| [148] | 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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