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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/resources/camera_attributes.h
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/**************************************************************************/
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/* camera_attributes.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/io/resource.h"
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#include "core/templates/rid.h"
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class CameraAttributes : public Resource {
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GDCLASS(CameraAttributes, Resource);
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private:
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RID camera_attributes;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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float exposure_multiplier = 1.0;
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float exposure_sensitivity = 100.0; // In ISO.
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void _update_exposure();
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bool auto_exposure_enabled = false;
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float auto_exposure_min = 0.01;
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float auto_exposure_max = 64.0;
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float auto_exposure_speed = 0.5;
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float auto_exposure_scale = 0.4;
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virtual void _update_auto_exposure() {}
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public:
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virtual RID get_rid() const override;
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virtual float calculate_exposure_normalization() const { return 1.0; }
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void set_exposure_multiplier(float p_multiplier);
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float get_exposure_multiplier() const;
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void set_exposure_sensitivity(float p_sensitivity);
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float get_exposure_sensitivity() const;
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void set_auto_exposure_enabled(bool p_enabled);
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bool is_auto_exposure_enabled() const;
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void set_auto_exposure_speed(float p_auto_exposure_speed);
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float get_auto_exposure_speed() const;
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void set_auto_exposure_scale(float p_auto_exposure_scale);
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float get_auto_exposure_scale() const;
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CameraAttributes();
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~CameraAttributes();
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};
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class CameraAttributesPractical : public CameraAttributes {
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GDCLASS(CameraAttributesPractical, CameraAttributes);
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private:
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// DOF blur
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bool dof_blur_far_enabled = false;
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float dof_blur_far_distance = 10.0;
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float dof_blur_far_transition = 5.0;
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bool dof_blur_near_enabled = false;
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float dof_blur_near_distance = 2.0;
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float dof_blur_near_transition = 1.0;
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float dof_blur_amount = 0.1;
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void _update_dof_blur();
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virtual void _update_auto_exposure() override;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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// DOF blur
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void set_dof_blur_far_enabled(bool p_enabled);
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bool is_dof_blur_far_enabled() const;
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void set_dof_blur_far_distance(float p_distance);
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float get_dof_blur_far_distance() const;
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void set_dof_blur_far_transition(float p_distance);
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float get_dof_blur_far_transition() const;
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void set_dof_blur_near_enabled(bool p_enabled);
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bool is_dof_blur_near_enabled() const;
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void set_dof_blur_near_distance(float p_distance);
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float get_dof_blur_near_distance() const;
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void set_dof_blur_near_transition(float p_distance);
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float get_dof_blur_near_transition() const;
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void set_dof_blur_amount(float p_amount);
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float get_dof_blur_amount() const;
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void set_auto_exposure_min_sensitivity(float p_min);
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float get_auto_exposure_min_sensitivity() const;
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void set_auto_exposure_max_sensitivity(float p_max);
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float get_auto_exposure_max_sensitivity() const;
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virtual float calculate_exposure_normalization() const override;
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CameraAttributesPractical();
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~CameraAttributesPractical();
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};
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class CameraAttributesPhysical : public CameraAttributes {
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GDCLASS(CameraAttributesPhysical, CameraAttributes);
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private:
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// Exposure
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float exposure_aperture = 16.0; // In f-stops;
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float exposure_shutter_speed = 100.0; // In 1 / seconds;
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// Camera properties.
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float frustum_focal_length = 35.0; // In millimeters.
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float frustum_focus_distance = 10.0; // In Meters.
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real_t frustum_near = 0.05;
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real_t frustum_far = 4000.0;
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real_t frustum_fov = 75.0;
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void _update_frustum();
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virtual void _update_auto_exposure() override;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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void set_aperture(float p_aperture);
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float get_aperture() const;
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void set_shutter_speed(float p_shutter_speed);
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float get_shutter_speed() const;
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void set_focal_length(float p_focal_length);
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float get_focal_length() const;
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void set_focus_distance(float p_focus_distance);
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float get_focus_distance() const;
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void set_near(real_t p_near);
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real_t get_near() const;
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void set_far(real_t p_far);
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real_t get_far() const;
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real_t get_fov() const;
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void set_auto_exposure_min_exposure_value(float p_min);
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float get_auto_exposure_min_exposure_value() const;
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void set_auto_exposure_max_exposure_value(float p_max);
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float get_auto_exposure_max_exposure_value() const;
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virtual float calculate_exposure_normalization() const override;
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CameraAttributesPhysical();
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~CameraAttributesPhysical();
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};
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