source: trunk/VUT/work/TestCullingTerrain/TerrainFrameListener.h @ 155

Revision 155, 6.9 KB checked in by mattausch, 19 years ago (diff)

added node traversal interface

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 toggleTestGeometryForVisibleLeaves();
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 fromPoint if query should be from point or from camera
120                @param relativeVisibility if query should return number of visible pixels or
121                the ratio visible / projected pixels.
122                @param useItemBuffer if item buffer should be used or occlusion queries
123        */
124        void ApplyVisibilityQuery(bool fromPoint, bool relativeVisibility, bool useItemBuffer);
125
126        void toggleShowQueryStats();
127
128protected:
129
130        void resetStats();
131
132        /** Clamp camera to terrain.
133        */
134        void Clamp2Terrain();
135       
136        SceneManager *mSceneMgr;           // A pointer to the scene manager
137   
138        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
139       
140        int mCurrentAlgorithm;
141        int mVisibilityThreshold;
142        int mAssumedVisibility;
143        // the current frame number
144        int mCurrentFrame;
145        // the current application state
146        int mAppState;
147        // The number of objects on the screen
148        int mObjectCount;           
149        // visualization mode
150        int mNodeVizMode;
151
152        SceneNode *mCurrentObject;    // the newly created object
153
154        OverlayElement *mAlgorithmInfo;
155        OverlayElement *mThresholdInfo;
156        OverlayElement *mAssumedVisibilityInfo;
157        OverlayElement *mFrustumCulledNodesInfo;
158        OverlayElement *mQueryCulledNodesInfo;
159    OverlayElement *mTraversedNodesInfo;
160        OverlayElement *mHierarchyNodesInfo;
161        OverlayElement *mTestGeometryForVisibleLeavesInfo;
162        OverlayElement *mUseDepthPassInfo;
163        OverlayElement *mRenderedNodesInfo;
164        OverlayElement *mObjectsInfo;
165        OverlayElement *mQueriesIssuedInfo;
166        OverlayElement *mDelayedQueriesIssuedInfo;
167        OverlayElement *mDelayedTraversedNodesInfo;
168
169        OverlayElement *mQueryTypeInfo;
170        OverlayElement *mQueryVisibleNodesInfo;
171    OverlayElement *mQueryVisibleGeometryInfo;
172        OverlayElement *mQueryVisiblityInfo;
173        OverlayElement *mQueryNodeVisibilityInfo;
174        OverlayElement *mQueryGeometryVisibilityInfo;
175
176        RayQueryExecutor *mRayQueryExecutor;
177        TerrainContentGenerator *mTerrainContentGenerator;
178
179        bool mTestGeometryForVisibleLeaves;
180        bool mShowOctree;
181        bool mUseDepthPass;
182        bool mShowVisualization;
183        bool mCullCamera;
184        bool mRecord;
185        bool mShowShadows;
186        bool mVisualizeCulledNodes;
187        bool mShowHelp;
188        bool mStatsOn;
189        bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
190        bool mShutdownRequested;
191        bool mDisplayCameraDetails;
192       
193        Real mVizCameraHeight;
194
195        Camera *mVizCamera;
196        SceneNode *mCamNode;
197       
198        //std::deque<Vector3> mWalkList;   // The list of points we are walking to
199        std::vector<frame_info> mFrameInfo;
200               
201        Real mTimeElapsed;
202        //EventProcessor* mEventProcessor;
203    InputReader* mInputDevice;
204    Camera* mCamera;
205
206    Vector3 mTranslateVector;
207    RenderWindow* mWindow;
208   
209    //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
210        unsigned int mNumScreenShots;
211    int mSceneDetailIndex;
212        int mAniso;
213
214        float mMoveScale;
215    Degree mRotScale;
216    // just to stop toggles flipping too fast
217    Real mTimeDelay;
218    Radian mRotX, mRotY;
219    TextureFilterOptions mFiltering;
220 
221        Real mMoveSpeed;
222    Degree mRotateSpeed;
223   
224        Overlay* mDebugOverlay;
225        Overlay* mHelpOverlay;
226        Overlay* mCullStatsOverlay;
227        Overlay* mQueryOverlay;
228
229        Light *mSunLight;
230        GtpVisibility::VisibilityManager *mVisibilityManager;
231        EventProcessor* mEventProcessor;
232       
233        bool mShiftPressed;
234        bool mShowQueryStats;
235
236        unsigned long mAvgFps;
237        unsigned long mFrameCount;
238        //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
239        PlatformQueryManager *mQueryManager;
240
241        float mDelayedQueriesIssued;
242        float mDelayedTraversedNodes;
243};
244
245
246#endif //_TerrainFrameListener_H__
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