/**************************************************************************/
/*  camera_attributes.h                                                   */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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