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 | * Fabian 'x3n' Landau |
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24 | * Reto Grieder (physics) |
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25 | * Co-authors: |
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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 | /** |
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31 | @file LensFlare.h |
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32 | @brief Definition of the LensFlare class. |
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33 | */ |
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34 | |
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35 | #ifndef _LensFlare_H__ |
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36 | #define _LensFlare_H__ |
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37 | |
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38 | #include "OrxonoxPrereqs.h" |
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39 | |
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40 | #include "OgreBillboardSet.h" |
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41 | |
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42 | #include "core/GraphicsManager.h" |
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43 | #include "util/Math.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 | public: |
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64 | LensFlare(BaseObject* creator); |
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65 | virtual ~LensFlare(); |
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66 | |
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67 | inline void setScale(float scale) |
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68 | { this->scale_=scale; } |
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69 | inline float getScale() const |
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70 | { return this->scale_; } |
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71 | |
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72 | /** |
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73 | @brief |
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74 | This sets the resolution of the out-of-screen-fade-effect |
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75 | |
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76 | the higher the resolution, the smoother the transition, but it will also have a greater impact on the performance |
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77 | this happens with O(n^2) since it's a two dimensional operation. |
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78 | @param fadeResolution |
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79 | how many point samples should be used per axis |
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80 | |
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81 | note: this will always be an odd number, so the center point is included in the samples |
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82 | */ |
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83 | inline void setFadeResolution(unsigned int fadeResolution) |
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84 | { this->fadeResolution_=fadeResolution>0?fadeResolution:1; } |
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85 | /** |
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86 | @brief |
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87 | This returns the resolution of the out-of-screen-fade-effect |
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88 | @return how many point samples are being used per axis |
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89 | */ |
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90 | inline unsigned int getFadeResolution() const |
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91 | { return this->fadeResolution_; } |
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92 | |
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93 | /** |
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94 | @brief |
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95 | This sets the exponent of the fade-out function |
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96 | @param exponent |
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97 | how strong should the fade-out effect be |
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98 | */ |
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99 | inline void setFadeExponent(float exponent) |
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100 | { this->fadeExponent_=exponent; } |
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101 | /** |
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102 | @brief |
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103 | This returns the exponent of the fade-out function |
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104 | @return the exponent of the fade-out function |
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105 | */ |
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106 | inline float getFadeExponent() const |
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107 | { return this->fadeExponent_; } |
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108 | |
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109 | /** |
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110 | @brief |
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111 | Turn the out-of-screen-fade-effect on or off |
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112 | @param fadeOnViewBorder |
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113 | true to turn the effect on, false to turn it off |
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114 | */ |
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115 | inline void setFadeOnViewBorder(bool fadeOnViewBorder) |
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116 | { this->fadeOnViewBorder_=fadeOnViewBorder; } |
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117 | /** |
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118 | @brief |
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119 | Determine whether the out-of-screen-fade-effect is on or off |
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120 | @return |
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121 | true if the effect is on, false if it is off |
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122 | */ |
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123 | inline bool isFadeOnViewBorder() const |
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124 | { return this->fadeOnViewBorder_; } |
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125 | |
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126 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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127 | |
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128 | virtual void tick(float dt); |
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129 | |
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130 | virtual void changedVisibility(); |
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131 | |
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132 | private: |
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133 | void registerVariables(); |
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134 | |
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135 | void createBillboards(); |
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136 | |
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137 | void updateBillboardStates(Vector3& viewDirection, float dimension, bool isLightVisible); |
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138 | |
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139 | void updateBillboardAlphas(float alpha); |
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140 | |
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141 | unsigned int getPointCount(float dimension) const; |
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142 | |
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143 | Billboard* occlusionBillboard_;//!< this is a transparent billboard used solely for the Hardware Occlusion Query |
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144 | float cameraDistance_;//!< current distance of the lensflare center from the camera |
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145 | float scale_;//!< this factor is used to scale the billboard to the desired size |
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146 | bool fadeOnViewBorder_;//!< should the effect fade out on the border of the view? |
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147 | 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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148 | float fadeExponent_;//!< this determines how fast the flare fades away as it gets obstructed |
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149 | //TODO: add XML port for colour manipulation |
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150 | ColourValue* colour_;//!< this stores the base colour of the light |
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151 | }; |
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152 | } |
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153 | |
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154 | #endif /* _LensFlare_H__ */ |
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