2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* environment.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-07 22:45:00 +00:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ENVIRONMENT_H
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#define ENVIRONMENT_H
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#include "resource.h"
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#include "servers/visual_server.h"
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class Environment : public Resource {
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OBJ_TYPE(Environment, Resource);
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public:
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enum BG {
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BG_KEEP = VS::ENV_BG_KEEP,
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BG_DEFAULT_COLOR = VS::ENV_BG_DEFAULT_COLOR,
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BG_COLOR = VS::ENV_BG_COLOR,
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BG_TEXTURE = VS::ENV_BG_TEXTURE,
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BG_CUBEMAP = VS::ENV_BG_CUBEMAP,
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BG_CANVAS = VS::ENV_BG_CANVAS,
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BG_MAX = VS::ENV_BG_MAX
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};
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enum BGParam {
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BG_PARAM_CANVAS_MAX_LAYER = VS::ENV_BG_PARAM_CANVAS_MAX_LAYER,
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BG_PARAM_COLOR = VS::ENV_BG_PARAM_COLOR,
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BG_PARAM_TEXTURE = VS::ENV_BG_PARAM_TEXTURE,
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BG_PARAM_CUBEMAP = VS::ENV_BG_PARAM_CUBEMAP,
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BG_PARAM_ENERGY = VS::ENV_BG_PARAM_ENERGY,
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BG_PARAM_SCALE = VS::ENV_BG_PARAM_SCALE,
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BG_PARAM_GLOW = VS::ENV_BG_PARAM_GLOW,
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BG_PARAM_MAX = VS::ENV_BG_PARAM_MAX
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};
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enum Fx {
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FX_AMBIENT_LIGHT = VS::ENV_FX_AMBIENT_LIGHT,
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FX_FXAA = VS::ENV_FX_FXAA,
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FX_GLOW = VS::ENV_FX_GLOW,
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FX_DOF_BLUR = VS::ENV_FX_DOF_BLUR,
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FX_HDR = VS::ENV_FX_HDR,
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FX_FOG = VS::ENV_FX_FOG,
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FX_BCS = VS::ENV_FX_BCS,
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FX_SRGB = VS::ENV_FX_SRGB,
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FX_MAX = VS::ENV_FX_MAX,
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};
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2014-05-29 13:56:39 +00:00
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enum FxBlurBlendMode {
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FX_BLUR_BLEND_MODE_ADDITIVE,
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FX_BLUR_BLEND_MODE_SCREEN,
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FX_BLUR_BLEND_MODE_SOFTLIGHT,
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};
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2014-06-28 02:21:45 +00:00
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enum FxHDRToneMapper {
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FX_HDR_TONE_MAPPER_LINEAR,
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FX_HDR_TONE_MAPPER_LOG,
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FX_HDR_TONE_MAPPER_REINHARDT,
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FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
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};
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enum FxParam {
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FX_PARAM_AMBIENT_LIGHT_COLOR = VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
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FX_PARAM_AMBIENT_LIGHT_ENERGY = VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
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FX_PARAM_GLOW_BLUR_PASSES = VS::ENV_FX_PARAM_GLOW_BLUR_PASSES,
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FX_PARAM_GLOW_BLUR_SCALE = VS::ENV_FX_PARAM_GLOW_BLUR_SCALE,
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FX_PARAM_GLOW_BLUR_STRENGTH = VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
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FX_PARAM_GLOW_BLUR_BLEND_MODE = VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE,
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FX_PARAM_GLOW_BLOOM = VS::ENV_FX_PARAM_GLOW_BLOOM,
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FX_PARAM_GLOW_BLOOM_TRESHOLD = VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD,
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FX_PARAM_DOF_BLUR_PASSES = VS::ENV_FX_PARAM_DOF_BLUR_PASSES,
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FX_PARAM_DOF_BLUR_BEGIN = VS::ENV_FX_PARAM_DOF_BLUR_BEGIN,
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FX_PARAM_DOF_BLUR_RANGE = VS::ENV_FX_PARAM_DOF_BLUR_RANGE,
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FX_PARAM_HDR_EXPOSURE = VS::ENV_FX_PARAM_HDR_EXPOSURE,
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FX_PARAM_HDR_TONEMAPPER = VS::ENV_FX_PARAM_HDR_TONEMAPPER,
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FX_PARAM_HDR_WHITE = VS::ENV_FX_PARAM_HDR_WHITE,
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FX_PARAM_HDR_GLOW_TRESHOLD = VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
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FX_PARAM_HDR_GLOW_SCALE = VS::ENV_FX_PARAM_HDR_GLOW_SCALE,
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FX_PARAM_HDR_MIN_LUMINANCE = VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE,
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FX_PARAM_HDR_MAX_LUMINANCE = VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE,
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FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED = VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED,
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FX_PARAM_FOG_BEGIN = VS::ENV_FX_PARAM_FOG_BEGIN,
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FX_PARAM_FOG_BEGIN_COLOR = VS::ENV_FX_PARAM_FOG_BEGIN_COLOR,
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FX_PARAM_FOG_END_COLOR = VS::ENV_FX_PARAM_FOG_END_COLOR,
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FX_PARAM_FOG_ATTENUATION = VS::ENV_FX_PARAM_FOG_ATTENUATION,
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FX_PARAM_FOG_BG = VS::ENV_FX_PARAM_FOG_BG,
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FX_PARAM_BCS_BRIGHTNESS = VS::ENV_FX_PARAM_BCS_BRIGHTNESS,
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FX_PARAM_BCS_CONTRAST = VS::ENV_FX_PARAM_BCS_CONTRAST,
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FX_PARAM_BCS_SATURATION = VS::ENV_FX_PARAM_BCS_SATURATION,
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FX_PARAM_MAX = VS::ENV_FX_PARAM_MAX
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};
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private:
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BG bg_mode;
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Variant bg_param[BG_PARAM_MAX];
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bool fx_enabled[FX_MAX];
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Variant fx_param[FX_PARAM_MAX];
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RID environment;
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protected:
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static void _bind_methods();
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public:
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void set_background(BG p_bg);
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BG get_background() const;
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void set_background_param(BGParam p_param, const Variant &p_value);
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Variant get_background_param(BGParam p_param) const;
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void set_enable_fx(Fx p_effect, bool p_enabled);
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bool is_fx_enabled(Fx p_effect) const;
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void fx_set_param(FxParam p_param, const Variant &p_value);
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Variant fx_get_param(FxParam p_param) const;
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virtual RID get_rid() const;
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Environment();
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~Environment();
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};
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VARIANT_ENUM_CAST(Environment::BG);
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VARIANT_ENUM_CAST(Environment::BGParam);
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VARIANT_ENUM_CAST(Environment::Fx);
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VARIANT_ENUM_CAST(Environment::FxParam);
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2014-02-10 01:10:30 +00:00
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#endif // ENVIRONMENT_H
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