/*************************************************************************/ /* camera_attributes.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_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