virtualx-engine/scene/3d/reflection_probe.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

124 lines
4.4 KiB
C++

/**************************************************************************/
/* reflection_probe.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 REFLECTION_PROBE_H
#define REFLECTION_PROBE_H
#include "scene/3d/visual_instance_3d.h"
class ReflectionProbe : public VisualInstance3D {
GDCLASS(ReflectionProbe, VisualInstance3D);
public:
enum UpdateMode {
UPDATE_ONCE,
UPDATE_ALWAYS,
};
enum AmbientMode {
AMBIENT_DISABLED,
AMBIENT_ENVIRONMENT,
AMBIENT_COLOR
};
private:
RID probe;
float intensity = 1.0;
float max_distance = 0.0;
Vector3 extents = Vector3(10, 10, 10);
Vector3 origin_offset = Vector3(0, 0, 0);
bool box_projection = false;
bool enable_shadows = false;
bool interior = false;
AmbientMode ambient_mode = AMBIENT_ENVIRONMENT;
Color ambient_color = Color(0, 0, 0);
float ambient_color_energy = 1.0;
float mesh_lod_threshold = 1.0;
uint32_t cull_mask = (1 << 20) - 1;
UpdateMode update_mode = UPDATE_ONCE;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
void set_intensity(float p_intensity);
float get_intensity() const;
void set_ambient_mode(AmbientMode p_mode);
AmbientMode get_ambient_mode() const;
void set_ambient_color(Color p_ambient);
Color get_ambient_color() const;
void set_ambient_color_energy(float p_energy);
float get_ambient_color_energy() const;
void set_interior_ambient_probe_contribution(float p_contribution);
float get_interior_ambient_probe_contribution() const;
void set_max_distance(float p_distance);
float get_max_distance() const;
void set_mesh_lod_threshold(float p_pixels);
float get_mesh_lod_threshold() const;
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
void set_origin_offset(const Vector3 &p_extents);
Vector3 get_origin_offset() const;
void set_as_interior(bool p_enable);
bool is_set_as_interior() const;
void set_enable_box_projection(bool p_enable);
bool is_box_projection_enabled() const;
void set_enable_shadows(bool p_enable);
bool are_shadows_enabled() const;
void set_cull_mask(uint32_t p_layers);
uint32_t get_cull_mask() const;
void set_update_mode(UpdateMode p_mode);
UpdateMode get_update_mode() const;
virtual AABB get_aabb() const override;
ReflectionProbe();
~ReflectionProbe();
};
VARIANT_ENUM_CAST(ReflectionProbe::AmbientMode);
VARIANT_ENUM_CAST(ReflectionProbe::UpdateMode);
#endif // REFLECTION_PROBE_H