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 | |
---|
39 | namespace 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(Context* context); |
---|
56 | virtual ~Light(); |
---|
57 | |
---|
58 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
---|
59 | |
---|
60 | virtual void changedVisibility(); |
---|
61 | |
---|
62 | inline Ogre::Light* getLight() |
---|
63 | { return this->light_; } |
---|
64 | |
---|
65 | inline void setType(Light::LightTypes type) |
---|
66 | { this->type_ = type; this->updateType(); } |
---|
67 | inline Light::LightTypes getType() const |
---|
68 | { return this->type_; } |
---|
69 | |
---|
70 | inline void setDiffuseColour(const ColourValue& colour) |
---|
71 | { this->diffuse_ = colour; this->updateDiffuseColour(); } |
---|
72 | inline const ColourValue& getDiffuseColour() const |
---|
73 | { return this->diffuse_; } |
---|
74 | |
---|
75 | inline void setSpecularColour(const ColourValue& colour) |
---|
76 | { this->specular_ = colour; this->updateSpecularColour(); } |
---|
77 | inline const ColourValue& getSpecularColour() const |
---|
78 | { return this->specular_; } |
---|
79 | |
---|
80 | virtual void setTeamColour(const ColourValue& colour) |
---|
81 | { this->setDiffuseColour(colour); this->setSpecularColour(colour); } |
---|
82 | |
---|
83 | /** |
---|
84 | @brief Sets the attenuation parameters of the light source i.e. how it diminishes with distance. |
---|
85 | @param attenuation The parameters of the attenuation (see description) |
---|
86 | |
---|
87 | - @a attenuation.x range (The absolute upper range of the light in world units) |
---|
88 | - @a attenuation.y constant (The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation) |
---|
89 | - @a attenuation.z linear (The linear factor in the attenuation formula: 1 means attenuate evenly over the distance) |
---|
90 | - @a 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 | @param spotlightRange The parameters of the spotlight (see description) |
---|
124 | |
---|
125 | - @a spotlightRange.x innerAngle (The angle covered by the bright inner cone) |
---|
126 | - @a spotlightRange.x outerAngle (The angle covered by the outer cone) |
---|
127 | - @a 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.) |
---|
128 | */ |
---|
129 | inline void setSpotlightRange(const Vector3& spotlightRange) |
---|
130 | { this->spotlightRange_ = spotlightRange; this->updateSpotlightRange(); } |
---|
131 | inline const Vector3& getSpotlightRange() const |
---|
132 | { return this->spotlightRange_; } |
---|
133 | |
---|
134 | private: |
---|
135 | void registerVariables(); |
---|
136 | void setTypeString(const std::string& type); |
---|
137 | std::string getTypeString() const; |
---|
138 | |
---|
139 | void updateType(); |
---|
140 | void updateDiffuseColour(); |
---|
141 | void updateSpecularColour(); |
---|
142 | void updateAttenuation(); |
---|
143 | void updateSpotlightRange(); |
---|
144 | |
---|
145 | Ogre::Light* light_; |
---|
146 | LightTypes type_; |
---|
147 | ColourValue diffuse_; |
---|
148 | ColourValue specular_; |
---|
149 | Vector4 attenuation_; |
---|
150 | Vector3 spotlightRange_; |
---|
151 | }; |
---|
152 | } |
---|
153 | |
---|
154 | #endif /* _Light_H__ */ |
---|