| 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 |  *      David 'davidsa' Salvisberg | 
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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 | /** | 
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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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| 41 | #include "core/GraphicsManager.h" | 
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| 42 | #include "util/Math.h" | 
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| 43 | #include "tools/interfaces/Tickable.h" | 
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| 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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| 48 | {     | 
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| 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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| 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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| 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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| 61 |     class _OrxonoxExport LensFlare : public StaticEntity, public Tickable | 
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| 62 |     { | 
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| 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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| 70 |                   std::string material_;//!< Which material should the Lens use, current choices include burst, bursthalo, halo1, halo2, halo3 | 
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| 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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| 74 |                   Lens (const std::string& material, float alpha, float scale, float position) | 
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| 75 |                   { | 
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| 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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| 80 |                   } | 
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| 81 |           }; | 
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| 82 |            | 
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| 83 |         public: | 
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| 84 |             LensFlare(Context* context); | 
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| 85 |             virtual ~LensFlare(); | 
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| 86 |              | 
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| 87 |             inline void setScale(float scale) | 
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| 88 |                 { this->scale_ = scale; } | 
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| 89 |             inline float getScale() const | 
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| 90 |                 { return this->scale_; } | 
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| 91 |                  | 
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| 92 |             /** | 
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| 93 |             @brief | 
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| 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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| 99 |                 { this->colour_ = colour; } | 
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| 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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| 106 |                 { return this->colour_; } | 
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| 107 |                  | 
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| 108 |             /** | 
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| 109 |             @brief | 
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| 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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| 120 |                 { this->fadeResolution_ = fadeResolution > 0 ? fadeResolution : 1; } | 
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| 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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| 136 |                 { this->fadeExponent_ = exponent; } | 
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| 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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| 152 |                 { this->fadeOnViewBorder_ = fadeOnViewBorder; } | 
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| 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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| 161 |  | 
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| 162 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| 163 |  | 
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| 164 |             virtual void tick(float dt) override; | 
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| 165 |  | 
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| 166 |             virtual void changedVisibility() override; | 
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| 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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| 173 |             void updateBillboardStates(const Vector3& viewDirection, float dimension, bool isLightVisible); | 
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| 174 |              | 
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| 175 |             void updateBillboardAlphas(float alpha); | 
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| 176 |              | 
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| 177 |             unsigned int getPointCount(float dimension) const; | 
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| 178 |              | 
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| 179 |             std::vector<Lens> lensConfiguration_;//!< this stores the lensConfiguration | 
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| 180 |             Billboard* occlusionBillboard_;//!< this is a transparent billboard used solely for the Hardware Occlusion Query | 
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| 181 |             std::vector<Billboard*> billboards_; //!< The visible billboards | 
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| 182 |  | 
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| 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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| 187 |             ColourValue colour_;//!< this stores the base colour of the light | 
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| 188 |     }; | 
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| 189 | } | 
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| 190 |  | 
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| 191 | #endif /* _LensFlare_H__ */ | 
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