| [9445] | 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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| [11075] | 23 | *      David 'davidsa' Salvisberg | 
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| [9445] | 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 | /** | 
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|  | 30 | @file LensFlare.h | 
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|  | 31 | @brief Definition of the LensFlare class. | 
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|  | 32 | */ | 
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|  | 33 |  | 
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|  | 34 | #ifndef _LensFlare_H__ | 
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|  | 35 | #define _LensFlare_H__ | 
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|  | 36 |  | 
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|  | 37 | #include "OrxonoxPrereqs.h" | 
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|  | 38 |  | 
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|  | 39 | #include "OgreBillboardSet.h" | 
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|  | 40 |  | 
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| [9448] | 41 | #include "core/GraphicsManager.h" | 
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| [9445] | 42 | #include "util/Math.h" | 
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| [11083] | 43 | #include "tools/interfaces/Tickable.h" | 
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| [9445] | 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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| [9500] | 48 | { | 
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| [9445] | 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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| [9448] | 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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| [9461] | 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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| [9445] | 61 | class _OrxonoxExport LensFlare : public StaticEntity, public Tickable | 
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|  | 62 | { | 
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| [9500] | 63 | /** | 
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|  | 64 | @brief | 
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|  | 65 | This is a nested Class used to easily set properties of the different sublenses of a LensFlare effect | 
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|  | 66 | */ | 
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|  | 67 | class Lens | 
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|  | 68 | { | 
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|  | 69 | public: | 
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| [11078] | 70 | std::string material_;//!< Which material should the Lens use, current choices include burst, bursthalo, halo1, halo2, halo3 | 
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| [9500] | 71 | float alpha_;//!< Which base alpha value should the Lens use | 
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|  | 72 | float scale_;//!< Which base scale should the Lens Flare have | 
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|  | 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 | 
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| [11078] | 74 | Lens (const std::string& material, float alpha, float scale, float position) | 
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| [9500] | 75 | { | 
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| [11078] | 76 | this->material_ = material; | 
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|  | 77 | this->alpha_ = alpha; | 
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|  | 78 | this->scale_ = scale; | 
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|  | 79 | this->position_ = position; | 
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| [9500] | 80 | } | 
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|  | 81 | }; | 
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|  | 82 |  | 
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| [9445] | 83 | public: | 
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| [11073] | 84 | LensFlare(Context* context); | 
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| [9445] | 85 | virtual ~LensFlare(); | 
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| [9448] | 86 |  | 
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|  | 87 | inline void setScale(float scale) | 
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| [11078] | 88 | { this->scale_ = scale; } | 
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| [9461] | 89 | inline float getScale() const | 
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| [9448] | 90 | { return this->scale_; } | 
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| [9461] | 91 |  | 
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|  | 92 | /** | 
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|  | 93 | @brief | 
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| [9500] | 94 | This sets the base colour of the billboards | 
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|  | 95 | @param colour | 
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|  | 96 | Vector3 containing r,g,b values | 
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|  | 97 | */ | 
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|  | 98 | inline void setColour(const ColourValue& colour) | 
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| [11078] | 99 | { this->colour_ = colour; } | 
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| [9500] | 100 | /** | 
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|  | 101 | @brief | 
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|  | 102 | This returns the current base colour of the billboards | 
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|  | 103 | @return a Vector3 containing r,g,b values | 
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|  | 104 | */ | 
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|  | 105 | inline const ColourValue& getColour() const | 
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| [11078] | 106 | { return this->colour_; } | 
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| [9500] | 107 |  | 
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|  | 108 | /** | 
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|  | 109 | @brief | 
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| [9461] | 110 | This sets the resolution of the out-of-screen-fade-effect | 
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|  | 111 |  | 
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|  | 112 | the higher the resolution, the smoother the transition, but it will also have a greater impact on the performance | 
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|  | 113 | this happens with O(n^2) since it's a two dimensional operation. | 
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|  | 114 | @param fadeResolution | 
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|  | 115 | how many point samples should be used per axis | 
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|  | 116 |  | 
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|  | 117 | note: this will always be an odd number, so the center point is included in the samples | 
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|  | 118 | */ | 
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|  | 119 | inline void setFadeResolution(unsigned int fadeResolution) | 
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| [11078] | 120 | { this->fadeResolution_ = fadeResolution > 0 ? fadeResolution : 1; } | 
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| [9461] | 121 | /** | 
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|  | 122 | @brief | 
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|  | 123 | This returns the resolution of the out-of-screen-fade-effect | 
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|  | 124 | @return how many point samples are being used per axis | 
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|  | 125 | */ | 
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|  | 126 | inline unsigned int getFadeResolution() const | 
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|  | 127 | { return this->fadeResolution_; } | 
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|  | 128 |  | 
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|  | 129 | /** | 
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|  | 130 | @brief | 
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|  | 131 | This sets the exponent of the fade-out function | 
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|  | 132 | @param exponent | 
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|  | 133 | how strong should the fade-out effect be | 
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|  | 134 | */ | 
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|  | 135 | inline void setFadeExponent(float exponent) | 
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| [11078] | 136 | { this->fadeExponent_ = exponent; } | 
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| [9461] | 137 | /** | 
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|  | 138 | @brief | 
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|  | 139 | This returns the exponent of the fade-out function | 
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|  | 140 | @return the exponent of the fade-out function | 
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|  | 141 | */ | 
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|  | 142 | inline float getFadeExponent() const | 
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|  | 143 | { return this->fadeExponent_; } | 
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|  | 144 |  | 
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|  | 145 | /** | 
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|  | 146 | @brief | 
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|  | 147 | Turn the out-of-screen-fade-effect on or off | 
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|  | 148 | @param fadeOnViewBorder | 
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|  | 149 | true to turn the effect on, false to turn it off | 
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|  | 150 | */ | 
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|  | 151 | inline void setFadeOnViewBorder(bool fadeOnViewBorder) | 
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| [11078] | 152 | { this->fadeOnViewBorder_ = fadeOnViewBorder; } | 
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| [9461] | 153 | /** | 
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|  | 154 | @brief | 
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|  | 155 | Determine whether the out-of-screen-fade-effect is on or off | 
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|  | 156 | @return | 
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|  | 157 | true if the effect is on, false if it is off | 
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|  | 158 | */ | 
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|  | 159 | inline bool isFadeOnViewBorder() const | 
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|  | 160 | { return this->fadeOnViewBorder_; } | 
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| [9445] | 161 |  | 
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| [11075] | 162 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| [9445] | 163 |  | 
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| [11075] | 164 | virtual void tick(float dt) override; | 
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| [9445] | 165 |  | 
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| [11075] | 166 | virtual void changedVisibility() override; | 
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| [9445] | 167 |  | 
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|  | 168 | private: | 
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|  | 169 | void registerVariables(); | 
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|  | 170 |  | 
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|  | 171 | void createBillboards(); | 
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|  | 172 |  | 
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| [11078] | 173 | void updateBillboardStates(const Vector3& viewDirection, float dimension, bool isLightVisible); | 
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| [9448] | 174 |  | 
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| [9461] | 175 | void updateBillboardAlphas(float alpha); | 
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|  | 176 |  | 
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| [9466] | 177 | unsigned int getPointCount(float dimension) const; | 
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| [9461] | 178 |  | 
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| [11078] | 179 | std::vector<Lens> lensConfiguration_;//!< this stores the lensConfiguration | 
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| [9461] | 180 | Billboard* occlusionBillboard_;//!< this is a transparent billboard used solely for the Hardware Occlusion Query | 
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| [11079] | 181 | std::vector<Billboard*> billboards_; //!< The visible billboards | 
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|  | 182 |  | 
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| [9461] | 183 | float scale_;//!< this factor is used to scale the billboard to the desired size | 
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|  | 184 | bool fadeOnViewBorder_;//!< should the effect fade out on the border of the view? | 
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|  | 185 | 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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|  | 186 | float fadeExponent_;//!< this determines how fast the flare fades away as it gets obstructed | 
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| [11078] | 187 | ColourValue colour_;//!< this stores the base colour of the light | 
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| [9445] | 188 | }; | 
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|  | 189 | } | 
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|  | 190 |  | 
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| [11078] | 191 | #endif /* _LensFlare_H__ */ | 
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