2af2a84a03
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
154 lines
5.9 KiB
C++
154 lines
5.9 KiB
C++
/*************************************************************************/
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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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_TEXTURE_RGBE=VS::ENV_BG_TEXTURE_RGBE,
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BG_CUBEMAP_RGBE=VS::ENV_BG_CUBEMAP_RGBE,
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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_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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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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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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#endif // ENVIRONMENT_H
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