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 | * 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 | #ifndef _Light_H__ |
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30 | #define _Light_H__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | |
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34 | #include <string> |
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35 | #include "util/Math.h" |
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36 | #include "interfaces/TeamColourable.h" |
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37 | #include "worldentities/StaticEntity.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | class _OrxonoxExport Light : public StaticEntity, public TeamColourable |
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42 | { |
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43 | public: |
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44 | enum LightTypes // Copy from the Ogre enum |
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45 | { |
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46 | /// Point light sources give off light equally in all directions, so require only position not direction |
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47 | Point, |
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48 | /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position |
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49 | Directional, |
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50 | /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff |
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51 | Spotlight |
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52 | }; |
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53 | |
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54 | public: |
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55 | Light(BaseObject* creator); |
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56 | virtual ~Light(); |
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57 | |
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58 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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59 | |
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60 | virtual void changedVisibility(); |
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61 | |
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62 | inline Ogre::Light* getLight() |
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63 | { return this->light_; } |
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64 | |
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65 | inline void setType(Light::LightTypes type) |
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66 | { this->type_ = type; this->updateType(); } |
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67 | inline Light::LightTypes getType() const |
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68 | { return this->type_; } |
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69 | |
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70 | inline void setDiffuseColour(const ColourValue& colour) |
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71 | { this->diffuse_ = colour; this->updateDiffuseColour(); } |
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72 | inline const ColourValue& getDiffuseColour() const |
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73 | { return this->diffuse_; } |
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74 | |
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75 | inline void setSpecularColour(const ColourValue& colour) |
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76 | { this->specular_ = colour; this->updateSpecularColour(); } |
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77 | inline const ColourValue& getSpecularColour() const |
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78 | { return this->specular_; } |
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79 | |
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80 | virtual void setTeamColour(const ColourValue& colour) |
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81 | { this->setDiffuseColour(colour); this->setSpecularColour(colour); } |
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82 | |
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83 | /** |
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84 | @brief Sets the attenuation parameters of the light source i.e. how it diminishes with distance. |
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85 | |
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86 | @param attenuation.x range (The absolute upper range of the light in world units) |
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87 | @param attenuation.y constant (The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation) |
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88 | @param attenuation.z linear (The linear factor in the attenuation formula: 1 means attenuate evenly over the distance) |
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89 | @param attenuation.w quadratic (The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula) |
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90 | |
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91 | Quote from the Ogre API: |
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92 | Lights normally get fainter the further they are away. Also, each light is given a maximum range beyond which it cannot affect any objects. |
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93 | Light attenuation is not applicable to directional lights since they have an infinite range and constant intensity. |
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94 | 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! |
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95 | |
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96 | Quote from the Ogre wiki: |
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97 | "Using these numbers, the light has 100% intensity at 0 distance, and |
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98 | trails off to near black at a distance equal to the Range. Keep in mind |
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99 | that most of the light falls in the first 20% of the range." |
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100 | |
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101 | Range Constant Linear Quadratic |
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102 | 3250, 1.0, 0.0014, 0.000007 |
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103 | 600, 1.0, 0.007, 0.0002 |
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104 | 325, 1.0, 0.014, 0.0007 |
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105 | 200, 1.0, 0.022, 0.0019 |
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106 | 160, 1.0, 0.027, 0.0028 |
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107 | 100, 1.0, 0.045, 0.0075 |
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108 | 65, 1.0, 0.07, 0.017 |
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109 | 50, 1.0, 0.09, 0.032 |
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110 | 32, 1.0, 0.14, 0.07 |
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111 | 20, 1.0, 0.22, 0.20 |
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112 | 13, 1.0, 0.35, 0.44 |
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113 | 7, 1.0, 0.7, 1.8 |
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114 | */ |
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115 | inline void setAttenuation(const Vector4& attenuation) |
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116 | { this->attenuation_ = attenuation; this->updateAttenuation(); } |
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117 | inline const Vector4& getAttenuation() const |
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118 | { return this->attenuation_; } |
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119 | |
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120 | /** |
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121 | @brief Sets the range of a spotlight, i.e. the angle of the inner and outer cones and the rate of falloff between them. |
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122 | |
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123 | @param spotlightRange.x innerAngle (The angle covered by the bright inner cone) |
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124 | @param spotlightRange.x outerAngle (The angle covered by the outer cone) |
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125 | @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.) |
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126 | */ |
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127 | inline void setSpotlightRange(const Vector3& spotlightRange) |
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128 | { this->spotlightRange_ = spotlightRange; this->updateSpotlightRange(); } |
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129 | inline const Vector3& getSpotlightRange() const |
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130 | { return this->spotlightRange_; } |
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131 | |
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132 | private: |
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133 | void registerVariables(); |
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134 | void setTypeString(const std::string& type); |
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135 | std::string getTypeString() const; |
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136 | |
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137 | void updateType(); |
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138 | void updateDiffuseColour(); |
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139 | void updateSpecularColour(); |
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140 | void updateAttenuation(); |
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141 | void updateSpotlightRange(); |
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142 | |
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143 | Ogre::Light* light_; |
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144 | LightTypes type_; |
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145 | ColourValue diffuse_; |
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146 | ColourValue specular_; |
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147 | Vector4 attenuation_; |
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148 | Vector3 spotlightRange_; |
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149 | }; |
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150 | } |
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151 | |
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152 | #endif /* _Light_H__ */ |
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