[2072] | 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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[2662] | 33 | #include "StaticEntity.h" |
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[2072] | 34 | |
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| 35 | #include <string> |
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| 36 | #include <OgreLight.h> |
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| 37 | |
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| 38 | #include "util/Math.h" |
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[2826] | 39 | #include "objects/Teamcolourable.h" |
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[2072] | 40 | |
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| 41 | namespace orxonox |
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| 42 | { |
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[2826] | 43 | class _OrxonoxExport Light : public StaticEntity, public Teamcolourable |
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[2072] | 44 | { |
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| 45 | public: |
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| 46 | Light(BaseObject* creator); |
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| 47 | virtual ~Light(); |
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| 48 | |
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| 49 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 50 | void registerVariables(); |
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| 51 | |
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| 52 | virtual void changedVisibility(); |
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| 53 | |
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| 54 | inline Ogre::Light* getLight() |
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| 55 | { return this->light_; } |
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| 56 | |
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| 57 | inline void setType(Ogre::Light::LightTypes type) |
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[2662] | 58 | { this->type_ = type; this->updateType(); } |
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| 59 | inline Ogre::Light::LightTypes getType() const |
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[2072] | 60 | { return this->type_; } |
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| 61 | |
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[2662] | 62 | inline void setDiffuseColour(const ColourValue& colour) |
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| 63 | { this->diffuse_ = colour; this->updateDiffuseColour(); } |
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| 64 | inline const ColourValue& getDiffuseColour() const |
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| 65 | { return this->diffuse_; } |
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[2072] | 66 | |
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[2662] | 67 | inline void setSpecularColour(const ColourValue& colour) |
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| 68 | { this->specular_ = colour; this->updateSpecularColour(); } |
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| 69 | inline const ColourValue& getSpecularColour() const |
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| 70 | { return this->specular_; } |
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[2072] | 71 | |
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[2826] | 72 | virtual void setTeamColour(const ColourValue& colour) |
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| 73 | { this->setDiffuseColour(colour); this->setSpecularColour(colour); } |
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| 74 | |
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[2662] | 75 | /** |
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| 76 | @brief Sets the attenuation parameters of the light source i.e. how it diminishes with distance. |
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[2072] | 77 | |
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[2662] | 78 | @param attenuation.x range (The absolute upper range of the light in world units) |
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| 79 | @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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| 80 | @param attenuation.z linear (The linear factor in the attenuation formula: 1 means attenuate evenly over the distance) |
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| 81 | @param attenuation.w quadratic (The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula) |
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| 82 | |
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| 83 | Quote from the Ogre API: |
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| 84 | 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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| 85 | Light attenuation is not applicable to directional lights since they have an infinite range and constant intensity. |
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| 86 | 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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| 87 | |
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| 88 | Quote from the Ogre wiki: |
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| 89 | "Using these numbers, the light has 100% intensity at 0 distance, and |
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| 90 | trails off to near black at a distance equal to the Range. Keep in mind |
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| 91 | that most of the light falls in the first 20% of the range." |
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| 92 | |
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| 93 | Range Constant Linear Quadratic |
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| 94 | 3250, 1.0, 0.0014, 0.000007 |
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| 95 | 600, 1.0, 0.007, 0.0002 |
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| 96 | 325, 1.0, 0.014, 0.0007 |
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| 97 | 200, 1.0, 0.022, 0.0019 |
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| 98 | 160, 1.0, 0.027, 0.0028 |
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| 99 | 100, 1.0, 0.045, 0.0075 |
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| 100 | 65, 1.0, 0.07, 0.017 |
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| 101 | 50, 1.0, 0.09, 0.032 |
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| 102 | 32, 1.0, 0.14, 0.07 |
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| 103 | 20, 1.0, 0.22, 0.20 |
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| 104 | 13, 1.0, 0.35, 0.44 |
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| 105 | 7, 1.0, 0.7, 1.8 |
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| 106 | */ |
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| 107 | inline void setAttenuation(const Vector4& attenuation) |
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| 108 | { this->attenuation_ = attenuation; this->updateAttenuation(); } |
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| 109 | inline const Vector4& getAttenuation() const |
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| 110 | { return this->attenuation_; } |
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| 111 | |
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| 112 | /** |
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| 113 | @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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| 114 | |
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| 115 | @param spotlightRange.x innerAngle (The angle covered by the bright inner cone) |
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| 116 | @param spotlightRange.x outerAngle (The angle covered by the outer cone) |
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| 117 | @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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| 118 | */ |
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| 119 | inline void setSpotlightRange(const Vector3& spotlightRange) |
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| 120 | { this->spotlightRange_ = spotlightRange; this->updateSpotlightRange(); } |
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| 121 | inline const Vector3& getSpotlightRange() const |
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| 122 | { return this->spotlightRange_; } |
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| 123 | |
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[2072] | 124 | private: |
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| 125 | void setTypeString(const std::string& type); |
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| 126 | std::string getTypeString() const; |
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| 127 | |
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[2662] | 128 | void updateType(); |
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| 129 | void updateDiffuseColour(); |
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| 130 | void updateSpecularColour(); |
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| 131 | void updateAttenuation(); |
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| 132 | void updateSpotlightRange(); |
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[2072] | 133 | |
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| 134 | Ogre::Light* light_; |
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| 135 | Ogre::Light::LightTypes type_; |
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[2662] | 136 | ColourValue diffuse_; |
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| 137 | ColourValue specular_; |
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| 138 | Vector4 attenuation_; |
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| 139 | Vector3 spotlightRange_; |
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[2072] | 140 | }; |
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| 141 | } |
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| 142 | |
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| 143 | #endif /* _Light_H__ */ |
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