/* * ----------------------------------------------------------------------------- * This source file is part of OGRE * (Object-oriented Graphics Rendering Engine) * For the latest info, see http://www.ogre3d.org/ * * Copyright (c) 2000-2014 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 __MeshLodGenerator_H_ #define __MeshLodGenerator_H_ #include "OgreLodPrerequisites.h" #include "OgreLodConfig.h" #include "OgreLodData.h" #include "OgreLodInputProvider.h" #include "OgreLodOutputProvider.h" #include "OgreLodCollapseCost.h" #include "OgreLodCollapser.h" #include "OgreSharedPtr.h" #include "OgreSingleton.h" #include "OgreWorkQueue.h" namespace Ogre { /** \addtogroup Optional * @{ */ /** \defgroup MeshLodGenerator MeshLodGenerator * Generate Low-poly models from High-poly models automatically * @{ */ class _OgreLodExport MeshLodGenerator : public Singleton { public: static MeshLodGenerator* getSingletonPtr(); static MeshLodGenerator& getSingleton(); /** * @brief Generates the Lod levels for a mesh. */ MeshLodGenerator(); virtual ~MeshLodGenerator(); /** * @brief Generates the Lod levels for a mesh. */ virtual void generateLodLevels(LodConfig& lodConfig, LodCollapseCostPtr cost = LodCollapseCostPtr(), LodDataPtr data = LodDataPtr(), LodInputProviderPtr input = LodInputProviderPtr(), LodOutputProviderPtr output = LodOutputProviderPtr(), LodCollapserPtr collapser = LodCollapserPtr()); /** * @brief Generates the Lod levels for a mesh without configuring it. * * @param mesh Generate the Lod for this mesh. */ void generateAutoconfiguredLodLevels(MeshPtr& mesh); /** * @brief Fills Lod Config with a config, which works on any mesh. * * @param inMesh Optimize for this mesh. * @param outLodConfig Lod configuration storing the output. */ void getAutoconfig(MeshPtr& inMesh, LodConfig& outLodConfig); void clearPendingLodRequests(); static void _configureMeshLodUsage(const LodConfig& lodConfig); void _resolveComponents(LodConfig& lodConfig, LodCollapseCostPtr& cost, LodDataPtr& data, LodInputProviderPtr& input, LodOutputProviderPtr& output, LodCollapserPtr& collapser); /// If you only use manual Lod levels, then you don't need to build LodData mesh representation. /// This function will generate manual Lod levels without overhead, but every Lod level needs to be a manual Lod level. void _generateManualLodLevels(LodConfig& lodConfig); void setInjectorListener(LodWorkQueueInjectorListener* injectorListener) {mInjectorListener = injectorListener;} LodWorkQueueInjectorListener* getInjectorListener() {return mInjectorListener;} void removeInjectorListener() {mInjectorListener = 0;} private: void _process(LodConfig& lodConfig, LodCollapseCost* cost, LodData* data, LodInputProvider* input, LodOutputProvider* output, LodCollapser* collapser); void computeLods(LodConfig& lodConfig, LodData* data, LodCollapseCost* cost, LodOutputProvider* output, LodCollapser* collapser); void calcLodVertexCount(const LodLevel& lodLevel, size_t uniqueVertexCount, size_t& outVertexCountLimit, Real& outCollapseCostLimit); OGRE_WQ_MUTEX(mQueueMutex); std::list mPendingLodRequests; LodWorkQueueInjectorListener* mInjectorListener; void addRequestToQueue(LodConfig& lodConfig, LodCollapseCostPtr& cost, LodDataPtr& data, LodInputProviderPtr& input, LodOutputProviderPtr& output, LodCollapserPtr& collapser); WorkQueue::Response* handleRequest(const WorkQueue::Request* req, const WorkQueue* srcQ); void handleResponse(const WorkQueue::Response* res, const WorkQueue* srcQ); }; /** @} */ /** @} */ } #endif