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source: code/branches/shaders/src/orxonox/graphics/LensFlare.h @ 9461

Last change on this file since 9461 was 9461, checked in by davidsa, 11 years ago

Updated orxonox::Billboard so you can disable FrustumCulling. Also improved orxonox::LensFlare and added documentation.

File size: 6.0 KB
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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 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30/**
31  @file LensFlare.h
32  @brief Definition of the LensFlare class.
33*/
34
35#ifndef _LensFlare_H__
36#define _LensFlare_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include "OgreBillboardSet.h"
41
42#include "core/GraphicsManager.h"
43#include "util/Math.h"
44#include "worldentities/StaticEntity.h"
45#include "graphics/Billboard.h"
46
47namespace orxonox
48{
49      /**
50    @brief
51        This class adds a configurable LensFlare effect by adding multiple billboards for the several components of lens flare.
52        It uses orxonox::Billboard to render this effect, the used images can be changed in lensflare.material
53
54    @author
55        David 'davidsa' Salvisberg
56    */
57    //TODO: The Hardware Occlusion only works properly for a single Flare on the screen,
58    // if we have multiple strong lights it'll become way more complicated to determine how much of every object is occluded individually
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
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
61    class _OrxonoxExport LensFlare : public StaticEntity, public Tickable
62    {
63        public:
64            LensFlare(BaseObject* creator);
65            virtual ~LensFlare();
66           
67            inline void setScale(float scale)
68                { this->scale_=scale; }
69            inline float getScale() const
70                { return this->scale_; }
71               
72            /**
73            @brief
74                This sets the resolution of the out-of-screen-fade-effect
75               
76                the higher the resolution, the smoother the transition, but it will also have a greater impact on the performance
77                this happens with O(n^2) since it's a two dimensional operation.
78            @param fadeResolution
79                how many point samples should be used per axis
80               
81                note: this will always be an odd number, so the center point is included in the samples
82            */
83            inline void setFadeResolution(unsigned int fadeResolution)
84                { this->fadeResolution_=fadeResolution>0?fadeResolution:1; }
85            /**
86            @brief
87                This returns the resolution of the out-of-screen-fade-effect
88            @return how many point samples are being used per axis
89            */
90            inline unsigned int getFadeResolution() const
91                { return this->fadeResolution_; }
92               
93            /**
94            @brief
95                This sets the exponent of the fade-out function
96            @param exponent
97                how strong should the fade-out effect be
98            */
99            inline void setFadeExponent(float exponent)
100                { this->fadeExponent_=exponent; }
101            /**
102            @brief
103                This returns the exponent of the fade-out function
104            @return the exponent of the fade-out function
105            */
106            inline float getFadeExponent() const
107                { return this->fadeExponent_; }
108               
109            /**
110            @brief
111               Turn the out-of-screen-fade-effect on or off
112            @param fadeOnViewBorder
113                true to turn the effect on, false to turn it off
114            */
115            inline void setFadeOnViewBorder(bool fadeOnViewBorder)
116                { this->fadeOnViewBorder_=fadeOnViewBorder; }
117            /**
118            @brief
119               Determine whether the out-of-screen-fade-effect is on or off
120            @return
121                true if the effect is on, false if it is off
122            */
123            inline bool isFadeOnViewBorder() const
124                { return this->fadeOnViewBorder_; }
125
126            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
127
128            virtual void tick(float dt);
129
130            virtual void changedVisibility();
131
132        private:
133            void registerVariables();
134           
135            void createBillboards();
136           
137            void updateBillboardStates(unsigned int dimension, bool isLightVisible);
138           
139            void updateBillboardAlphas(float alpha);
140           
141            unsigned int getPointCount(unsigned int dimension) const;
142           
143            Billboard* occlusionBillboard_;//!< this is a transparent billboard used solely for the Hardware Occlusion Query
144            unsigned int cameraDistance_;//!< current distance of the lensflare center from the camera
145            float scale_;//!< this factor is used to scale the billboard to the desired size
146            bool fadeOnViewBorder_;//!< should the effect fade out on the border of the view?
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
148            float fadeExponent_;//!< this determines how fast the flare fades away as it gets obstructed
149    };
150}
151
152#endif /* _LensFlare_H__ */
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