source: trunk/VUT/work/TestCullingTerrain/TerrainFrameListener.h @ 421

Revision 421, 11.2 KB checked in by mattausch, 19 years ago (diff)

fixed controls for terrain demo
fixed member names in vspkdtree

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/** Struct storing walktrough statistics
22*/
23struct WalkthroughStats
24{
25public:
26
27        unsigned long mAccFps;
28        unsigned long mBestFps;
29        unsigned long mWorstFps;
30        unsigned long mAccTris;
31        unsigned long mAccQueryCulledNodes;
32        unsigned long mAccFrustumCulledNodes;
33        unsigned long mFrameCount;
34        unsigned long mAccRenderedNodes;
35       
36        WalkthroughStats():
37        mAccFps(0), mBestFps(0), mWorstFps(0), mAccTris(0),
38        mAccQueryCulledNodes(0), mAccFrustumCulledNodes(0),
39        mFrameCount(0), mAccRenderedNodes(0)
40        {}
41
42        void Reset()
43        {
44                mAccFps = mBestFps = mWorstFps = mAccTris = mAccQueryCulledNodes = mAccFrustumCulledNodes = mFrameCount = mAccRenderedNodes = 0;
45        }
46
47        void UpdateFrame(int currentFps, int bestFps, int worstFps, int renderedTris, int renderedNodes, int queryCulledNodes, int frustumCulledNodes)
48        {
49                mAccFps += currentFps;
50                mBestFps = bestFps;
51                mWorstFps = worstFps;
52
53                // accumulated #triangles (M)
54                mAccTris += renderedTris / 1000;
55                mAccRenderedNodes += renderedNodes;
56                mAccQueryCulledNodes += queryCulledNodes;
57                mAccFrustumCulledNodes += frustumCulledNodes;
58       
59                ++ mFrameCount;
60        }
61
62        void Print(std::ostream &d, const std::string &algorithmName) const
63        {
64                // compuate average fps and triangle count
65                float avgFps = (float)mAccFps / (float)mFrameCount;
66                float avgTris = (float)mAccTris / (float)mFrameCount;
67                float avgFrustumCulledNodes = 0;
68                float avgRenderedNodes = 0;
69                float avgQueryCulledNodes = 0;
70               
71                if (mFrameCount != 0)
72                {
73                        avgFrustumCulledNodes = (float)mAccFrustumCulledNodes / (float)mFrameCount;
74                        avgQueryCulledNodes  = (float)mAccQueryCulledNodes / (float)mFrameCount;
75                        avgRenderedNodes = (float)mAccRenderedNodes / (float) mFrameCount;
76                }
77
78                //-- write out stats for recorded walkthrough
79                d << "Algorithm: " << algorithmName << "\n"
80                        << "avg. FPS: " << avgFps << "\n"
81                        << "best FPS: " << mBestFps << "\n"
82                        << "worst FPS: " << mWorstFps << "\n"
83                        << "avg. #triangles: " << avgTris << " M\n"
84                        << "#frames: " << mFrameCount << "\n"
85                        << "avg. #query culled nodes: " << avgFrustumCulledNodes << "\n"
86                        << "avg. #frustum culled nodes: " << avgQueryCulledNodes << "\n"
87                        << "avg. #rendered nodes: " << avgRenderedNodes << "\n";
88        }
89
90};
91
92/** Frame listener specialised for terrains.
93*/
94class TerrainFrameListener: public FrameListener, public MouseListener,
95                                                        public MouseMotionListener, public KeyListener
96{
97public:
98       
99   TerrainFrameListener(RenderWindow* win,
100                                                Camera* cam,
101                                                SceneManager *sceneManager,
102                                                CEGUI::Renderer *renderer,
103                                                TerrainContentGenerator *contentGenerator,
104                                                Camera *vizCamera,
105                                                SceneNode *camNode,
106                                                Light *sunLight,
107                                                TestCullingTerrainApplication *app);
108
109   ~TerrainFrameListener();
110
111   bool frameStarted(const FrameEvent& evt);
112   bool frameEnded(const FrameEvent& evt);
113     
114
115   /* MouseListener callbacks. */
116   virtual void mouseClicked(MouseEvent* e) { }
117   virtual void mouseEntered(MouseEvent* e) { }
118   virtual void mouseExited(MouseEvent* e)  { }
119
120   // This is when the mouse button goes DOWN.
121   void mousePressed(MouseEvent* e);
122
123   // This is when the mouse button is let UP.
124   void mouseReleased(MouseEvent* e);
125
126   /* MouseMotionListener callbacks */
127   void mouseMoved(MouseEvent *e);
128   
129   // This is when the mouse is clicked, held and dragged.
130   void mouseDragged(MouseEvent *e);
131
132   void mouseDragDropped(MouseEvent *e);
133   void keyPressed(KeyEvent* e);
134
135   void keyReleased(KeyEvent* e);
136   void keyClicked(KeyEvent* e);
137 
138   /** The information about camera position and orienation per frame.
139   */
140   typedef struct
141   {
142           Vector3 position;
143           Quaternion orientation;
144           Real timeElapsed;
145           Real fps;
146   } frame_info;
147
148   typedef std::vector<frame_info> FrameInfoContainer;
149
150   enum  {WALKTHROUGH, REPLAY, STATE_NUM};
151
152   // visualization modes for scene nodes
153   enum {NODEVIZ_NONE, NODEVIZ_RENDER_NODES, NODEVIZ_RENDER_NODES_AND_CONTENT, NODEVIZ_MODES_NUM};
154   //enum {NODEVIZ_NONE, NODEVIZ_RENDER_GEOMETRY, NODEVIZ_MODES_NUM};
155
156   void zoomVizCamera(int zoom);
157       
158   void addFrameInfo(FrameInfoContainer &frameInfos, SceneNode *camNode, Real timeElapsed);
159   void setCurrentFrameInfo(Real timeElapsed);
160
161   void setAlgorithm(int algorithm);
162
163   void moveCamera();
164
165   void writeFrames();
166   void loadFrames();
167
168        // quick hack
169        void writeNewFrameInfo();
170   
171    bool processUnbufferedKeyInput(const FrameEvent& evt);
172    bool processUnbufferedMouseInput(const FrameEvent& evt);
173
174        void switchMouseMode()
175        {
176        mUseBufferedInputMouse = !mUseBufferedInputMouse;
177                mInputDevice->setBufferedInput(true, mUseBufferedInputMouse);
178
179                if (!mUseBufferedInputMouse)
180                        CEGUI::MouseCursor::getSingleton().hide();
181                else
182                        CEGUI::MouseCursor::getSingleton().show();
183        }
184
185        /** Shows the frame / algorithm statistics.
186        */
187    void showStats(bool show);
188
189        /** Updates frame statistics and the frame statistics display.
190        */
191        void updateStats();
192
193        /** Toggles wether help screen is shown or not.
194        */
195        void toggleShowHelp();
196       
197        /** Toggles wether shadows are shown or not.
198        */
199        void toggleShowShadows();
200        void toggleDisplayCameraDetails();
201        /** Takes screenshot of the current scene.
202        */
203        void takeScreenshot();
204        /** Takes one video frame.
205        */
206        void takeVideoFrame(std::ofstream &ofstr);
207
208        void nextSceneDetailLevel();
209        void nextFilter();
210        void nextAlgorithm();
211        void nextNodeVizMode();
212        void nextAppState();
213    void changeThreshold(int incr);
214        void changeAssumedVisibility(int incr);
215        void setTestGeometryForVisibleLeaves(bool testGeometryForVisibleLeaves);
216        /** Shows octree hierarchy of the scene.
217        */
218        void toggleShowOctree();
219        /** Toggles wether we use the initial depth pass.
220        */
221        void toggleUseDepthPass();
222        /** Toggles wether we use ARB or NV queries.
223        */
224        void toggleUseArbQueries();
225        /** Toggles wether the visualization is shown.
226        */
227        void toggleShowViz();
228        /** Toggles wether the frames are recorded.
229        */
230        void toggleRecord();
231
232        /** Applies visibility query. Collects the visible objects
233                and their visibility information.
234                @param fromPoint if query should be from point or from camera
235                @param relativeVisibility if query should return number of visible pixels or
236                the ratio visible / projected pixels.
237                @param useItemBuffer if item buffer should be used or occlusion queries
238        */
239        void applyVisibilityQuery(bool fromPoint, bool relativeVisibility, bool useItemBuffer);
240
241        /** Shows result from visibility queries.
242        */
243        void toggleShowQueryStats();
244
245        /** Sets the type of the objects generated in the scene.
246        */
247        void setObjectType(int objectType);
248
249        static String msAlgorithmCaptions[];
250        static String msQueryTypeCaptions[];
251        static String msQueryRelativeVisCaptions[];
252        static String msQueryMethodCaptions[];
253        static Real msObjectTerrainOffsets[];
254        static Real msObjectScales[];
255        static String msObjectCaptions[];
256
257protected:
258
259        void initHelpOverlayElement(String name, int top);
260        void initOverlayElement(OverlayElement **elInfo, String ext, String name,
261                                                        int top, String caption);
262
263        //-- initialise overlays
264        void initHelpOverlay();
265        void initVisStatsOverlay();
266        void initQueryOverlay();
267       
268        SceneManager *mSceneMgr;           // A pointer to the scene manager
269   
270        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
271       
272        int mCurrentAlgorithm;
273        int mVisibilityThreshold;
274        int mAssumedVisibility;
275        /// the current frame number
276        int mCurrentFrame;
277        /// the current application state
278        int mAppState;
279        /// The number of objects on the screen
280        int mObjectCount;           
281        /// visualization mode
282        int mNodeVizMode;
283        /// number of video frames
284        int mNumVideoFrames;
285        /// the newly created object
286        SceneNode *mCurrentObject;   
287
288        WalkthroughStats mWalkthroughStats;
289
290        /// HACK for demo
291        float mDemoFps;
292        bool mUseDemoFps;
293
294        OverlayElement *mAlgorithmInfo;
295        OverlayElement *mThresholdInfo;
296        OverlayElement *mAssumedVisibilityInfo;
297        OverlayElement *mFrustumCulledNodesInfo;
298        OverlayElement *mQueryCulledNodesInfo;
299    OverlayElement *mTraversedNodesInfo;
300        OverlayElement *mHierarchyNodesInfo;
301        OverlayElement *mTestGeometryForVisibleLeavesInfo;
302        OverlayElement *mUseDepthPassInfo;
303        OverlayElement *mUseArbQueriesInfo;
304        OverlayElement *mRenderedNodesInfo;
305        OverlayElement *mObjectsCountInfo;
306        OverlayElement *mQueriesIssuedInfo;
307        OverlayElement *mDelayedQueriesIssuedInfo;
308        OverlayElement *mDelayedTraversedNodesInfo;
309        OverlayElement *mCurrentObjectTypeInfo;
310
311        OverlayElement *mQueryTypeInfo;
312        OverlayElement *mQueryVisibleNodesInfo;
313        OverlayElement *mQueryVisibleGeometryInfo;
314        OverlayElement *mQueryVisiblePatchInfo;
315
316        OverlayElement *mQueryVisiblityInfo;
317        OverlayElement *mQueryNodeVisibilityInfo;
318        OverlayElement *mQueryGeometryVisibilityInfo;
319        OverlayElement *mQueryPatchVisibilityInfo;
320        //OverlayElement *mHelpInfo;
321
322        RayQueryExecutor *mRayQueryExecutor;
323        TerrainContentGenerator *mTerrainContentGenerator;
324
325        bool mTestGeometryForVisibleLeaves;
326        bool mShowOctree;
327        bool mUseDepthPass;
328        bool mUseArbQueries;
329        bool mShowVisualization;
330        bool mCullCamera;
331        bool mRecordFrames;
332        bool mShowShadows;
333        bool mVisualizeCulledNodes;
334        bool mShowHelp;
335        bool mStatsOn;
336        bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
337        bool mShutdownRequested;
338        bool mDisplayCameraDetails;
339        bool mUseItemBuffer;
340        bool mUseAnimation;
341       
342        int mItemBufferMode;
343
344        Real mVizCameraHeight;
345
346        Camera *mVizCamera;
347        SceneNode *mCamNode;
348       
349        /// Per frame data stored for a walkthrough
350        FrameInfoContainer mFrameInfo;
351        /// HACK: for demo
352        FrameInfoContainer mSavedFrameInfo;
353       
354        Real mReplayTimeElapsed;
355        //EventProcessor* mEventProcessor;
356    InputReader* mInputDevice;
357    Camera* mCamera;
358
359    Vector3 mTranslateVector;
360    RenderWindow* mWindow;
361   
362        unsigned int mNumScreenShots;
363    int mSceneDetailIndex;
364        int mAniso;
365
366        float mMoveScale;
367    Degree mRotScale;
368
369    // just to stop toggles flipping too fast
370    Real mTimeDelay;
371    Radian mRotX, mRotY;
372    TextureFilterOptions mFiltering;
373 
374        Real mMoveSpeed;
375    Degree mRotateSpeed;
376   
377        Overlay* mDebugOverlay;
378        Overlay* mHelpOverlay;
379        Overlay* mCullStatsOverlay;
380        Overlay* mQueryOverlay;
381
382        Light *mSunLight;
383        GtpVisibility::VisibilityManager *mVisibilityManager;
384        EventProcessor* mEventProcessor;
385       
386        bool mShiftPressed;
387        bool mShowQueryStats;
388       
389        //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
390        PlatformQueryManager *mQueryManager;
391
392        float mDelayedQueriesIssued;
393        float mDelayedTraversedNodes;
394
395        int mCurrentObjectType;
396
397        bool mDeleteObjects;
398        bool mRecordVideo;
399
400        Timer *mTimer;
401        long mTimeFrameEnded;
402        long mTimeFrameStarted;
403        float mPureRenderTimeFps;
404        TestCullingTerrainApplication *mApplication;
405
406        bool mUseBufferedInputMouse;
407        Matrix4 rotMatrix;
408};
409
410
411#endif //_TerrainFrameListener_H__
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