virtualx-engine/scene/resources/camera_attributes.h

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/*************************************************************************/
/* camera_attributes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CAMERA_ATTRIBUTES_H
#define CAMERA_ATTRIBUTES_H
#include "core/io/resource.h"
#include "core/templates/rid.h"
class CameraAttributes : public Resource {
GDCLASS(CameraAttributes, Resource);
private:
RID camera_attributes;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
float exposure_multiplier = 1.0;
float exposure_sensitivity = 100.0; // In ISO.
void _update_exposure();
bool auto_exposure_enabled = false;
float auto_exposure_min = 0.01;
float auto_exposure_max = 64.0;
float auto_exposure_speed = 0.5;
float auto_exposure_scale = 0.4;
virtual void _update_auto_exposure(){};
public:
virtual RID get_rid() const override;
virtual float calculate_exposure_normalization() const { return 1.0; }
void set_exposure_multiplier(float p_multiplier);
float get_exposure_multiplier() const;
void set_exposure_sensitivity(float p_sensitivity);
float get_exposure_sensitivity() const;
void set_auto_exposure_enabled(bool p_enabled);
bool is_auto_exposure_enabled() const;
void set_auto_exposure_speed(float p_auto_exposure_speed);
float get_auto_exposure_speed() const;
void set_auto_exposure_scale(float p_auto_exposure_scale);
float get_auto_exposure_scale() const;
CameraAttributes();
~CameraAttributes();
};
class CameraAttributesPractical : public CameraAttributes {
GDCLASS(CameraAttributesPractical, CameraAttributes);
private:
// DOF blur
bool dof_blur_far_enabled = false;
float dof_blur_far_distance = 10.0;
float dof_blur_far_transition = 5.0;
bool dof_blur_near_enabled = false;
float dof_blur_near_distance = 2.0;
float dof_blur_near_transition = 1.0;
float dof_blur_amount = 0.1;
void _update_dof_blur();
virtual void _update_auto_exposure() override;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
// DOF blur
void set_dof_blur_far_enabled(bool p_enabled);
bool is_dof_blur_far_enabled() const;
void set_dof_blur_far_distance(float p_distance);
float get_dof_blur_far_distance() const;
void set_dof_blur_far_transition(float p_distance);
float get_dof_blur_far_transition() const;
void set_dof_blur_near_enabled(bool p_enabled);
bool is_dof_blur_near_enabled() const;
void set_dof_blur_near_distance(float p_distance);
float get_dof_blur_near_distance() const;
void set_dof_blur_near_transition(float p_distance);
float get_dof_blur_near_transition() const;
void set_dof_blur_amount(float p_amount);
float get_dof_blur_amount() const;
void set_auto_exposure_min_sensitivity(float p_min);
float get_auto_exposure_min_sensitivity() const;
void set_auto_exposure_max_sensitivity(float p_max);
float get_auto_exposure_max_sensitivity() const;
virtual float calculate_exposure_normalization() const override;
CameraAttributesPractical();
~CameraAttributesPractical();
};
class CameraAttributesPhysical : public CameraAttributes {
GDCLASS(CameraAttributesPhysical, CameraAttributes);
private:
// Exposure
float exposure_aperture = 16.0; // In f-stops;
float exposure_shutter_speed = 100.0; // In 1 / seconds;
// Camera properties.
float frustum_focal_length = 35.0; // In millimeters.
float frustum_focus_distance = 10.0; // In Meters.
real_t frustum_near = 0.05;
real_t frustum_far = 4000.0;
real_t frustum_fov = 75.0;
void _update_frustum();
virtual void _update_auto_exposure() override;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
public:
void set_aperture(float p_aperture);
float get_aperture() const;
void set_shutter_speed(float p_shutter_speed);
float get_shutter_speed() const;
void set_focal_length(float p_focal_length);
float get_focal_length() const;
void set_focus_distance(float p_focus_distance);
float get_focus_distance() const;
void set_near(real_t p_near);
real_t get_near() const;
void set_far(real_t p_far);
real_t get_far() const;
real_t get_fov() const;
void set_auto_exposure_min_exposure_value(float p_min);
float get_auto_exposure_min_exposure_value() const;
void set_auto_exposure_max_exposure_value(float p_max);
float get_auto_exposure_max_exposure_value() const;
virtual float calculate_exposure_normalization() const override;
CameraAttributesPhysical();
~CameraAttributesPhysical();
};
#endif // CAMERA_ATTRIBUTES_H