dungeonanddeamon/GodoBinding/include/gen/Environment.hpp
2020-03-25 11:29:52 +01:00

392 lines
16 KiB
C++

#ifndef GODOT_CPP_ENVIRONMENT_HPP
#define GODOT_CPP_ENVIRONMENT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#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<Texture> 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<Sky> 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<Texture> 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> 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