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Plasma Engine
2.0
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Adds a lensflare or corona effect to a lightsource. More...
#include <LensFlareComponent.h>
Public Member Functions | |
virtual void | OnActivated () override |
This method is called when the component gets activated. | |
virtual void | OnDeactivated () override |
This method is called when the component gets deactivated. | |
virtual void | SerializeComponent (plWorldWriter &inout_stream) const override |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (plWorldReader &inout_stream) override |
Override this to load the current state of the component from the given stream. | |
virtual plResult | GetLocalBounds (plBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, plMsgUpdateLocalBounds &ref_msg) override |
Called by plRenderComponent::OnUpdateLocalBounds(). If PL_SUCCESS is returned, bounds and bAlwaysVisible will be integrated into the plMsgUpdateLocalBounds result, otherwise the out values are simply ignored. | |
void | SetLinkToLightShape (bool bLink) |
Link the lens flare to the first light component on the same owner object or any of its parent objects. | |
bool | GetLinkToLightShape () const |
void | SetOcclusionSampleRadius (float fRadius) |
Sets the world space radius in which the depth buffer is sampled to determine how much the lens flare is occluded. Typically this would be the size of the light emitting area, like e.g. a lamp, or slightly larger. | |
float | GetOcclusionSampleRadius () const |
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void | TriggerLocalBoundsUpdate () |
Call this when some value was modified that affects the size of the local bounding box and it should be recomputed. | |
PL_ALWAYS_INLINE plUInt32 | GetUniqueIdForRendering (plUInt32 uiInnerIndex=0, plUInt32 uiInnerIndexShift=24) const |
Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
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void | SetActiveFlag (bool bEnabled) |
Sets the active flag of the component, which affects its active state. | |
bool | GetActiveFlag () const |
Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'. | |
bool | IsActive () const |
Checks whether this component is in an active state. | |
bool | IsActiveAndInitialized () const |
Returns whether this component is active and initialized. | |
bool | IsActiveAndSimulating () const |
Whether the component is currently active and simulation has been started as well. | |
plComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const plComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
plGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const plGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
plWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const plWorld * | GetWorld () const |
Returns the corresponding world for this component. | |
plComponentHandle | GetHandle () const |
Returns a handle to this component. | |
plUInt32 | GetUniqueID () const |
Returns the unique id for this component. | |
void | SetUniqueID (plUInt32 uiUniqueID) |
Sets the unique id for this component. | |
void | EnsureInitialized () |
Ensures that the component is initialized. Must only be called from another component's Initialize callback. | |
void | EnsureSimulationStarted () |
Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback. | |
PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) |
Sends a message to this component. | |
PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) const |
void | PostMessage (const plMessage &msg, plTime delay=plTime::MakeZero(), plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is processed after the given delay in the corresponding phase. | |
virtual bool | HandlesMessage (const plMessage &msg) const |
Returns whether the given Message is handled by this component. | |
void | SetUserFlag (plUInt8 uiFlagIndex, bool bSet) |
Be careful to check which flags may already be in use by base classes. | |
bool | GetUserFlag (plUInt8 uiFlagIndex) const |
Retrieves a custom flag. Index must be between 0 and 7. | |
void | SetCreatedByPrefab () |
Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details. | |
bool | WasCreatedByPrefab () const |
Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component. | |
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virtual const plRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const plRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
PL_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Public Attributes | |
float | m_fIntensity = 1.0f |
Adjusts the overall intensity of the lens flare. | |
float | m_fOcclusionSampleSpread = 0.5f |
Move the occlusion sample center towards the lens flare corner to introduce a slight gradient when the lens flare is only partially occluded. This value is relative to the sample radius. | |
float | m_fOcclusionDepthOffset = 0.0f |
Adjusts the occlusion sample depth in world space. Negative values will move towards the camera. This can be used to prevent self occlusion with the light source object. | |
plSmallArray< plLensFlareElement, 1 > | m_Elements |
Additional Inherited Members | |
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static plUInt32 | GetUniqueIdForRendering (const plComponent &component, plUInt32 uiInnerIndex=0, plUInt32 uiInnerIndexShift=24) |
Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
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static const plRTTI * | GetStaticRTTI () |
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virtual void | Deinitialize () override |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. | |
void | OnUpdateLocalBounds (plMsgUpdateLocalBounds &msg) |
void | InvalidateCachedRenderData () |
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plComponent () | |
Keep the constructor private or protected in derived classes, so it cannot be called manually. | |
bool | IsDynamic () const |
Returns whether this component is dynamic and thus can only be attached to dynamic game objects. | |
virtual plWorldModuleTypeId | GetTypeId () const =0 |
virtual plComponentMode::Enum | GetMode () const =0 |
virtual void | Initialize () |
Can be overridden for basic initialization that depends on a valid hierarchy and position. | |
virtual void | OnSimulationStarted () |
This method is called once for active components, at the start of the next world update, but only when the world is simulated. | |
void | EnableUnhandledMessageHandler (bool enable) |
By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message. | |
virtual bool | OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. | |
virtual bool | OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) const |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. | |
bool | IsInitialized () const |
bool | IsInitializing () const |
bool | IsSimulationStarted () const |
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const plRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Adds a lensflare or corona effect to a lightsource.
This component can be used to add a lensflare effect to a lightsource, typically the sun. It can, however, also be used on smaller lightsources. For a full lensflare one would add multiple billboard textures that are positioned along a line that rotates around the screen center. If only a single billboard is added and it is always at distance 'zero' along that line, it acts like a 'corona' that is only at the location of the lightsource.
The lensflare renderer determines how much the lightsource is occluded and scales the transparency of the lensflare accordingly.
The component does not require a lightsource, it can be attached to any other object, as well, it is just mostly used in conjunction with a point or directional lightsource.
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overridevirtual |
Override this to load the current state of the component from the given stream.
The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.
Reimplemented from plComponent.
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overridevirtual |
Called by plRenderComponent::OnUpdateLocalBounds(). If PL_SUCCESS is returned, bounds and bAlwaysVisible will be integrated into the plMsgUpdateLocalBounds result, otherwise the out values are simply ignored.
Implements plRenderComponent.
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overridevirtual |
This method is called when the component gets activated.
By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.
Reimplemented from plRenderComponent.
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overridevirtual |
This method is called when the component gets deactivated.
Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.
Reimplemented from plRenderComponent.
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overridevirtual |
Override this to save the current state of the component to the given stream.
Reimplemented from plComponent.
void plLensFlareComponent::SetLinkToLightShape | ( | bool | bLink | ) |
Link the lens flare to the first light component on the same owner object or any of its parent objects.
When a lens flare is linked it will take the light color and intensity to modulate the lens flare color and intensity for elements that have the m_bModulateByLightColor flag set. For directional lights the lens flare is positioned at far plane and moved with the camera to simulate a light that is at infinite distance, like e.g. the sun. For spot lights the lens flare intensity is additionally adjusted so that the lens flare is only visible when the camera is inside the light cone.