godot/scene/resources/camera_effects.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

96 lines
3.8 KiB
C++

/*************************************************************************/
/* camera_effects.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_EFFECTS_H
#define CAMERA_EFFECTS_H
#include "core/io/resource.h"
#include "core/templates/rid.h"
class CameraEffects : public Resource {
GDCLASS(CameraEffects, Resource);
private:
RID camera_effects;
// DOF blur
bool dof_blur_far_enabled = false;
float dof_blur_far_distance = 10.0;
float dof_blur_far_transition = 5.0;
bool dof_blur_near_enabled = false;
float dof_blur_near_distance = 2.0;
float dof_blur_near_transition = 1.0;
float dof_blur_amount = 0.1;
void _update_dof_blur();
// Override exposure
bool override_exposure_enabled = false;
float override_exposure = 1.0;
void _update_override_exposure();
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const override;
public:
virtual RID get_rid() const override;
// DOF blur
void set_dof_blur_far_enabled(bool p_enabled);
bool is_dof_blur_far_enabled() const;
void set_dof_blur_far_distance(float p_distance);
float get_dof_blur_far_distance() const;
void set_dof_blur_far_transition(float p_distance);
float get_dof_blur_far_transition() const;
void set_dof_blur_near_enabled(bool p_enabled);
bool is_dof_blur_near_enabled() const;
void set_dof_blur_near_distance(float p_distance);
float get_dof_blur_near_distance() const;
void set_dof_blur_near_transition(float p_distance);
float get_dof_blur_near_transition() const;
void set_dof_blur_amount(float p_amount);
float get_dof_blur_amount() const;
// Override exposure
void set_override_exposure_enabled(bool p_enabled);
bool is_override_exposure_enabled() const;
void set_override_exposure(float p_exposure);
float get_override_exposure() const;
CameraEffects();
~CameraEffects();
};
#endif // CAMERA_EFFECTS_H