image_framework_ymj/include/open3d/3rdparty/filament/View.h

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/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//! \file
#ifndef TNT_FILAMENT_VIEW_H
#define TNT_FILAMENT_VIEW_H
#include <filament/Color.h>
#include <filament/FilamentAPI.h>
#include <backend/DriverEnums.h>
#include <utils/compiler.h>
#include <math/mathfwd.h>
namespace filament {
class Camera;
class ColorGrading;
class MaterialInstance;
class RenderTarget;
class Scene;
class Texture;
class Viewport;
/**
* A View encompasses all the state needed for rendering a Scene.
*
* Renderer::render() operates on View objects. These View objects specify important parameters
* such as:
* - The Scene
* - The Camera
* - The Viewport
* - Some rendering parameters
*
* \note
* View instances are heavy objects that internally cache a lot of data needed for rendering.
* It is not advised for an application to use many View objects.
*
* For example, in a game, a View could be used for the main scene and another one for the
* game's user interface. More View instances could be used for creating special effects (e.g.
* a View is akin to a rendering pass).
*
*
* @see Renderer, Scene, Camera, RenderTarget
*/
class UTILS_PUBLIC View : public FilamentAPI {
public:
enum class QualityLevel : uint8_t {
LOW,
MEDIUM,
HIGH,
ULTRA
};
enum class BlendMode : uint8_t {
OPAQUE,
TRANSLUCENT
};
/**
* Dynamic resolution can be used to either reach a desired target frame rate
* by lowering the resolution of a View, or to increase the quality when the
* rendering is faster than the target frame rate.
*
* This structure can be used to specify the minimum scale factor used when
* lowering the resolution of a View, and the maximum scale factor used when
* increasing the resolution for higher quality rendering. The scale factors
* can be controlled on each X and Y axis independently. By default, all scale
* factors are set to 1.0.
*
* enabled: enable or disables dynamic resolution on a View
* homogeneousScaling: by default the system scales the major axis first. Set this to true
* to force homogeneous scaling.
* minScale: the minimum scale in X and Y this View should use
* maxScale: the maximum scale in X and Y this View should use
* quality: upscaling quality.
* LOW: 1 bilinear tap, Medium: 4 bilinear taps, High: 9 bilinear taps (tent)
*
* \note
* Dynamic resolution is only supported on platforms where the time to render
* a frame can be measured accurately. Dynamic resolution is currently only
* supported on Android.
*
* @see Renderer::FrameRateOptions
*
*/
struct DynamicResolutionOptions {
math::float2 minScale = math::float2(0.5f); //!< minimum scale factors in x and y
math::float2 maxScale = math::float2(1.0f); //!< maximum scale factors in x and y
bool enabled = false; //!< enable or disable dynamic resolution
bool homogeneousScaling = false; //!< set to true to force homogeneous scaling
QualityLevel quality = QualityLevel::LOW; //!< Upscaling quality
};
/**
* Options to control the bloom effect
*
* enabled: Enable or disable the bloom post-processing effect. Disabled by default.
* levels: Number of successive blurs to achieve the blur effect, the minimum is 3 and the
* maximum is 12. This value together with resolution influences the spread of the
* blur effect. This value can be silently reduced to accommodate the original
* image size.
* resolution: Resolution of bloom's minor axis. The minimum value is 2^levels and the
* the maximum is lower of the original resolution and 4096. This parameter is
* silently clamped to the minimum and maximum.
* It is highly recommended that this value be smaller than the target resolution
* after dynamic resolution is applied (horizontally and vertically).
* strength: how much of the bloom is added to the original image. Between 0 and 1.
* blendMode: Whether the bloom effect is purely additive (false) or mixed with the original
* image (true).
* anamorphism: Bloom's aspect ratio (x/y), for artistic purposes.
* threshold: When enabled, a threshold at 1.0 is applied on the source image, this is
* useful for artistic reasons and is usually needed when a dirt texture is used.
* dirt: A dirt/scratch/smudges texture (that can be RGB), which gets added to the
* bloom effect. Smudges are visible where bloom occurs. Threshold must be
* enabled for the dirt effect to work properly.
* dirtStrength: Strength of the dirt texture.
*/
struct BloomOptions {
enum class BlendMode : uint8_t {
ADD, //!< Bloom is modulated by the strength parameter and added to the scene
INTERPOLATE //!< Bloom is interpolated with the scene using the strength parameter
};
Texture* dirt = nullptr; //!< user provided dirt texture
float dirtStrength = 0.2f; //!< strength of the dirt texture
float strength = 0.10f; //!< bloom's strength between 0.0 and 1.0
uint32_t resolution = 360; //!< resolution of minor axis (2^levels to 4096)
float anamorphism = 1.0f; //!< bloom x/y aspect-ratio (1/32 to 32)
uint8_t levels = 6; //!< number of blur levels (3 to 12)
BlendMode blendMode = BlendMode::ADD; //!< how the bloom effect is applied
bool threshold = true; //!< whether to threshold the source
bool enabled = false; //!< enable or disable bloom
float highlight = 1000.0f; //!< limit highlights to this value before bloom [10, +inf]
};
/**
* Options to control fog in the scene
*/
struct FogOptions {
float distance = 0.0f; //!< distance in world units from the camera where the fog starts ( >= 0.0 )
float maximumOpacity = 1.0f; //!< fog's maximum opacity between 0 and 1
float height = 0.0f; //!< fog's floor in world units
float heightFalloff = 1.0f; //!< how fast fog dissipates with altitude
LinearColor color{0.5f}; //!< fog's color (linear), see fogColorFromIbl
float density = 0.1f; //!< fog's density at altitude given by 'height'
float inScatteringStart = 0.0f; //!< distance in world units from the camera where in-scattering starts
float inScatteringSize = -1.0f; //!< size of in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
bool fogColorFromIbl = false; //!< Fog color will be modulated by the IBL color in the view direction.
bool enabled = false; //!< enable or disable fog
};
/**
* Options to control Depth of Field (DoF) effect in the scene.
*
* cocScale can be used to set the depth of field blur independently from the camera
* aperture, e.g. for artistic reasons. This can be achieved by setting:
* cocScale = cameraAperture / desiredDoFAperture
*
* @see Camera
*/
struct DepthOfFieldOptions {
float focusDistance = 10.0f; //!< focus distance in world units
float cocScale = 1.0f; //!< circle of confusion scale factor (amount of blur)
float maxApertureDiameter = 0.01f; //!< maximum aperture diameter in meters (zero to disable rotation)
bool enabled = false; //!< enable or disable depth of field effect
};
/**
* Options to control the vignetting effect.
*/
struct VignetteOptions {
float midPoint = 0.5f; //!< high values restrict the vignette closer to the corners, between 0 and 1
float roundness = 0.5f; //!< controls the shape of the vignette, from a rounded rectangle (0.0), to an oval (0.5), to a circle (1.0)
float feather = 0.5f; //!< softening amount of the vignette effect, between 0 and 1
LinearColorA color{0.0f, 0.0f, 0.0f, 1.0f}; //!< color of the vignette effect, alpha is currently ignored
bool enabled = false; //!< enables or disables the vignette effect
};
/**
* Structure used to set the precision of the color buffer and related quality settings.
*
* @see setRenderQuality, getRenderQuality
*/
struct RenderQuality {
/**
* Sets the quality of the HDR color buffer.
*
* A quality of HIGH or ULTRA means using an RGB16F or RGBA16F color buffer. This means
* colors in the LDR range (0..1) have a 10 bit precision. A quality of LOW or MEDIUM means
* using an R11G11B10F opaque color buffer or an RGBA16F transparent color buffer. With
* R11G11B10F colors in the LDR range have a precision of either 6 bits (red and green
* channels) or 5 bits (blue channel).
*/
QualityLevel hdrColorBuffer = QualityLevel::HIGH;
};
/**
* Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT)
* @see setAmbientOcclusionOptions()
*/
struct AmbientOcclusionOptions {
float radius = 0.3f; //!< Ambient Occlusion radius in meters, between 0 and ~10.
float power = 1.0f; //!< Controls ambient occlusion's contrast. Must be positive.
float bias = 0.0005f; //!< Self-occlusion bias in meters. Use to avoid self-occlusion. Between 0 and a few mm.
float resolution = 0.5f;//!< How each dimension of the AO buffer is scaled. Must be either 0.5 or 1.0.
float intensity = 1.0f; //!< Strength of the Ambient Occlusion effect.
QualityLevel quality = QualityLevel::LOW; //!< affects # of samples used for AO.
QualityLevel lowPassFilter = QualityLevel::MEDIUM; //!< affects AO smoothness
QualityLevel upsampling = QualityLevel::LOW; //!< affects AO buffer upsampling quality
bool enabled = false; //!< enables or disables screen-space ambient occlusion
float minHorizonAngleRad = 0.0f; //!< min angle in radian to consider
/**
* Screen Space Cone Tracing (SSCT) options
* Ambient shadows from dominant light
*/
struct Ssct {
float lightConeRad = 1.0f; //!< full cone angle in radian, between 0 and pi/2
float shadowDistance = 0.3f; //!< how far shadows can be cast
float contactDistanceMax = 1.0f; //!< max distance for contact
float intensity = 0.8f; //!< intensity
math::float3 lightDirection{ 0, -1, 0 }; //!< light direction
float depthBias = 0.01f; //!< depth bias in world units (mitigate self shadowing)
float depthSlopeBias = 0.01f; //!< depth slope bias (mitigate self shadowing)
uint8_t sampleCount = 4; //!< tracing sample count, between 1 and 255
uint8_t rayCount = 1; //!< # of rays to trace, between 1 and 255
bool enabled = false; //!< enables or disables SSCT
} ssct;
};
/**
* Options for Temporal Anti-aliasing (TAA)
* @see setTemporalAntiAliasingOptions()
*/
struct TemporalAntiAliasingOptions {
float filterWidth = 1.0f; //!< reconstruction filter width typically between 0 (sharper, aliased) and 1 (smoother)
float feedback = 0.04f; //!< history feedback, between 0 (maximum temporal AA) and 1 (no temporal AA).
bool enabled = false; //!< enables or disables temporal anti-aliasing
};
/**
* List of available post-processing anti-aliasing techniques.
* @see setAntiAliasing, getAntiAliasing, setSampleCount
*/
enum class AntiAliasing : uint8_t {
NONE = 0, //!< no anti aliasing performed as part of post-processing
FXAA = 1 //!< FXAA is a low-quality but very efficient type of anti-aliasing. (default).
};
/**
* List of available post-processing dithering techniques.
*/
enum class Dithering : uint8_t {
NONE = 0, //!< No dithering
TEMPORAL = 1 //!< Temporal dithering (default)
};
/**
* List of available shadow mapping techniques.
* @see setShadowType
*/
enum class ShadowType : uint8_t {
PCF, //!< percentage-closer filtered shadows (default)
VSM //!< variance shadows
};
/**
* View-level options for VSM Shadowing.
* @see setVsmShadowOptions()
*/
struct VsmShadowOptions {
/**
* Sets the number of anisotropic samples to use when sampling a VSM shadow map. If greater
* than 0, mipmaps will automatically be generated each frame for all lights.
*
* The number of anisotropic samples = 2 ^ vsmAnisotropy.
*
* @warning This API is still experimental and subject to change.
*/
uint8_t anisotropy = 0;
};
/**
* Sets the View's name. Only useful for debugging.
* @param name Pointer to the View's name. The string is copied.
*/
void setName(const char* name) noexcept;
/**
* Returns the View's name
*
* @return a pointer owned by the View instance to the View's name.
*
* @attention Do *not* free the pointer or modify its content.
*/
const char* getName() const noexcept;
/**
* Set this View instance's Scene.
*
* @param scene Associate the specified Scene to this View. A Scene can be associated to
* several View instances.\n
* \p scene can be nullptr to dissociate the currently set Scene
* from this View.\n
* The View doesn't take ownership of the Scene pointer (which
* acts as a reference).
*
* @note
* There is no reference-counting.
* Make sure to dissociate a Scene from all Views before destroying it.
*/
void setScene(Scene* scene);
/**
* Returns the Scene currently associated with this View.
* @return A pointer to the Scene associated to this View. nullptr if no Scene is set.
*/
Scene* getScene() noexcept;
/**
* Returns the Scene currently associated with this View.
* @return A pointer to the Scene associated to this View. nullptr if no Scene is set.
*/
Scene const* getScene() const noexcept {
return const_cast<View*>(this)->getScene();
}
/**
* Specifies an offscreen render target to render into.
*
* By default, the view's associated render target is nullptr, which corresponds to the
* SwapChain associated with the engine.
*
* A view with a custom render target cannot rely on Renderer::ClearOptions, which only apply
* to the SwapChain. Such view can use a Skybox instead.
*
* @param renderTarget Render target associated with view, or nullptr for the swap chain.
*/
void setRenderTarget(RenderTarget* renderTarget) noexcept;
/**
* Gets the offscreen render target associated with this view.
*
* Returns nullptr if the render target is the swap chain (which is default).
*
* @see setRenderTarget
*/
RenderTarget* getRenderTarget() const noexcept;
/**
* Sets the rectangular region to render to.
*
* The viewport specifies where the content of the View (i.e. the Scene) is rendered in
* the render target. The Render target is automatically clipped to the Viewport.
*
* @param viewport The Viewport to render the Scene into. The Viewport is a value-type, it is
* therefore copied. The parameter can be discarded after this call returns.
*/
void setViewport(Viewport const& viewport) noexcept;
/**
* Returns the rectangular region that gets rendered to.
* @return A constant reference to View's viewport.
*/
Viewport const& getViewport() const noexcept;
/**
* Sets this View's Camera.
*
* @param camera Associate the specified Camera to this View. A Camera can be associated to
* several View instances.\n
* \p camera can be nullptr to dissociate the currently set Camera from this
* View.\n
* The View doesn't take ownership of the Camera pointer (which
* acts as a reference).
*
* @note
* There is no reference-counting.
* Make sure to dissociate a Camera from all Views before destroying it.
*/
void setCamera(Camera* camera) noexcept;
/**
* Returns the Camera currently associated with this View.
* @return A reference to the Camera associated to this View.
*/
Camera& getCamera() noexcept;
/**
* Returns the Camera currently associated with this View.
* @return A reference to the Camera associated to this View.
*/
Camera const& getCamera() const noexcept {
return const_cast<View*>(this)->getCamera();
}
/**
* Sets the blending mode used to draw the view into the SwapChain.
*
* @param blendMode either BlendMode::OPAQUE or BlendMode::TRANSLUCENT
* @see getBlendMode
*/
void setBlendMode(BlendMode blendMode) noexcept;
/**
*
* @return blending mode set by setBlendMode
* @see setBlendMode
*/
BlendMode getBlendMode() const noexcept;
/**
* Sets which layers are visible.
*
* Renderable objects can have one or several layers associated to them. Layers are
* represented with an 8-bits bitmask, where each bit corresponds to a layer.
* @see RenderableManager::setLayerMask().
*
* This call sets which of those layers are visible. Renderables in invisible layers won't be
* rendered.
*
* @param select a bitmask specifying which layer to set or clear using \p values.
* @param values a bitmask where each bit sets the visibility of the corresponding layer
* (1: visible, 0: invisible), only layers in \p select are affected.
*
* @note By default all layers are visible.
* @note This is a convenient way to quickly show or hide sets of Renderable objects.
*/
void setVisibleLayers(uint8_t select, uint8_t values) noexcept;
/**
* Get the visible layers.
*
* @see View::setVisibleLayers()
*/
uint8_t getVisibleLayers() const noexcept;
/**
* Enables or disables shadow mapping. Enabled by default.
*
* @param enabled true enables shadow mapping, false disables it.
*
* @see LightManager::Builder::castShadows(),
* RenderableManager::Builder::receiveShadows(),
* RenderableManager::Builder::castShadows(),
*/
void setShadowingEnabled(bool enabled) noexcept;
/**
* Enables or disables shadow mapping. Enabled by default.
* @deprecated use setShadowingEnabled
*/
UTILS_DEPRECATED
void setShadowsEnabled(bool enabled) noexcept {
setShadowingEnabled(enabled);
}
/**
* @return whether shadowing is enabled
*/
bool isShadowingEnabled() const noexcept;
/**
* Enables or disables screen space refraction. Enabled by default.
*
* @param enabled true enables screen space refraction, false disables it.
*/
void setScreenSpaceRefractionEnabled(bool enabled) noexcept;
/**
* @return whether screen space refraction is enabled
*/
bool isScreenSpaceRefractionEnabled() const noexcept;
/**
* Sets how many samples are to be used for MSAA in the post-process stage.
* Default is 1 and disables MSAA.
*
* @param count number of samples to use for multi-sampled anti-aliasing.\n
* 0: treated as 1
* 1: no anti-aliasing
* n: sample count. Effective sample could be different depending on the
* GPU capabilities.
*
* @note Anti-aliasing can also be performed in the post-processing stage, generally at lower
* cost. See setAntialiasing.
*
* @see setAntialiasing
*/
void setSampleCount(uint8_t count = 1) noexcept;
/**
* Returns the sample count set by setSampleCount(). Effective sample count could be different.
* A value of 0 or 1 means MSAA is disabled.
*
* @return value set by setSampleCount().
*/
uint8_t getSampleCount() const noexcept;
/**
* Enables or disables anti-aliasing in the post-processing stage. Enabled by default.
* MSAA can be enabled in addition, see setSampleCount().
*
* @param type FXAA for enabling, NONE for disabling anti-aliasing.
*
* @note For MSAA anti-aliasing, see setSamplerCount().
*
* @see setSampleCount
*/
void setAntiAliasing(AntiAliasing type) noexcept;
/**
* Queries whether anti-aliasing is enabled during the post-processing stage. To query
* whether MSAA is enabled, see getSampleCount().
*
* @return The post-processing anti-aliasing method.
*/
AntiAliasing getAntiAliasing() const noexcept;
/**
* Enables or disable temporal anti-aliasing (TAA). Disabled by default.
*
* @param options temporal anti-aliasing options
*/
void setTemporalAntiAliasingOptions(TemporalAntiAliasingOptions options) noexcept;
/**
* Returns temporal anti-aliasing options.
*
* @return temporal anti-aliasing options
*/
TemporalAntiAliasingOptions const& getTemporalAntiAliasingOptions() const noexcept;
/**
* Sets this View's color grading transforms.
*
* @param colorGrading Associate the specified ColorGrading to this View. A ColorGrading can be
* associated to several View instances.\n
* \p colorGrading can be nullptr to dissociate the currently set
* ColorGrading from this View. Doing so will revert to the use of the
* default color grading transforms.\n
* The View doesn't take ownership of the ColorGrading pointer (which
* acts as a reference).
*
* @note
* There is no reference-counting.
* Make sure to dissociate a ColorGrading from all Views before destroying it.
*/
void setColorGrading(ColorGrading* colorGrading) noexcept;
/**
* Returns the color grading transforms currently associated to this view.
* @return A pointer to the ColorGrading associated to this View.
*/
const ColorGrading* getColorGrading() const noexcept;
/**
* Sets ambient occlusion options.
*
* @param options Options for ambient occlusion.
*/
void setAmbientOcclusionOptions(AmbientOcclusionOptions const& options) noexcept;
/**
* Gets the ambient occlusion options.
*
* @return ambient occlusion options currently set.
*/
AmbientOcclusionOptions const& getAmbientOcclusionOptions() const noexcept;
/**
* Enables or disables bloom in the post-processing stage. Disabled by default.
*
* @param options options
*/
void setBloomOptions(BloomOptions options) noexcept;
/**
* Queries the bloom options.
*
* @return the current bloom options for this view.
*/
BloomOptions getBloomOptions() const noexcept;
/**
* Enables or disables fog. Disabled by default.
*
* @param options options
*/
void setFogOptions(FogOptions options) noexcept;
/**
* Queries the fog options.
*
* @return the current fog options for this view.
*/
FogOptions getFogOptions() const noexcept;
/**
* Enables or disables Depth of Field. Disabled by default.
*
* @param options options
*/
void setDepthOfFieldOptions(DepthOfFieldOptions options) noexcept;
/**
* Queries the depth of field options.
*
* @return the current depth of field options for this view.
*/
DepthOfFieldOptions getDepthOfFieldOptions() const noexcept;
/**
* Enables or disables the vignetted effect in the post-processing stage. Disabled by default.
*
* @param options options
*/
void setVignetteOptions(VignetteOptions options) noexcept;
/**
* Queries the vignette options.
*
* @return the current vignette options for this view.
*/
VignetteOptions getVignetteOptions() const noexcept;
/**
* Enables or disables dithering in the post-processing stage. Enabled by default.
*
* @param dithering dithering type
*/
void setDithering(Dithering dithering) noexcept;
/**
* Queries whether dithering is enabled during the post-processing stage.
*
* @return the current dithering type for this view.
*/
Dithering getDithering() const noexcept;
/**
* Sets the dynamic resolution options for this view. Dynamic resolution options
* controls whether dynamic resolution is enabled, and if it is, how it behaves.
*
* @param options The dynamic resolution options to use on this view
*/
void setDynamicResolutionOptions(DynamicResolutionOptions const& options) noexcept;
/**
* Returns the dynamic resolution options associated with this view.
* @return value set by setDynamicResolutionOptions().
*/
DynamicResolutionOptions getDynamicResolutionOptions() const noexcept;
/**
* Sets the rendering quality for this view. Refer to RenderQuality for more
* information about the different settings available.
*
* @param renderQuality The render quality to use on this view
*/
void setRenderQuality(RenderQuality const& renderQuality) noexcept;
/**
* Returns the render quality used by this view.
* @return value set by setRenderQuality().
*/
RenderQuality getRenderQuality() const noexcept;
/**
* Sets options relative to dynamic lighting for this view.
*
* @param zLightNear Distance from the camera where the lights are expected to shine.
* This parameter can affect performance and is useful because depending
* on the scene, lights that shine close to the camera may not be
* visible -- in this case, using a larger value can improve performance.
* e.g. when standing and looking straight, several meters of the ground
* isn't visible and if lights are expected to shine there, there is no
* point using a short zLightNear. (Default 5m).
*
* @param zLightFar Distance from the camera after which lights are not expected to be visible.
* Similarly to zLightNear, setting this value properly can improve
* performance. (Default 100m).
*
*
* Together zLightNear and zLightFar must be chosen so that the visible influence of lights
* is spread between these two values.
*
*/
void setDynamicLightingOptions(float zLightNear, float zLightFar) noexcept;
/*
* Set the shadow mapping technique this View uses.
*
* The ShadowType affects all the shadows seen within the View.
*
* ShadowType::VSM imposes a restriction on marking renderables as only shadow receivers (but
* not casters). To ensure correct shadowing with VSM, all shadow participant renderables should
* be marked as both receivers and casters. Objects that are guaranteed to not cast shadows on
* themselves or other objects (such as flat ground planes) can be set to not cast shadows,
* which might improve shadow quality.
*
* @warning This API is still experimental and subject to change.
*/
void setShadowType(ShadowType shadow) noexcept;
/**
* Sets VSM shadowing options that apply across the entire View.
*
* Additional light-specific VSM options can be set with LightManager::setShadowOptions.
*
* Only applicable when shadow type is set to ShadowType::VSM.
*
* @param options Options for shadowing.
*
* @see setShadowType
*
* @warning This API is still experimental and subject to change.
*/
void setVsmShadowOptions(VsmShadowOptions const& options) noexcept;
/**
* Returns the VSM shadowing options associated with this View.
*
* @return value set by setVsmShadowOptions().
*/
VsmShadowOptions getVsmShadowOptions() const noexcept;
/**
* Enables or disables post processing. Enabled by default.
*
* Post-processing includes:
* - Bloom
* - Tone-mapping & gamma encoding
* - Dithering
* - MSAA
* - FXAA
* - Dynamic scaling
*
* Disabling post-processing forgoes color correctness as well as anti-aliasing and
* should only be used experimentally (e.g., for UI overlays).
*
* @param enabled true enables post processing, false disables it.
*
* @see setBloomOptions, setColorGrading, setAntiAliasing, setDithering, setSampleCount
*/
void setPostProcessingEnabled(bool enabled) noexcept;
//! Returns true if post-processing is enabled. See setPostProcessingEnabled() for more info.
bool isPostProcessingEnabled() const noexcept;
/**
* Inverts the winding order of front faces. By default front faces use a counter-clockwise
* winding order. When the winding order is inverted, front faces are faces with a clockwise
* winding order.
*
* Changing the winding order will directly affect the culling mode in materials
* (see Material::getCullingMode()).
*
* Inverting the winding order of front faces is useful when rendering mirrored reflections
* (water, mirror surfaces, front camera in AR, etc.).
*
* @param inverted True to invert front faces, false otherwise.
*/
void setFrontFaceWindingInverted(bool inverted) noexcept;
/**
* Returns true if the winding order of front faces is inverted.
* See setFrontFaceWindingInverted() for more information.
*/
bool isFrontFaceWindingInverted() const noexcept;
// for debugging...
//! debugging: allows to entirely disable frustum culling. (culling enabled by default).
void setFrustumCullingEnabled(bool culling) noexcept;
//! debugging: returns whether frustum culling is enabled.
bool isFrustumCullingEnabled() const noexcept;
//! debugging: sets the Camera used for rendering. It may be different from the culling camera.
void setDebugCamera(Camera* camera) noexcept;
//! debugging: returns a Camera from the point of view of *the* dominant directional light used for shadowing.
Camera const* getDirectionalLightCamera() const noexcept;
/**
* List of available tone-mapping operators
*
* @deprecated See ColorGrading
*/
enum class UTILS_DEPRECATED ToneMapping : uint8_t {
LINEAR = 0, //!< Linear tone mapping (i.e. no tone mapping)
ACES = 1, //!< ACES tone mapping
};
/**
* List of available ambient occlusion techniques
* @deprecated use AmbientOcclusionOptions::enabled instead
*/
enum class UTILS_DEPRECATED AmbientOcclusion : uint8_t {
NONE = 0, //!< No Ambient Occlusion
SSAO = 1 //!< Basic, sampling SSAO
};
/**
* Enables or disables tone-mapping in the post-processing stage. Enabled by default.
*
* @param type Tone-mapping function.
*
* @deprecated Use setColorGrading instead
* @see setColorGrading
*/
UTILS_DEPRECATED
void setToneMapping(ToneMapping type) noexcept;
/**
* Returns the tone-mapping function.
* @return tone-mapping function.
*
* @deprecated Use getColorGrading instead
* @see getColorGrading
*/
UTILS_DEPRECATED
ToneMapping getToneMapping() const noexcept;
/**
* Activates or deactivates ambient occlusion.
* @deprecated use setAmbientOcclusionOptions() instead
* @see setAmbientOcclusionOptions
*
* @param ambientOcclusion Type of ambient occlusion to use.
*/
UTILS_DEPRECATED
void setAmbientOcclusion(AmbientOcclusion ambientOcclusion) noexcept;
/**
* Queries the type of ambient occlusion active for this View.
* @deprecated use getAmbientOcclusionOptions() instead
* @see getAmbientOcclusionOptions
*
* @return ambient occlusion type.
*/
UTILS_DEPRECATED
AmbientOcclusion getAmbientOcclusion() const noexcept;
};
} // namespace filament
#endif // TNT_FILAMENT_VIEW_H