/*************************************************************************/ /* environment.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 ENVIRONMENT_H #define ENVIRONMENT_H #include "core/resource.h" #include "scene/resources/sky.h" #include "scene/resources/texture.h" #include "servers/rendering_server.h" class Environment : public Resource { GDCLASS(Environment, Resource); public: enum BGMode { BG_CLEAR_COLOR, BG_COLOR, BG_SKY, BG_CANVAS, BG_KEEP, BG_CAMERA_FEED, BG_MAX }; enum AmbientSource { AMBIENT_SOURCE_BG, AMBIENT_SOURCE_DISABLED, AMBIENT_SOURCE_COLOR, AMBIENT_SOURCE_SKY, }; enum ReflectionSource { REFLECTION_SOURCE_BG, REFLECTION_SOURCE_DISABLED, REFLECTION_SOURCE_SKY, }; enum ToneMapper { TONE_MAPPER_LINEAR, TONE_MAPPER_REINHARDT, TONE_MAPPER_FILMIC, TONE_MAPPER_ACES }; enum GlowBlendMode { GLOW_BLEND_MODE_ADDITIVE, GLOW_BLEND_MODE_SCREEN, GLOW_BLEND_MODE_SOFTLIGHT, GLOW_BLEND_MODE_REPLACE, GLOW_BLEND_MODE_MIX, }; enum SSAOBlur { SSAO_BLUR_DISABLED, SSAO_BLUR_1x1, SSAO_BLUR_2x2, SSAO_BLUR_3x3 }; private: RID environment; BGMode bg_mode; Ref bg_sky; float bg_sky_custom_fov; Vector3 sky_rotation; Color bg_color; float bg_energy; int bg_canvas_max_layer; Color ambient_color; float ambient_energy; Color ao_color; float ambient_sky_contribution; int camera_feed_id; AmbientSource ambient_source; ReflectionSource reflection_source; ToneMapper tone_mapper; float tonemap_exposure; float tonemap_white; bool tonemap_auto_exposure; float tonemap_auto_exposure_max; float tonemap_auto_exposure_min; float tonemap_auto_exposure_speed; float tonemap_auto_exposure_grey; bool adjustment_enabled; float adjustment_contrast; float adjustment_saturation; float adjustment_brightness; Ref adjustment_color_correction; bool ssr_enabled; int ssr_max_steps; float ssr_fade_in; float ssr_fade_out; float ssr_depth_tolerance; bool ssr_roughness; bool ssao_enabled; float ssao_radius; float ssao_intensity; float ssao_bias; float ssao_direct_light_affect; float ssao_ao_channel_affect; SSAOBlur ssao_blur; float ssao_edge_sharpness; bool glow_enabled; int glow_levels; float glow_intensity; float glow_strength; float glow_mix; float glow_bloom; GlowBlendMode glow_blend_mode; float glow_hdr_bleed_threshold; float glow_hdr_bleed_scale; float glow_hdr_luminance_cap; bool fog_enabled; Color fog_color; Color fog_sun_color; float fog_sun_amount; bool fog_depth_enabled; float fog_depth_begin; float fog_depth_end; float fog_depth_curve; bool fog_transmit_enabled; float fog_transmit_curve; bool fog_height_enabled; float fog_height_min; float fog_height_max; float fog_height_curve; protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const; #ifndef DISABLE_DEPRECATED // Kept for compatibility from 3.x to 4.0. bool _set(const StringName &p_name, const Variant &p_value); #endif public: void set_background(BGMode p_bg); void set_sky(const Ref &p_sky); void set_sky_custom_fov(float p_scale); void set_sky_rotation(const Vector3 &p_rotation); void set_bg_color(const Color &p_color); void set_bg_energy(float p_energy); void set_canvas_max_layer(int p_max_layer); void set_ambient_light_color(const Color &p_color); void set_ambient_light_energy(float p_energy); void set_ambient_light_sky_contribution(float p_energy); void set_camera_feed_id(int p_camera_feed_id); void set_ambient_source(AmbientSource p_source); AmbientSource get_ambient_source() const; void set_reflection_source(ReflectionSource p_source); ReflectionSource get_reflection_source() const; BGMode get_background() const; Ref get_sky() const; float get_sky_custom_fov() const; Vector3 get_sky_rotation() const; Color get_bg_color() const; float get_bg_energy() const; int get_canvas_max_layer() const; Color get_ambient_light_color() const; float get_ambient_light_energy() const; float get_ambient_light_sky_contribution() const; int get_camera_feed_id(void) const; void set_tonemapper(ToneMapper p_tone_mapper); ToneMapper get_tonemapper() const; void set_tonemap_exposure(float p_exposure); float get_tonemap_exposure() const; void set_tonemap_white(float p_white); float get_tonemap_white() const; void set_tonemap_auto_exposure(bool p_enabled); bool get_tonemap_auto_exposure() const; void set_tonemap_auto_exposure_max(float p_auto_exposure_max); float get_tonemap_auto_exposure_max() const; void set_tonemap_auto_exposure_min(float p_auto_exposure_min); float get_tonemap_auto_exposure_min() const; void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed); float get_tonemap_auto_exposure_speed() const; void set_tonemap_auto_exposure_grey(float p_auto_exposure_grey); float get_tonemap_auto_exposure_grey() const; void set_adjustment_enable(bool p_enable); bool is_adjustment_enabled() const; void set_adjustment_brightness(float p_brightness); float get_adjustment_brightness() const; void set_adjustment_contrast(float p_contrast); float get_adjustment_contrast() const; void set_adjustment_saturation(float p_saturation); float get_adjustment_saturation() const; void set_adjustment_color_correction(const Ref &p_ramp); Ref get_adjustment_color_correction() const; void set_ssr_enabled(bool p_enable); bool is_ssr_enabled() const; void set_ssr_max_steps(int p_steps); int get_ssr_max_steps() const; void set_ssr_fade_in(float p_fade_in); float get_ssr_fade_in() const; void set_ssr_fade_out(float p_fade_out); float get_ssr_fade_out() const; void set_ssr_depth_tolerance(float p_depth_tolerance); float get_ssr_depth_tolerance() const; void set_ssr_rough(bool p_enable); bool is_ssr_rough() const; void set_ssao_enabled(bool p_enable); bool is_ssao_enabled() const; void set_ssao_radius(float p_radius); float get_ssao_radius() const; void set_ssao_intensity(float p_intensity); float get_ssao_intensity() const; void set_ssao_bias(float p_bias); float get_ssao_bias() const; void set_ssao_direct_light_affect(float p_direct_light_affect); float get_ssao_direct_light_affect() const; void set_ssao_ao_channel_affect(float p_ao_channel_affect); float get_ssao_ao_channel_affect() const; void set_ao_color(const Color &p_color); Color get_ao_color() const; void set_ssao_blur(SSAOBlur p_blur); SSAOBlur get_ssao_blur() const; void set_ssao_edge_sharpness(float p_edge_sharpness); float get_ssao_edge_sharpness() const; void set_glow_enabled(bool p_enabled); bool is_glow_enabled() const; void set_glow_level(int p_level, bool p_enabled); bool is_glow_level_enabled(int p_level) const; void set_glow_intensity(float p_intensity); float get_glow_intensity() const; void set_glow_strength(float p_strength); float get_glow_strength() const; void set_glow_mix(float p_mix); float get_glow_mix() const; void set_glow_bloom(float p_threshold); float get_glow_bloom() const; void set_glow_blend_mode(GlowBlendMode p_mode); GlowBlendMode get_glow_blend_mode() const; void set_glow_hdr_bleed_threshold(float p_threshold); float get_glow_hdr_bleed_threshold() const; void set_glow_hdr_luminance_cap(float p_amount); float get_glow_hdr_luminance_cap() const; void set_glow_hdr_bleed_scale(float p_scale); float get_glow_hdr_bleed_scale() const; void set_fog_enabled(bool p_enabled); bool is_fog_enabled() const; void set_fog_color(const Color &p_color); Color get_fog_color() const; void set_fog_sun_color(const Color &p_color); Color get_fog_sun_color() const; void set_fog_sun_amount(float p_amount); float get_fog_sun_amount() const; void set_fog_depth_enabled(bool p_enabled); bool is_fog_depth_enabled() const; void set_fog_depth_begin(float p_distance); float get_fog_depth_begin() const; void set_fog_depth_end(float p_distance); float get_fog_depth_end() const; void set_fog_depth_curve(float p_curve); float get_fog_depth_curve() const; void set_fog_transmit_enabled(bool p_enabled); bool is_fog_transmit_enabled() const; void set_fog_transmit_curve(float p_curve); float get_fog_transmit_curve() const; void set_fog_height_enabled(bool p_enabled); bool is_fog_height_enabled() const; void set_fog_height_min(float p_distance); float get_fog_height_min() const; void set_fog_height_max(float p_distance); float get_fog_height_max() const; void set_fog_height_curve(float p_distance); float get_fog_height_curve() const; virtual RID get_rid() const; Environment(); ~Environment(); }; VARIANT_ENUM_CAST(Environment::BGMode) VARIANT_ENUM_CAST(Environment::AmbientSource) VARIANT_ENUM_CAST(Environment::ReflectionSource) VARIANT_ENUM_CAST(Environment::ToneMapper) VARIANT_ENUM_CAST(Environment::GlowBlendMode) VARIANT_ENUM_CAST(Environment::SSAOBlur) class CameraEffects : public Resource { GDCLASS(CameraEffects, Resource); private: RID camera_effects; bool dof_blur_far_enabled; float dof_blur_far_distance; float dof_blur_far_transition; bool dof_blur_near_enabled; float dof_blur_near_distance; float dof_blur_near_transition; float dof_blur_amount; bool override_exposure_enabled; float override_exposure; protected: static void _bind_methods(); public: void set_dof_blur_far_enabled(bool p_enable); 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_enable); 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_override_exposure_enabled(bool p_enabled); bool is_override_exposure_enabled() const; void set_override_exposure(float p_exposure); float get_override_exposure() const; virtual RID get_rid() const; CameraEffects(); ~CameraEffects(); }; #endif // ENVIRONMENT_H