#ifndef GODOT_CPP_ENVIRONMENT_HPP #define GODOT_CPP_ENVIRONMENT_HPP #include #include #include #include #include "Environment.hpp" #include "Resource.hpp" namespace godot { class Texture; class Sky; class Environment : public Resource { struct ___method_bindings { godot_method_bind *mb_get_adjustment_brightness; godot_method_bind *mb_get_adjustment_color_correction; godot_method_bind *mb_get_adjustment_contrast; godot_method_bind *mb_get_adjustment_saturation; godot_method_bind *mb_get_ambient_light_color; godot_method_bind *mb_get_ambient_light_energy; godot_method_bind *mb_get_ambient_light_sky_contribution; godot_method_bind *mb_get_background; godot_method_bind *mb_get_bg_color; godot_method_bind *mb_get_bg_energy; godot_method_bind *mb_get_camera_feed_id; godot_method_bind *mb_get_canvas_max_layer; godot_method_bind *mb_get_dof_blur_far_amount; godot_method_bind *mb_get_dof_blur_far_distance; godot_method_bind *mb_get_dof_blur_far_quality; godot_method_bind *mb_get_dof_blur_far_transition; godot_method_bind *mb_get_dof_blur_near_amount; godot_method_bind *mb_get_dof_blur_near_distance; godot_method_bind *mb_get_dof_blur_near_quality; godot_method_bind *mb_get_dof_blur_near_transition; godot_method_bind *mb_get_fog_color; godot_method_bind *mb_get_fog_depth_begin; godot_method_bind *mb_get_fog_depth_curve; godot_method_bind *mb_get_fog_depth_end; godot_method_bind *mb_get_fog_height_curve; godot_method_bind *mb_get_fog_height_max; godot_method_bind *mb_get_fog_height_min; godot_method_bind *mb_get_fog_sun_amount; godot_method_bind *mb_get_fog_sun_color; godot_method_bind *mb_get_fog_transmit_curve; godot_method_bind *mb_get_glow_blend_mode; godot_method_bind *mb_get_glow_bloom; godot_method_bind *mb_get_glow_hdr_bleed_scale; godot_method_bind *mb_get_glow_hdr_bleed_threshold; godot_method_bind *mb_get_glow_hdr_luminance_cap; godot_method_bind *mb_get_glow_intensity; godot_method_bind *mb_get_glow_strength; godot_method_bind *mb_get_sky; godot_method_bind *mb_get_sky_custom_fov; godot_method_bind *mb_get_sky_orientation; godot_method_bind *mb_get_sky_rotation; godot_method_bind *mb_get_sky_rotation_degrees; godot_method_bind *mb_get_ssao_ao_channel_affect; godot_method_bind *mb_get_ssao_bias; godot_method_bind *mb_get_ssao_blur; godot_method_bind *mb_get_ssao_color; godot_method_bind *mb_get_ssao_direct_light_affect; godot_method_bind *mb_get_ssao_edge_sharpness; godot_method_bind *mb_get_ssao_intensity; godot_method_bind *mb_get_ssao_intensity2; godot_method_bind *mb_get_ssao_quality; godot_method_bind *mb_get_ssao_radius; godot_method_bind *mb_get_ssao_radius2; godot_method_bind *mb_get_ssr_depth_tolerance; godot_method_bind *mb_get_ssr_fade_in; godot_method_bind *mb_get_ssr_fade_out; godot_method_bind *mb_get_ssr_max_steps; godot_method_bind *mb_get_tonemap_auto_exposure; godot_method_bind *mb_get_tonemap_auto_exposure_grey; godot_method_bind *mb_get_tonemap_auto_exposure_max; godot_method_bind *mb_get_tonemap_auto_exposure_min; godot_method_bind *mb_get_tonemap_auto_exposure_speed; godot_method_bind *mb_get_tonemap_exposure; godot_method_bind *mb_get_tonemap_white; godot_method_bind *mb_get_tonemapper; godot_method_bind *mb_is_adjustment_enabled; godot_method_bind *mb_is_dof_blur_far_enabled; godot_method_bind *mb_is_dof_blur_near_enabled; godot_method_bind *mb_is_fog_depth_enabled; godot_method_bind *mb_is_fog_enabled; godot_method_bind *mb_is_fog_height_enabled; godot_method_bind *mb_is_fog_transmit_enabled; godot_method_bind *mb_is_glow_bicubic_upscale_enabled; godot_method_bind *mb_is_glow_enabled; godot_method_bind *mb_is_glow_level_enabled; godot_method_bind *mb_is_ssao_enabled; godot_method_bind *mb_is_ssr_enabled; godot_method_bind *mb_is_ssr_rough; godot_method_bind *mb_set_adjustment_brightness; godot_method_bind *mb_set_adjustment_color_correction; godot_method_bind *mb_set_adjustment_contrast; godot_method_bind *mb_set_adjustment_enable; godot_method_bind *mb_set_adjustment_saturation; godot_method_bind *mb_set_ambient_light_color; godot_method_bind *mb_set_ambient_light_energy; godot_method_bind *mb_set_ambient_light_sky_contribution; godot_method_bind *mb_set_background; godot_method_bind *mb_set_bg_color; godot_method_bind *mb_set_bg_energy; godot_method_bind *mb_set_camera_feed_id; godot_method_bind *mb_set_canvas_max_layer; godot_method_bind *mb_set_dof_blur_far_amount; godot_method_bind *mb_set_dof_blur_far_distance; godot_method_bind *mb_set_dof_blur_far_enabled; godot_method_bind *mb_set_dof_blur_far_quality; godot_method_bind *mb_set_dof_blur_far_transition; godot_method_bind *mb_set_dof_blur_near_amount; godot_method_bind *mb_set_dof_blur_near_distance; godot_method_bind *mb_set_dof_blur_near_enabled; godot_method_bind *mb_set_dof_blur_near_quality; godot_method_bind *mb_set_dof_blur_near_transition; godot_method_bind *mb_set_fog_color; godot_method_bind *mb_set_fog_depth_begin; godot_method_bind *mb_set_fog_depth_curve; godot_method_bind *mb_set_fog_depth_enabled; godot_method_bind *mb_set_fog_depth_end; godot_method_bind *mb_set_fog_enabled; godot_method_bind *mb_set_fog_height_curve; godot_method_bind *mb_set_fog_height_enabled; godot_method_bind *mb_set_fog_height_max; godot_method_bind *mb_set_fog_height_min; godot_method_bind *mb_set_fog_sun_amount; godot_method_bind *mb_set_fog_sun_color; godot_method_bind *mb_set_fog_transmit_curve; godot_method_bind *mb_set_fog_transmit_enabled; godot_method_bind *mb_set_glow_bicubic_upscale; godot_method_bind *mb_set_glow_blend_mode; godot_method_bind *mb_set_glow_bloom; godot_method_bind *mb_set_glow_enabled; godot_method_bind *mb_set_glow_hdr_bleed_scale; godot_method_bind *mb_set_glow_hdr_bleed_threshold; godot_method_bind *mb_set_glow_hdr_luminance_cap; godot_method_bind *mb_set_glow_intensity; godot_method_bind *mb_set_glow_level; godot_method_bind *mb_set_glow_strength; godot_method_bind *mb_set_sky; godot_method_bind *mb_set_sky_custom_fov; godot_method_bind *mb_set_sky_orientation; godot_method_bind *mb_set_sky_rotation; godot_method_bind *mb_set_sky_rotation_degrees; godot_method_bind *mb_set_ssao_ao_channel_affect; godot_method_bind *mb_set_ssao_bias; godot_method_bind *mb_set_ssao_blur; godot_method_bind *mb_set_ssao_color; godot_method_bind *mb_set_ssao_direct_light_affect; godot_method_bind *mb_set_ssao_edge_sharpness; godot_method_bind *mb_set_ssao_enabled; godot_method_bind *mb_set_ssao_intensity; godot_method_bind *mb_set_ssao_intensity2; godot_method_bind *mb_set_ssao_quality; godot_method_bind *mb_set_ssao_radius; godot_method_bind *mb_set_ssao_radius2; godot_method_bind *mb_set_ssr_depth_tolerance; godot_method_bind *mb_set_ssr_enabled; godot_method_bind *mb_set_ssr_fade_in; godot_method_bind *mb_set_ssr_fade_out; godot_method_bind *mb_set_ssr_max_steps; godot_method_bind *mb_set_ssr_rough; godot_method_bind *mb_set_tonemap_auto_exposure; godot_method_bind *mb_set_tonemap_auto_exposure_grey; godot_method_bind *mb_set_tonemap_auto_exposure_max; godot_method_bind *mb_set_tonemap_auto_exposure_min; godot_method_bind *mb_set_tonemap_auto_exposure_speed; godot_method_bind *mb_set_tonemap_exposure; godot_method_bind *mb_set_tonemap_white; godot_method_bind *mb_set_tonemapper; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Environment"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums enum SSAOBlur { SSAO_BLUR_DISABLED = 0, SSAO_BLUR_1x1 = 1, SSAO_BLUR_2x2 = 2, SSAO_BLUR_3x3 = 3, }; enum ToneMapper { TONE_MAPPER_LINEAR = 0, TONE_MAPPER_REINHARDT = 1, TONE_MAPPER_FILMIC = 2, TONE_MAPPER_ACES = 3, }; enum GlowBlendMode { GLOW_BLEND_MODE_ADDITIVE = 0, GLOW_BLEND_MODE_SCREEN = 1, GLOW_BLEND_MODE_SOFTLIGHT = 2, GLOW_BLEND_MODE_REPLACE = 3, }; enum BGMode { BG_CLEAR_COLOR = 0, BG_COLOR = 1, BG_SKY = 2, BG_COLOR_SKY = 3, BG_CANVAS = 4, BG_KEEP = 5, BG_CAMERA_FEED = 6, BG_MAX = 7, }; enum SSAOQuality { SSAO_QUALITY_LOW = 0, SSAO_QUALITY_MEDIUM = 1, SSAO_QUALITY_HIGH = 2, }; enum DOFBlurQuality { DOF_BLUR_QUALITY_LOW = 0, DOF_BLUR_QUALITY_MEDIUM = 1, DOF_BLUR_QUALITY_HIGH = 2, }; // constants static Environment *_new(); // methods real_t get_adjustment_brightness() const; Ref get_adjustment_color_correction() const; real_t get_adjustment_contrast() const; real_t get_adjustment_saturation() const; Color get_ambient_light_color() const; real_t get_ambient_light_energy() const; real_t get_ambient_light_sky_contribution() const; Environment::BGMode get_background() const; Color get_bg_color() const; real_t get_bg_energy() const; int64_t get_camera_feed_id() const; int64_t get_canvas_max_layer() const; real_t get_dof_blur_far_amount() const; real_t get_dof_blur_far_distance() const; Environment::DOFBlurQuality get_dof_blur_far_quality() const; real_t get_dof_blur_far_transition() const; real_t get_dof_blur_near_amount() const; real_t get_dof_blur_near_distance() const; Environment::DOFBlurQuality get_dof_blur_near_quality() const; real_t get_dof_blur_near_transition() const; Color get_fog_color() const; real_t get_fog_depth_begin() const; real_t get_fog_depth_curve() const; real_t get_fog_depth_end() const; real_t get_fog_height_curve() const; real_t get_fog_height_max() const; real_t get_fog_height_min() const; real_t get_fog_sun_amount() const; Color get_fog_sun_color() const; real_t get_fog_transmit_curve() const; Environment::GlowBlendMode get_glow_blend_mode() const; real_t get_glow_bloom() const; real_t get_glow_hdr_bleed_scale() const; real_t get_glow_hdr_bleed_threshold() const; real_t get_glow_hdr_luminance_cap() const; real_t get_glow_intensity() const; real_t get_glow_strength() const; Ref get_sky() const; real_t get_sky_custom_fov() const; Basis get_sky_orientation() const; Vector3 get_sky_rotation() const; Vector3 get_sky_rotation_degrees() const; real_t get_ssao_ao_channel_affect() const; real_t get_ssao_bias() const; Environment::SSAOBlur get_ssao_blur() const; Color get_ssao_color() const; real_t get_ssao_direct_light_affect() const; real_t get_ssao_edge_sharpness() const; real_t get_ssao_intensity() const; real_t get_ssao_intensity2() const; Environment::SSAOQuality get_ssao_quality() const; real_t get_ssao_radius() const; real_t get_ssao_radius2() const; real_t get_ssr_depth_tolerance() const; real_t get_ssr_fade_in() const; real_t get_ssr_fade_out() const; int64_t get_ssr_max_steps() const; bool get_tonemap_auto_exposure() const; real_t get_tonemap_auto_exposure_grey() const; real_t get_tonemap_auto_exposure_max() const; real_t get_tonemap_auto_exposure_min() const; real_t get_tonemap_auto_exposure_speed() const; real_t get_tonemap_exposure() const; real_t get_tonemap_white() const; Environment::ToneMapper get_tonemapper() const; bool is_adjustment_enabled() const; bool is_dof_blur_far_enabled() const; bool is_dof_blur_near_enabled() const; bool is_fog_depth_enabled() const; bool is_fog_enabled() const; bool is_fog_height_enabled() const; bool is_fog_transmit_enabled() const; bool is_glow_bicubic_upscale_enabled() const; bool is_glow_enabled() const; bool is_glow_level_enabled(const int64_t idx) const; bool is_ssao_enabled() const; bool is_ssr_enabled() const; bool is_ssr_rough() const; void set_adjustment_brightness(const real_t brightness); void set_adjustment_color_correction(const Ref color_correction); void set_adjustment_contrast(const real_t contrast); void set_adjustment_enable(const bool enabled); void set_adjustment_saturation(const real_t saturation); void set_ambient_light_color(const Color color); void set_ambient_light_energy(const real_t energy); void set_ambient_light_sky_contribution(const real_t energy); void set_background(const int64_t mode); void set_bg_color(const Color color); void set_bg_energy(const real_t energy); void set_camera_feed_id(const int64_t camera_feed_id); void set_canvas_max_layer(const int64_t layer); void set_dof_blur_far_amount(const real_t intensity); void set_dof_blur_far_distance(const real_t intensity); void set_dof_blur_far_enabled(const bool enabled); void set_dof_blur_far_quality(const int64_t intensity); void set_dof_blur_far_transition(const real_t intensity); void set_dof_blur_near_amount(const real_t intensity); void set_dof_blur_near_distance(const real_t intensity); void set_dof_blur_near_enabled(const bool enabled); void set_dof_blur_near_quality(const int64_t level); void set_dof_blur_near_transition(const real_t intensity); void set_fog_color(const Color color); void set_fog_depth_begin(const real_t distance); void set_fog_depth_curve(const real_t curve); void set_fog_depth_enabled(const bool enabled); void set_fog_depth_end(const real_t distance); void set_fog_enabled(const bool enabled); void set_fog_height_curve(const real_t curve); void set_fog_height_enabled(const bool enabled); void set_fog_height_max(const real_t height); void set_fog_height_min(const real_t height); void set_fog_sun_amount(const real_t amount); void set_fog_sun_color(const Color color); void set_fog_transmit_curve(const real_t curve); void set_fog_transmit_enabled(const bool enabled); void set_glow_bicubic_upscale(const bool enabled); void set_glow_blend_mode(const int64_t mode); void set_glow_bloom(const real_t amount); void set_glow_enabled(const bool enabled); void set_glow_hdr_bleed_scale(const real_t scale); void set_glow_hdr_bleed_threshold(const real_t threshold); void set_glow_hdr_luminance_cap(const real_t amount); void set_glow_intensity(const real_t intensity); void set_glow_level(const int64_t idx, const bool enabled); void set_glow_strength(const real_t strength); void set_sky(const Ref sky); void set_sky_custom_fov(const real_t scale); void set_sky_orientation(const Basis orientation); void set_sky_rotation(const Vector3 euler_radians); void set_sky_rotation_degrees(const Vector3 euler_degrees); void set_ssao_ao_channel_affect(const real_t amount); void set_ssao_bias(const real_t bias); void set_ssao_blur(const int64_t mode); void set_ssao_color(const Color color); void set_ssao_direct_light_affect(const real_t amount); void set_ssao_edge_sharpness(const real_t edge_sharpness); void set_ssao_enabled(const bool enabled); void set_ssao_intensity(const real_t intensity); void set_ssao_intensity2(const real_t intensity); void set_ssao_quality(const int64_t quality); void set_ssao_radius(const real_t radius); void set_ssao_radius2(const real_t radius); void set_ssr_depth_tolerance(const real_t depth_tolerance); void set_ssr_enabled(const bool enabled); void set_ssr_fade_in(const real_t fade_in); void set_ssr_fade_out(const real_t fade_out); void set_ssr_max_steps(const int64_t max_steps); void set_ssr_rough(const bool rough); void set_tonemap_auto_exposure(const bool auto_exposure); void set_tonemap_auto_exposure_grey(const real_t exposure_grey); void set_tonemap_auto_exposure_max(const real_t exposure_max); void set_tonemap_auto_exposure_min(const real_t exposure_min); void set_tonemap_auto_exposure_speed(const real_t exposure_speed); void set_tonemap_exposure(const real_t exposure); void set_tonemap_white(const real_t white); void set_tonemapper(const int64_t mode); }; } #endif