Coverage Report

Created: 2026-08-29 06:21

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/ogre/OgreMain/src/OgreLodStrategy.cpp
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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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#include "OgreStableHeaders.h"
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#include "OgreLodStrategy.h"
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namespace Ogre {
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    //-----------------------------------------------------------------------
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    LodStrategy::LodStrategy(const String& name)
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        : mName(name)
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    { }
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    //-----------------------------------------------------------------------
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    LodStrategy::~LodStrategy()
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    { }
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    //-----------------------------------------------------------------------
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    Real LodStrategy::transformUserValue(Real userValue) const
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    {
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        // No transformation by default
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        return userValue;
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    }
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    //-----------------------------------------------------------------------
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    Real LodStrategy::getValue(const MovableObject *movableObject, const Camera *camera) const
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    {
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        // Just return implementation with LOD camera
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        return getValueImpl(movableObject, camera->getLodCamera());
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    }
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    //-----------------------------------------------------------------------
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    void LodStrategy::assertSorted(const Mesh::LodValueList &values) const
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    {
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        assert(isSorted(values) && "The LOD values must be sorted");
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    }
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    //---------------------------------------------------------------------
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    bool LodStrategy::isSortedAscending(const Mesh::LodValueList& values)
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    {
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        Mesh::LodValueList::const_iterator it = values.begin();
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        Real prev = (*it);
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        for (++it; it != values.end(); ++it)
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        {
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            Real cur = (*it);
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            if (cur < prev)
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                return false;
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            prev = cur;
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        }
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        return true;
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    }
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    //---------------------------------------------------------------------
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    bool LodStrategy::isSortedDescending(const Mesh::LodValueList& values)
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    {
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        Mesh::LodValueList::const_iterator it = values.begin();
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        Real prev = (*it);
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        for (++it; it != values.end(); ++it)
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        {
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            Real cur = (*it);
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            if (cur > prev)
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                return false;
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            prev = cur;
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        }
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        return true;
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    }
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    //---------------------------------------------------------------------
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    void LodStrategy::sortAscending(Mesh::MeshLodUsageList& meshLodUsageList)
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    {
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        // Perform standard sort
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        std::sort(meshLodUsageList.begin(), meshLodUsageList.end(),
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                  [](const MeshLodUsage& mesh1, const MeshLodUsage& mesh2) { return mesh1.value < mesh2.value; });
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    }
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    //---------------------------------------------------------------------
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    void LodStrategy::sortDescending(Mesh::MeshLodUsageList& meshLodUsageList)
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    {
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        // Perform standard sort
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        std::sort(meshLodUsageList.begin(), meshLodUsageList.end(),
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                  [](const MeshLodUsage& mesh1, const MeshLodUsage& mesh2) { return mesh1.value > mesh2.value; });
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    }
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    //---------------------------------------------------------------------
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    ushort LodStrategy::getIndexAscending(Real value, const Mesh::MeshLodUsageList& meshLodUsageList)
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    {
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        ushort index = 0;
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        for (auto& m : meshLodUsageList)
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        {
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            if (m.value > value)
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            {
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                return index ? index - 1 : 0;
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            }
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            ++index;
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        }
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        // If we fall all the way through, use the highest value
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        return static_cast<ushort>(meshLodUsageList.size() - 1);
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    }
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    //---------------------------------------------------------------------
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    ushort LodStrategy::getIndexDescending(Real value, const Mesh::MeshLodUsageList& meshLodUsageList)
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    {
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        ushort index = 0;
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        for (auto& m : meshLodUsageList)
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        {
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            if (m.value < value)
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            {
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                return index ? index - 1 : 0;
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            }
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            ++index;
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        }
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        // If we fall all the way through, use the highest value
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        return static_cast<ushort>(meshLodUsageList.size() - 1);
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    }
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    //---------------------------------------------------------------------
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    ushort LodStrategy::getIndexAscending(Real value, const Material::LodValueList& materialLodValueList)
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    {
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        unsigned short index = 0;
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        for (auto& m : materialLodValueList)
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        {
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            if (m > value)
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            {
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                return index ? index - 1 : 0;
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            }
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            ++index;
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        }
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        // If we fall all the way through, use the highest value
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        return static_cast<ushort>(materialLodValueList.size() - 1);
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    }
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    //---------------------------------------------------------------------
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    ushort LodStrategy::getIndexDescending(Real value, const Material::LodValueList& materialLodValueList)
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    {
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        unsigned short index = 0;
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        for (auto& m : materialLodValueList)
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        {
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            if (m < value)
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            {
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                return index ? index - 1 : 0;
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            }
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            ++index;
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        }
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        // If we fall all the way through, use the highest value
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        return static_cast<ushort>(materialLodValueList.size() - 1);
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    }
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} // namespace