source: trunk/VUT/work/TestCullingTerrain/TerrainFrameListener.h @ 173

Revision 173, 7.9 KB checked in by mattausch, 19 years ago (diff)

did some code cleanup

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
15
16class TestCullingTerrainApplication;
17
18
19using namespace Ogre;
20
21
22/** Frame listener specialised for terrains.
23*/
24class TerrainFrameListener: public FrameListener, public MouseListener,
25                                                        public MouseMotionListener, public KeyListener
26{
27public:
28       
29   TerrainFrameListener(RenderWindow* win,
30                                                Camera* cam,
31                                                SceneManager *sceneManager,
32                                                CEGUI::Renderer *renderer,
33                                                TerrainContentGenerator *contentGenerator,
34                                                Camera *vizCamera,
35                                                SceneNode *camNode,
36                                                Light *sunLight,
37                                                TestCullingTerrainApplication *app);
38
39   ~TerrainFrameListener();
40
41
42   bool frameStarted(const FrameEvent& evt);
43   bool frameEnded(const FrameEvent& evt);
44   //bool processUnbufferedKeyInput(const FrameEvent& evt);
45   
46
47   /* MouseListener callbacks. */
48   virtual void mouseClicked(MouseEvent* e) { }
49   virtual void mouseEntered(MouseEvent* e) { }
50   virtual void mouseExited(MouseEvent* e)  { }
51
52   // This is when the mouse button goes DOWN.
53   void mousePressed(MouseEvent* e);
54
55   // This is when the mouse button is let UP.
56   void mouseReleased(MouseEvent* e);
57
58   /* MouseMotionListener callbacks */
59   void mouseMoved(MouseEvent *e);
60   
61   // This is when the mouse is clicked, held and dragged.
62   void mouseDragged(MouseEvent *e);
63
64   void mouseDragDropped(MouseEvent *e);
65   void keyPressed(KeyEvent* e);
66
67   void keyReleased(KeyEvent* e);
68   void keyClicked(KeyEvent* e);
69 
70   /** The information about camera position and orienation per frame.
71   */
72   typedef struct
73   {
74           Vector3 position;
75           Quaternion orientation;
76           Real timeElapsed;
77   } frame_info;
78
79   enum  {WALKTHROUGH, REPLAY, STATE_NUM};
80
81   // visualization modes for scene nodes
82   enum {NODEVIZ_NONE, NODEVIZ_RENDER_NODES, NODEVIZ_RENDER_NODES_AND_CONTENT, NODEVIZ_MODES_NUM};
83   //enum {NODEVIZ_NONE, NODEVIZ_RENDER_GEOMETRY, NODEVIZ_MODES_NUM};
84
85   void zoomVizCamera(int zoom);
86       
87   void addFrameInfo(SceneNode *camNode, Real timeElapsed);
88   void setCurrentFrameInfo(Real timeElapsed);
89
90   void setAlgorithm(int algorithm);
91
92   void moveCamera();
93
94   void writeFrames();
95   void loadFrames();
96
97 
98    // Constructor takes a RenderWindow because it uses that to determine input context
99    //ExampleFrameListener(RenderWindow* win, Camera* cam, bool useBufferedInputKeys = false, bool useBufferedInputMouse = false)
100   
101    bool processUnbufferedKeyInput(const FrameEvent& evt);
102    bool processUnbufferedMouseInput(const FrameEvent& evt);
103
104    void showStats(bool show);
105
106        void updateStats();
107
108        void toggleShowHelp();
109        void toggleShowStats();
110
111        void toggleShowShadows();
112        void toggleDisplayCameraDetails();
113        void takeScreenshot();
114        void nextSceneDetailLevel();
115        void nextFilter();
116        void nextAlgorithm();
117        void nextNodeVizMode();
118        void nextAppState();
119    void changeThreshold(int incr);
120        void changeAssumedVisibility(int incr);
121        void toggleTestGeometryForVisibleLeaves();
122        void toggleShowOctree();
123        void toggleUseDepthPass();
124        void toggleShowViz();
125        void toggleRecord();
126
127        /** Applies visibility query. Collects the visible objects
128                and their visibility information.
129                @param fromPoint if query should be from point or from camera
130                @param relativeVisibility if query should return number of visible pixels or
131                the ratio visible / projected pixels.
132                @param useItemBuffer if item buffer should be used or occlusion queries
133        */
134        void applyVisibilityQuery(bool fromPoint, bool relativeVisibility, bool useItemBuffer);
135
136        void toggleShowQueryStats();
137
138        /** Sets the type of the objects generated in the scene.
139        */
140        void setObjectType(int objectType);
141
142        static String msAlgorithmCaptions[];
143        static String msQueryTypeCaptions[];
144        static String msQueryRelativeVisCaptions[];
145        static String msQueryMethodCaptions[];
146        static Real msObjectTerrainOffsets[];
147        static Real msObjectScales[];
148        static String msObjectCaptions[];
149
150protected:
151
152        void initHelpOverlayElement(String name, int top);
153        void initOverlayElement(OverlayElement **elInfo, String ext, String name,
154                                                        int top, String caption);
155
156        //-- initialise overlays
157        void initHelpOverlay();
158        void initVisStatsOverlay();
159        void initQueryOverlay();
160
161        void resetStats();
162       
163        SceneManager *mSceneMgr;           // A pointer to the scene manager
164   
165        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
166       
167        int mCurrentAlgorithm;
168        int mVisibilityThreshold;
169        int mAssumedVisibility;
170        // the current frame number
171        int mCurrentFrame;
172        // the current application state
173        int mAppState;
174        // The number of objects on the screen
175        int mObjectCount;           
176        // visualization mode
177        int mNodeVizMode;
178
179        SceneNode *mCurrentObject;    // the newly created object
180
181        OverlayElement *mAlgorithmInfo;
182        OverlayElement *mThresholdInfo;
183        OverlayElement *mAssumedVisibilityInfo;
184        OverlayElement *mFrustumCulledNodesInfo;
185        OverlayElement *mQueryCulledNodesInfo;
186    OverlayElement *mTraversedNodesInfo;
187        OverlayElement *mHierarchyNodesInfo;
188        OverlayElement *mTestGeometryForVisibleLeavesInfo;
189        OverlayElement *mUseDepthPassInfo;
190        OverlayElement *mRenderedNodesInfo;
191        OverlayElement *mObjectsCountInfo;
192        OverlayElement *mQueriesIssuedInfo;
193        OverlayElement *mDelayedQueriesIssuedInfo;
194        OverlayElement *mDelayedTraversedNodesInfo;
195        OverlayElement *mCurrentObjectTypeInfo;
196
197        OverlayElement *mQueryTypeInfo;
198        OverlayElement *mQueryVisibleNodesInfo;
199        OverlayElement *mQueryVisibleGeometryInfo;
200        OverlayElement *mQueryVisiblePatchInfo;
201
202        OverlayElement *mQueryVisiblityInfo;
203        OverlayElement *mQueryNodeVisibilityInfo;
204        OverlayElement *mQueryGeometryVisibilityInfo;
205        OverlayElement *mQueryPatchVisibilityInfo;
206        //OverlayElement *mHelpInfo;
207
208        RayQueryExecutor *mRayQueryExecutor;
209        TerrainContentGenerator *mTerrainContentGenerator;
210
211        bool mTestGeometryForVisibleLeaves;
212        bool mShowOctree;
213        bool mUseDepthPass;
214        bool mShowVisualization;
215        bool mCullCamera;
216        bool mRecord;
217        bool mShowShadows;
218        bool mVisualizeCulledNodes;
219        bool mShowHelp;
220        bool mStatsOn;
221        bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
222        bool mShutdownRequested;
223        bool mDisplayCameraDetails;
224        bool mUseItemBuffer;
225        bool mUseAnimation;
226        bool mRenderPatchesForItemBuffer;
227
228        Real mVizCameraHeight;
229
230        Camera *mVizCamera;
231        SceneNode *mCamNode;
232       
233        //std::deque<Vector3> mWalkList;   // The list of points we are walking to
234        std::vector<frame_info> mFrameInfo;
235               
236        Real mReplayTimeElapsed;
237        //EventProcessor* mEventProcessor;
238    InputReader* mInputDevice;
239    Camera* mCamera;
240
241    Vector3 mTranslateVector;
242    RenderWindow* mWindow;
243   
244        unsigned int mNumScreenShots;
245    int mSceneDetailIndex;
246        int mAniso;
247
248        float mMoveScale;
249    Degree mRotScale;
250
251    // just to stop toggles flipping too fast
252    Real mTimeDelay;
253    Radian mRotX, mRotY;
254    TextureFilterOptions mFiltering;
255 
256        Real mMoveSpeed;
257    Degree mRotateSpeed;
258   
259        Overlay* mDebugOverlay;
260        Overlay* mHelpOverlay;
261        Overlay* mCullStatsOverlay;
262        Overlay* mQueryOverlay;
263
264        Light *mSunLight;
265        GtpVisibility::VisibilityManager *mVisibilityManager;
266        EventProcessor* mEventProcessor;
267       
268        bool mShiftPressed;
269        bool mShowQueryStats;
270
271        unsigned long mAvgFps;
272        unsigned long mFrameCount;
273
274        //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
275        PlatformQueryManager *mQueryManager;
276
277        float mDelayedQueriesIssued;
278        float mDelayedTraversedNodes;
279
280        int mCurrentObjectType;
281
282        bool mDeleteObjects;
283
284        TestCullingTerrainApplication *mApplication;
285};
286
287
288#endif //_TerrainFrameListener_H__
Note: See TracBrowser for help on using the repository browser.