385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
184 lines
6.4 KiB
C++
184 lines
6.4 KiB
C++
/*************************************************************************/
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/* camera_attributes.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 CAMERA_ATTRIBUTES_H
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#define CAMERA_ATTRIBUTES_H
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#include "core/io/resource.h"
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#include "core/templates/rid.h"
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class CameraAttributes : public Resource {
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GDCLASS(CameraAttributes, Resource);
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private:
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RID camera_attributes;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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float exposure_multiplier = 1.0;
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float exposure_sensitivity = 100.0; // In ISO.
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void _update_exposure();
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bool auto_exposure_enabled = false;
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float auto_exposure_min = 0.01;
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float auto_exposure_max = 64.0;
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float auto_exposure_speed = 0.5;
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float auto_exposure_scale = 0.4;
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virtual void _update_auto_exposure(){};
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public:
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virtual RID get_rid() const override;
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virtual float calculate_exposure_normalization() const { return 1.0; }
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void set_exposure_multiplier(float p_multiplier);
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float get_exposure_multiplier() const;
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void set_exposure_sensitivity(float p_sensitivity);
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float get_exposure_sensitivity() const;
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void set_auto_exposure_enabled(bool p_enabled);
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bool is_auto_exposure_enabled() const;
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void set_auto_exposure_speed(float p_auto_exposure_speed);
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float get_auto_exposure_speed() const;
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void set_auto_exposure_scale(float p_auto_exposure_scale);
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float get_auto_exposure_scale() const;
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CameraAttributes();
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~CameraAttributes();
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};
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class CameraAttributesPractical : public CameraAttributes {
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GDCLASS(CameraAttributesPractical, CameraAttributes);
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private:
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// DOF blur
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bool dof_blur_far_enabled = false;
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float dof_blur_far_distance = 10.0;
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float dof_blur_far_transition = 5.0;
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bool dof_blur_near_enabled = false;
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float dof_blur_near_distance = 2.0;
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float dof_blur_near_transition = 1.0;
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float dof_blur_amount = 0.1;
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void _update_dof_blur();
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virtual void _update_auto_exposure() override;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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// DOF blur
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void set_dof_blur_far_enabled(bool p_enabled);
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bool is_dof_blur_far_enabled() const;
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void set_dof_blur_far_distance(float p_distance);
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float get_dof_blur_far_distance() const;
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void set_dof_blur_far_transition(float p_distance);
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float get_dof_blur_far_transition() const;
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void set_dof_blur_near_enabled(bool p_enabled);
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bool is_dof_blur_near_enabled() const;
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void set_dof_blur_near_distance(float p_distance);
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float get_dof_blur_near_distance() const;
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void set_dof_blur_near_transition(float p_distance);
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float get_dof_blur_near_transition() const;
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void set_dof_blur_amount(float p_amount);
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float get_dof_blur_amount() const;
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void set_auto_exposure_min_sensitivity(float p_min);
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float get_auto_exposure_min_sensitivity() const;
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void set_auto_exposure_max_sensitivity(float p_max);
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float get_auto_exposure_max_sensitivity() const;
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virtual float calculate_exposure_normalization() const override;
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CameraAttributesPractical();
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~CameraAttributesPractical();
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};
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class CameraAttributesPhysical : public CameraAttributes {
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GDCLASS(CameraAttributesPhysical, CameraAttributes);
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private:
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// Exposure
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float exposure_aperture = 16.0; // In f-stops;
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float exposure_shutter_speed = 100.0; // In 1 / seconds;
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// Camera properties.
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float frustum_focal_length = 35.0; // In millimeters.
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float frustum_focus_distance = 10.0; // In Meters.
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real_t frustum_near = 0.05;
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real_t frustum_far = 4000.0;
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real_t frustum_fov = 75.0;
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void _update_frustum();
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virtual void _update_auto_exposure() override;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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void set_aperture(float p_aperture);
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float get_aperture() const;
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void set_shutter_speed(float p_shutter_speed);
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float get_shutter_speed() const;
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void set_focal_length(float p_focal_length);
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float get_focal_length() const;
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void set_focus_distance(float p_focus_distance);
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float get_focus_distance() const;
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void set_near(real_t p_near);
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real_t get_near() const;
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void set_far(real_t p_far);
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real_t get_far() const;
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real_t get_fov() const;
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void set_auto_exposure_min_exposure_value(float p_min);
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float get_auto_exposure_min_exposure_value() const;
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void set_auto_exposure_max_exposure_value(float p_max);
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float get_auto_exposure_max_exposure_value() const;
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virtual float calculate_exposure_normalization() const override;
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CameraAttributesPhysical();
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~CameraAttributesPhysical();
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};
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#endif // CAMERA_ATTRIBUTES_H
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