1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2013 Torus Knot Software Ltd |
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8 | |
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9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | of this software and associated documentation files (the "Software"), to deal |
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11 | in the Software without restriction, including without limitation the rights |
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12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | copies of the Software, and to permit persons to whom the Software is |
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14 | furnished to do so, subject to the following conditions: |
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15 | |
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16 | The above copyright notice and this permission notice shall be included in |
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17 | all copies or substantial portions of the Software. |
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18 | |
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19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | THE SOFTWARE. |
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26 | ----------------------------------------------------------------------------- |
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27 | */ |
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28 | #ifndef __Distance_Lod_Strategy_H__ |
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29 | #define __Distance_Lod_Strategy_H__ |
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30 | |
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31 | #include "OgrePrerequisites.h" |
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32 | |
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33 | #include "OgreLodStrategy.h" |
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34 | #include "OgreSingleton.h" |
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35 | #include "OgreNode.h" |
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36 | |
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37 | namespace Ogre { |
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38 | /** \addtogroup Core |
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39 | * @{ |
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40 | */ |
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41 | /** \addtogroup LOD |
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42 | * @{ |
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43 | */ |
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44 | |
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45 | /** Level of detail strategy based on distance from camera. This is an abstract base class for DistanceLodBoxStrategy and DistanceLodSphereStrategy. |
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46 | @remarks |
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47 | The purpose of the reference view is to ensure a consistent experience for all users. Monitors of different resolutions and aspect ratios will each have different results for the distance queries. |
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48 | @par |
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49 | It depends on gameplay testing. If all testers had 16:9 monitors and 110° FOV, then that's the value you should enter (to ensure as much as possible the experience stays consistent for all other users who don't have a 16:9 monitor and/or use a different FOV). |
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50 | @par |
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51 | If all your testers had 4:3 monitors, then enter a 4:3 resolution. |
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52 | @par |
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53 | If all your testers had varying resolutions or you just didn't care, then this feature is useless for you and should be disabled (default: disabled). |
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54 | */ |
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55 | class _OgreExport DistanceLodStrategy : public LodStrategy |
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56 | { |
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57 | protected: |
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58 | /// @copydoc LodStrategy::getValueImpl |
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59 | virtual Real getValueImpl(const MovableObject *movableObject, const Camera *camera) const; |
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60 | |
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61 | public: |
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62 | /** Default constructor. */ |
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63 | DistanceLodStrategy(const String& name); |
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64 | |
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65 | /// @copydoc LodStrategy::getBaseValue |
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66 | virtual Real getBaseValue() const; |
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67 | |
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68 | /// @copydoc LodStrategy::transformBias |
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69 | virtual Real transformBias(Real factor) const; |
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70 | |
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71 | /// @copydoc LodStrategy::transformUserValue |
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72 | virtual Real transformUserValue(Real userValue) const; |
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73 | |
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74 | /// @copydoc LodStrategy::getIndex |
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75 | virtual ushort getIndex(Real value, const Mesh::MeshLodUsageList& meshLodUsageList) const; |
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76 | |
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77 | /// @copydoc LodStrategy::getIndex |
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78 | virtual ushort getIndex(Real value, const Material::LodValueList& materialLodValueList) const; |
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79 | |
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80 | /// @copydoc LodStrategy::sort |
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81 | virtual void sort(Mesh::MeshLodUsageList& meshLodUsageList) const; |
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82 | |
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83 | /// @copydoc LodStrategy::isSorted |
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84 | virtual bool isSorted(const Mesh::LodValueList& values) const; |
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85 | |
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86 | /** Get the squared depth from camera to the LOD object */ |
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87 | virtual Real getSquaredDepth(const MovableObject *movableObject, const Ogre::Camera *camera) const = 0; |
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88 | |
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89 | /** Sets the reference view upon which the distances were based. |
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90 | @note |
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91 | This automatically enables use of the reference view. |
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92 | @note |
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93 | There is no corresponding get method for these values as |
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94 | they are not saved, but used to compute a reference value. |
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95 | */ |
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96 | void setReferenceView(Real viewportWidth, Real viewportHeight, Radian fovY); |
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97 | |
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98 | /** Enables to disables use of the reference view. |
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99 | @note Do not enable use of the reference view before setting it. |
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100 | */ |
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101 | void setReferenceViewEnabled(bool value); |
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102 | |
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103 | /** Determine if use of the reference view is enabled */ |
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104 | bool isReferenceViewEnabled() const; |
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105 | |
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106 | private: |
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107 | bool mReferenceViewEnabled; |
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108 | Real mReferenceViewValue; |
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109 | |
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110 | }; |
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111 | /** @} */ |
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112 | /** @} */ |
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113 | |
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114 | /** \addtogroup Core |
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115 | * @{ |
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116 | */ |
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117 | /** \addtogroup LOD |
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118 | * @{ |
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119 | */ |
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120 | |
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121 | /** Level of detail strategy based on distance from camera to an object's bounding sphere. |
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122 | @remarks |
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123 | The purpose of the reference view is to ensure a consistent experience for all users. Monitors of different resolutions and aspect ratios will each have different results for the distance queries. |
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124 | @par |
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125 | It depends on gameplay testing. If all testers had 16:9 monitors and 110° FOV, then that's the value you should enter (to ensure as much as possible the experience stays consistent for all other users who don't have a 16:9 monitor and/or use a different FOV). |
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126 | @par |
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127 | If all your testers had 4:3 monitors, then enter a 4:3 resolution. |
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128 | @par |
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129 | If all your testers had varying resolutions or you just didn't care, then this feature is useless for you and should be disabled (default: disabled). |
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130 | */ |
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131 | class _OgreExport DistanceLodSphereStrategy : public DistanceLodStrategy, public Singleton<DistanceLodSphereStrategy> |
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132 | { |
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133 | public: |
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134 | /** Default constructor. */ |
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135 | DistanceLodSphereStrategy(); |
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136 | |
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137 | /// @copydoc DistanceLodStrategy::getSquaredDepth |
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138 | Real getSquaredDepth(const MovableObject *movableObject, const Ogre::Camera *camera) const; |
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139 | |
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140 | /** Override standard Singleton retrieval. |
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141 | @remarks |
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142 | Why do we do this? Well, it's because the Singleton |
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143 | implementation is in a .h file, which means it gets compiled |
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144 | into anybody who includes it. This is needed for the |
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145 | Singleton template to work, but we actually only want it |
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146 | compiled into the implementation of the class based on the |
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147 | Singleton, not all of them. If we don't change this, we get |
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148 | link errors when trying to use the Singleton-based class from |
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149 | an outside dll. |
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150 | @par |
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151 | This method just delegates to the template version anyway, |
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152 | but the implementation stays in this single compilation unit, |
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153 | preventing link errors. |
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154 | */ |
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155 | static DistanceLodSphereStrategy& getSingleton(void); |
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156 | /** Override standard Singleton retrieval. |
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157 | @remarks |
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158 | Why do we do this? Well, it's because the Singleton |
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159 | implementation is in a .h file, which means it gets compiled |
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160 | into anybody who includes it. This is needed for the |
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161 | Singleton template to work, but we actually only want it |
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162 | compiled into the implementation of the class based on the |
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163 | Singleton, not all of them. If we don't change this, we get |
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164 | link errors when trying to use the Singleton-based class from |
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165 | an outside dll. |
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166 | @par |
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167 | This method just delegates to the template version anyway, |
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168 | but the implementation stays in this single compilation unit, |
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169 | preventing link errors. |
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170 | */ |
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171 | static DistanceLodSphereStrategy* getSingletonPtr(void); |
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172 | }; |
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173 | /** @} */ |
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174 | /** @} */ |
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175 | |
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176 | /** \addtogroup Core |
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177 | * @{ |
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178 | */ |
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179 | /** \addtogroup LOD |
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180 | * @{ |
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181 | */ |
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182 | |
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183 | /** Level of detail strategy based on distance from camera to an object's bounding box. |
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184 | @remarks |
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185 | The purpose of the reference view is to ensure a consistent experience for all users. Monitors of different resolutions and aspect ratios will each have different results for the distance queries. |
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186 | @par |
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187 | It depends on gameplay testing. If all testers had 16:9 monitors and 110° FOV, then that's the value you should enter (to ensure as much as possible the experience stays consistent for all other users who don't have a 16:9 monitor and/or use a different FOV). |
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188 | @par |
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189 | If all your testers had 4:3 monitors, then enter a 4:3 resolution. |
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190 | @par |
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191 | If all your testers had varying resolutions or you just didn't care, then this feature is useless for you and should be disabled (default: disabled). |
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192 | */ |
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193 | class _OgreExport DistanceLodBoxStrategy : public DistanceLodStrategy, public Singleton<DistanceLodBoxStrategy> |
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194 | { |
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195 | public: |
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196 | /** Default constructor. */ |
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197 | DistanceLodBoxStrategy(); |
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198 | |
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199 | /// @copydoc DistanceLodStrategy::getSquaredDepth |
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200 | Real getSquaredDepth(const MovableObject *movableObject, const Ogre::Camera *camera) const; |
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201 | |
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202 | /** Override standard Singleton retrieval. |
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203 | @remarks |
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204 | Why do we do this? Well, it's because the Singleton |
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205 | implementation is in a .h file, which means it gets compiled |
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206 | into anybody who includes it. This is needed for the |
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207 | Singleton template to work, but we actually only want it |
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208 | compiled into the implementation of the class based on the |
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209 | Singleton, not all of them. If we don't change this, we get |
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210 | link errors when trying to use the Singleton-based class from |
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211 | an outside dll. |
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212 | @par |
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213 | This method just delegates to the template version anyway, |
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214 | but the implementation stays in this single compilation unit, |
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215 | preventing link errors. |
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216 | */ |
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217 | static DistanceLodBoxStrategy& getSingleton(void); |
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218 | /** Override standard Singleton retrieval. |
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219 | @remarks |
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220 | Why do we do this? Well, it's because the Singleton |
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221 | implementation is in a .h file, which means it gets compiled |
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222 | into anybody who includes it. This is needed for the |
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223 | Singleton template to work, but we actually only want it |
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224 | compiled into the implementation of the class based on the |
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225 | Singleton, not all of them. If we don't change this, we get |
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226 | link errors when trying to use the Singleton-based class from |
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227 | an outside dll. |
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228 | @par |
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229 | This method just delegates to the template version anyway, |
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230 | but the implementation stays in this single compilation unit, |
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231 | preventing link errors. |
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232 | */ |
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233 | static DistanceLodBoxStrategy* getSingletonPtr(void); |
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234 | }; |
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235 | /** @} */ |
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236 | /** @} */ |
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237 | |
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238 | } // namespace |
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239 | |
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240 | #endif |
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