godot/scene/resources/sky.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

89 lines
3.3 KiB
C++

/*************************************************************************/
/* sky.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 SKY_H
#define SKY_H
#include "core/os/thread.h"
#include "scene/resources/material.h"
#include "scene/resources/texture.h"
class Sky : public Resource {
GDCLASS(Sky, Resource);
public:
enum RadianceSize {
RADIANCE_SIZE_32,
RADIANCE_SIZE_64,
RADIANCE_SIZE_128,
RADIANCE_SIZE_256,
RADIANCE_SIZE_512,
RADIANCE_SIZE_1024,
RADIANCE_SIZE_2048,
RADIANCE_SIZE_MAX
};
enum ProcessMode {
PROCESS_MODE_AUTOMATIC,
PROCESS_MODE_QUALITY,
PROCESS_MODE_INCREMENTAL,
PROCESS_MODE_REALTIME
};
private:
RID sky;
ProcessMode mode = PROCESS_MODE_AUTOMATIC;
RadianceSize radiance_size = RADIANCE_SIZE_256;
Ref<Material> sky_material;
protected:
static void _bind_methods();
public:
void set_radiance_size(RadianceSize p_size);
RadianceSize get_radiance_size() const;
void set_process_mode(ProcessMode p_mode);
ProcessMode get_process_mode() const;
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
virtual RID get_rid() const override;
Sky();
~Sky();
};
VARIANT_ENUM_CAST(Sky::RadianceSize)
VARIANT_ENUM_CAST(Sky::ProcessMode)
#endif // SKY_H