| 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 |  | 
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| 29 | #ifndef __LogConfig_H_ | 
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| 30 | #define __LogConfig_H_ | 
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| 31 |  | 
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| 32 | #include "OgrePrerequisites.h" | 
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| 33 | #include "OgreMesh.h" | 
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| 34 | #include "OgreLodStrategy.h" | 
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| 35 |  | 
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| 36 | namespace Ogre | 
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| 37 | { | 
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| 38 | /** | 
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| 39 |  * @brief Structure for automatic LOD configuration. | 
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| 40 |  */ | 
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| 41 | struct LodLevel { | 
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| 42 |         /** | 
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| 43 |          * @brief Type of the reduction. | 
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| 44 |          * | 
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| 45 |          * Note: The vertex count is determined by unique vertices per submesh. | 
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| 46 |          * A mesh may have duplicate vertices with same position. | 
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| 47 |          */ | 
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| 48 |         enum VertexReductionMethod { | 
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| 49 |                 /** | 
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| 50 |                  * @brief Percentage of vertexes to be removed from each submesh. | 
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| 51 |                  * | 
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| 52 |                  * Valid range is a number between 0.0 and 1.0 | 
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| 53 |                  */ | 
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| 54 |                 VRM_PROPORTIONAL, | 
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| 55 |  | 
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| 56 |                 /** | 
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| 57 |                  * @brief Exact vertex count to be removed from each submesh. | 
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| 58 |                  * | 
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| 59 |                  * Pass only integers or it will be rounded. | 
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| 60 |                  */ | 
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| 61 |                 VRM_CONSTANT, | 
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| 62 |  | 
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| 63 |                 /** | 
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| 64 |                  * @brief Reduces the vertices, until the cost is bigger then the given value. | 
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| 65 |                  * | 
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| 66 |                  * Collapse cost is equal to the amount of artifact the reduction causes. | 
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| 67 |                  * This generates the best LOD output, but the collapse cost depends on implementation. | 
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| 68 |                  */ | 
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| 69 |                 VRM_COLLAPSE_COST | 
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| 70 |         }; | 
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| 71 |  | 
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| 72 |         /** | 
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| 73 |          * @brief Distance to swap the LOD. | 
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| 74 |          * | 
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| 75 |          * This depends on LodStrategy. | 
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| 76 |          */ | 
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| 77 |         Real distance; | 
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| 78 |  | 
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| 79 |         /** | 
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| 80 |          * @brief Reduction method to use. | 
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| 81 |          * | 
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| 82 |          * @see ProgressiveMeshGenerator::VertexReductionMethod | 
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| 83 |          */ | 
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| 84 |         VertexReductionMethod reductionMethod; | 
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| 85 |  | 
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| 86 |         /** | 
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| 87 |          * @brief The value, which depends on reductionMethod. | 
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| 88 |          */ | 
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| 89 |         Real reductionValue; | 
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| 90 |  | 
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| 91 |         /** | 
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| 92 |          * @brief This is set by ProgressiveMeshGenerator::build() function. | 
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| 93 |          * | 
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| 94 |          * Use Mesh::getNumLodLevels() for generated LOD count. | 
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| 95 |          */ | 
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| 96 |         size_t outUniqueVertexCount; | 
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| 97 |  | 
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| 98 |         /** | 
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| 99 |          * @brief Whether the LOD level generation was skipped, because it has same vertex count as the previous LOD level. | 
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| 100 |          */ | 
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| 101 |         bool outSkipped; | 
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| 102 | }; | 
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| 103 |  | 
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| 104 | struct LodConfig { | 
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| 105 |         MeshPtr mesh; | 
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| 106 |         LodStrategy* strategy; | 
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| 107 |         typedef vector<LodLevel>::type LodLevelList; | 
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| 108 |         LodLevelList levels; | 
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| 109 | }; | 
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| 110 | } | 
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| 111 | #endif | 
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