Plasma Engine  2.0
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plLensFlareComponent Class Reference

Adds a lensflare or corona effect to a lightsource. More...

#include <LensFlareComponent.h>

Inheritance diagram for plLensFlareComponent:

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
 
- Public Member Functions inherited from plRenderComponent
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.
 
- Public Member Functions inherited from plComponent
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.
 
plComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const plComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
plGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const plGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
plWorldGetWorld ()
 Returns the corresponding world for this component.
 
const plWorldGetWorld () 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.
 
- Public Member Functions inherited from plReflectedClass
virtual const plRTTIGetDynamicRTTI () 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

- Static Public Member Functions inherited from plRenderComponent
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.
 
- Static Public Member Functions inherited from plNoBase
static const plRTTIGetStaticRTTI ()
 
- Protected Member Functions inherited from plRenderComponent
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 ()
 
- Protected Member Functions inherited from plComponent
 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
 
- Protected Attributes inherited from plComponent
const plRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Detailed Description

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.

Member Function Documentation

◆ DeserializeComponent()

void plLensFlareComponent::DeserializeComponent ( plWorldReader & inout_stream)
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.

◆ GetLocalBounds()

plResult plLensFlareComponent::GetLocalBounds ( plBoundingBoxSphere & ref_bounds,
bool & ref_bAlwaysVisible,
plMsgUpdateLocalBounds & ref_msg )
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.

◆ OnActivated()

void plLensFlareComponent::OnActivated ( )
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.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plRenderComponent.

◆ OnDeactivated()

void plLensFlareComponent::OnDeactivated ( )
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.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plRenderComponent.

◆ SerializeComponent()

void plLensFlareComponent::SerializeComponent ( plWorldWriter & inout_stream) const
overridevirtual

Override this to save the current state of the component to the given stream.

Reimplemented from plComponent.

◆ SetLinkToLightShape()

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.


The documentation for this class was generated from the following files: