godot/servers/rendering/storage/camera_attributes_storage.h

130 lines
6.3 KiB
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/*************************************************************************/
/* camera_attributes_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 CAMERA_ATTRIBUTES_STORAGE_H
#define CAMERA_ATTRIBUTES_STORAGE_H
#include "core/templates/rid_owner.h"
#include "servers/rendering_server.h"
class RendererCameraAttributes {
private:
static RendererCameraAttributes *singleton;
struct CameraAttributes {
float exposure_multiplier = 1.0;
float exposure_normalization = 1.0;
float exposure_sensitivity = 100.0; // In ISO.
bool use_auto_exposure = false;
float auto_exposure_min_sensitivity = 50.0;
float auto_exposure_max_sensitivity = 800.0;
float auto_exposure_adjust_speed = 1.0;
float auto_exposure_scale = 1.0;
uint64_t auto_exposure_version = 0;
bool dof_blur_far_enabled = false;
float dof_blur_far_distance = 10;
float dof_blur_far_transition = 5;
bool dof_blur_near_enabled = false;
float dof_blur_near_distance = 2;
float dof_blur_near_transition = 1;
float dof_blur_amount = 0.1;
};
RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
bool dof_blur_use_jitter = false;
static uint64_t auto_exposure_counter;
mutable RID_Owner<CameraAttributes, true> camera_attributes_owner;
public:
static RendererCameraAttributes *get_singleton() { return singleton; }
RendererCameraAttributes();
~RendererCameraAttributes();
CameraAttributes *get_camera_attributes(RID p_rid) { return camera_attributes_owner.get_or_null(p_rid); };
bool owns_camera_attributes(RID p_rid) { return camera_attributes_owner.owns(p_rid); };
RID camera_attributes_allocate();
void camera_attributes_initialize(RID p_rid);
void camera_attributes_free(RID p_rid);
void camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter);
void camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape);
void camera_attributes_set_dof_blur(RID p_camera_attributes, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount);
bool camera_attributes_get_dof_far_enabled(RID p_camera_attributes);
float camera_attributes_get_dof_far_distance(RID p_camera_attributes);
float camera_attributes_get_dof_far_transition(RID p_camera_attributes);
bool camera_attributes_get_dof_near_enabled(RID p_camera_attributes);
float camera_attributes_get_dof_near_distance(RID p_camera_attributes);
float camera_attributes_get_dof_near_transition(RID p_camera_attributes);
float camera_attributes_get_dof_blur_amount(RID p_camera_attributes);
_FORCE_INLINE_ bool camera_attributes_uses_dof(RID p_camera_attributes) {
CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
return cam_attributes && (cam_attributes->dof_blur_near_enabled || cam_attributes->dof_blur_far_enabled) && cam_attributes->dof_blur_amount > 0.0;
}
void camera_attributes_set_exposure(RID p_camera_attributes, float p_multiplier, float p_exposure_normalization);
float camera_attributes_get_exposure_normalization_factor(RID p_camera_attributes);
void camera_attributes_set_auto_exposure(RID p_camera_attributes, bool p_enable, float p_min_sensitivity, float p_max_sensitivity, float p_speed, float p_scale);
float camera_attributes_get_auto_exposure_min_sensitivity(RID p_camera_attributes);
float camera_attributes_get_auto_exposure_max_sensitivity(RID p_camera_attributes);
float camera_attributes_get_auto_exposure_adjust_speed(RID p_camera_attributes);
float camera_attributes_get_auto_exposure_scale(RID p_camera_attributes);
uint64_t camera_attributes_get_auto_exposure_version(RID p_camera_attributes);
_FORCE_INLINE_ bool camera_attributes_uses_auto_exposure(RID p_camera_attributes) {
CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
return cam_attributes && cam_attributes->use_auto_exposure;
}
_FORCE_INLINE_ RS::DOFBlurQuality camera_attributes_get_dof_blur_quality() {
return dof_blur_quality;
}
_FORCE_INLINE_ RS::DOFBokehShape camera_attributes_get_dof_blur_bokeh_shape() {
return dof_blur_bokeh_shape;
}
_FORCE_INLINE_ bool camera_attributes_get_dof_blur_use_jitter() {
return dof_blur_use_jitter;
}
};
#endif // CAMERA_ATTRIBUTES_STORAGE_H