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source: code/branches/shaders_merge/src/orxonox/graphics/LensFlare.h @ 11073

Last change on this file since 11073 was 11073, checked in by landauf, 8 years ago

merged branch 'shaders' into branch 'shaders_merge'

File size: 8.0 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          /**
64          @brief
65              This is a nested Class used to easily set properties of the different sublenses of a LensFlare effect
66          */
67          class Lens
68          {
69              public:
70                  std::string* material_;//!< Which material should the Lens use, current choices include burst, bursthalo, halo1, halo2, halo3
71                  float alpha_;//!< Which base alpha value should the Lens use
72                  float scale_;//!< Which base scale should the Lens Flare have
73                  float position_;//!< This defines how far along the view direction the flare should be positioned, e.g. 0.5 would position the flare halfway between the viewer and the base burst, 0 at the camera, 1 at the burst
74                  Lens(std::string* material, float alpha, float scale, float position)
75                  {
76                      this->material_=material;
77                      this->alpha_=alpha;
78                      this->scale_=scale;
79                      this->position_=position;
80                  }
81          };
82         
83        public:
84            LensFlare(Context* context);
85            virtual ~LensFlare();
86           
87            inline void setScale(float scale)
88                { this->scale_=scale; }
89            inline float getScale() const
90                { return this->scale_; }
91               
92            /**
93            @brief
94                This sets the base colour of the billboards
95            @param colour
96                Vector3 containing r,g,b values
97            */
98            inline void setColour(const ColourValue& colour)
99            {
100                this->colour_->r=colour.r;
101                this->colour_->g=colour.g;
102                this->colour_->b=colour.b;
103            }
104            /**
105            @brief
106                This returns the current base colour of the billboards
107            @return a Vector3 containing r,g,b values
108            */
109            inline const ColourValue& getColour() const
110                { return *(new ColourValue(this->colour_->r,this->colour_->g,this->colour_->b)); }
111               
112            /**
113            @brief
114                This sets the resolution of the out-of-screen-fade-effect
115               
116                the higher the resolution, the smoother the transition, but it will also have a greater impact on the performance
117                this happens with O(n^2) since it's a two dimensional operation.
118            @param fadeResolution
119                how many point samples should be used per axis
120               
121                note: this will always be an odd number, so the center point is included in the samples
122            */
123            inline void setFadeResolution(unsigned int fadeResolution)
124                { this->fadeResolution_=fadeResolution>0?fadeResolution:1; }
125            /**
126            @brief
127                This returns the resolution of the out-of-screen-fade-effect
128            @return how many point samples are being used per axis
129            */
130            inline unsigned int getFadeResolution() const
131                { return this->fadeResolution_; }
132               
133            /**
134            @brief
135                This sets the exponent of the fade-out function
136            @param exponent
137                how strong should the fade-out effect be
138            */
139            inline void setFadeExponent(float exponent)
140                { this->fadeExponent_=exponent; }
141            /**
142            @brief
143                This returns the exponent of the fade-out function
144            @return the exponent of the fade-out function
145            */
146            inline float getFadeExponent() const
147                { return this->fadeExponent_; }
148               
149            /**
150            @brief
151               Turn the out-of-screen-fade-effect on or off
152            @param fadeOnViewBorder
153                true to turn the effect on, false to turn it off
154            */
155            inline void setFadeOnViewBorder(bool fadeOnViewBorder)
156                { this->fadeOnViewBorder_=fadeOnViewBorder; }
157            /**
158            @brief
159               Determine whether the out-of-screen-fade-effect is on or off
160            @return
161                true if the effect is on, false if it is off
162            */
163            inline bool isFadeOnViewBorder() const
164                { return this->fadeOnViewBorder_; }
165
166            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
167
168            virtual void tick(float dt);
169
170            virtual void changedVisibility();
171
172        private:
173            void registerVariables();
174           
175            void createBillboards();
176           
177            void updateBillboardStates(Vector3& viewDirection, float dimension, bool isLightVisible);
178           
179            void updateBillboardAlphas(float alpha);
180           
181            unsigned int getPointCount(float dimension) const;
182           
183            std::vector<Lens*>* lensConfiguration_;//!< this stores the lensConfiguration
184            Billboard* occlusionBillboard_;//!< this is a transparent billboard used solely for the Hardware Occlusion Query
185            float cameraDistance_;//!< current distance of the lensflare center from the camera
186            float scale_;//!< this factor is used to scale the billboard to the desired size
187            bool fadeOnViewBorder_;//!< should the effect fade out on the border of the view?
188            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
189            float fadeExponent_;//!< this determines how fast the flare fades away as it gets obstructed
190            ColourValue* colour_;//!< this stores the base colour of the light
191    };
192}
193
194#endif /* _LensFlare_H__ */
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