godot/scene/resources/environment.h
Rémi Verschelde 2712014744 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-02 11:27:24 +01:00

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/*************************************************************************/
/* 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