real mMoveSpeed;
219    Degree mRotateSpeed;
220   
221        Overlay* mDebugOverlay;
222        Overlay* mHelpOverlay;
223        Overlay* mCullStatsOverlay;
224        Overlay* mQueryOverlay;
225
226        Light *mSunLight;
227        GtpVisibility::VisibilityManager *mVisibilityManager;
228        EventProcessor* mEventProcessor;
229       
230        bool mShiftPressed;
231        bool mShowQueryStats;
232
233        unsigned long mAvgFps;
234        unsigned long mFrameCount;
235        //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
236        PlatformQueryManager *mQueryManager;
237};
238
239
240#endif //_TerrainFrameListener_H__
Note: See TracBrowser for help on using the repository browser.