godot/scene/resources/environment.h

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/*************************************************************************/
/* environment.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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"
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#include "scene/resources/texture.h"
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class Environment : public Resource {
OBJ_TYPE(Environment,Resource);
public:
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enum BGMode {
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BG_CLEAR_COLOR,
BG_COLOR,
BG_SKYBOX,
BG_CANVAS,
BG_KEEP,
BG_MAX
};
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enum GlowBlendMode {
GLOW_BLEND_MODE_ADDITIVE,
GLOW_BLEND_MODE_SCREEN,
GLOW_BLEND_MODE_SOFTLIGHT,
GLOW_BLEND_MODE_DISABLED,
};
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private:
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RID environment;
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BGMode bg_mode;
Ref<CubeMap> bg_skybox;
float bg_skybox_scale;
Color bg_color;
float bg_energy;
int bg_canvas_max_layer;
Color ambient_color;
float ambient_energy;
float ambient_skybox_energy;
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protected:
static void _bind_methods();
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virtual void _validate_property(PropertyInfo& property) const;
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public:
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void set_background(BGMode p_bg);
void set_skybox(const Ref<CubeMap>& p_skybox);
void set_skybox_scale(float p_scale);
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_skybox_energy(float p_energy);
BGMode get_background() const;
Ref<CubeMap> get_skybox() const;
float get_skybox_scale() 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_skybox_energy() const;
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virtual RID get_rid() const;
Environment();
~Environment();
};
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VARIANT_ENUM_CAST(Environment::BGMode)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)
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#endif // ENVIRONMENT_H