/*************************************************************************/ /* camera_attributes_storage.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_STORAGE_H #define CAMERA_ATTRIBUTES_STORAGE_H #include "core/templates/rid_owner.h" #include "servers/rendering_server.h" class RendererCameraAttributes { private: static RendererCameraAttributes *singleton; struct CameraAttributes { float exposure_multiplier = 1.0; float exposure_normalization = 1.0; float exposure_sensitivity = 100.0; // In ISO. bool use_auto_exposure = false; float auto_exposure_min_sensitivity = 50.0; float auto_exposure_max_sensitivity = 800.0; float auto_exposure_adjust_speed = 1.0; float auto_exposure_scale = 1.0; uint64_t auto_exposure_version = 0; bool dof_blur_far_enabled = false; float dof_blur_far_distance = 10; float dof_blur_far_transition = 5; bool dof_blur_near_enabled = false; float dof_blur_near_distance = 2; float dof_blur_near_transition = 1; float dof_blur_amount = 0.1; }; RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM; RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON; bool dof_blur_use_jitter = false; static uint64_t auto_exposure_counter; mutable RID_Owner camera_attributes_owner; public: static RendererCameraAttributes *get_singleton() { return singleton; } RendererCameraAttributes(); ~RendererCameraAttributes(); CameraAttributes *get_camera_attributes(RID p_rid) { return camera_attributes_owner.get_or_null(p_rid); }; bool owns_camera_attributes(RID p_rid) { return camera_attributes_owner.owns(p_rid); }; RID camera_attributes_allocate(); void camera_attributes_initialize(RID p_rid); void camera_attributes_free(RID p_rid); void camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter); void camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape); void camera_attributes_set_dof_blur(RID p_camera_attributes, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount); bool camera_attributes_get_dof_far_enabled(RID p_camera_attributes); float camera_attributes_get_dof_far_distance(RID p_camera_attributes); float camera_attributes_get_dof_far_transition(RID p_camera_attributes); bool camera_attributes_get_dof_near_enabled(RID p_camera_attributes); float camera_attributes_get_dof_near_distance(RID p_camera_attributes); float camera_attributes_get_dof_near_transition(RID p_camera_attributes); float camera_attributes_get_dof_blur_amount(RID p_camera_attributes); _FORCE_INLINE_ bool camera_attributes_uses_dof(RID p_camera_attributes) { CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes); return cam_attributes && (cam_attributes->dof_blur_near_enabled || cam_attributes->dof_blur_far_enabled) && cam_attributes->dof_blur_amount > 0.0; } void camera_attributes_set_exposure(RID p_camera_attributes, float p_multiplier, float p_exposure_normalization); float camera_attributes_get_exposure_normalization_factor(RID p_camera_attributes); void camera_attributes_set_auto_exposure(RID p_camera_attributes, bool p_enable, float p_min_sensitivity, float p_max_sensitivity, float p_speed, float p_scale); float camera_attributes_get_auto_exposure_min_sensitivity(RID p_camera_attributes); float camera_attributes_get_auto_exposure_max_sensitivity(RID p_camera_attributes); float camera_attributes_get_auto_exposure_adjust_speed(RID p_camera_attributes); float camera_attributes_get_auto_exposure_scale(RID p_camera_attributes); uint64_t camera_attributes_get_auto_exposure_version(RID p_camera_attributes); _FORCE_INLINE_ bool camera_attributes_uses_auto_exposure(RID p_camera_attributes) { CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes); return cam_attributes && cam_attributes->use_auto_exposure; } _FORCE_INLINE_ RS::DOFBlurQuality camera_attributes_get_dof_blur_quality() { return dof_blur_quality; } _FORCE_INLINE_ RS::DOFBokehShape camera_attributes_get_dof_blur_bokeh_shape() { return dof_blur_bokeh_shape; } _FORCE_INLINE_ bool camera_attributes_get_dof_blur_use_jitter() { return dof_blur_use_jitter; } }; #endif // CAMERA_ATTRIBUTES_STORAGE_H