/*************************************************************************/ /* camera_effects.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_EFFECTS_H #define CAMERA_EFFECTS_H #include "core/io/resource.h" #include "core/templates/rid.h" class CameraEffects : public Resource { GDCLASS(CameraEffects, Resource); private: RID camera_effects; // 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(); // Override exposure bool override_exposure_enabled = false; float override_exposure = 1.0; void _update_override_exposure(); protected: static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; public: virtual RID get_rid() const override; // 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; // Override exposure void set_override_exposure_enabled(bool p_enabled); bool is_override_exposure_enabled() const; void set_override_exposure(float p_exposure); float get_override_exposure() const; CameraEffects(); ~CameraEffects(); }; #endif // CAMERA_EFFECTS_H