godot/scene/resources/environment.h
Juan Linietsky 703004f830 More 3D Work
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
2014-06-16 10:22:26 -03:00

143 lines
5.5 KiB
C++

/*************************************************************************/
/* environment.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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"
class Environment : public Resource {
OBJ_TYPE(Environment,Resource);
public:
enum BG {
BG_KEEP=VS::ENV_BG_KEEP,
BG_DEFAULT_COLOR=VS::ENV_BG_DEFAULT_COLOR,
BG_COLOR=VS::ENV_BG_COLOR,
BG_TEXTURE=VS::ENV_BG_TEXTURE,
BG_CUBEMAP=VS::ENV_BG_CUBEMAP,
BG_TEXTURE_RGBE=VS::ENV_BG_TEXTURE_RGBE,
BG_CUBEMAP_RGBE=VS::ENV_BG_CUBEMAP_RGBE,
BG_MAX=VS::ENV_BG_MAX
};
enum BGParam {
BG_PARAM_COLOR=VS::ENV_BG_PARAM_COLOR,
BG_PARAM_TEXTURE=VS::ENV_BG_PARAM_TEXTURE,
BG_PARAM_CUBEMAP=VS::ENV_BG_PARAM_CUBEMAP,
BG_PARAM_ENERGY=VS::ENV_BG_PARAM_ENERGY,
BG_PARAM_SCALE=VS::ENV_BG_PARAM_SCALE,
BG_PARAM_GLOW=VS::ENV_BG_PARAM_GLOW,
BG_PARAM_MAX=VS::ENV_BG_PARAM_MAX
};
enum Fx {
FX_FXAA=VS::ENV_FX_FXAA,
FX_GLOW=VS::ENV_FX_GLOW,
FX_DOF_BLUR=VS::ENV_FX_DOF_BLUR,
FX_HDR=VS::ENV_FX_HDR,
FX_FOG=VS::ENV_FX_FOG,
FX_BCS=VS::ENV_FX_BCS,
FX_SRGB=VS::ENV_FX_SRGB,
FX_MAX=VS::ENV_FX_MAX,
};
enum FxBlurBlendMode {
FX_BLUR_BLEND_MODE_ADDITIVE,
FX_BLUR_BLEND_MODE_SCREEN,
FX_BLUR_BLEND_MODE_SOFTLIGHT,
};
enum FxParam {
FX_PARAM_GLOW_BLUR_PASSES=VS::ENV_FX_PARAM_GLOW_BLUR_PASSES,
FX_PARAM_GLOW_BLUR_SCALE=VS::ENV_FX_PARAM_GLOW_BLUR_SCALE,
FX_PARAM_GLOW_BLUR_STRENGTH=VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
FX_PARAM_GLOW_BLUR_BLEND_MODE=VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE,
FX_PARAM_GLOW_BLOOM=VS::ENV_FX_PARAM_GLOW_BLOOM,
FX_PARAM_GLOW_BLOOM_TRESHOLD=VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD,
FX_PARAM_DOF_BLUR_PASSES=VS::ENV_FX_PARAM_DOF_BLUR_PASSES,
FX_PARAM_DOF_BLUR_BEGIN=VS::ENV_FX_PARAM_DOF_BLUR_BEGIN,
FX_PARAM_DOF_BLUR_RANGE=VS::ENV_FX_PARAM_DOF_BLUR_RANGE,
FX_PARAM_HDR_EXPOSURE=VS::ENV_FX_PARAM_HDR_EXPOSURE,
FX_PARAM_HDR_SCALAR=VS::ENV_FX_PARAM_HDR_SCALAR,
FX_PARAM_HDR_GLOW_TRESHOLD=VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
FX_PARAM_HDR_GLOW_SCALE=VS::ENV_FX_PARAM_HDR_GLOW_SCALE,
FX_PARAM_HDR_MIN_LUMINANCE=VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE,
FX_PARAM_HDR_MAX_LUMINANCE=VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE,
FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED=VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED,
FX_PARAM_FOG_BEGIN=VS::ENV_FX_PARAM_FOG_BEGIN,
FX_PARAM_FOG_BEGIN_COLOR=VS::ENV_FX_PARAM_FOG_BEGIN_COLOR,
FX_PARAM_FOG_END_COLOR=VS::ENV_FX_PARAM_FOG_END_COLOR,
FX_PARAM_FOG_ATTENUATION=VS::ENV_FX_PARAM_FOG_ATTENUATION,
FX_PARAM_FOG_BG=VS::ENV_FX_PARAM_FOG_BG,
FX_PARAM_BCS_BRIGHTNESS=VS::ENV_FX_PARAM_BCS_BRIGHTNESS,
FX_PARAM_BCS_CONTRAST=VS::ENV_FX_PARAM_BCS_CONTRAST,
FX_PARAM_BCS_SATURATION=VS::ENV_FX_PARAM_BCS_SATURATION,
FX_PARAM_MAX=VS::ENV_FX_PARAM_MAX
};
private:
BG bg_mode;
Variant bg_param[BG_PARAM_MAX];
bool fx_enabled[FX_MAX];
Variant fx_param[FX_PARAM_MAX];
RID environment;
protected:
static void _bind_methods();
public:
void set_background(BG p_bg);
BG get_background() const;
void set_background_param(BGParam p_param, const Variant& p_value);
Variant get_background_param(BGParam p_param) const;
void set_enable_fx(Fx p_effect,bool p_enabled);
bool is_fx_enabled(Fx p_effect) const;
void fx_set_param(FxParam p_param,const Variant& p_value);
Variant fx_get_param(FxParam p_param) const;
virtual RID get_rid() const;
Environment();
~Environment();
};
VARIANT_ENUM_CAST( Environment::BG );
VARIANT_ENUM_CAST( Environment::BGParam );
VARIANT_ENUM_CAST( Environment::Fx );
VARIANT_ENUM_CAST( Environment::FxParam );
#endif // ENVIRONMENT_H