/*************************************************************************/ /* environment.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "environment.h" #include "global_config.h" #include "servers/visual_server.h" #include "texture.h" RID Environment::get_rid() const { return environment; } void Environment::set_background(BGMode p_bg) { bg_mode = p_bg; VS::get_singleton()->environment_set_background(environment, VS::EnvironmentBG(p_bg)); _change_notify(); } void Environment::set_sky(const Ref &p_sky) { bg_sky = p_sky; RID sb_rid; if (bg_sky.is_valid()) sb_rid = bg_sky->get_rid(); VS::get_singleton()->environment_set_sky(environment, sb_rid); } void Environment::set_sky_scale(float p_scale) { bg_sky_scale = p_scale; VS::get_singleton()->environment_set_sky_scale(environment, p_scale); } void Environment::set_bg_color(const Color &p_color) { bg_color = p_color; VS::get_singleton()->environment_set_bg_color(environment, p_color); } void Environment::set_bg_energy(float p_energy) { bg_energy = p_energy; VS::get_singleton()->environment_set_bg_energy(environment, p_energy); } void Environment::set_canvas_max_layer(int p_max_layer) { bg_canvas_max_layer = p_max_layer; VS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer); } void Environment::set_ambient_light_color(const Color &p_color) { ambient_color = p_color; VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); } void Environment::set_ambient_light_energy(float p_energy) { ambient_energy = p_energy; VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); } void Environment::set_ambient_light_sky_contribution(float p_energy) { ambient_sky_contribution = p_energy; VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); } Environment::BGMode Environment::get_background() const { return bg_mode; } Ref Environment::get_sky() const { return bg_sky; } float Environment::get_sky_scale() const { return bg_sky_scale; } Color Environment::get_bg_color() const { return bg_color; } float Environment::get_bg_energy() const { return bg_energy; } int Environment::get_canvas_max_layer() const { return bg_canvas_max_layer; } Color Environment::get_ambient_light_color() const { return ambient_color; } float Environment::get_ambient_light_energy() const { return ambient_energy; } float Environment::get_ambient_light_sky_contribution() const { return ambient_sky_contribution; } void Environment::set_tonemapper(ToneMapper p_tone_mapper) { tone_mapper = p_tone_mapper; VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } Environment::ToneMapper Environment::get_tonemapper() const { return tone_mapper; } void Environment::set_tonemap_exposure(float p_exposure) { tonemap_exposure = p_exposure; VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } float Environment::get_tonemap_exposure() const { return tonemap_exposure; } void Environment::set_tonemap_white(float p_white) { tonemap_white = p_white; VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } float Environment::get_tonemap_white() const { return tonemap_white; } void Environment::set_tonemap_auto_exposure(bool p_enabled) { tonemap_auto_exposure = p_enabled; VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } bool Environment::get_tonemap_auto_exposure() const { return tonemap_auto_exposure; } void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) { tonemap_auto_exposure_max = p_auto_exposure_max; VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } float Environment::get_tonemap_auto_exposure_max() const { return tonemap_auto_exposure_max; } void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) { tonemap_auto_exposure_min = p_auto_exposure_min; VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } float Environment::get_tonemap_auto_exposure_min() const { return tonemap_auto_exposure_min; } void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) { tonemap_auto_exposure_speed = p_auto_exposure_speed; VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } float Environment::get_tonemap_auto_exposure_speed() const { return tonemap_auto_exposure_speed; } void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) { tonemap_auto_exposure_grey = p_auto_exposure_grey; VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } float Environment::get_tonemap_auto_exposure_grey() const { return tonemap_auto_exposure_grey; } void Environment::set_adjustment_enable(bool p_enable) { adjustment_enabled = p_enable; VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } bool Environment::is_adjustment_enabled() const { return adjustment_enabled; } void Environment::set_adjustment_brightness(float p_brightness) { adjustment_brightness = p_brightness; VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } float Environment::get_adjustment_brightness() const { return adjustment_brightness; } void Environment::set_adjustment_contrast(float p_contrast) { adjustment_contrast = p_contrast; VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } float Environment::get_adjustment_contrast() const { return adjustment_contrast; } void Environment::set_adjustment_saturation(float p_saturation) { adjustment_saturation = p_saturation; VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } float Environment::get_adjustment_saturation() const { return adjustment_saturation; } void Environment::set_adjustment_color_correction(const Ref &p_ramp) { adjustment_color_correction = p_ramp; VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } Ref Environment::get_adjustment_color_correction() const { return adjustment_color_correction; } void Environment::_validate_property(PropertyInfo &property) const { if (property.name == "background/sky" || property.name == "background/sky_scale" || property.name == "ambient_light/sky_contribution") { if (bg_mode != BG_SKY) { property.usage = PROPERTY_USAGE_NOEDITOR; } } if (property.name == "background/color") { if (bg_mode != BG_COLOR) { property.usage = PROPERTY_USAGE_NOEDITOR; } } if (property.name == "background/canvas_max_layer") { if (bg_mode != BG_CANVAS) { property.usage = PROPERTY_USAGE_NOEDITOR; } } } void Environment::set_ssr_enabled(bool p_enable) { ssr_enabled = p_enable; VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness); } bool Environment::is_ssr_enabled() const { return ssr_enabled; } void Environment::set_ssr_max_steps(int p_steps) { ssr_max_steps = p_steps; VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness); } int Environment::get_ssr_max_steps() const { return ssr_max_steps; } void Environment::set_ssr_accel(float p_accel) { ssr_accel = p_accel; VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness); } float Environment::get_ssr_accel() const { return ssr_accel; } void Environment::set_ssr_fade(float p_fade) { ssr_fade = p_fade; VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness); } float Environment::get_ssr_fade() const { return ssr_fade; } void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) { ssr_depth_tolerance = p_depth_tolerance; VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness); } float Environment::get_ssr_depth_tolerance() const { return ssr_depth_tolerance; } void Environment::set_ssr_smooth(bool p_enable) { ssr_smooth = p_enable; VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness); } bool Environment::is_ssr_smooth() const { return ssr_smooth; } void Environment::set_ssr_rough(bool p_enable) { ssr_roughness = p_enable; VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness); } bool Environment::is_ssr_rough() const { return ssr_roughness; } void Environment::set_ssao_enabled(bool p_enable) { ssao_enabled = p_enable; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } bool Environment::is_ssao_enabled() const { return ssao_enabled; } void Environment::set_ssao_radius(float p_radius) { ssao_radius = p_radius; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } float Environment::get_ssao_radius() const { return ssao_radius; } void Environment::set_ssao_intensity(float p_intensity) { ssao_intensity = p_intensity; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } float Environment::get_ssao_intensity() const { return ssao_intensity; } void Environment::set_ssao_radius2(float p_radius) { ssao_radius2 = p_radius; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } float Environment::get_ssao_radius2() const { return ssao_radius2; } void Environment::set_ssao_intensity2(float p_intensity) { ssao_intensity2 = p_intensity; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } float Environment::get_ssao_intensity2() const { return ssao_intensity2; } void Environment::set_ssao_bias(float p_bias) { ssao_bias = p_bias; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } float Environment::get_ssao_bias() const { return ssao_bias; } void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) { ssao_direct_light_affect = p_direct_light_affect; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } float Environment::get_ssao_direct_light_affect() const { return ssao_direct_light_affect; } void Environment::set_ssao_color(const Color &p_color) { ssao_color = p_color; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } Color Environment::get_ssao_color() const { return ssao_color; } void Environment::set_ssao_blur(bool p_enable) { ssao_blur = p_enable; VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur); } bool Environment::is_ssao_blur_enabled() const { return ssao_blur; } void Environment::set_glow_enabled(bool p_enabled) { glow_enabled = p_enabled; VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } bool Environment::is_glow_enabled() const { return glow_enabled; } void Environment::set_glow_level(int p_level, bool p_enabled) { ERR_FAIL_INDEX(p_level, VS::MAX_GLOW_LEVELS); if (p_enabled) glow_levels |= (1 << p_level); else glow_levels &= ~(1 << p_level); VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } bool Environment::is_glow_level_enabled(int p_level) const { ERR_FAIL_INDEX_V(p_level, VS::MAX_GLOW_LEVELS, false); return glow_levels & (1 << p_level); } void Environment::set_glow_intensity(float p_intensity) { glow_intensity = p_intensity; VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } float Environment::get_glow_intensity() const { return glow_intensity; } void Environment::set_glow_strength(float p_strength) { glow_strength = p_strength; VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } float Environment::get_glow_strength() const { return glow_strength; } void Environment::set_glow_bloom(float p_treshold) { glow_bloom = p_treshold; VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } float Environment::get_glow_bloom() const { return glow_bloom; } void Environment::set_glow_blend_mode(GlowBlendMode p_mode) { glow_blend_mode = p_mode; VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } Environment::GlowBlendMode Environment::get_glow_blend_mode() const { return glow_blend_mode; } void Environment::set_glow_hdr_bleed_treshold(float p_treshold) { glow_hdr_bleed_treshold = p_treshold; VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_treshold() const { return glow_hdr_bleed_treshold; } void Environment::set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_scale() const { return glow_hdr_bleed_scale; } void Environment::set_glow_bicubic_upscale(bool p_enable) { glow_bicubic_upscale = p_enable; VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale); } bool Environment::is_glow_bicubic_upscale_enabled() const { return glow_bicubic_upscale; } void Environment::set_dof_blur_far_enabled(bool p_enable) { dof_blur_far_enabled = p_enable; VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } bool Environment::is_dof_blur_far_enabled() const { return dof_blur_far_enabled; } void Environment::set_dof_blur_far_distance(float p_distance) { dof_blur_far_distance = p_distance; VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } float Environment::get_dof_blur_far_distance() const { return dof_blur_far_distance; } void Environment::set_dof_blur_far_transition(float p_distance) { dof_blur_far_transition = p_distance; VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } float Environment::get_dof_blur_far_transition() const { return dof_blur_far_transition; } void Environment::set_dof_blur_far_amount(float p_amount) { dof_blur_far_amount = p_amount; VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } float Environment::get_dof_blur_far_amount() const { return dof_blur_far_amount; } void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) { dof_blur_far_quality = p_quality; VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const { return dof_blur_far_quality; } void Environment::set_dof_blur_near_enabled(bool p_enable) { dof_blur_near_enabled = p_enable; VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } bool Environment::is_dof_blur_near_enabled() const { return dof_blur_near_enabled; } void Environment::set_dof_blur_near_distance(float p_distance) { dof_blur_near_distance = p_distance; VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } float Environment::get_dof_blur_near_distance() const { return dof_blur_near_distance; } void Environment::set_dof_blur_near_transition(float p_distance) { dof_blur_near_transition = p_distance; VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } float Environment::get_dof_blur_near_transition() const { return dof_blur_near_transition; } void Environment::set_dof_blur_near_amount(float p_amount) { dof_blur_near_amount = p_amount; VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } float Environment::get_dof_blur_near_amount() const { return dof_blur_near_amount; } void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) { dof_blur_near_quality = p_quality; VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const { return dof_blur_near_quality; } void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background); ClassDB::bind_method(D_METHOD("set_sky", "sky:CubeMap"), &Environment::set_sky); ClassDB::bind_method(D_METHOD("set_sky_scale", "scale"), &Environment::set_sky_scale); ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color); ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy); ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer); ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color); ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy); ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "energy"), &Environment::set_ambient_light_sky_contribution); ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background); ClassDB::bind_method(D_METHOD("get_sky:CubeMap"), &Environment::get_sky); ClassDB::bind_method(D_METHOD("get_sky_scale"), &Environment::get_sky_scale); ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color); ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy); ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer); ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color); ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy); ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution); ADD_GROUP("Background", "background_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Canvas,Keep"), "set_background", "get_background"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_scale", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_sky_scale", "get_sky_scale"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer"); ADD_GROUP("Ambient Light", "ambient_light_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_sky_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_sky_contribution", "get_ambient_light_sky_contribution"); ClassDB::bind_method(D_METHOD("set_ssr_enabled", "enabled"), &Environment::set_ssr_enabled); ClassDB::bind_method(D_METHOD("is_ssr_enabled"), &Environment::is_ssr_enabled); ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment::set_ssr_max_steps); ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment::get_ssr_max_steps); ClassDB::bind_method(D_METHOD("set_ssr_accel", "accel"), &Environment::set_ssr_accel); ClassDB::bind_method(D_METHOD("get_ssr_accel"), &Environment::get_ssr_accel); ClassDB::bind_method(D_METHOD("set_ssr_fade", "fade"), &Environment::set_ssr_fade); ClassDB::bind_method(D_METHOD("get_ssr_fade"), &Environment::get_ssr_fade); ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance); ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance); ClassDB::bind_method(D_METHOD("set_ssr_smooth", "smooth"), &Environment::set_ssr_smooth); ClassDB::bind_method(D_METHOD("is_ssr_smooth"), &Environment::is_ssr_smooth); ClassDB::bind_method(D_METHOD("set_ssr_rough", "rough"), &Environment::set_ssr_rough); ClassDB::bind_method(D_METHOD("is_ssr_rough"), &Environment::is_ssr_rough); ADD_GROUP("SS Reflections", "ss_reflections_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "ss_reflections_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_accel", PROPERTY_HINT_RANGE, "0,4,0.01"), "set_ssr_accel", "get_ssr_accel"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade", PROPERTY_HINT_EXP_EASING), "set_ssr_fade", "get_ssr_fade"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_accel_smooth"), "set_ssr_smooth", "is_ssr_smooth"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_roughness"), "set_ssr_rough", "is_ssr_rough"); ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled); ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled); ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius); ClassDB::bind_method(D_METHOD("get_ssao_radius"), &Environment::get_ssao_radius); ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity); ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity); ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment::set_ssao_radius2); ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment::get_ssao_radius2); ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment::set_ssao_intensity2); ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment::get_ssao_intensity2); ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias); ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias); ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment::set_ssao_direct_light_affect); ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment::get_ssao_direct_light_affect); ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment::set_ssao_color); ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment::get_ssao_color); ClassDB::bind_method(D_METHOD("set_ssao_blur", "enabled"), &Environment::set_ssao_blur); ClassDB::bind_method(D_METHOD("is_ssao_blur_enabled"), &Environment::is_ssao_blur_enabled); ADD_GROUP("SSAO", "ssao_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,16,0.1"), "set_ssao_radius", "get_ssao_radius"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,9,0.1"), "set_ssao_intensity", "get_ssao_intensity"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius2", PROPERTY_HINT_RANGE, "0.0,16,0.1"), "set_ssao_radius2", "get_ssao_radius2"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity2", PROPERTY_HINT_RANGE, "0.0,9,0.1"), "set_ssao_intensity2", "get_ssao_intensity2"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ssao_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ssao_color", "get_ssao_color"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_blur"), "set_ssao_blur", "is_ssao_blur_enabled"); ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment::set_dof_blur_far_enabled); ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment::is_dof_blur_far_enabled); ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &Environment::set_dof_blur_far_distance); ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &Environment::get_dof_blur_far_distance); ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &Environment::set_dof_blur_far_transition); ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &Environment::get_dof_blur_far_transition); ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount", "intensity"), &Environment::set_dof_blur_far_amount); ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"), &Environment::get_dof_blur_far_amount); ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality", "intensity"), &Environment::set_dof_blur_far_quality); ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"), &Environment::get_dof_blur_far_quality); ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &Environment::set_dof_blur_near_enabled); ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &Environment::is_dof_blur_near_enabled); ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &Environment::set_dof_blur_near_distance); ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &Environment::get_dof_blur_near_distance); ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &Environment::set_dof_blur_near_transition); ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &Environment::get_dof_blur_near_transition); ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount", "intensity"), &Environment::set_dof_blur_near_amount); ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"), &Environment::get_dof_blur_near_amount); ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality", "level"), &Environment::set_dof_blur_near_quality); ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"), &Environment::get_dof_blur_near_quality); ADD_GROUP("DOF Far Blur", "dof_blur_far_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_distance", "get_dof_blur_far_distance"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_transition", "get_dof_blur_far_transition"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_far_amount", "get_dof_blur_far_amount"); ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_far_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_far_quality", "get_dof_blur_far_quality"); ADD_GROUP("DOF Far Near", "dof_blur_near_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_near_amount", "get_dof_blur_near_amount"); ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_near_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_near_quality", "get_dof_blur_near_quality"); ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment::set_glow_enabled); ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment::is_glow_enabled); ClassDB::bind_method(D_METHOD("set_glow_level", "idx", "enabled"), &Environment::set_glow_level); ClassDB::bind_method(D_METHOD("is_glow_level_enabled", "idx"), &Environment::is_glow_level_enabled); ClassDB::bind_method(D_METHOD("set_glow_intensity", "intensity"), &Environment::set_glow_intensity); ClassDB::bind_method(D_METHOD("get_glow_intensity"), &Environment::get_glow_intensity); ClassDB::bind_method(D_METHOD("set_glow_strength", "strength"), &Environment::set_glow_strength); ClassDB::bind_method(D_METHOD("get_glow_strength"), &Environment::get_glow_strength); ClassDB::bind_method(D_METHOD("set_glow_bloom", "amount"), &Environment::set_glow_bloom); ClassDB::bind_method(D_METHOD("get_glow_bloom"), &Environment::get_glow_bloom); ClassDB::bind_method(D_METHOD("set_glow_blend_mode", "mode"), &Environment::set_glow_blend_mode); ClassDB::bind_method(D_METHOD("get_glow_blend_mode"), &Environment::get_glow_blend_mode); ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_treshold", "treshold"), &Environment::set_glow_hdr_bleed_treshold); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_treshold"), &Environment::get_glow_hdr_bleed_treshold); ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale); ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale", "enabled"), &Environment::set_glow_bicubic_upscale); ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"), &Environment::is_glow_bicubic_upscale_enabled); ADD_GROUP("Glow", "glow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_enabled"), "set_glow_enabled", "is_glow_enabled"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/1"), "set_glow_level", "is_glow_level_enabled", 0); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/2"), "set_glow_level", "is_glow_level_enabled", 1); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/3"), "set_glow_level", "is_glow_level_enabled", 2); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/4"), "set_glow_level", "is_glow_level_enabled", 3); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/5"), "set_glow_level", "is_glow_level_enabled", 4); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/6"), "set_glow_level", "is_glow_level_enabled", 5); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/7"), "set_glow_level", "is_glow_level_enabled", 6); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom"); ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace"), "set_glow_blend_mode", "get_glow_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_treshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_treshold", "get_glow_hdr_bleed_treshold"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled"); ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment::set_tonemapper); ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment::get_tonemapper); ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment::set_tonemap_exposure); ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment::get_tonemap_exposure); ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment::set_tonemap_white); ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment::set_tonemap_auto_exposure); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment::get_tonemap_auto_exposure); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment::set_tonemap_auto_exposure_max); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment::get_tonemap_auto_exposure_max); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment::set_tonemap_auto_exposure_min); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment::get_tonemap_auto_exposure_min); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment::set_tonemap_auto_exposure_speed); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment::get_tonemap_auto_exposure_speed); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment::set_tonemap_auto_exposure_grey); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey); ADD_GROUP("Tonemap", "tonemap_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reindhart,Filmic,Aces"), "set_tonemapper", "get_tonemapper"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white"); ADD_GROUP("Auto Exposure", "auto_exposure_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_expoure_enabled"), "set_tonemap_auto_exposure", "get_tonemap_auto_exposure"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_expoure_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_grey", "get_tonemap_auto_exposure_grey"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_expoure_min_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_min", "get_tonemap_auto_exposure_min"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_expoure_max_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_max", "get_tonemap_auto_exposure_max"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_expoure_speed", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_speed", "get_tonemap_auto_exposure_speed"); ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment::set_adjustment_enable); ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled); ClassDB::bind_method(D_METHOD("set_adjustment_brightness", "brightness"), &Environment::set_adjustment_brightness); ClassDB::bind_method(D_METHOD("get_adjustment_brightness"), &Environment::get_adjustment_brightness); ClassDB::bind_method(D_METHOD("set_adjustment_contrast", "contrast"), &Environment::set_adjustment_contrast); ClassDB::bind_method(D_METHOD("get_adjustment_contrast"), &Environment::get_adjustment_contrast); ClassDB::bind_method(D_METHOD("set_adjustment_saturation", "saturation"), &Environment::set_adjustment_saturation); ClassDB::bind_method(D_METHOD("get_adjustment_saturation"), &Environment::get_adjustment_saturation); ClassDB::bind_method(D_METHOD("set_adjustment_color_correction", "color_correction"), &Environment::set_adjustment_color_correction); ClassDB::bind_method(D_METHOD("get_adjustment_color_correction"), &Environment::get_adjustment_color_correction); ADD_GROUP("Adjustments", "adjustment_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled"), "set_adjustment_enable", "is_adjustment_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_adjustment_color_correction", "get_adjustment_color_correction"); GLOBAL_DEF("rendering/sky/irradiance_cube_resolution", 256); BIND_CONSTANT(BG_KEEP); BIND_CONSTANT(BG_CLEAR_COLOR); BIND_CONSTANT(BG_COLOR); BIND_CONSTANT(BG_SKY); BIND_CONSTANT(BG_CANVAS); BIND_CONSTANT(BG_MAX); BIND_CONSTANT(GLOW_BLEND_MODE_ADDITIVE); BIND_CONSTANT(GLOW_BLEND_MODE_SCREEN); BIND_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT); BIND_CONSTANT(GLOW_BLEND_MODE_REPLACE); BIND_CONSTANT(TONE_MAPPER_LINEAR); BIND_CONSTANT(TONE_MAPPER_REINHARDT); BIND_CONSTANT(TONE_MAPPER_FILMIC); BIND_CONSTANT(TONE_MAPPER_ACES); BIND_CONSTANT(DOF_BLUR_QUALITY_LOW); BIND_CONSTANT(DOF_BLUR_QUALITY_MEDIUM); BIND_CONSTANT(DOF_BLUR_QUALITY_HIGH); } Environment::Environment() { bg_mode = BG_CLEAR_COLOR; bg_sky_scale = 1.0; bg_energy = 1.0; bg_canvas_max_layer = 0; ambient_energy = 1.0; ambient_sky_contribution = 0; tone_mapper = TONE_MAPPER_LINEAR; tonemap_exposure = 1.0; tonemap_white = 1.0; tonemap_auto_exposure = false; tonemap_auto_exposure_max = 8; tonemap_auto_exposure_min = 0.05; tonemap_auto_exposure_speed = 0.5; tonemap_auto_exposure_grey = 0.4; set_tonemapper(tone_mapper); //update adjustment_enabled = false; adjustment_contrast = 1.0; adjustment_saturation = 1.0; adjustment_brightness = 1.0; set_adjustment_enable(adjustment_enabled); //update environment = VS::get_singleton()->environment_create(); ssr_enabled = false; ssr_max_steps = 64; ssr_accel = 0.04; ssr_fade = 2.0; ssr_depth_tolerance = 0.2; ssr_smooth = true; ssr_roughness = true; ssao_enabled = false; ssao_radius = 1; ssao_intensity = 1; ssao_radius2 = 0; ssao_intensity2 = 1; ssao_bias = 0.01; ssao_direct_light_affect = false; ssao_blur = true; glow_enabled = false; glow_levels = (1 << 2) | (1 << 4); glow_intensity = 0.8; glow_strength = 1.0; glow_bloom = 0.0; glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT; glow_hdr_bleed_treshold = 1.0; glow_hdr_bleed_scale = 2.0; glow_bicubic_upscale = false; dof_blur_far_enabled = false; dof_blur_far_distance = 10; dof_blur_far_transition = 5; dof_blur_far_amount = 0.1; dof_blur_far_quality = DOF_BLUR_QUALITY_MEDIUM; dof_blur_near_enabled = false; dof_blur_near_distance = 2; dof_blur_near_transition = 1; dof_blur_near_amount = 0.1; dof_blur_near_quality = DOF_BLUR_QUALITY_MEDIUM; } Environment::~Environment() { VS::get_singleton()->free(environment); }