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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreDistanceLodStrategy.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 10.4 KB
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __Distance_Lod_Strategy_H__
29#define __Distance_Lod_Strategy_H__
30
31#include "OgrePrerequisites.h"
32
33#include "OgreLodStrategy.h"
34#include "OgreSingleton.h"
35#include "OgreNode.h"
36
37namespace Ogre {
38        /** \addtogroup Core
39        *  @{
40        */
41        /** \addtogroup LOD
42        *  @{
43        */
44
45    /** Level of detail strategy based on distance from camera. This is an abstract base class for DistanceLodBoxStrategy and DistanceLodSphereStrategy.
46        @remarks
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.
48        @par
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).
50        @par
51            If all your testers had 4:3 monitors, then enter a 4:3 resolution.
52        @par
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).
54     */
55    class _OgreExport DistanceLodStrategy : public LodStrategy
56    {
57    protected:
58        /// @copydoc LodStrategy::getValueImpl
59        virtual Real getValueImpl(const MovableObject *movableObject, const Camera *camera) const;
60
61    public:
62        /** Default constructor. */
63        DistanceLodStrategy(const String& name);
64
65        /// @copydoc LodStrategy::getBaseValue
66        virtual Real getBaseValue() const;
67
68        /// @copydoc LodStrategy::transformBias
69        virtual Real transformBias(Real factor) const;
70
71        /// @copydoc LodStrategy::transformUserValue
72        virtual Real transformUserValue(Real userValue) const;
73
74        /// @copydoc LodStrategy::getIndex
75        virtual ushort getIndex(Real value, const Mesh::MeshLodUsageList& meshLodUsageList) const;
76
77        /// @copydoc LodStrategy::getIndex
78        virtual ushort getIndex(Real value, const Material::LodValueList& materialLodValueList) const;
79
80        /// @copydoc LodStrategy::sort
81        virtual void sort(Mesh::MeshLodUsageList& meshLodUsageList) const;
82
83        /// @copydoc LodStrategy::isSorted
84        virtual bool isSorted(const Mesh::LodValueList& values) const;
85
86        /** Get the squared depth from camera to the LOD object */
87        virtual Real getSquaredDepth(const MovableObject *movableObject, const Ogre::Camera *camera) const = 0;
88
89        /** Sets the reference view upon which the distances were based.
90        @note
91            This automatically enables use of the reference view.
92        @note
93            There is no corresponding get method for these values as
94            they are not saved, but used to compute a reference value.
95        */
96        void setReferenceView(Real viewportWidth, Real viewportHeight, Radian fovY);
97
98        /** Enables to disables use of the reference view.
99        @note Do not enable use of the reference view before setting it.
100        */
101        void setReferenceViewEnabled(bool value);
102
103        /** Determine if use of the reference view is enabled */
104        bool isReferenceViewEnabled() const;
105
106    private:
107        bool mReferenceViewEnabled;
108        Real mReferenceViewValue;
109
110    };
111        /** @} */
112        /** @} */
113
114    /** \addtogroup Core
115        *  @{
116        */
117        /** \addtogroup LOD
118        *  @{
119        */
120
121    /** Level of detail strategy based on distance from camera to an object's bounding sphere.
122        @remarks
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.
124        @par
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).
126        @par
127            If all your testers had 4:3 monitors, then enter a 4:3 resolution.
128        @par
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).
130     */
131    class _OgreExport DistanceLodSphereStrategy : public DistanceLodStrategy, public Singleton<DistanceLodSphereStrategy>
132    {
133    public:
134        /** Default constructor. */
135        DistanceLodSphereStrategy();
136
137        /// @copydoc DistanceLodStrategy::getSquaredDepth
138        Real getSquaredDepth(const MovableObject *movableObject, const Ogre::Camera *camera) const;
139
140        /** Override standard Singleton retrieval.
141        @remarks
142        Why do we do this? Well, it's because the Singleton
143        implementation is in a .h file, which means it gets compiled
144        into anybody who includes it. This is needed for the
145        Singleton template to work, but we actually only want it
146        compiled into the implementation of the class based on the
147        Singleton, not all of them. If we don't change this, we get
148        link errors when trying to use the Singleton-based class from
149        an outside dll.
150        @par
151        This method just delegates to the template version anyway,
152        but the implementation stays in this single compilation unit,
153        preventing link errors.
154        */
155        static DistanceLodSphereStrategy& getSingleton(void);
156        /** Override standard Singleton retrieval.
157        @remarks
158        Why do we do this? Well, it's because the Singleton
159        implementation is in a .h file, which means it gets compiled
160        into anybody who includes it. This is needed for the
161        Singleton template to work, but we actually only want it
162        compiled into the implementation of the class based on the
163        Singleton, not all of them. If we don't change this, we get
164        link errors when trying to use the Singleton-based class from
165        an outside dll.
166        @par
167        This method just delegates to the template version anyway,
168        but the implementation stays in this single compilation unit,
169        preventing link errors.
170        */
171        static DistanceLodSphereStrategy* getSingletonPtr(void);
172    };
173    /** @} */
174    /** @} */
175
176    /** \addtogroup Core
177        *  @{
178        */
179        /** \addtogroup LOD
180        *  @{
181        */
182
183    /** Level of detail strategy based on distance from camera to an object's bounding box.
184        @remarks
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.
186        @par
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).
188        @par
189            If all your testers had 4:3 monitors, then enter a 4:3 resolution.
190        @par
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).
192     */
193    class _OgreExport DistanceLodBoxStrategy : public DistanceLodStrategy, public Singleton<DistanceLodBoxStrategy>
194    {
195    public:
196        /** Default constructor. */
197        DistanceLodBoxStrategy();
198
199        /// @copydoc DistanceLodStrategy::getSquaredDepth
200        Real getSquaredDepth(const MovableObject *movableObject, const Ogre::Camera *camera) const;
201
202        /** Override standard Singleton retrieval.
203        @remarks
204        Why do we do this? Well, it's because the Singleton
205        implementation is in a .h file, which means it gets compiled
206        into anybody who includes it. This is needed for the
207        Singleton template to work, but we actually only want it
208        compiled into the implementation of the class based on the
209        Singleton, not all of them. If we don't change this, we get
210        link errors when trying to use the Singleton-based class from
211        an outside dll.
212        @par
213        This method just delegates to the template version anyway,
214        but the implementation stays in this single compilation unit,
215        preventing link errors.
216        */
217        static DistanceLodBoxStrategy& getSingleton(void);
218        /** Override standard Singleton retrieval.
219        @remarks
220        Why do we do this? Well, it's because the Singleton
221        implementation is in a .h file, which means it gets compiled
222        into anybody who includes it. This is needed for the
223        Singleton template to work, but we actually only want it
224        compiled into the implementation of the class based on the
225        Singleton, not all of them. If we don't change this, we get
226        link errors when trying to use the Singleton-based class from
227        an outside dll.
228        @par
229        This method just delegates to the template version anyway,
230        but the implementation stays in this single compilation unit,
231        preventing link errors.
232        */
233        static DistanceLodBoxStrategy* getSingletonPtr(void);
234    };
235    /** @} */
236    /** @} */
237
238} // namespace
239
240#endif
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