source: trunk/VUT/work/TestCullingTerrain/TestCullingTerrainApplication.h @ 113

Revision 113, 5.2 KB checked in by mattausch, 19 years ago (diff)

fixed problems with visualization

RevLine 
[61]1/**
2    \file
3        TestCullingTerrainApplication.h
4*/
5#include "CEGUIForwardRefs.h"
6#include "ExampleApplication.h"
[107]7#include "OgreTerrainContentGenerator.h"
[74]8#include "VisibilityEnvironment.h"
[99]9#include <OgreRenderTargetListener.h>
[106]10#include <vector>
[61]11
12Real timeDelay = 0;
13#define KEY_PRESSED(_key,_timeDelay, _macro) \
14{ \
15    if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
16{ \
17    timeDelay = _timeDelay; \
18    _macro ; \
19} \
20}
21
[74]22String mCurrentAlgorithmCaptions[GtpVisibility::VisibilityEnvironment::NUM_CULLING_MANAGERS] =
[61]23{
[74]24    "View Frustum Culling",
25        "Stop and Wait Culling",
26        "Coherent Hierarchical Culling"
[61]27};
[106]28
29/** The information about camera position and orienation per frame */
30typedef struct
[105]31{
[106]32        Vector3 position;
33        Quaternion orientation;
[107]34        Real timeElapsed;
[106]35} frame_info;
[61]36
[106]37
[99]38class VisualizationRenderTargetListener: public RenderTargetListener
39{
40public:
41        VisualizationRenderTargetListener(SceneManager *sceneMgr);
42
43protected:
44        void preViewportUpdate (const RenderTargetViewportEvent &evt);
45        void postRenderTargetUpdate (const RenderTargetEvent &evt);
46
47        SceneManager *mSceneMgr;
48};
49
[61]50class MouseQueryListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener
51{
52public:
[106]53       
[61]54    MouseQueryListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager,
[100]55                CEGUI::Renderer *renderer, TerrainContentGenerator *contentGenerator, Camera *vizCamera,
56                SceneNode *camNode);
[61]57
[80]58    ~MouseQueryListener();
[61]59
60        bool frameStarted(const FrameEvent& evt);
61        bool frameEnded(const FrameEvent& evt);
[100]62        bool processUnbufferedKeyInput(const FrameEvent& evt);
63   
[61]64
65    /* MouseListener callbacks. */
66    virtual void mouseClicked(MouseEvent* e) { }
67    virtual void mouseEntered(MouseEvent* e) { }
68    virtual void mouseExited(MouseEvent* e)  { }
69
70    // This is when the mouse button goes DOWN.
71    virtual void mousePressed(MouseEvent* e);
72
73    // This is when the mouse button is let UP.
74    virtual void mouseReleased(MouseEvent* e);
75
76    /* MouseMotionListener callbacks */
77    virtual void mouseMoved (MouseEvent *e);
78   
79    // This is when the mouse is clicked, held and dragged.
80    virtual void mouseDragged (MouseEvent *e);
81
82    void keyPressed(KeyEvent* e);
83
84        void keyReleased(KeyEvent* e);
85        void keyClicked(KeyEvent* e);
86
[107]87        enum  {WALKTHROUGH, REPLAY, STATE_NUM};
88
[113]89        // visualization modes for scene nodes
90        enum {NODEVIZ_NONE, NODEVIZ_RENDER_NODES,
91                  NODEVIZ_RENDER_NODES_AND_CONTENT, NODEVIZ_MODES_NUM};
92
[85]93        void nextAlgorithm();
[61]94        void changeThreshold(int incr);
[87]95        void updateStats();
[107]96
[86]97        void toggleUseOptimization();
98        void toggleShowOctree();
[99]99        void toggleUseVisibilityCulling();
100        void toggleShowViz();
[113]101        void nextNodeVizMode();
[107]102        void toggleRecord();
103
[100]104        void zoomVizCamera(int zoom);
[107]105       
106        void addFrameInfo(SceneNode *camNode, Real timeElapsed);
107        void setCurrentFrameInfo(Real timeElapsed);
[61]108
[107]109        void setAppState(int state);
110        void nextAppState();
[104]111
[107]112        void setAlgorithm(int algorithm);
[106]113
[107]114        void moveCamera();
115       
116        void writeFrames();
117        void loadFrames();
118
[111]119        void toggleUseShadows();
120
[61]121protected:
[104]122        void Clamp2Terrain();
[106]123       
[61]124    bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
125    SceneManager *mSceneMgr;           // A pointer to the scene manager
126   
127        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
128       
129        bool mShutdownRequested;
130        int mCurrentAlgorithm;
[85]131        int mVisibilityThreshold;
[106]132       
[61]133        OverlayElement *mAlgorithmInfo;
134        OverlayElement *mThresholdInfo;
135        OverlayElement *mFrustumCulledNodesInfo;
136        OverlayElement *mQueryCulledNodesInfo;
137    OverlayElement *mTraversedNodesInfo;
138        OverlayElement *mHierarchyNodesInfo;
[86]139        OverlayElement *mUseOptimizationInfo;
[61]140        OverlayElement *mRenderedNodesInfo;
[87]141        OverlayElement *mObjectsInfo;
142        OverlayElement *mQueriesIssuedInfo;
[61]143
[107]144        SceneNode *mCurrentObject;    // the newly created object
145        int mObjectCount;             // The number of objects on the screen
[61]146
147        RayQueryExecutor *mRayQueryExecutor;
[82]148        TerrainContentGenerator *mTerrainContentGenerator;
[86]149
150        bool mUseOptimization;
151        bool mShowOctree;
[99]152        bool mUseVisibilityCulling;
153        bool mShowVisualization;
[113]154        int mNodeVizMode;
[100]155        bool mCullCamera;
[93]156
[100]157        Real mVizCameraHeight;
158
159        Camera *mVizCamera;
160        SceneNode *mCamNode;
[106]161       
[105]162        //std::deque<Vector3> mWalkList;   // The list of points we are walking to
[107]163        std::vector<frame_info> mFrameInfo;
[106]164               
165        int mCurrentFrame;
166        // the current application state
[107]167        int mAppState;
168        bool mRecord;
169        Real mTimeElapsed;
[111]170        bool mUseShadows;
[112]171
172        bool mVisualizeCulledNodes;
[61]173};
174
175
176class TestCullingTerrainApplication : public ExampleApplication
177{
178public:
179        ~TestCullingTerrainApplication();
180
181protected:
[99]182        //-- inherited from ExampleApplication
183        bool setup();
[85]184        void createScene();
185        void createFrameListener();
[99]186        void createCamera();
187        //void createViewports();
188       
189        virtual void createRenderTargetListener();
190
191        /** cegui setup */
[85]192        void setupGui();
[61]193
194        CEGUI::OgreCEGUIRenderer *mGUIRenderer;
195        CEGUI::System *mGUISystem;
196
[87]197        Vector3 mMinTranslation;
198        Vector3 mMaxTranslation;
199
200        Vector3 mMinAngle;
[61]201        Vector3 mMaxAngle;
202
[82]203        TerrainContentGenerator *mTerrainContentGenerator;
[99]204       
[100]205        Camera *mVizCamera;
206        SceneNode *mCamNode;
[109]207        Light *mSunLight;
[99]208        VisualizationRenderTargetListener *mRenderTargetListener;
[75]209
[61]210private:
211        void chooseSceneManager(void);
[99]212};
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