/* * ----------------------------------------------------------------------------- * This source file is part of OGRE * (Object-oriented Graphics Rendering Engine) * For the latest info, see http://www.ogre3d.org/ * * Copyright (c) 2000-2013 Torus Knot Software Ltd * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * ----------------------------------------------------------------------------- */ #ifndef __LogConfig_H_ #define __LogConfig_H_ #include "OgrePrerequisites.h" #include "OgreMesh.h" #include "OgreLodStrategy.h" namespace Ogre { /** * @brief Structure for automatic LOD configuration. */ struct LodLevel { /** * @brief Type of the reduction. * * Note: The vertex count is determined by unique vertices per submesh. * A mesh may have duplicate vertices with same position. */ enum VertexReductionMethod { /** * @brief Percentage of vertexes to be removed from each submesh. * * Valid range is a number between 0.0 and 1.0 */ VRM_PROPORTIONAL, /** * @brief Exact vertex count to be removed from each submesh. * * Pass only integers or it will be rounded. */ VRM_CONSTANT, /** * @brief Reduces the vertices, until the cost is bigger then the given value. * * Collapse cost is equal to the amount of artifact the reduction causes. * This generates the best LOD output, but the collapse cost depends on implementation. */ VRM_COLLAPSE_COST }; /** * @brief Distance to swap the LOD. * * This depends on LodStrategy. */ Real distance; /** * @brief Reduction method to use. * * @see ProgressiveMeshGenerator::VertexReductionMethod */ VertexReductionMethod reductionMethod; /** * @brief The value, which depends on reductionMethod. */ Real reductionValue; /** * @brief This is set by ProgressiveMeshGenerator::build() function. * * Use Mesh::getNumLodLevels() for generated LOD count. */ size_t outUniqueVertexCount; /** * @brief Whether the LOD level generation was skipped, because it has same vertex count as the previous LOD level. */ bool outSkipped; }; struct LodConfig { MeshPtr mesh; LodStrategy* strategy; typedef vector::type LodLevelList; LodLevelList levels; }; } #endif