5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
320 lines
9.5 KiB
C++
320 lines
9.5 KiB
C++
/*************************************************************************/
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/* environment.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 ENVIRONMENT_H
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#define ENVIRONMENT_H
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#include "resource.h"
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#include "scene/resources/sky_box.h"
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#include "scene/resources/texture.h"
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#include "servers/visual_server.h"
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class Environment : public Resource {
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GDCLASS(Environment, Resource);
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public:
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enum BGMode {
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BG_CLEAR_COLOR,
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BG_COLOR,
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BG_SKYBOX,
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BG_CANVAS,
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BG_KEEP,
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BG_MAX
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};
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enum ToneMapper {
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TONE_MAPPER_LINEAR,
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TONE_MAPPER_REINHARDT,
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TONE_MAPPER_FILMIC,
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TONE_MAPPER_ACES
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};
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enum GlowBlendMode {
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GLOW_BLEND_MODE_ADDITIVE,
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GLOW_BLEND_MODE_SCREEN,
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GLOW_BLEND_MODE_SOFTLIGHT,
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GLOW_BLEND_MODE_REPLACE,
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};
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enum DOFBlurQuality {
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DOF_BLUR_QUALITY_LOW,
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DOF_BLUR_QUALITY_MEDIUM,
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DOF_BLUR_QUALITY_HIGH,
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};
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private:
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RID environment;
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BGMode bg_mode;
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Ref<SkyBox> bg_skybox;
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float bg_skybox_scale;
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Color bg_color;
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float bg_energy;
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int bg_canvas_max_layer;
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Color ambient_color;
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float ambient_energy;
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float ambient_skybox_contribution;
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ToneMapper tone_mapper;
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float tonemap_exposure;
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float tonemap_white;
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bool tonemap_auto_exposure;
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float tonemap_auto_exposure_max;
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float tonemap_auto_exposure_min;
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float tonemap_auto_exposure_speed;
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float tonemap_auto_exposure_grey;
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bool adjustment_enabled;
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float adjustment_contrast;
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float adjustment_saturation;
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float adjustment_brightness;
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Ref<Texture> adjustment_color_correction;
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bool ssr_enabled;
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int ssr_max_steps;
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float ssr_accel;
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float ssr_fade;
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float ssr_depth_tolerance;
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bool ssr_smooth;
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bool ssr_roughness;
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bool ssao_enabled;
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float ssao_radius;
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float ssao_intensity;
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float ssao_radius2;
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float ssao_intensity2;
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float ssao_bias;
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float ssao_direct_light_affect;
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Color ssao_color;
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bool ssao_blur;
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bool glow_enabled;
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int glow_levels;
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float glow_intensity;
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float glow_strength;
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float glow_bloom;
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GlowBlendMode glow_blend_mode;
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float glow_hdr_bleed_treshold;
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float glow_hdr_bleed_scale;
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bool glow_bicubic_upscale;
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bool dof_blur_far_enabled;
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float dof_blur_far_distance;
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float dof_blur_far_transition;
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float dof_blur_far_amount;
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DOFBlurQuality dof_blur_far_quality;
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bool dof_blur_near_enabled;
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float dof_blur_near_distance;
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float dof_blur_near_transition;
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float dof_blur_near_amount;
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DOFBlurQuality dof_blur_near_quality;
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_background(BGMode p_bg);
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void set_skybox(const Ref<SkyBox> &p_skybox);
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void set_skybox_scale(float p_scale);
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void set_bg_color(const Color &p_color);
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void set_bg_energy(float p_energy);
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void set_canvas_max_layer(int p_max_layer);
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void set_ambient_light_color(const Color &p_color);
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void set_ambient_light_energy(float p_energy);
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void set_ambient_light_skybox_contribution(float p_energy);
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BGMode get_background() const;
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Ref<SkyBox> get_skybox() const;
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float get_skybox_scale() const;
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Color get_bg_color() const;
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float get_bg_energy() const;
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int get_canvas_max_layer() const;
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Color get_ambient_light_color() const;
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float get_ambient_light_energy() const;
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float get_ambient_light_skybox_contribution() const;
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void set_tonemapper(ToneMapper p_tone_mapper);
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ToneMapper get_tonemapper() const;
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void set_tonemap_exposure(float p_exposure);
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float get_tonemap_exposure() const;
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void set_tonemap_white(float p_white);
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float get_tonemap_white() const;
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void set_tonemap_auto_exposure(bool p_enabled);
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bool get_tonemap_auto_exposure() const;
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void set_tonemap_auto_exposure_max(float p_auto_exposure_max);
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float get_tonemap_auto_exposure_max() const;
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void set_tonemap_auto_exposure_min(float p_auto_exposure_min);
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float get_tonemap_auto_exposure_min() const;
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void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
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float get_tonemap_auto_exposure_speed() const;
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void set_tonemap_auto_exposure_grey(float p_auto_exposure_grey);
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float get_tonemap_auto_exposure_grey() const;
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void set_adjustment_enable(bool p_enable);
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bool is_adjustment_enabled() const;
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void set_adjustment_brightness(float p_brightness);
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float get_adjustment_brightness() const;
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void set_adjustment_contrast(float p_contrast);
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float get_adjustment_contrast() const;
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void set_adjustment_saturation(float p_saturation);
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float get_adjustment_saturation() const;
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void set_adjustment_color_correction(const Ref<Texture> &p_ramp);
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Ref<Texture> get_adjustment_color_correction() const;
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void set_ssr_enabled(bool p_enable);
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bool is_ssr_enabled() const;
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void set_ssr_max_steps(int p_steps);
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int get_ssr_max_steps() const;
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void set_ssr_accel(float p_accel);
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float get_ssr_accel() const;
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void set_ssr_fade(float p_transition);
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float get_ssr_fade() const;
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void set_ssr_depth_tolerance(float p_depth_tolerance);
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float get_ssr_depth_tolerance() const;
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void set_ssr_smooth(bool p_enable);
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bool is_ssr_smooth() const;
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void set_ssr_rough(bool p_enable);
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bool is_ssr_rough() const;
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void set_ssao_enabled(bool p_enable);
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bool is_ssao_enabled() const;
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void set_ssao_radius(float p_radius);
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float get_ssao_radius() const;
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void set_ssao_intensity(float p_intensity);
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float get_ssao_intensity() const;
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void set_ssao_radius2(float p_radius);
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float get_ssao_radius2() const;
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void set_ssao_intensity2(float p_intensity);
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float get_ssao_intensity2() const;
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void set_ssao_bias(float p_bias);
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float get_ssao_bias() const;
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void set_ssao_direct_light_affect(float p_direct_light_affect);
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float get_ssao_direct_light_affect() const;
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void set_ssao_color(const Color &p_color);
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Color get_ssao_color() const;
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void set_ssao_blur(bool p_enable);
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bool is_ssao_blur_enabled() const;
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void set_glow_enabled(bool p_enabled);
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bool is_glow_enabled() const;
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void set_glow_level(int p_level, bool p_enabled);
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bool is_glow_level_enabled(int p_level) const;
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void set_glow_intensity(float p_intensity);
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float get_glow_intensity() const;
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void set_glow_strength(float p_strength);
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float get_glow_strength() const;
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void set_glow_bloom(float p_treshold);
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float get_glow_bloom() const;
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void set_glow_blend_mode(GlowBlendMode p_mode);
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GlowBlendMode get_glow_blend_mode() const;
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void set_glow_hdr_bleed_treshold(float p_treshold);
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float get_glow_hdr_bleed_treshold() const;
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void set_glow_hdr_bleed_scale(float p_scale);
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float get_glow_hdr_bleed_scale() const;
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void set_glow_bicubic_upscale(bool p_enable);
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bool is_glow_bicubic_upscale_enabled() const;
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void set_dof_blur_far_enabled(bool p_enable);
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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_far_amount(float p_amount);
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float get_dof_blur_far_amount() const;
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void set_dof_blur_far_quality(DOFBlurQuality p_quality);
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DOFBlurQuality get_dof_blur_far_quality() const;
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void set_dof_blur_near_enabled(bool p_enable);
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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_near_amount(float p_amount);
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float get_dof_blur_near_amount() const;
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void set_dof_blur_near_quality(DOFBlurQuality p_quality);
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DOFBlurQuality get_dof_blur_near_quality() const;
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virtual RID get_rid() const;
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Environment();
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~Environment();
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};
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VARIANT_ENUM_CAST(Environment::BGMode)
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VARIANT_ENUM_CAST(Environment::ToneMapper)
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VARIANT_ENUM_CAST(Environment::GlowBlendMode)
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VARIANT_ENUM_CAST(Environment::DOFBlurQuality)
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#endif // ENVIRONMENT_H
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