d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
153 lines
5.9 KiB
C++
153 lines
5.9 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 "servers/visual_server.h"
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class Environment : public Resource {
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OBJ_TYPE(Environment,Resource);
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public:
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enum BG {
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BG_KEEP=VS::ENV_BG_KEEP,
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BG_DEFAULT_COLOR=VS::ENV_BG_DEFAULT_COLOR,
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BG_COLOR=VS::ENV_BG_COLOR,
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BG_TEXTURE=VS::ENV_BG_TEXTURE,
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BG_CUBEMAP=VS::ENV_BG_CUBEMAP,
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BG_CANVAS=VS::ENV_BG_CANVAS,
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BG_MAX=VS::ENV_BG_MAX
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};
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enum BGParam {
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BG_PARAM_CANVAS_MAX_LAYER=VS::ENV_BG_PARAM_CANVAS_MAX_LAYER,
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BG_PARAM_COLOR=VS::ENV_BG_PARAM_COLOR,
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BG_PARAM_TEXTURE=VS::ENV_BG_PARAM_TEXTURE,
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BG_PARAM_CUBEMAP=VS::ENV_BG_PARAM_CUBEMAP,
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BG_PARAM_ENERGY=VS::ENV_BG_PARAM_ENERGY,
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BG_PARAM_SCALE=VS::ENV_BG_PARAM_SCALE,
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BG_PARAM_GLOW=VS::ENV_BG_PARAM_GLOW,
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BG_PARAM_MAX=VS::ENV_BG_PARAM_MAX
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};
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enum Fx {
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FX_AMBIENT_LIGHT=VS::ENV_FX_AMBIENT_LIGHT,
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FX_FXAA=VS::ENV_FX_FXAA,
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FX_GLOW=VS::ENV_FX_GLOW,
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FX_DOF_BLUR=VS::ENV_FX_DOF_BLUR,
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FX_HDR=VS::ENV_FX_HDR,
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FX_FOG=VS::ENV_FX_FOG,
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FX_BCS=VS::ENV_FX_BCS,
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FX_SRGB=VS::ENV_FX_SRGB,
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FX_MAX=VS::ENV_FX_MAX,
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};
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enum FxBlurBlendMode {
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FX_BLUR_BLEND_MODE_ADDITIVE,
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FX_BLUR_BLEND_MODE_SCREEN,
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FX_BLUR_BLEND_MODE_SOFTLIGHT,
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};
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enum FxHDRToneMapper {
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FX_HDR_TONE_MAPPER_LINEAR,
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FX_HDR_TONE_MAPPER_LOG,
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FX_HDR_TONE_MAPPER_REINHARDT,
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FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
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};
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enum FxParam {
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FX_PARAM_AMBIENT_LIGHT_COLOR=VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
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FX_PARAM_AMBIENT_LIGHT_ENERGY=VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
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FX_PARAM_GLOW_BLUR_PASSES=VS::ENV_FX_PARAM_GLOW_BLUR_PASSES,
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FX_PARAM_GLOW_BLUR_SCALE=VS::ENV_FX_PARAM_GLOW_BLUR_SCALE,
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FX_PARAM_GLOW_BLUR_STRENGTH=VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
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FX_PARAM_GLOW_BLUR_BLEND_MODE=VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE,
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FX_PARAM_GLOW_BLOOM=VS::ENV_FX_PARAM_GLOW_BLOOM,
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FX_PARAM_GLOW_BLOOM_TRESHOLD=VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD,
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FX_PARAM_DOF_BLUR_PASSES=VS::ENV_FX_PARAM_DOF_BLUR_PASSES,
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FX_PARAM_DOF_BLUR_BEGIN=VS::ENV_FX_PARAM_DOF_BLUR_BEGIN,
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FX_PARAM_DOF_BLUR_RANGE=VS::ENV_FX_PARAM_DOF_BLUR_RANGE,
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FX_PARAM_HDR_EXPOSURE=VS::ENV_FX_PARAM_HDR_EXPOSURE,
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FX_PARAM_HDR_TONEMAPPER=VS::ENV_FX_PARAM_HDR_TONEMAPPER,
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FX_PARAM_HDR_WHITE=VS::ENV_FX_PARAM_HDR_WHITE,
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FX_PARAM_HDR_GLOW_TRESHOLD=VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
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FX_PARAM_HDR_GLOW_SCALE=VS::ENV_FX_PARAM_HDR_GLOW_SCALE,
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FX_PARAM_HDR_MIN_LUMINANCE=VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE,
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FX_PARAM_HDR_MAX_LUMINANCE=VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE,
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FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED=VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED,
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FX_PARAM_FOG_BEGIN=VS::ENV_FX_PARAM_FOG_BEGIN,
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FX_PARAM_FOG_BEGIN_COLOR=VS::ENV_FX_PARAM_FOG_BEGIN_COLOR,
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FX_PARAM_FOG_END_COLOR=VS::ENV_FX_PARAM_FOG_END_COLOR,
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FX_PARAM_FOG_ATTENUATION=VS::ENV_FX_PARAM_FOG_ATTENUATION,
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FX_PARAM_FOG_BG=VS::ENV_FX_PARAM_FOG_BG,
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FX_PARAM_BCS_BRIGHTNESS=VS::ENV_FX_PARAM_BCS_BRIGHTNESS,
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FX_PARAM_BCS_CONTRAST=VS::ENV_FX_PARAM_BCS_CONTRAST,
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FX_PARAM_BCS_SATURATION=VS::ENV_FX_PARAM_BCS_SATURATION,
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FX_PARAM_MAX=VS::ENV_FX_PARAM_MAX
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};
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private:
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BG bg_mode;
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Variant bg_param[BG_PARAM_MAX];
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bool fx_enabled[FX_MAX];
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Variant fx_param[FX_PARAM_MAX];
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RID environment;
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protected:
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static void _bind_methods();
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public:
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void set_background(BG p_bg);
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BG get_background() const;
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void set_background_param(BGParam p_param, const Variant& p_value);
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Variant get_background_param(BGParam p_param) const;
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void set_enable_fx(Fx p_effect,bool p_enabled);
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bool is_fx_enabled(Fx p_effect) const;
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void fx_set_param(FxParam p_param,const Variant& p_value);
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Variant fx_get_param(FxParam p_param) 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::BG );
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VARIANT_ENUM_CAST( Environment::BGParam );
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VARIANT_ENUM_CAST( Environment::Fx );
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VARIANT_ENUM_CAST( Environment::FxParam );
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#endif // ENVIRONMENT_H
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