/*************************************************************************/ /* environment.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 "resource.h" #include "servers/visual_server.h" class Environment : public Resource { OBJ_TYPE(Environment, Resource); public: enum BG { BG_KEEP = VS::ENV_BG_KEEP, BG_DEFAULT_COLOR = VS::ENV_BG_DEFAULT_COLOR, BG_COLOR = VS::ENV_BG_COLOR, BG_TEXTURE = VS::ENV_BG_TEXTURE, BG_CUBEMAP = VS::ENV_BG_CUBEMAP, BG_CANVAS = VS::ENV_BG_CANVAS, BG_MAX = VS::ENV_BG_MAX }; enum BGParam { BG_PARAM_CANVAS_MAX_LAYER = VS::ENV_BG_PARAM_CANVAS_MAX_LAYER, BG_PARAM_COLOR = VS::ENV_BG_PARAM_COLOR, BG_PARAM_TEXTURE = VS::ENV_BG_PARAM_TEXTURE, BG_PARAM_CUBEMAP = VS::ENV_BG_PARAM_CUBEMAP, BG_PARAM_ENERGY = VS::ENV_BG_PARAM_ENERGY, BG_PARAM_SCALE = VS::ENV_BG_PARAM_SCALE, BG_PARAM_GLOW = VS::ENV_BG_PARAM_GLOW, BG_PARAM_MAX = VS::ENV_BG_PARAM_MAX }; enum Fx { FX_AMBIENT_LIGHT = VS::ENV_FX_AMBIENT_LIGHT, FX_FXAA = VS::ENV_FX_FXAA, FX_GLOW = VS::ENV_FX_GLOW, FX_DOF_BLUR = VS::ENV_FX_DOF_BLUR, FX_HDR = VS::ENV_FX_HDR, FX_FOG = VS::ENV_FX_FOG, FX_BCS = VS::ENV_FX_BCS, FX_SRGB = VS::ENV_FX_SRGB, FX_MAX = VS::ENV_FX_MAX, }; enum FxBlurBlendMode { FX_BLUR_BLEND_MODE_ADDITIVE, FX_BLUR_BLEND_MODE_SCREEN, FX_BLUR_BLEND_MODE_SOFTLIGHT, }; enum FxHDRToneMapper { FX_HDR_TONE_MAPPER_LINEAR, FX_HDR_TONE_MAPPER_LOG, FX_HDR_TONE_MAPPER_REINHARDT, FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE, }; enum FxParam { FX_PARAM_AMBIENT_LIGHT_COLOR = VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR, FX_PARAM_AMBIENT_LIGHT_ENERGY = VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY, FX_PARAM_GLOW_BLUR_PASSES = VS::ENV_FX_PARAM_GLOW_BLUR_PASSES, FX_PARAM_GLOW_BLUR_SCALE = VS::ENV_FX_PARAM_GLOW_BLUR_SCALE, FX_PARAM_GLOW_BLUR_STRENGTH = VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH, FX_PARAM_GLOW_BLUR_BLEND_MODE = VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE, FX_PARAM_GLOW_BLOOM = VS::ENV_FX_PARAM_GLOW_BLOOM, FX_PARAM_GLOW_BLOOM_TRESHOLD = VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD, FX_PARAM_DOF_BLUR_PASSES = VS::ENV_FX_PARAM_DOF_BLUR_PASSES, FX_PARAM_DOF_BLUR_BEGIN = VS::ENV_FX_PARAM_DOF_BLUR_BEGIN, FX_PARAM_DOF_BLUR_RANGE = VS::ENV_FX_PARAM_DOF_BLUR_RANGE, FX_PARAM_HDR_EXPOSURE = VS::ENV_FX_PARAM_HDR_EXPOSURE, FX_PARAM_HDR_TONEMAPPER = VS::ENV_FX_PARAM_HDR_TONEMAPPER, FX_PARAM_HDR_WHITE = VS::ENV_FX_PARAM_HDR_WHITE, FX_PARAM_HDR_GLOW_TRESHOLD = VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD, FX_PARAM_HDR_GLOW_SCALE = VS::ENV_FX_PARAM_HDR_GLOW_SCALE, FX_PARAM_HDR_MIN_LUMINANCE = VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE, FX_PARAM_HDR_MAX_LUMINANCE = VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE, FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED = VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED, FX_PARAM_FOG_BEGIN = VS::ENV_FX_PARAM_FOG_BEGIN, FX_PARAM_FOG_BEGIN_COLOR = VS::ENV_FX_PARAM_FOG_BEGIN_COLOR, FX_PARAM_FOG_END_COLOR = VS::ENV_FX_PARAM_FOG_END_COLOR, FX_PARAM_FOG_ATTENUATION = VS::ENV_FX_PARAM_FOG_ATTENUATION, FX_PARAM_FOG_BG = VS::ENV_FX_PARAM_FOG_BG, FX_PARAM_BCS_BRIGHTNESS = VS::ENV_FX_PARAM_BCS_BRIGHTNESS, FX_PARAM_BCS_CONTRAST = VS::ENV_FX_PARAM_BCS_CONTRAST, FX_PARAM_BCS_SATURATION = VS::ENV_FX_PARAM_BCS_SATURATION, FX_PARAM_MAX = VS::ENV_FX_PARAM_MAX }; private: BG bg_mode; Variant bg_param[BG_PARAM_MAX]; bool fx_enabled[FX_MAX]; Variant fx_param[FX_PARAM_MAX]; RID environment; protected: static void _bind_methods(); public: void set_background(BG p_bg); BG get_background() const; void set_background_param(BGParam p_param, const Variant &p_value); Variant get_background_param(BGParam p_param) const; void set_enable_fx(Fx p_effect, bool p_enabled); bool is_fx_enabled(Fx p_effect) const; void fx_set_param(FxParam p_param, const Variant &p_value); Variant fx_get_param(FxParam p_param) const; virtual RID get_rid() const; Environment(); ~Environment(); }; VARIANT_ENUM_CAST(Environment::BG); VARIANT_ENUM_CAST(Environment::BGParam); VARIANT_ENUM_CAST(Environment::Fx); VARIANT_ENUM_CAST(Environment::FxParam); #endif // ENVIRONMENT_H