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source: code/branches/ppspickups1/src/orxonox/graphics/Light.h @ 6675

Last change on this file since 6675 was 5781, checked in by rgrieder, 15 years ago

Reverted trunk again. We might want to find a way to delete these revisions again (x3n's changes are still available as diff in the commit mails).

  • Property svn:eol-style set to native
File size: 6.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Light_H__
30#define _Light_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include "util/Math.h"
36#include "interfaces/TeamColourable.h"
37#include "worldentities/StaticEntity.h"
38
39namespace orxonox
40{
41    class _OrxonoxExport Light : public StaticEntity, public TeamColourable
42    {
43        public:
44            enum LightTypes // Copy from the Ogre enum
45            {
46                /// Point light sources give off light equally in all directions, so require only position not direction
47                Point,
48                /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position
49                Directional,
50                /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff
51                Spotlight
52            };
53
54        public:
55            Light(BaseObject* creator);
56            virtual ~Light();
57
58            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
59            void registerVariables();
60
61            virtual void changedVisibility();
62
63            inline Ogre::Light* getLight()
64                { return this->light_; }
65
66            inline void setType(Light::LightTypes type)
67                { this->type_ = type; this->updateType(); }
68            inline Light::LightTypes getType() const
69                { return this->type_; }
70
71            inline void setDiffuseColour(const ColourValue& colour)
72                { this->diffuse_ = colour; this->updateDiffuseColour(); }
73            inline const ColourValue& getDiffuseColour() const
74                { return this->diffuse_; }
75
76            inline void setSpecularColour(const ColourValue& colour)
77                { this->specular_ = colour; this->updateSpecularColour(); }
78            inline const ColourValue& getSpecularColour() const
79                { return this->specular_; }
80
81            virtual void setTeamColour(const ColourValue& colour)
82                { this->setDiffuseColour(colour); this->setSpecularColour(colour); }
83
84            /**
85                @brief Sets the attenuation parameters of the light source i.e. how it diminishes with distance.
86
87                @param attenuation.x range (The absolute upper range of the light in world units)
88                @param attenuation.y constant (The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation)
89                @param attenuation.z linear (The linear factor in the attenuation formula: 1 means attenuate evenly over the distance)
90                @param attenuation.w quadratic (The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula)
91
92                Quote from the Ogre API:
93                Lights normally get fainter the further they are away. Also, each light is given a maximum range beyond which it cannot affect any objects.
94                Light attenuation is not applicable to directional lights since they have an infinite range and constant intensity.
95                This follows a standard attenuation approach - see any good 3D text for the details of what they mean since i don't have room here!
96
97                Quote from the Ogre wiki:
98                "Using these numbers, the light has 100% intensity at 0 distance, and
99                trails off to near black at a distance equal to the Range. Keep in mind
100                that most of the light falls in the first 20% of the range."
101
102                Range   Constant   Linear     Quadratic
103                3250,     1.0,     0.0014,    0.000007
104                600,      1.0,     0.007,     0.0002
105                325,      1.0,     0.014,     0.0007
106                200,      1.0,     0.022,     0.0019
107                160,      1.0,     0.027,     0.0028
108                100,      1.0,     0.045,     0.0075
109                65,       1.0,     0.07,      0.017
110                50,       1.0,     0.09,      0.032
111                32,       1.0,     0.14,      0.07
112                20,       1.0,     0.22,      0.20
113                13,       1.0,     0.35,      0.44
114                7,        1.0,     0.7,       1.8
115            */
116            inline void setAttenuation(const Vector4& attenuation)
117                { this->attenuation_ = attenuation; this->updateAttenuation(); }
118            inline const Vector4& getAttenuation() const
119                { return this->attenuation_; }
120
121            /**
122                @brief Sets the range of a spotlight, i.e. the angle of the inner and outer cones and the rate of falloff between them.
123
124                @param spotlightRange.x innerAngle (The angle covered by the bright inner cone)
125                @param spotlightRange.x outerAngle (The angle covered by the outer cone)
126                @param spotlightRange.x falloff (The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff.)
127            */
128            inline void setSpotlightRange(const Vector3& spotlightRange)
129                { this->spotlightRange_ = spotlightRange; this->updateSpotlightRange(); }
130            inline const Vector3& getSpotlightRange() const
131                { return this->spotlightRange_; }
132
133        private:
134            void setTypeString(const std::string& type);
135            std::string getTypeString() const;
136
137            void updateType();
138            void updateDiffuseColour();
139            void updateSpecularColour();
140            void updateAttenuation();
141            void updateSpotlightRange();
142
143            Ogre::Light* light_;
144            LightTypes type_;
145            ColourValue diffuse_;
146            ColourValue specular_;
147            Vector4 attenuation_;
148            Vector3 spotlightRange_;
149    };
150}
151
152#endif /* _Light_H__ */
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