//// Created by Sam Gondelman on 5/16/19// Copyright 2013-2019 High Fidelity, Inc.// Copyright 2023 Overte e.V.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// SPDX-License-Identifier: Apache-2.0// #ifndef hifi_RenderScriptingInterface_h#define hifi_RenderScriptingInterface_h #include <QtCore/QObject>#include "Application.h" #include "RenderForward.h"#include "AntialiasingEffect.h"#include <QScreen> /*@jsdoc * The <code>Render</code> API enables you to configure the graphics engine. * * @namespace Render * * @hifi-interface * @hifi-client-entity * @hifi-avatar * * @property {Render.RenderMethod} renderMethod - The render method being used. * @property {boolean} shadowsEnabled - <code>true</code> if shadows are enabled, <code>false</code> if they're disabled. * @property {boolean} hazeEnabled - <code>true</code> if haze (fog) is enabled, <code>false</code> if it's disabled. * @property {boolean} bloomEnabled - <code>true</code> if bloom is enabled, <code>false</code> if it's disabled. * @property {boolean} ambientOcclusionEnabled - <code>true</code> if ambient occlusion is enabled, <code>false</code> if it's disabled. * @property {boolean} localLightingEnabled - <code>true</code> if local lights are enabled, * <code>false</code> if they're disabled. * @property {boolean} proceduralMaterialsEnabled - <code>true</code> if procedural shaders are enabled, <code>false</code> if * they're disabled. * @property {integer} antialiasingMode - The active anti-aliasing mode. * @property {number} viewportResolutionScale - The view port resolution scale, <code>> 0.0</code>. * @property {boolean} cameraClippingEnabled - <code>true</code> if third person camera clipping is enabled, <code>false</code> if it's disabled. */class RenderScriptingInterface : public QObject { Q_OBJECT Q_PROPERTY(RenderMethod renderMethod READ getRenderMethod WRITE setRenderMethod NOTIFY settingsChanged) Q_PROPERTY(bool shadowsEnabled READ getShadowsEnabled WRITE setShadowsEnabled NOTIFY settingsChanged) Q_PROPERTY(bool hazeEnabled READ getHazeEnabled WRITE setHazeEnabled NOTIFY settingsChanged) Q_PROPERTY(bool bloomEnabled READ getBloomEnabled WRITE setBloomEnabled NOTIFY settingsChanged) Q_PROPERTY(bool ambientOcclusionEnabled READ getAmbientOcclusionEnabled WRITE setAmbientOcclusionEnabled NOTIFY settingsChanged) Q_PROPERTY(bool localLightingEnabled READ getLocalLightingEnabled WRITE setLocalLightingEnabled NOTIFY settingsChanged) Q_PROPERTY(AntialiasingSetupConfig::Mode antialiasingMode READ getAntialiasingMode WRITE setAntialiasingMode NOTIFY settingsChanged) Q_PROPERTY(bool proceduralMaterialsEnabled READ getProceduralMaterialsEnabled WRITE setProceduralMaterialsEnabled NOTIFY settingsChanged) Q_PROPERTY(float viewportResolutionScale READ getViewportResolutionScale WRITE setViewportResolutionScale NOTIFY settingsChanged) Q_PROPERTY(float verticalFieldOfView READ getVerticalFieldOfView WRITE setVerticalFieldOfView NOTIFY settingsChanged) Q_PROPERTY(bool cameraClippingEnabled READ getCameraClippingEnabled WRITE setCameraClippingEnabled NOTIFY settingsChanged) public: RenderScriptingInterface(); static RenderScriptingInterface* getInstance(); /*@jsdoc * <p>The rendering method is specified by the following values:</p> * <table> * <thead> * <tr><th>Value</th><th>Name</th><th>Description</th> * </thead> * <tbody> * <tr><td><code>0</code></td><td>DEFERRED</td><td>More complex rendering pipeline where lighting is applied to the * scene as a whole after all objects have been rendered.</td></tr> * <tr><td><code>1</code></td><td>FORWARD</td><td>Simpler rendering pipeline where each object in the scene, in turn, * is rendered and has lighting applied.</td></tr> * </tbody> * </table> * @typedef {number} Render.RenderMethod */ // RenderMethod enum type enum class RenderMethod { DEFERRED = render::Args::RenderMethod::DEFERRED, FORWARD = render::Args::RenderMethod::FORWARD, }; Q_ENUM(RenderMethod) static bool isValidRenderMethod(RenderMethod value) { return (value >= RenderMethod::DEFERRED && value <= RenderMethod::FORWARD); } // Load Settings // Synchronize the runtime value to the actual setting // Need to be called on start up to re-initialize the runtime to the saved setting states void loadSettings(); public slots: /*@jsdoc * Gets the configuration for a rendering job by name. * <p><strong>Warning:</strong> For internal, debugging purposes. Subject to change.</p> * @function Render.getConfig * @param {string} name - The name of the rendering job. * @returns {object} The configuration for the rendering job. */ QObject* getConfig(const QString& name) { return qApp->getRenderEngine()->getConfiguration()->getConfig(name); } /*@jsdoc * Gets the render method being used. * @function Render.getRenderMethod * @returns {Render.RenderMethod} The render method being used. * @example <caption>Report the current render method.</caption> * var renderMethod = Render.getRenderMethod(); * print("Current render method: " + Render.getRenderMethodNames()[renderMethod]); */ RenderMethod getRenderMethod() const; /*@jsdoc * Sets the render method to use. * @function Render.setRenderMethod * @param {Render.RenderMethod} renderMethod - The render method to use. */ void setRenderMethod(RenderMethod renderMethod); /*@jsdoc * Gets the names of the possible render methods, per {@link Render.RenderMethod}. * @function Render.getRenderMethodNames * @returns {string[]} The names of the possible render methods. * @example <caption>Report the names of the possible render methods.</caption> * var renderMethods = Render.getRenderMethodNames(); * print("Render methods:"); * for (var i = 0; i < renderMethods.length; i++) { * print("- " + renderMethods[i]); * } */ QStringList getRenderMethodNames() const; /*@jsdoc * Gets whether or not shadows are enabled. * @function Render.getShadowsEnabled * @returns {boolean} <code>true</code> if shadows are enabled, <code>false</code> if they're disabled. */ bool getShadowsEnabled() const; /*@jsdoc * Sets whether or not shadows are enabled. * @function Render.setShadowsEnabled * @param {boolean} enabled - <code>true</code> to enable shadows, <code>false</code> to disable. */ void setShadowsEnabled(bool enabled); /*@jsdoc * Gets whether or not haze is enabled. * @function Render.getHazeEnabled * @returns {boolean} <code>true</code> if haze is enabled, <code>false</code> if it's disabled. */ bool getHazeEnabled() const; /*@jsdoc * Sets whether or not haze is enabled. * @function Render.setHazeEnabled * @param {boolean} enabled - <code>true</code> to enable haze, <code>false</code> to disable. */ void setHazeEnabled(bool enabled); /*@jsdoc * Gets whether or not bloom is enabled. * @function Render.getBloomEnabled * @returns {boolean} <code>true</code> if bloom is enabled, <code>false</code> if it's disabled. */ bool getBloomEnabled() const; /*@jsdoc * Sets whether or not bloom is enabled. * @function Render.setBloomEnabled * @param {boolean} enabled - <code>true</code> to enable bloom, <code>false</code> to disable. */ void setBloomEnabled(bool enabled); /*@jsdoc * Gets whether or not ambient occlusion is enabled. * @function Render.getAmbientOcclusionEnabled * @returns {boolean} <code>true</code> if ambient occlusion is enabled, <code>false</code> if it's disabled. */ bool getAmbientOcclusionEnabled() const; /*@jsdoc * Sets whether or not ambient occlusion is enabled. * @function Render.setAmbientOcclusionEnabled * @param {boolean} enabled - <code>true</code> to enable ambient occlusion, <code>false</code> to disable. */ void setAmbientOcclusionEnabled(bool enabled); /*@jsdoc * Gets whether or not local lighting is enabled. * Ambient and key (sun) light is always enabled, regardless of this setting. * @function Render.getLocalLightingEnabled * @returns {boolean} <code>true</code> if local lighting is enabled, <code>false</code> if it's disabled. */ bool getLocalLightingEnabled() const; /*@jsdoc * Sets whether or not local lighting is enabled. * Ambient and key (sun) light is always enabled, regardless of this setting. * @function Render.setLocalLightingEnabled * @param {boolean} enabled - <code>true</code> to enable local lights, <code>false</code> to disable. */ void setLocalLightingEnabled(bool enabled); /*@jsdoc * Gets whether or not procedural materials are enabled. * @function Render.getProceduralMaterialsEnabled * @returns {boolean} <code>true</code> if procedural materials are enabled, <code>false</code> if they're disabled. */ bool getProceduralMaterialsEnabled() const; /*@jsdoc * Sets whether or not procedural materials are enabled. * @function Render.setProceduralMaterialsEnabled * @param {boolean} enabled - <code>true</code> to enable procedural materials, <code>false</code> to disable. */ void setProceduralMaterialsEnabled(bool enabled); /*@jsdoc * Gets the active anti-aliasing mode. * @function Render.getAntialiasingMode * @returns {AntialiasingMode} The active anti-aliasing mode. */ AntialiasingSetupConfig::Mode getAntialiasingMode() const; /*@jsdoc * Sets the active anti-aliasing mode. * @function Render.setAntialiasingMode * @param {AntialiasingMode} The active anti-aliasing mode. */ void setAntialiasingMode(AntialiasingSetupConfig::Mode mode); /*@jsdoc * Gets the view port resolution scale. * @function Render.getViewportResolutionScale * @returns {number} The view port resolution scale, <code>> 0.0</code>. */ float getViewportResolutionScale() const; /*@jsdoc * Sets the view port resolution scale. * @function Render.setViewportResolutionScale * @param {number} resolutionScale - The view port resolution scale to set, <code>> 0.0</code>. */ void setViewportResolutionScale(float resolutionScale); /*@jsdoc * Returns the list of screens * @function Render.getScreens * @returns {string[]} The names of the available screens. */ QStringList getScreens() const; /*@jsdoc * Gets the screen used when switching to full screen mode. * @function Render.getFullScreenScreen * @returns {string} The name of the screen used for full screen mode. */ QString getFullScreenScreen() const; /*@jsdoc * Sets the screen used when switching to full screen mode. * This function will only succeed if the name passed is one of the entries from Render.getScreens. * Otherwise, it will return False and have no effect. * * @function Render.setFullScreenScreen * @returns {bool} True if the setting was successful. */ bool setFullScreenScreen(QString name); /*@jsdoc * Gets the vertical field of view in degrees. * @function Render.getVerticalFieldOfView * @returns {number} The vertical field of view in degrees. */ float getVerticalFieldOfView() { return qApp->getFieldOfView(); } /*@jsdoc * Sets the vertical field of view in degrees. * @function Render.setVerticalFieldOfView * @param {number} fieldOfView - The vertical field of view in degrees to set. */ void setVerticalFieldOfView(float fieldOfView); /*@jsdoc * Gets whether or not third person camera clipping is enabled. * @function Render.getCameraClippingEnabled * @returns {boolean} <code>true</code> if camera clipping is enabled, <code>false</code> if it's disabled. */ bool getCameraClippingEnabled() { return qApp->getCameraClippingEnabled(); } /*@jsdoc * Sets whether or not third person camera clipping is enabled. * @function Render.setCameraClippingEnabled * @param {boolean} enabled - <code>true</code> to enable third person camera clipping, <code>false</code> to disable. */ void setCameraClippingEnabled(bool enabled); signals: /*@jsdoc * Triggered when one of the <code>Render</code> API's properties changes. * @function Render.settingsChanged * @returns {Signal} * @example <caption>Report when a render setting changes.</caption> * Render.settingsChanged.connect(function () { * print("Render setting changed"); * }); * // Toggle Developer > Render > Shadows or similar to trigger. */ void settingsChanged(); private: // One lock to serialize and access safely all the settings mutable ReadWriteLockable _renderSettingLock; // Runtime value of each settings int _renderMethod { RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED }; bool _shadowsEnabled { true }; bool _hazeEnabled { true }; bool _bloomEnabled { true }; bool _ambientOcclusionEnabled { true }; bool _localLightingEnabled { true }; bool _proceduralMaterialsEnabled { true }; AntialiasingSetupConfig::Mode _antialiasingMode { AntialiasingSetupConfig::Mode::NONE }; float _viewportResolutionScale { 1.0f }; QString _fullScreenScreen; // Actual settings saved on disk Setting::Handle<int> _renderMethodSetting { "renderMethod", RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED }; Setting::Handle<bool> _shadowsEnabledSetting { "shadowsEnabled", true }; Setting::Handle<bool> _hazeEnabledSetting { "hazeEnabled", true }; Setting::Handle<bool> _bloomEnabledSetting { "bloomEnabled", true }; Setting::Handle<bool> _ambientOcclusionEnabledSetting { "ambientOcclusionEnabled", true }; Setting::Handle<bool> _localLightingSetting { "localLightingEnabled", true }; Setting::Handle<bool> _proceduralMaterialsEnabledSetting { "proceduralMaterialsEnabled", true }; Setting::Handle<int> _antialiasingModeSetting { "antialiasingMode", (int)AntialiasingSetupConfig::Mode::NONE }; Setting::Handle<float> _viewportResolutionScaleSetting { "viewportResolutionScale", 1.0f }; Setting::Handle<QString> _fullScreenScreenSetting { "fullScreenScreen", "" }; // Force assign both setting AND runtime value to the parameter value void forceRenderMethod(RenderMethod renderMethod); void forceShadowsEnabled(bool enabled); void forceHazeEnabled(bool enabled); void forceBloomEnabled(bool enabled); void forceAmbientOcclusionEnabled(bool enabled); void forceLocalLightingEnabled(bool enabled); void forceProceduralMaterialsEnabled(bool enabled); void forceAntialiasingMode(AntialiasingSetupConfig::Mode mode); void forceViewportResolutionScale(float scale); static std::once_flag registry_flag;}; #endif // hifi_RenderScriptingInterface_h
//
// Created by Sam Gondelman on 5/16/19
// Copyright 2013-2019 High Fidelity, Inc.
// Copyright 2023 Overte e.V.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
// SPDX-License-Identifier: Apache-2.0
//
#ifndef hifi_RenderScriptingInterface_h
#define hifi_RenderScriptingInterface_h
#include <QtCore/QObject>
#include "Application.h"
#include "RenderForward.h"
#include "AntialiasingEffect.h"
#include <QScreen>
/*@jsdoc
* The <code>Render</code> API enables you to configure the graphics engine.
*
* @namespace Render
*
* @hifi-interface
* @hifi-client-entity
* @hifi-avatar
*
* @property {Render.RenderMethod} renderMethod - The render method being used.
* @property {boolean} shadowsEnabled - <code>true</code> if shadows are enabled, <code>false</code> if they're disabled.
* @property {boolean} hazeEnabled - <code>true</code> if haze (fog) is enabled, <code>false</code> if it's disabled.
* @property {boolean} bloomEnabled - <code>true</code> if bloom is enabled, <code>false</code> if it's disabled.
* @property {boolean} ambientOcclusionEnabled - <code>true</code> if ambient occlusion is enabled, <code>false</code> if it's disabled.
* @property {boolean} localLightingEnabled - <code>true</code> if local lights are enabled,
* <code>false</code> if they're disabled.
* @property {boolean} proceduralMaterialsEnabled - <code>true</code> if procedural shaders are enabled, <code>false</code> if
* they're disabled.
* @property {integer} antialiasingMode - The active anti-aliasing mode.
* @property {number} viewportResolutionScale - The view port resolution scale, <code>> 0.0</code>.
* @property {boolean} cameraClippingEnabled - <code>true</code> if third person camera clipping is enabled, <code>false</code> if it's disabled.
*/
class RenderScriptingInterface : public QObject {
Q_OBJECT
Q_PROPERTY(RenderMethod renderMethod READ getRenderMethod WRITE setRenderMethod NOTIFY settingsChanged)
Q_PROPERTY(bool shadowsEnabled READ getShadowsEnabled WRITE setShadowsEnabled NOTIFY settingsChanged)
Q_PROPERTY(bool hazeEnabled READ getHazeEnabled WRITE setHazeEnabled NOTIFY settingsChanged)
Q_PROPERTY(bool bloomEnabled READ getBloomEnabled WRITE setBloomEnabled NOTIFY settingsChanged)
Q_PROPERTY(bool ambientOcclusionEnabled READ getAmbientOcclusionEnabled WRITE setAmbientOcclusionEnabled NOTIFY settingsChanged)
Q_PROPERTY(bool localLightingEnabled READ getLocalLightingEnabled WRITE setLocalLightingEnabled NOTIFY settingsChanged)
Q_PROPERTY(AntialiasingSetupConfig::Mode antialiasingMode READ getAntialiasingMode WRITE setAntialiasingMode NOTIFY settingsChanged)
Q_PROPERTY(bool proceduralMaterialsEnabled READ getProceduralMaterialsEnabled WRITE setProceduralMaterialsEnabled NOTIFY settingsChanged)
Q_PROPERTY(float viewportResolutionScale READ getViewportResolutionScale WRITE setViewportResolutionScale NOTIFY settingsChanged)
Q_PROPERTY(float verticalFieldOfView READ getVerticalFieldOfView WRITE setVerticalFieldOfView NOTIFY settingsChanged)
Q_PROPERTY(bool cameraClippingEnabled READ getCameraClippingEnabled WRITE setCameraClippingEnabled NOTIFY settingsChanged)
public:
RenderScriptingInterface();
static RenderScriptingInterface* getInstance();
/*@jsdoc
* <p>The rendering method is specified by the following values:</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</th><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>DEFERRED</td><td>More complex rendering pipeline where lighting is applied to the
* scene as a whole after all objects have been rendered.</td></tr>
* <tr><td><code>1</code></td><td>FORWARD</td><td>Simpler rendering pipeline where each object in the scene, in turn,
* is rendered and has lighting applied.</td></tr>
* </tbody>
* </table>
* @typedef {number} Render.RenderMethod
*/
// RenderMethod enum type
enum class RenderMethod {
DEFERRED = render::Args::RenderMethod::DEFERRED,
FORWARD = render::Args::RenderMethod::FORWARD,
};
Q_ENUM(RenderMethod)
static bool isValidRenderMethod(RenderMethod value) { return (value >= RenderMethod::DEFERRED && value <= RenderMethod::FORWARD); }
// Load Settings
// Synchronize the runtime value to the actual setting
// Need to be called on start up to re-initialize the runtime to the saved setting states
void loadSettings();
public slots:
/*@jsdoc
* Gets the configuration for a rendering job by name.
* <p><strong>Warning:</strong> For internal, debugging purposes. Subject to change.</p>
* @function Render.getConfig
* @param {string} name - The name of the rendering job.
* @returns {object} The configuration for the rendering job.
*/
QObject* getConfig(const QString& name) { return qApp->getRenderEngine()->getConfiguration()->getConfig(name); }
/*@jsdoc
* Gets the render method being used.
* @function Render.getRenderMethod
* @returns {Render.RenderMethod} The render method being used.
* @example <caption>Report the current render method.</caption>
* var renderMethod = Render.getRenderMethod();
* print("Current render method: " + Render.getRenderMethodNames()[renderMethod]);
*/
RenderMethod getRenderMethod() const;
/*@jsdoc
* Sets the render method to use.
* @function Render.setRenderMethod
* @param {Render.RenderMethod} renderMethod - The render method to use.
*/
void setRenderMethod(RenderMethod renderMethod);
/*@jsdoc
* Gets the names of the possible render methods, per {@link Render.RenderMethod}.
* @function Render.getRenderMethodNames
* @returns {string[]} The names of the possible render methods.
* @example <caption>Report the names of the possible render methods.</caption>
* var renderMethods = Render.getRenderMethodNames();
* print("Render methods:");
* for (var i = 0; i < renderMethods.length; i++) {
* print("- " + renderMethods[i]);
* }
*/
QStringList getRenderMethodNames() const;
/*@jsdoc
* Gets whether or not shadows are enabled.
* @function Render.getShadowsEnabled
* @returns {boolean} <code>true</code> if shadows are enabled, <code>false</code> if they're disabled.
*/
bool getShadowsEnabled() const;
/*@jsdoc
* Sets whether or not shadows are enabled.
* @function Render.setShadowsEnabled
* @param {boolean} enabled - <code>true</code> to enable shadows, <code>false</code> to disable.
*/
void setShadowsEnabled(bool enabled);
/*@jsdoc
* Gets whether or not haze is enabled.
* @function Render.getHazeEnabled
* @returns {boolean} <code>true</code> if haze is enabled, <code>false</code> if it's disabled.
*/
bool getHazeEnabled() const;
/*@jsdoc
* Sets whether or not haze is enabled.
* @function Render.setHazeEnabled
* @param {boolean} enabled - <code>true</code> to enable haze, <code>false</code> to disable.
*/
void setHazeEnabled(bool enabled);
/*@jsdoc
* Gets whether or not bloom is enabled.
* @function Render.getBloomEnabled
* @returns {boolean} <code>true</code> if bloom is enabled, <code>false</code> if it's disabled.
*/
bool getBloomEnabled() const;
/*@jsdoc
* Sets whether or not bloom is enabled.
* @function Render.setBloomEnabled
* @param {boolean} enabled - <code>true</code> to enable bloom, <code>false</code> to disable.
*/
void setBloomEnabled(bool enabled);
/*@jsdoc
* Gets whether or not ambient occlusion is enabled.
* @function Render.getAmbientOcclusionEnabled
* @returns {boolean} <code>true</code> if ambient occlusion is enabled, <code>false</code> if it's disabled.
*/
bool getAmbientOcclusionEnabled() const;
/*@jsdoc
* Sets whether or not ambient occlusion is enabled.
* @function Render.setAmbientOcclusionEnabled
* @param {boolean} enabled - <code>true</code> to enable ambient occlusion, <code>false</code> to disable.
*/
void setAmbientOcclusionEnabled(bool enabled);
/*@jsdoc
* Gets whether or not local lighting is enabled.
* Ambient and key (sun) light is always enabled, regardless of this setting.
* @function Render.getLocalLightingEnabled
* @returns {boolean} <code>true</code> if local lighting is enabled, <code>false</code> if it's disabled.
*/
bool getLocalLightingEnabled() const;
/*@jsdoc
* Sets whether or not local lighting is enabled.
* Ambient and key (sun) light is always enabled, regardless of this setting.
* @function Render.setLocalLightingEnabled
* @param {boolean} enabled - <code>true</code> to enable local lights, <code>false</code> to disable.
*/
void setLocalLightingEnabled(bool enabled);
/*@jsdoc
* Gets whether or not procedural materials are enabled.
* @function Render.getProceduralMaterialsEnabled
* @returns {boolean} <code>true</code> if procedural materials are enabled, <code>false</code> if they're disabled.
*/
bool getProceduralMaterialsEnabled() const;
/*@jsdoc
* Sets whether or not procedural materials are enabled.
* @function Render.setProceduralMaterialsEnabled
* @param {boolean} enabled - <code>true</code> to enable procedural materials, <code>false</code> to disable.
*/
void setProceduralMaterialsEnabled(bool enabled);
/*@jsdoc
* Gets the active anti-aliasing mode.
* @function Render.getAntialiasingMode
* @returns {AntialiasingMode} The active anti-aliasing mode.
*/
AntialiasingSetupConfig::Mode getAntialiasingMode() const;
/*@jsdoc
* Sets the active anti-aliasing mode.
* @function Render.setAntialiasingMode
* @param {AntialiasingMode} The active anti-aliasing mode.
*/
void setAntialiasingMode(AntialiasingSetupConfig::Mode mode);
/*@jsdoc
* Gets the view port resolution scale.
* @function Render.getViewportResolutionScale
* @returns {number} The view port resolution scale, <code>> 0.0</code>.
*/
float getViewportResolutionScale() const;
/*@jsdoc
* Sets the view port resolution scale.
* @function Render.setViewportResolutionScale
* @param {number} resolutionScale - The view port resolution scale to set, <code>> 0.0</code>.
*/
void setViewportResolutionScale(float resolutionScale);
/*@jsdoc
* Returns the list of screens
* @function Render.getScreens
* @returns {string[]} The names of the available screens.
*/
QStringList getScreens() const;
/*@jsdoc
* Gets the screen used when switching to full screen mode.
* @function Render.getFullScreenScreen
* @returns {string} The name of the screen used for full screen mode.
*/
QString getFullScreenScreen() const;
/*@jsdoc
* Sets the screen used when switching to full screen mode.
* This function will only succeed if the name passed is one of the entries from Render.getScreens.
* Otherwise, it will return False and have no effect.
*
* @function Render.setFullScreenScreen
* @returns {bool} True if the setting was successful.
*/
bool setFullScreenScreen(QString name);
/*@jsdoc
* Gets the vertical field of view in degrees.
* @function Render.getVerticalFieldOfView
* @returns {number} The vertical field of view in degrees.
*/
float getVerticalFieldOfView() { return qApp->getFieldOfView(); }
/*@jsdoc
* Sets the vertical field of view in degrees.
* @function Render.setVerticalFieldOfView
* @param {number} fieldOfView - The vertical field of view in degrees to set.
*/
void setVerticalFieldOfView(float fieldOfView);
/*@jsdoc
* Gets whether or not third person camera clipping is enabled.
* @function Render.getCameraClippingEnabled
* @returns {boolean} <code>true</code> if camera clipping is enabled, <code>false</code> if it's disabled.
*/
bool getCameraClippingEnabled() { return qApp->getCameraClippingEnabled(); }
/*@jsdoc
* Sets whether or not third person camera clipping is enabled.
* @function Render.setCameraClippingEnabled
* @param {boolean} enabled - <code>true</code> to enable third person camera clipping, <code>false</code> to disable.
*/
void setCameraClippingEnabled(bool enabled);
signals:
/*@jsdoc
* Triggered when one of the <code>Render</code> API's properties changes.
* @function Render.settingsChanged
* @returns {Signal}
* @example <caption>Report when a render setting changes.</caption>
* Render.settingsChanged.connect(function () {
* print("Render setting changed");
* });
* // Toggle Developer > Render > Shadows or similar to trigger.
*/
void settingsChanged();
private:
// One lock to serialize and access safely all the settings
mutable ReadWriteLockable _renderSettingLock;
// Runtime value of each settings
int _renderMethod { RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED };
bool _shadowsEnabled { true };
bool _hazeEnabled { true };
bool _bloomEnabled { true };
bool _ambientOcclusionEnabled { true };
bool _localLightingEnabled { true };
bool _proceduralMaterialsEnabled { true };
AntialiasingSetupConfig::Mode _antialiasingMode { AntialiasingSetupConfig::Mode::NONE };
float _viewportResolutionScale { 1.0f };
QString _fullScreenScreen;
// Actual settings saved on disk
Setting::Handle<int> _renderMethodSetting { "renderMethod", RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED };
Setting::Handle<bool> _shadowsEnabledSetting { "shadowsEnabled", true };
Setting::Handle<bool> _hazeEnabledSetting { "hazeEnabled", true };
Setting::Handle<bool> _bloomEnabledSetting { "bloomEnabled", true };
Setting::Handle<bool> _ambientOcclusionEnabledSetting { "ambientOcclusionEnabled", true };
Setting::Handle<bool> _localLightingSetting { "localLightingEnabled", true };
Setting::Handle<bool> _proceduralMaterialsEnabledSetting { "proceduralMaterialsEnabled", true };
Setting::Handle<int> _antialiasingModeSetting { "antialiasingMode", (int)AntialiasingSetupConfig::Mode::NONE };
Setting::Handle<float> _viewportResolutionScaleSetting { "viewportResolutionScale", 1.0f };
Setting::Handle<QString> _fullScreenScreenSetting { "fullScreenScreen", "" };
// Force assign both setting AND runtime value to the parameter value
void forceRenderMethod(RenderMethod renderMethod);
void forceShadowsEnabled(bool enabled);
void forceHazeEnabled(bool enabled);
void forceBloomEnabled(bool enabled);
void forceAmbientOcclusionEnabled(bool enabled);
void forceLocalLightingEnabled(bool enabled);
void forceProceduralMaterialsEnabled(bool enabled);
void forceAntialiasingMode(AntialiasingSetupConfig::Mode mode);
void forceViewportResolutionScale(float scale);
static std::once_flag registry_flag;
};
#endif // hifi_RenderScriptingInterface_h