godot/scene/3d/reflection_probe.h
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00

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/*************************************************************************/
/* reflection_probe.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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_box.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