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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