2020-07-01 14:18:13 +02:00
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/*************************************************************************/
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/* camera_effects.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CAMERA_EFFECTS_H
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#define CAMERA_EFFECTS_H
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#include "core/resource.h"
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#include "core/rid.h"
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class CameraEffects : public Resource {
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GDCLASS(CameraEffects, Resource);
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private:
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RID camera_effects;
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// DOF blur
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bool dof_blur_far_enabled = false;
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float dof_blur_far_distance = 10;
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float dof_blur_far_transition = 5;
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bool dof_blur_near_enabled = false;
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float dof_blur_near_distance = 2;
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float dof_blur_near_transition = 1;
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float dof_blur_amount = 0.1;
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void _update_dof_blur();
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// Override exposure
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bool override_exposure_enabled = false;
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float override_exposure = 1.0;
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void _update_override_exposure();
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protected:
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static void _bind_methods();
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public:
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2020-07-10 12:34:39 +02:00
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virtual RID get_rid() const override;
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2020-07-01 14:18:13 +02:00
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// DOF blur
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void set_dof_blur_far_enabled(bool p_enabled);
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bool is_dof_blur_far_enabled() const;
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void set_dof_blur_far_distance(float p_distance);
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float get_dof_blur_far_distance() const;
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void set_dof_blur_far_transition(float p_distance);
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float get_dof_blur_far_transition() const;
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void set_dof_blur_near_enabled(bool p_enabled);
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bool is_dof_blur_near_enabled() const;
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void set_dof_blur_near_distance(float p_distance);
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float get_dof_blur_near_distance() const;
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void set_dof_blur_near_transition(float p_distance);
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float get_dof_blur_near_transition() const;
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void set_dof_blur_amount(float p_amount);
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float get_dof_blur_amount() const;
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// Override exposure
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void set_override_exposure_enabled(bool p_enabled);
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bool is_override_exposure_enabled() const;
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void set_override_exposure(float p_exposure);
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float get_override_exposure() const;
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CameraEffects();
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~CameraEffects();
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};
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#endif // CAMERA_EFFECTS_H
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