[61] | 1 | #include <OgreNoMemoryMacros.h>
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| 2 | #include <CEGUI/CEGUI.h>
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| 3 | #include <../CEGUIRenderer/include/OgreCEGUIRenderer.h>
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| 4 | #include <../CEGUIRenderer/include/OgreCEGUIResourceProvider.h>
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| 5 | #include <../CEGUIRenderer/include/OgreCEGUITexture.h>
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| 6 | #include <OgreMemoryMacros.h>
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| 7 |
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[100] | 8 | #include <Ogre.h>
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[161] | 9 |
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[115] | 10 | //#include "OgreReferenceAppLayer.h"
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[100] | 11 | //#include "OgreRefAppWorld.h"
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[61] | 12 | #include "TestCullingTerrainApplication.h"
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[173] | 13 | #include "TerrainFrameListener.h"
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[61] | 14 |
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| 15 | #define WIN32_LEAN_AND_MEAN
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[94] | 16 | #include <windows.h>
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[61] | 17 |
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[160] | 18 |
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[173] | 19 | /**********************************************/
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| 20 | /* EntityState implementation */
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| 21 | /**********************************************/
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[164] | 22 |
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[173] | 23 |
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[164] | 24 | Vector3 EntityState::msMinPos = Vector3::ZERO;
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| 25 | Vector3 EntityState::msMaxPos = Vector3::ZERO;
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| 26 |
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[161] | 27 | EntityState::EntityState(Entity *ent, State entityState, Real speed):
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| 28 | mEntity(ent), mState(entityState), mAnimationSpeed(speed)
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| 29 | {
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| 30 | switch(entityState)
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| 31 | {
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| 32 | case MOVING:
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| 33 | mAnimationState = mEntity->getAnimationState("Walk");
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| 34 | break;
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| 35 | case WAITING:
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| 36 | mAnimationState = mEntity->getAnimationState("Idle");
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| 37 | break;
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| 38 | case STOP:
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| 39 | mAnimationState = NULL;
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| 40 | break;
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| 41 | default:
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| 42 | break;
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| 43 | }
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| 44 | // enable animation state
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| 45 | if (mAnimationState)
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| 46 | {
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| 47 | mAnimationState->setLoop(true);
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| 48 | mAnimationState->setEnabled(true);
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| 49 | }
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| 50 | mTimeElapsed = Math::RangeRandom(1, 5);
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| 51 | }
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| 52 | //-----------------------------------------------------------------------
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[164] | 53 | EntityState::~EntityState()
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| 54 | {
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| 55 | mAnimationState = NULL;
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| 56 | mEntity = NULL;
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| 57 | }
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| 58 | //-----------------------------------------------------------------------
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[161] | 59 | Entity *EntityState::GetEntity()
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| 60 | {
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| 61 | return mEntity;
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| 62 | }
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| 63 | //-----------------------------------------------------------------------
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| 64 | EntityState::State EntityState::GetState()
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| 65 | {
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| 66 | return mState;
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| 67 | }
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| 68 | //-----------------------------------------------------------------------
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| 69 | void EntityState::update(Real timeSinceLastFrame)
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| 70 | {
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| 71 | mTimeElapsed -= timeSinceLastFrame * mAnimationSpeed;
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[164] | 72 |
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| 73 | if (!mEntity || !mAnimationState)
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| 74 | return;
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[161] | 75 |
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| 76 | if (mState == MOVING) // toggle between moving (longer) and waiting (short)
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| 77 | {
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| 78 | SceneNode *parent = mEntity->getParentSceneNode();
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[164] | 79 |
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| 80 | if (!parent)
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| 81 | return;
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[161] | 82 |
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| 83 | if (mTimeElapsed <= 0) // toggle animation state
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| 84 | {
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| 85 | if (mAnimationState->getAnimationName() == "Idle")
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| 86 | {
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| 87 | SetAnimationState("Walk", true);
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[164] | 88 |
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| 89 | mTimeElapsed = walk_duration; // walk for mTimeElapsed units
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[161] | 90 |
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[164] | 91 | // choose random rotation
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| 92 | Radian rnd = Radian(Math::UnitRandom() * Math::PI * rotate_factor);
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[161] | 93 |
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| 94 | //mEntity->getParentSceneNode()->rotate();
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| 95 | parent->yaw(rnd);
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| 96 | }
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| 97 | else
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| 98 | {
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| 99 | SetAnimationState("Idle", true);
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[164] | 100 | mTimeElapsed = wait_duration; // wait for mTimeElapsed seconds
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[161] | 101 | }
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| 102 | }
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| 103 |
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[164] | 104 | if (mAnimationState->getAnimationName() == "Walk") // move forward
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[161] | 105 | {
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[164] | 106 | // store old position, just in case we get out of bounds
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[161] | 107 | Vector3 oldPos = parent->getPosition();
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[164] | 108 | parent->translate(parent->getLocalAxes(), Vector3(move_factor * mAnimationSpeed, 0, 0));
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[161] | 109 |
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[164] | 110 | // HACK: if out of bounds => reset to old position and set animationstate to idle
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[161] | 111 | if (OutOfBounds(parent))
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| 112 | {
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| 113 | parent->setPosition(oldPos);
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[164] | 114 | SetAnimationState("Idle", true);
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[161] | 115 |
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[164] | 116 | mTimeElapsed = wait_duration;
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[161] | 117 | }
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| 118 | }
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| 119 | }
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| 120 |
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[164] | 121 | // add time to drive animation
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| 122 | mAnimationState->addTime(timeSinceLastFrame * mAnimationSpeed);
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[161] | 123 | }
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| 124 | //-----------------------------------------------------------------------
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| 125 | void EntityState::SetAnimationState(String stateStr, bool loop)
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| 126 | {
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[164] | 127 | if (!mEntity)
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| 128 | return;
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| 129 |
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[161] | 130 | mAnimationState = mEntity->getAnimationState(stateStr);
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| 131 | mAnimationState->setLoop(loop);
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| 132 | mAnimationState->setEnabled(true);
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| 133 | }
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| 134 | //-----------------------------------------------------------------------
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| 135 | bool EntityState::OutOfBounds(SceneNode *node)
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| 136 | {
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| 137 | Vector3 pos = node->getPosition();
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| 138 |
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| 139 | if ((pos > msMinPos) && (pos < msMaxPos))
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[164] | 140 | return false;
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[161] | 141 |
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[164] | 142 | return true;
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[161] | 143 | }
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[164] | 144 |
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| 145 |
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| 146 |
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[160] | 147 | /*********************************************************/
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| 148 | /* TestCullingTerrainApplication implementation */
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| 149 | /*********************************************************/
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| 150 |
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| 151 |
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[145] | 152 | TestCullingTerrainApplication::TestCullingTerrainApplication():
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[164] | 153 | mTerrainContentGenerator(NULL), mRayQueryExecutor(NULL)
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[145] | 154 | {
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| 155 | }
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[100] | 156 | //-----------------------------------------------------------------------
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[61] | 157 | TestCullingTerrainApplication::~TestCullingTerrainApplication()
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| 158 | {
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[161] | 159 | OGRE_DELETE(mTerrainContentGenerator);
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| 160 | OGRE_DELETE(mRayQueryExecutor);
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[164] | 161 |
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[161] | 162 | deleteEntityStates();
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| 163 | }
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| 164 | //-----------------------------------------------------------------------
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| 165 | void TestCullingTerrainApplication::deleteEntityStates()
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| 166 | {
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| 167 | for (int i = 0; i < (int)mEntityStates.size(); ++i)
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[122] | 168 | {
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[164] | 169 | OGRE_DELETE(mEntityStates[i]);
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[122] | 170 | }
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[164] | 171 |
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[161] | 172 | mEntityStates.clear();
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[61] | 173 | }
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| 174 | //-----------------------------------------------------------------------
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[93] | 175 | void TestCullingTerrainApplication::createCamera()
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[61] | 176 | {
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[99] | 177 | // create the camera
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[103] | 178 | mCamera = mSceneMgr->createCamera("PlayerCam");
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[93] | 179 |
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[100] | 180 | /** set a nice viewpoint
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| 181 | * we use a camera node here and apply all transformations on it instead
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| 182 | * of applying all transformations directly to the camera
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| 183 | * because then the camera is displayed correctly in the visualization
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| 184 | */
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[137] | 185 | mCamNode = mSceneMgr->getRootSceneNode()->
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| 186 | createChildSceneNode("CamNode1", Vector3(707, 5000, 528));
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[100] | 187 | //mCamera->setPosition(707, 5000, 528);
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| 188 | mCamNode->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));
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| 189 | mCamNode->attachObject(mCamera);
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[61] | 190 |
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[100] | 191 | //-- create visualization camera
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| 192 | mVizCamera = mSceneMgr->createCamera("VizCam");
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| 193 | mVizCamera->setPosition(mCamNode->getPosition());
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| 194 |
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| 195 | mVizCamera->setNearClipDistance(1);
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[93] | 196 | mCamera->setNearClipDistance(1);
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[61] | 197 |
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[99] | 198 | // infinite far plane?
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[93] | 199 | if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE))
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| 200 | {
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[100] | 201 | mVizCamera->setFarClipDistance(0);
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[93] | 202 | mCamera->setFarClipDistance(0);
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| 203 | }
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| 204 | else
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| 205 | {
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[104] | 206 | mVizCamera->setFarClipDistance(20000);
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| 207 | mCamera->setFarClipDistance(20000);
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[99] | 208 | }
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[61] | 209 | }
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[99] | 210 |
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[61] | 211 | //-----------------------------------------------------------------------
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[99] | 212 | bool TestCullingTerrainApplication::setup()
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| 213 | {
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[145] | 214 | bool carryOn = ExampleApplication::setup();
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[99] | 215 |
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[145] | 216 | if (carryOn)
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[144] | 217 | createRenderTargetListener();
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[99] | 218 |
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[145] | 219 | return carryOn;
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[99] | 220 | }
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| 221 | //-----------------------------------------------------------------------
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| 222 | void TestCullingTerrainApplication::createRenderTargetListener()
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| 223 | {
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| 224 | mWindow->addListener(new VisualizationRenderTargetListener(mSceneMgr));
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| 225 | }
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| 226 | //-----------------------------------------------------------------------
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[75] | 227 | void TestCullingTerrainApplication::createScene()
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[61] | 228 | {
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[187] | 229 | Real scale = 3;
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| 230 | mSceneMgr->setOption("NodeVizScale", &scale);
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| 231 |
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[61] | 232 | // Set ambient light
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[175] | 233 | mAmbientLight = ColourValue(0.5 , 0.5, 0.5);
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[139] | 234 | mSceneMgr->setAmbientLight(mAmbientLight);
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[113] | 235 |
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[110] | 236 | //-- create light
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[111] | 237 | mSunLight = mSceneMgr->createLight("SunLight");
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| 238 | mSunLight->setType(Light::LT_DIRECTIONAL);
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| 239 | //mSunLight->setType(Light::LT_SPOTLIGHT);
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[112] | 240 | //mSunLight->setSpotlightRange(Degree(30), Degree(50));
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| 241 |
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[111] | 242 | mSunLight->setPosition(707, 2000, 500);
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| 243 | mSunLight->setCastShadows(true);
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| 244 |
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[173] | 245 | // set light angle not too small over the surface, otherwise shadows textures will be broken
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[113] | 246 | Vector3 dir(0.5, 1, 0.5);
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[110] | 247 | dir.normalise();
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[112] | 248 | mSunLight->setDirection(dir);
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| 249 | //mSunLight->setDirection(Vector3::NEGATIVE_UNIT_Y);
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[111] | 250 | mSunLight->setDiffuseColour(1, 1, 1);
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| 251 | mSunLight->setSpecularColour(1, 1, 1);
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[110] | 252 |
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[137] | 253 | // -- Fog
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[61] | 254 | // NB it's VERY important to set this before calling setWorldGeometry
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| 255 | // because the vertex program picked will be different
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| 256 | ColourValue fadeColour(0.93, 0.86, 0.76);
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| 257 | mWindow->getViewport(0)->setBackgroundColour(fadeColour);
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| 258 | //mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);
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[94] | 259 |
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[61] | 260 | // Create a skybox
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[175] | 261 | mSceneMgr->setSkyBox(true, "Examples/CloudyNoonSkyBox", 5000, true);
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[103] | 262 |
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[61] | 263 | std::string terrain_cfg("terrain.cfg");
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| 264 | #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
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| 265 | terrain_cfg = mResourcePath + terrain_cfg;
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| 266 | #endif
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[74] | 267 | mSceneMgr->setWorldGeometry(terrain_cfg);
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[75] | 268 |
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[161] | 269 |
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[100] | 270 | //-- CEGUI setup
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[61] | 271 | setupGui();
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[100] | 272 |
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[159] | 273 | /* // occluder plane to test visibility
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[160] | 274 | Plane plane; plane.normal = Vector3::UNIT_Y; plane.d = -60;
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[111] | 275 | MeshManager::getSingleton().createPlane("Myplane",
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| 276 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
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| 277 | 5000,5000,100,100,true,1,5,5,Vector3::UNIT_Z);
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| 278 | Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
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| 279 | pPlaneEnt->setMaterialName("Examples/Rockwall");
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| 280 | pPlaneEnt->setCastShadows(true);
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[159] | 281 | mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt); */
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| 282 |
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[173] | 283 | // Use 512x512 texture in GL since we can't go higher than the window res
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| 284 | mSceneMgr->setShadowTextureSettings(512, 2);
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| 285 |
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[112] | 286 | mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
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[159] | 287 |
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[111] | 288 |
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[100] | 289 | //-- terrain content setup
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| 290 |
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[80] | 291 | // HACK: necessary to call once before the content creation for
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| 292 | // terrain initialisation
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| 293 | mSceneMgr->_renderScene(mCamera, mWindow->getViewport(0), true);
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[74] | 294 |
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[164] | 295 | // ray query executor: needed to clamp to terrain
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| 296 | mRayQueryExecutor = new RayQueryExecutor(mSceneMgr);
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| 297 |
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| 298 | mTerrainMinPos = EntityState::msMinPos = Vector3(0, 0, 0);
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| 299 | mTerrainMaxPos = EntityState::msMaxPos = Vector3(3000, 5000, 3000);
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| 300 |
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[82] | 301 | mTerrainContentGenerator = new TerrainContentGenerator(mSceneMgr);
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[110] | 302 |
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[160] | 303 | // if no objects in file, we generate new objects
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[110] | 304 | if (!mTerrainContentGenerator->LoadObjects("objects.out"))
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| 305 | {
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[160] | 306 | // the objects are generated randomly distributed over the terrain
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[254] | 307 | generateScene(900, 0); // create soldiers, trees, ninjas
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[175] | 308 | generateScene(500, 1);
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| 309 | generateScene(100, 2);
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[110] | 310 | }
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[86] | 311 |
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[175] | 312 | // no limitations on height => it is possible for the user to put single
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[164] | 313 | // objects on peaks of the terrain (only few, not relevant for occlusion)
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| 314 | mTerrainContentGenerator->SetMaxPos(mTerrainMaxPos);
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[61] | 315 | }
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| 316 | //-----------------------------------------------------------------------
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[160] | 317 | void TestCullingTerrainApplication::generateScene(int num, int objectType)
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| 318 | {
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[173] | 319 | Vector3 scale(TerrainFrameListener::msObjectScales[objectType],
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| 320 | TerrainFrameListener::msObjectScales[objectType],
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| 321 | TerrainFrameListener::msObjectScales[objectType]);
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[160] | 322 |
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[175] | 323 | // to provide much occlusion,
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| 324 | // height is restricted to 50 => no objects are created on peaks
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| 325 | mTerrainContentGenerator->SetMinPos(Vector3(mTerrainMinPos));
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| 326 | mTerrainContentGenerator->SetMaxPos(Vector3(mTerrainMaxPos.x, 75.0f, mTerrainMaxPos.z));
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| 327 |
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[173] | 328 | mTerrainContentGenerator->SetScale(scale);
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| 329 | mTerrainContentGenerator->SetOffset(TerrainFrameListener::msObjectTerrainOffsets[objectType]);
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| 330 | mTerrainContentGenerator->GenerateScene(num, TerrainFrameListener::msObjectCaptions[objectType]);
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| 331 |
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[160] | 332 | if (objectType != 0) // from our objects, only robot has animation phases
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| 333 | return;
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| 334 |
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| 335 | EntityList *entList = mTerrainContentGenerator->GetGeneratedEntities();
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| 336 |
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| 337 | //-- add animation state for new robots (located at the end of the list)
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[175] | 338 | for (int i = (int)entList->size() - num; i < (int)entList->size(); ++i)
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[160] | 339 | {
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[161] | 340 | mEntityStates.push_back(new EntityState((*entList)[i],
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| 341 | EntityState::WAITING, Math::RangeRandom(0.5, 1.5)));
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[160] | 342 | }
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[175] | 343 |
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| 344 | // no limitations anymore => it is possible for the user to put single
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| 345 | // objects on peaks of the terrain (only few, not relevant for occlusion)
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| 346 | mTerrainContentGenerator->SetMaxPos(mTerrainMaxPos);
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[160] | 347 | }
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| 348 | //-----------------------------------------------------------------------
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[161] | 349 | void TestCullingTerrainApplication::updateAnimations(Real timeSinceLastFrame)
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[160] | 350 | {
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[161] | 351 | for (int i = 0; i < (int)mEntityStates.size(); ++i)
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| 352 | {
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[164] | 353 | SceneNode *sn = mEntityStates[i]->GetEntity()->getParentSceneNode();
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[161] | 354 |
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| 355 | mEntityStates[i]->update(timeSinceLastFrame);
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| 356 |
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| 357 | if (mEntityStates[i]->GetState() == EntityState::MOVING)
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| 358 | {
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[164] | 359 | Clamp2Terrain(sn, 0); //sn->setNodeVisible(false);
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[161] | 360 | }
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| 361 | }
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[160] | 362 | }
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| 363 | //-----------------------------------------------------------------------
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[161] | 364 | EntityStates &TestCullingTerrainApplication::getEntityStates()
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[160] | 365 | {
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[161] | 366 | return mEntityStates;
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[160] | 367 | }
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| 368 | //-----------------------------------------------------------------------
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[80] | 369 | void TestCullingTerrainApplication::setupGui()
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[61] | 370 | {
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[75] | 371 | mGUIRenderer = new CEGUI::OgreCEGUIRenderer(mWindow, Ogre::RENDER_QUEUE_OVERLAY,
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| 372 | false, 3000, ST_EXTERIOR_CLOSE);
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[61] | 373 | mGUISystem = new CEGUI::System(mGUIRenderer);
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| 374 |
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| 375 | // Mouse
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| 376 | CEGUI::SchemeManager::getSingleton().loadScheme((CEGUI::utf8*)"TaharezLook.scheme");
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| 377 | CEGUI::MouseCursor::getSingleton().setImage("TaharezLook", "MouseArrow");
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[133] | 378 | mGUISystem->setDefaultMouseCursor((CEGUI::utf8*)"TaharezLook",
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| 379 | (CEGUI::utf8*)"MouseArrow");
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[61] | 380 |
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[75] | 381 | CEGUI::MouseCursor::getSingleton().show();
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[61] | 382 | }
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| 383 | //-----------------------------------------------------------------------
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[80] | 384 | void TestCullingTerrainApplication::createFrameListener()
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[61] | 385 | {
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[133] | 386 | mTerrainFrameListener = new TerrainFrameListener(mWindow, mCamera, mSceneMgr,
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[160] | 387 | mGUIRenderer, mTerrainContentGenerator, mVizCamera, mCamNode, mSunLight, this);
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[120] | 388 |
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[115] | 389 | mRoot->addFrameListener(mTerrainFrameListener);
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[61] | 390 | }
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| 391 | //-----------------------------------------------------------------------
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[80] | 392 | void TestCullingTerrainApplication::chooseSceneManager()
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[61] | 393 | {
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| 394 | mSceneMgr = mRoot->getSceneManager(ST_EXTERIOR_CLOSE);
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| 395 | }
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[161] | 396 | //-----------------------------------------------------------------------
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| 397 | bool TestCullingTerrainApplication::Clamp2Terrain(SceneNode *node, int terrainOffs)
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| 398 | {
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| 399 | // clamp scene node to terrain
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| 400 | Vector3 pos = node->getPosition();
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| 401 | Vector3 queryResult;
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| 402 |
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| 403 | if (mRayQueryExecutor->executeRayQuery(&queryResult,
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| 404 | Vector3(pos.x, MAX_HEIGHT, pos.z), Vector3::NEGATIVE_UNIT_Y))
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| 405 | {
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| 406 | node->setPosition(pos.x, queryResult.y + terrainOffs, pos.z);
|
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| 407 | return true;
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| 408 | }
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| 409 |
|
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| 410 | return false;
|
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| 411 | }
|
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| 412 |
|
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| 413 |
|
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[99] | 414 | /**************************************************************/
|
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| 415 | /* VisualizationRenderTargetListener implementation */
|
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| 416 | /**************************************************************/
|
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[107] | 417 | //-----------------------------------------------------------------------
|
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[99] | 418 | VisualizationRenderTargetListener::VisualizationRenderTargetListener(SceneManager *sceneMgr)
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| 419 | :RenderTargetListener(), mSceneMgr(sceneMgr)
|
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| 420 | {
|
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| 421 | }
|
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[61] | 422 | //-----------------------------------------------------------------------
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[99] | 423 | void VisualizationRenderTargetListener::preViewportUpdate(const RenderTargetViewportEvent &evt)
|
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| 424 | {
|
---|
[133] | 425 | // visualization viewport
|
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| 426 | const bool showViz = evt.source->getZOrder() == VIZ_VIEWPORT_Z_ORDER;
|
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[100] | 427 | const bool nShowViz = !showViz;
|
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| 428 |
|
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[139] | 429 | mSavedShadowTechnique = mSceneMgr->getShadowTechnique();
|
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| 430 | mSavedAmbientLight = mSceneMgr->getAmbientLight();
|
---|
| 431 |
|
---|
| 432 | // -- ambient light must be full for visualization, shadows disabled
|
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[113] | 433 | if (showViz)
|
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| 434 | {
|
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| 435 | mSceneMgr->setAmbientLight(ColourValue(1, 1, 1));
|
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[139] | 436 | mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
|
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[113] | 437 | }
|
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[139] | 438 |
|
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| 439 | mSceneMgr->setOption("PrepareVisualization", &showViz);
|
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[100] | 440 | mSceneMgr->setOption("SkyBoxEnabled", &nShowViz);
|
---|
| 441 | //mSceneMgr->setOption("SkyPlaneEnabled", &showViz);
|
---|
[99] | 442 |
|
---|
| 443 | RenderTargetListener::preViewportUpdate(evt);
|
---|
| 444 | }
|
---|
| 445 | //-----------------------------------------------------------------------
|
---|
| 446 | void VisualizationRenderTargetListener::postRenderTargetUpdate(const RenderTargetEvent &evt)
|
---|
| 447 | {
|
---|
[139] | 448 | // reset values
|
---|
| 449 | mSceneMgr->setShadowTechnique(mSavedShadowTechnique);
|
---|
| 450 | mSceneMgr->setAmbientLight(mSavedAmbientLight);
|
---|
| 451 |
|
---|
[99] | 452 | RenderTargetListener::postRenderTargetUpdate(evt);
|
---|
| 453 | }
|
---|
| 454 | //-----------------------------------------------------------------------
|
---|
[61] | 455 | INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
|
---|
| 456 | {
|
---|
| 457 | // Create application object
|
---|
| 458 | TestCullingTerrainApplication app;
|
---|
| 459 |
|
---|
| 460 | try
|
---|
| 461 | {
|
---|
| 462 | app.go();
|
---|
| 463 | }
|
---|
| 464 | catch( Ogre::Exception& e )
|
---|
| 465 | {
|
---|
[75] | 466 | MessageBox( NULL, e.getFullDescription().c_str(),
|
---|
| 467 | "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
|
---|
[61] | 468 | }
|
---|
| 469 |
|
---|
| 470 | return 0;
|
---|
[160] | 471 | }
|
---|