[12177] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * David 'davidsa' Salvisberg |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file LensFlare.h |
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| 31 | @brief Definition of the LensFlare class. |
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| 32 | */ |
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| 33 | |
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| 34 | #ifndef _LensFlare_H__ |
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| 35 | #define _LensFlare_H__ |
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| 36 | |
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| 37 | #include "OrxonoxPrereqs.h" |
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| 38 | |
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| 39 | #include "OgreBillboardSet.h" |
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| 40 | |
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| 41 | #include "core/GraphicsManager.h" |
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| 42 | #include "util/Math.h" |
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| 43 | #include "tools/interfaces/Tickable.h" |
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| 44 | #include "worldentities/StaticEntity.h" |
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| 45 | #include "graphics/Billboard.h" |
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| 46 | |
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| 47 | namespace orxonox |
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| 48 | { |
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| 49 | /** |
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| 50 | @brief |
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| 51 | This class adds a configurable LensFlare effect by adding multiple billboards for the several components of lens flare. |
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| 52 | It uses orxonox::Billboard to render this effect, the used images can be changed in lensflare.material |
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| 53 | |
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| 54 | @author |
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| 55 | David 'davidsa' Salvisberg |
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| 56 | */ |
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| 57 | //TODO: The Hardware Occlusion only works properly for a single Flare on the screen, |
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| 58 | // if we have multiple strong lights it'll become way more complicated to determine how much of every object is occluded individually |
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| 59 | // there's below a 100 render queue groups, so maybe we should take turns for each object to be tested, so we only have one of the objects rendered at a time |
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| 60 | // obviously we shouldn't use too many of these effects anyways, since they use a lot of processing power, so not sure whether it's worth implementing a solution that works for multiple lens flares on screen |
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| 61 | class _OrxonoxExport LensFlare : public StaticEntity, public Tickable |
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| 62 | { |
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| 63 | /** |
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| 64 | @brief |
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| 65 | This is a nested Class used to easily set properties of the different sublenses of a LensFlare effect |
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| 66 | */ |
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| 67 | class Lens |
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| 68 | { |
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| 69 | public: |
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| 70 | std::string material_;//!< Which material should the Lens use, current choices include burst, bursthalo, halo1, halo2, halo3 |
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| 71 | float alpha_;//!< Which base alpha value should the Lens use |
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| 72 | float scale_;//!< Which base scale should the Lens Flare have |
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| 73 | float position_;//!< This defines how far along the view direction the flare should be positioned, e.g. 0.5 would position the flare halfway between the viewer and the base burst, 0 at the camera, 1 at the burst |
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| 74 | Lens (const std::string& material, float alpha, float scale, float position) |
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| 75 | { |
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| 76 | this->material_ = material; |
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| 77 | this->alpha_ = alpha; |
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| 78 | this->scale_ = scale; |
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| 79 | this->position_ = position; |
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| 80 | } |
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| 81 | }; |
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| 82 | |
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| 83 | public: |
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| 84 | LensFlare(Context* context); |
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| 85 | virtual ~LensFlare(); |
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| 86 | |
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| 87 | inline void setScale(float scale) |
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| 88 | { this->scale_ = scale; } |
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| 89 | inline float getScale() const |
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| 90 | { return this->scale_; } |
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| 91 | |
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| 92 | /** |
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| 93 | @brief |
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| 94 | This sets the base colour of the billboards |
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| 95 | @param colour |
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| 96 | Vector3 containing r,g,b values |
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| 97 | */ |
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| 98 | inline void setColour(const ColourValue& colour) |
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| 99 | { this->colour_ = colour; } |
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| 100 | /** |
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| 101 | @brief |
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| 102 | This returns the current base colour of the billboards |
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| 103 | @return a Vector3 containing r,g,b values |
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| 104 | */ |
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| 105 | inline const ColourValue& getColour() const |
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| 106 | { return this->colour_; } |
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| 107 | |
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| 108 | /** |
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| 109 | @brief |
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| 110 | This sets the resolution of the out-of-screen-fade-effect |
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| 111 | |
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| 112 | the higher the resolution, the smoother the transition, but it will also have a greater impact on the performance |
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| 113 | this happens with O(n^2) since it's a two dimensional operation. |
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| 114 | @param fadeResolution |
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| 115 | how many point samples should be used per axis |
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| 116 | |
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| 117 | note: this will always be an odd number, so the center point is included in the samples |
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| 118 | */ |
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| 119 | inline void setFadeResolution(unsigned int fadeResolution) |
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| 120 | { this->fadeResolution_ = fadeResolution > 0 ? fadeResolution : 1; } |
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| 121 | /** |
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| 122 | @brief |
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| 123 | This returns the resolution of the out-of-screen-fade-effect |
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| 124 | @return how many point samples are being used per axis |
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| 125 | */ |
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| 126 | inline unsigned int getFadeResolution() const |
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| 127 | { return this->fadeResolution_; } |
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| 128 | |
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| 129 | /** |
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| 130 | @brief |
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| 131 | This sets the exponent of the fade-out function |
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| 132 | @param exponent |
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| 133 | how strong should the fade-out effect be |
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| 134 | */ |
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| 135 | inline void setFadeExponent(float exponent) |
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| 136 | { this->fadeExponent_ = exponent; } |
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| 137 | /** |
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| 138 | @brief |
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| 139 | This returns the exponent of the fade-out function |
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| 140 | @return the exponent of the fade-out function |
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| 141 | */ |
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| 142 | inline float getFadeExponent() const |
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| 143 | { return this->fadeExponent_; } |
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| 144 | |
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| 145 | /** |
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| 146 | @brief |
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| 147 | Turn the out-of-screen-fade-effect on or off |
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| 148 | @param fadeOnViewBorder |
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| 149 | true to turn the effect on, false to turn it off |
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| 150 | */ |
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| 151 | inline void setFadeOnViewBorder(bool fadeOnViewBorder) |
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| 152 | { this->fadeOnViewBorder_ = fadeOnViewBorder; } |
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| 153 | /** |
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| 154 | @brief |
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| 155 | Determine whether the out-of-screen-fade-effect is on or off |
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| 156 | @return |
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| 157 | true if the effect is on, false if it is off |
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| 158 | */ |
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| 159 | inline bool isFadeOnViewBorder() const |
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| 160 | { return this->fadeOnViewBorder_; } |
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| 161 | |
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| 162 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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| 163 | |
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| 164 | virtual void tick(float dt) override; |
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| 165 | |
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| 166 | virtual void changedVisibility() override; |
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| 167 | |
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| 168 | private: |
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| 169 | void registerVariables(); |
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| 170 | |
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| 171 | void createBillboards(); |
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| 172 | |
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| 173 | void updateBillboardStates(const Vector3& viewDirection, float dimension, bool isLightVisible); |
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| 174 | |
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| 175 | void updateBillboardAlphas(float alpha); |
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| 176 | |
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| 177 | unsigned int getPointCount(float dimension) const; |
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| 178 | |
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| 179 | std::vector<Lens> lensConfiguration_;//!< this stores the lensConfiguration |
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| 180 | Billboard* occlusionBillboard_;//!< this is a transparent billboard used solely for the Hardware Occlusion Query |
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| 181 | std::vector<Billboard*> billboards_; //!< The visible billboards |
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| 182 | |
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| 183 | float scale_;//!< this factor is used to scale the billboard to the desired size |
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| 184 | bool fadeOnViewBorder_;//!< should the effect fade out on the border of the view? |
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| 185 | unsigned int fadeResolution_;//!< how many points should be sampled per axis for the screen border fade. High number => smooth fade, but uses more processing power |
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| 186 | float fadeExponent_;//!< this determines how fast the flare fades away as it gets obstructed |
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| 187 | ColourValue colour_;//!< this stores the base colour of the light |
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| 188 | }; |
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| 189 | } |
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| 190 | |
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| 191 | #endif /* _LensFlare_H__ */ |
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