/*************************************************************************/ /* reflection_probe.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 REFLECTIONPROBE_H #define REFLECTIONPROBE_H #include "scene/3d/visual_instance.h" #include "scene/resources/sky.h" #include "scene/resources/texture.h" #include "servers/visual_server.h" class ReflectionProbe : public VisualInstance { GDCLASS(ReflectionProbe, VisualInstance); public: enum UpdateMode { UPDATE_ONCE, UPDATE_ALWAYS, }; private: RID probe; float intensity; float max_distance; Vector3 extents; Vector3 origin_offset; bool box_projection; bool enable_shadows; bool interior; Color interior_ambient; float interior_ambient_energy; float interior_ambient_probe_contribution; uint32_t cull_mask; UpdateMode update_mode; protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const; public: void set_intensity(float p_intensity); float get_intensity() const; void set_interior_ambient(Color p_ambient); Color get_interior_ambient() const; void set_interior_ambient_energy(float p_energy); float get_interior_ambient_energy() const; void set_interior_ambient_probe_contribution(float p_contribution); float get_interior_ambient_probe_contribution() const; void set_max_distance(float p_distance); float get_max_distance() const; void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; void set_origin_offset(const Vector3 &p_extents); Vector3 get_origin_offset() const; void set_as_interior(bool p_enable); bool is_set_as_interior() const; void set_enable_box_projection(bool p_enable); bool is_box_projection_enabled() const; void set_enable_shadows(bool p_enable); bool are_shadows_enabled() const; void set_cull_mask(uint32_t p_layers); uint32_t get_cull_mask() const; void set_update_mode(UpdateMode p_mode); UpdateMode get_update_mode() const; virtual AABB get_aabb() const; virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; ReflectionProbe(); ~ReflectionProbe(); }; VARIANT_ENUM_CAST(ReflectionProbe::UpdateMode); #endif // REFLECTIONPROBE_H