Coverage Report

Created: 2025-07-11 06:33

/src/ogre/OgreMain/include/OgreLodStrategy.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Lod_Strategy_H__
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#define __Lod_Strategy_H__
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#include "OgrePrerequisites.h"
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#include "OgreMesh.h"
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#include "OgreMaterial.h"
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#include "OgreHeaderPrefix.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \defgroup LOD Level of Detail
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    *  @{
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    */
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    /** Strategy for determining level of detail.
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        Generally, to create a new LOD strategy, all of the following will
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        need to be implemented: getValueImpl, getBaseValue, transformBias,
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        getIndex, sort, and isSorted.
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        In addition, transformUserValue may be overridden.
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    */
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    class _OgreExport LodStrategy : public LodAlloc
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    {
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    private:
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        /** Name of this strategy. */
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        String mName;
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        /** Compute the LOD value for a given movable object relative to a given camera. */
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        virtual Real getValueImpl(const MovableObject *movableObject, const Camera *camera) const = 0;
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    public:
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        /** Constructor accepting name. */
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        LodStrategy(const String& name);
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        /** Virtual destructor. */
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        virtual ~LodStrategy();
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        /** Get the value of the first (highest) level of detail. */
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        virtual Real getBaseValue() const = 0;
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        /** Transform LOD bias so it only needs to be multiplied by the LOD value. */
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        virtual Real transformBias(Real factor) const = 0;
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        /** Transform user supplied value to internal value.
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            By default, performs no transformation.
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            Do not throw exceptions for invalid values here, as the LOD strategy
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            may be changed such that the values become valid.
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        */
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        virtual Real transformUserValue(Real userValue) const;
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        /** Compute the LOD value for a given movable object relative to a given camera. */
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        Real getValue(const MovableObject *movableObject, const Camera *camera) const;
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        /** Get the index of the LOD usage which applies to a given value. */
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        virtual ushort getIndex(Real value, const Mesh::MeshLodUsageList& meshLodUsageList) const = 0;
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        /** Get the index of the LOD usage which applies to a given value. */
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        virtual ushort getIndex(Real value, const Material::LodValueList& materialLodValueList) const = 0;
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        /** Sort mesh LOD usage list from greatest to least detail */
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        virtual void sort(Mesh::MeshLodUsageList& meshLodUsageList) const = 0;
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        /** Determine if the LOD values are sorted from greatest detail to least detail. */
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        virtual bool isSorted(const Mesh::LodValueList& values) const = 0;
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        /** Assert that the LOD values are sorted from greatest detail to least detail. */
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        void assertSorted(const Mesh::LodValueList& values) const;
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        /** Get the name of this strategy. */
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        const String& getName() const { return mName; }
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    protected:
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        /** Implementation of isSorted suitable for ascending values. */
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        static bool isSortedAscending(const Mesh::LodValueList& values);
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        /** Implementation of isSorted suitable for descending values. */
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        static bool isSortedDescending(const Mesh::LodValueList& values);
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        /** Implementation of sort suitable for ascending values. */
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        static void sortAscending(Mesh::MeshLodUsageList& meshLodUsageList);
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        /** Implementation of sort suitable for descending values. */
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        static void sortDescending(Mesh::MeshLodUsageList& meshLodUsageList);
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        /** Implementation of getIndex suitable for ascending values. */
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        static ushort getIndexAscending(Real value, const Mesh::MeshLodUsageList& meshLodUsageList);
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        /** Implementation of getIndex suitable for descending values. */
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        static ushort getIndexDescending(Real value, const Mesh::MeshLodUsageList& meshLodUsageList);
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        /** Implementation of getIndex suitable for ascending values. */
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        static ushort getIndexAscending(Real value, const Material::LodValueList& materialLodValueList);
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        /** Implementation of getIndex suitable for descending values. */
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        static ushort getIndexDescending(Real value, const Material::LodValueList& materialLodValueList);
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    };
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    /** @} */
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    /** @} */
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} // namespace
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#include "OgreHeaderSuffix.h"
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#endif