d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
296 lines
16 KiB
C++
296 lines
16 KiB
C++
/*************************************************************************/
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/* environment.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "environment.h"
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#include "texture.h"
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void Environment::set_background(BG p_bg) {
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ERR_FAIL_INDEX(p_bg,BG_MAX);
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bg_mode=p_bg;
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VS::get_singleton()->environment_set_background(environment,VS::EnvironmentBG(p_bg));
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}
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Environment::BG Environment::get_background() const{
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return bg_mode;
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}
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void Environment::set_background_param(BGParam p_param, const Variant& p_value){
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ERR_FAIL_INDEX(p_param,BG_PARAM_MAX);
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bg_param[p_param]=p_value;
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VS::get_singleton()->environment_set_background_param(environment,VS::EnvironmentBGParam(p_param),p_value);
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}
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Variant Environment::get_background_param(BGParam p_param) const{
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ERR_FAIL_INDEX_V(p_param,BG_PARAM_MAX,Variant());
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return bg_param[p_param];
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}
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void Environment::set_enable_fx(Fx p_effect,bool p_enabled){
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ERR_FAIL_INDEX(p_effect,FX_MAX);
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fx_enabled[p_effect]=p_enabled;
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VS::get_singleton()->environment_set_enable_fx(environment,VS::EnvironmentFx(p_effect),p_enabled);
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}
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bool Environment::is_fx_enabled(Fx p_effect) const{
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ERR_FAIL_INDEX_V(p_effect,FX_MAX,false);
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return fx_enabled[p_effect];
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}
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void Environment::fx_set_param(FxParam p_param,const Variant& p_value){
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ERR_FAIL_INDEX(p_param,FX_PARAM_MAX);
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fx_param[p_param]=p_value;
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VS::get_singleton()->environment_fx_set_param(environment,VS::EnvironmentFxParam(p_param),p_value);
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}
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Variant Environment::fx_get_param(FxParam p_param) const{
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ERR_FAIL_INDEX_V(p_param,FX_PARAM_MAX,Variant());
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return fx_param[p_param];
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}
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RID Environment::get_rid() const {
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return environment;
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}
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void Environment::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_background","bgmode"),&Environment::set_background);
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ObjectTypeDB::bind_method(_MD("get_background"),&Environment::get_background);
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ObjectTypeDB::bind_method(_MD("set_background_param","param","value"),&Environment::set_background_param);
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ObjectTypeDB::bind_method(_MD("get_background_param","param"),&Environment::get_background_param);
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ObjectTypeDB::bind_method(_MD("set_enable_fx","effect","enabled"),&Environment::set_enable_fx);
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ObjectTypeDB::bind_method(_MD("is_fx_enabled","effect"),&Environment::is_fx_enabled);
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ObjectTypeDB::bind_method(_MD("fx_set_param","param","value"),&Environment::fx_set_param);
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ObjectTypeDB::bind_method(_MD("fx_get_param","param"),&Environment::fx_get_param);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"ambient_light/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_AMBIENT_LIGHT);
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ADD_PROPERTYI( PropertyInfo(Variant::COLOR,"ambient_light/color",PROPERTY_HINT_COLOR_NO_ALPHA),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_AMBIENT_LIGHT_COLOR);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"ambient_light/energy",PROPERTY_HINT_RANGE,"0,64,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_AMBIENT_LIGHT_ENERGY);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"fxaa/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_FXAA);
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ADD_PROPERTY( PropertyInfo(Variant::INT,"background/mode",PROPERTY_HINT_ENUM,"Keep,Default Color,Color,Texture,Cubemap,Canvas"),_SCS("set_background"),_SCS("get_background"));
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ADD_PROPERTYI( PropertyInfo(Variant::COLOR,"background/color"),_SCS("set_background_param"),_SCS("get_background_param"), BG_PARAM_COLOR);
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ADD_PROPERTYI( PropertyInfo(Variant::OBJECT,"background/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_background_param"),_SCS("get_background_param"), BG_PARAM_TEXTURE);
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ADD_PROPERTYI( PropertyInfo(Variant::OBJECT,"background/cubemap",PROPERTY_HINT_RESOURCE_TYPE,"CubeMap"),_SCS("set_background_param"),_SCS("get_background_param"), BG_PARAM_CUBEMAP);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"background/energy",PROPERTY_HINT_RANGE,"0,128,0.01"),_SCS("set_background_param"),_SCS("get_background_param"), BG_PARAM_ENERGY);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"background/scale",PROPERTY_HINT_RANGE,"0.001,16,0.001"),_SCS("set_background_param"),_SCS("get_background_param"), BG_PARAM_SCALE);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"background/glow",PROPERTY_HINT_RANGE,"0.00,8,0.01"),_SCS("set_background_param"),_SCS("get_background_param"), BG_PARAM_GLOW);
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ADD_PROPERTYI( PropertyInfo(Variant::INT,"background/canvas_max_layer"),_SCS("set_background_param"),_SCS("get_background_param"), BG_PARAM_CANVAS_MAX_LAYER);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"glow/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_GLOW);
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ADD_PROPERTYI( PropertyInfo(Variant::INT,"glow/blur_passes",PROPERTY_HINT_RANGE,"1,4,1"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_GLOW_BLUR_PASSES);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"glow/blur_scale",PROPERTY_HINT_RANGE,"0.01,4,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_GLOW_BLUR_SCALE);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"glow/blur_strength",PROPERTY_HINT_RANGE,"0.01,4,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_GLOW_BLUR_STRENGTH);
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ADD_PROPERTYI( PropertyInfo(Variant::INT,"glow/blur_blend_mode",PROPERTY_HINT_ENUM,"Additive,Screen,SoftLight"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_GLOW_BLUR_BLEND_MODE);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"glow/bloom",PROPERTY_HINT_RANGE,"0,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_GLOW_BLOOM);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"glow/bloom_treshold",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_GLOW_BLOOM_TRESHOLD);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"dof_blur/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_DOF_BLUR);
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ADD_PROPERTYI( PropertyInfo(Variant::INT,"dof_blur/blur_passes",PROPERTY_HINT_RANGE,"1,4,1"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_DOF_BLUR_PASSES);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"dof_blur/begin",PROPERTY_HINT_RANGE,"0,4096,0.1"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_DOF_BLUR_BEGIN);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"dof_blur/range",PROPERTY_HINT_RANGE,"0,4096,0.1"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_DOF_BLUR_RANGE);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"hdr/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_HDR);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/tonemapper",PROPERTY_HINT_ENUM,"Linear,Log,Reinhardt,ReinhardtAutoWhite"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_TONEMAPPER);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/exposure",PROPERTY_HINT_RANGE,"0.01,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_EXPOSURE);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/white",PROPERTY_HINT_RANGE,"0.01,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_WHITE);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/glow_treshold",PROPERTY_HINT_RANGE,"0.00,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_GLOW_TRESHOLD);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/glow_scale",PROPERTY_HINT_RANGE,"0.00,16,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_GLOW_SCALE);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/min_luminance",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_MIN_LUMINANCE);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/max_luminance",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_MAX_LUMINANCE);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"hdr/exposure_adj_speed",PROPERTY_HINT_RANGE,"0.001,64,0.001"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"fog/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_FOG);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"fog/begin",PROPERTY_HINT_RANGE,"0.01,4096,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_FOG_BEGIN);
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ADD_PROPERTYI( PropertyInfo(Variant::COLOR,"fog/begin_color",PROPERTY_HINT_COLOR_NO_ALPHA),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_FOG_BEGIN_COLOR);
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ADD_PROPERTYI( PropertyInfo(Variant::COLOR,"fog/end_color",PROPERTY_HINT_COLOR_NO_ALPHA),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_FOG_END_COLOR);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"fog/attenuation",PROPERTY_HINT_EXP_EASING),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_FOG_ATTENUATION);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"fog/bg"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_FOG_BG);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"bcs/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_BCS);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/brightness",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_BRIGHTNESS);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/contrast",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_CONTRAST);
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ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/saturation",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_SATURATION);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"srgb/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_SRGB);
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/*
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FX_PARAM_BLOOM_GLOW_BLUR_PASSES=VS::ENV_FX_PARAM_BLOOM_GLOW_BLUR_PASSES,
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FX_PARAM_BLOOM_AMOUNT=VS::ENV_FX_PARAM_BLOOM_AMOUNT,
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FX_PARAM_DOF_BLUR_PASSES=VS::ENV_FX_PARAM_DOF_BLUR_PASSES,
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FX_PARAM_DOF_BLUR_BEGIN=VS::ENV_FX_PARAM_DOF_BLUR_BEGIN,
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FX_PARAM_DOF_BLUR_END=VS::ENV_FX_PARAM_DOF_BLUR_END,
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FX_PARAM_HDR_EXPOSURE=VS::ENV_FX_PARAM_HDR_EXPOSURE,
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FX_PARAM_HDR_WHITE=VS::ENV_FX_PARAM_HDR_WHITE,
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FX_PARAM_HDR_GLOW_TRESHOLD=VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
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FX_PARAM_HDR_GLOW_SCALE=VS::ENV_FX_PARAM_HDR_GLOW_SCALE,
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FX_PARAM_HDR_MIN_LUMINANCE=VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE,
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FX_PARAM_HDR_MAX_LUMINANCE=VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE,
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FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED=VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED,
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FX_PARAM_FOG_BEGIN=VS::ENV_FX_PARAM_FOG_BEGIN,
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FX_PARAM_FOG_ATTENUATION=VS::ENV_FX_PARAM_FOG_ATTENUATION,
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FX_PARAM_FOG_BEGIN_COLOR=VS::ENV_FX_PARAM_FOG_BEGIN_COLOR,
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FX_PARAM_FOG_END_COLOR=VS::ENV_FX_PARAM_FOG_END_COLOR,
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FX_PARAM_FOG_BG=VS::ENV_FX_PARAM_FOG_BG,
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FX_PARAM_GAMMA_VALUE=VS::ENV_FX_PARAM_GAMMA_VALUE,
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FX_PARAM_BRIGHTNESS_VALUE=VS::ENV_FX_PARAM_BRIGHTNESS_VALUE,
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FX_PARAM_CONTRAST_VALUE=VS::ENV_FX_PARAM_CONTRAST_VALUE,
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FX_PARAM_SATURATION_VALUE=VS::ENV_FX_PARAM_SATURATION_VALUE,
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FX_PARAM_MAX=VS::ENV_FX_PARAM_MAX
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*/
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BIND_CONSTANT( BG_KEEP );
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BIND_CONSTANT( BG_DEFAULT_COLOR );
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BIND_CONSTANT( BG_COLOR );
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BIND_CONSTANT( BG_TEXTURE );
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BIND_CONSTANT( BG_CUBEMAP );
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BIND_CONSTANT( BG_CANVAS );
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BIND_CONSTANT( BG_MAX );
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BIND_CONSTANT( BG_PARAM_CANVAS_MAX_LAYER );
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BIND_CONSTANT( BG_PARAM_COLOR );
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BIND_CONSTANT( BG_PARAM_TEXTURE );
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BIND_CONSTANT( BG_PARAM_CUBEMAP );
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BIND_CONSTANT( BG_PARAM_ENERGY );
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BIND_CONSTANT( BG_PARAM_GLOW );
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BIND_CONSTANT( BG_PARAM_MAX );
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BIND_CONSTANT( FX_AMBIENT_LIGHT );
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BIND_CONSTANT( FX_FXAA );
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BIND_CONSTANT( FX_GLOW );
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BIND_CONSTANT( FX_DOF_BLUR );
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BIND_CONSTANT( FX_HDR );
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BIND_CONSTANT( FX_FOG );
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BIND_CONSTANT( FX_BCS);
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BIND_CONSTANT( FX_SRGB );
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BIND_CONSTANT( FX_MAX );
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BIND_CONSTANT( FX_BLUR_BLEND_MODE_ADDITIVE );
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BIND_CONSTANT( FX_BLUR_BLEND_MODE_SCREEN );
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BIND_CONSTANT( FX_BLUR_BLEND_MODE_SOFTLIGHT );
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BIND_CONSTANT( FX_HDR_TONE_MAPPER_LINEAR );
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BIND_CONSTANT( FX_HDR_TONE_MAPPER_LOG );
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BIND_CONSTANT( FX_HDR_TONE_MAPPER_REINHARDT );
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BIND_CONSTANT( FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE );
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BIND_CONSTANT( FX_PARAM_AMBIENT_LIGHT_COLOR );
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BIND_CONSTANT( FX_PARAM_AMBIENT_LIGHT_ENERGY );
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BIND_CONSTANT( FX_PARAM_GLOW_BLUR_PASSES );
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BIND_CONSTANT( FX_PARAM_GLOW_BLUR_SCALE );
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BIND_CONSTANT( FX_PARAM_GLOW_BLUR_STRENGTH );
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BIND_CONSTANT( FX_PARAM_GLOW_BLUR_BLEND_MODE );
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BIND_CONSTANT( FX_PARAM_GLOW_BLOOM);
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BIND_CONSTANT( FX_PARAM_GLOW_BLOOM_TRESHOLD);
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BIND_CONSTANT( FX_PARAM_DOF_BLUR_PASSES );
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BIND_CONSTANT( FX_PARAM_DOF_BLUR_BEGIN );
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BIND_CONSTANT( FX_PARAM_DOF_BLUR_RANGE );
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BIND_CONSTANT( FX_PARAM_HDR_TONEMAPPER);
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BIND_CONSTANT( FX_PARAM_HDR_EXPOSURE );
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BIND_CONSTANT( FX_PARAM_HDR_WHITE );
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BIND_CONSTANT( FX_PARAM_HDR_GLOW_TRESHOLD );
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BIND_CONSTANT( FX_PARAM_HDR_GLOW_SCALE );
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BIND_CONSTANT( FX_PARAM_HDR_MIN_LUMINANCE );
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BIND_CONSTANT( FX_PARAM_HDR_MAX_LUMINANCE );
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BIND_CONSTANT( FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED );
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BIND_CONSTANT( FX_PARAM_FOG_BEGIN );
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BIND_CONSTANT( FX_PARAM_FOG_ATTENUATION );
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BIND_CONSTANT( FX_PARAM_FOG_BEGIN_COLOR );
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BIND_CONSTANT( FX_PARAM_FOG_END_COLOR );
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BIND_CONSTANT( FX_PARAM_FOG_BG );
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BIND_CONSTANT( FX_PARAM_BCS_BRIGHTNESS );
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BIND_CONSTANT( FX_PARAM_BCS_CONTRAST );
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BIND_CONSTANT( FX_PARAM_BCS_SATURATION );
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BIND_CONSTANT( FX_PARAM_MAX );
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}
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Environment::Environment() {
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environment = VS::get_singleton()->environment_create();
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set_background(BG_DEFAULT_COLOR);
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set_background_param(BG_PARAM_COLOR,Color(0,0,0));
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set_background_param(BG_PARAM_TEXTURE,Ref<ImageTexture>());
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set_background_param(BG_PARAM_CUBEMAP,Ref<CubeMap>());
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set_background_param(BG_PARAM_ENERGY,1.0);
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set_background_param(BG_PARAM_SCALE,1.0);
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set_background_param(BG_PARAM_GLOW,0.0);
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for(int i=0;i<FX_MAX;i++)
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set_enable_fx(Fx(i),false);
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fx_set_param(FX_PARAM_AMBIENT_LIGHT_COLOR,Color(0,0,0));
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fx_set_param(FX_PARAM_AMBIENT_LIGHT_ENERGY,1.0);
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fx_set_param(FX_PARAM_GLOW_BLUR_PASSES,1);
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fx_set_param(FX_PARAM_GLOW_BLUR_SCALE,1);
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fx_set_param(FX_PARAM_GLOW_BLUR_STRENGTH,1);
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fx_set_param(FX_PARAM_GLOW_BLOOM,0.0);
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fx_set_param(FX_PARAM_GLOW_BLOOM_TRESHOLD,0.5);
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fx_set_param(FX_PARAM_DOF_BLUR_PASSES,1);
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fx_set_param(FX_PARAM_DOF_BLUR_BEGIN,100.0);
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fx_set_param(FX_PARAM_DOF_BLUR_RANGE,10.0);
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fx_set_param(FX_PARAM_HDR_TONEMAPPER,FX_HDR_TONE_MAPPER_LINEAR);
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fx_set_param(FX_PARAM_HDR_EXPOSURE,0.4);
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fx_set_param(FX_PARAM_HDR_WHITE,1.0);
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fx_set_param(FX_PARAM_HDR_GLOW_TRESHOLD,0.95);
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fx_set_param(FX_PARAM_HDR_GLOW_SCALE,0.2);
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fx_set_param(FX_PARAM_HDR_MIN_LUMINANCE,0.4);
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fx_set_param(FX_PARAM_HDR_MAX_LUMINANCE,8.0);
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fx_set_param(FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED,0.5);
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fx_set_param(FX_PARAM_FOG_BEGIN,100.0);
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fx_set_param(FX_PARAM_FOG_ATTENUATION,1.0);
|
|
fx_set_param(FX_PARAM_FOG_BEGIN_COLOR,Color(0,0,0));
|
|
fx_set_param(FX_PARAM_FOG_END_COLOR,Color(0,0,0));
|
|
fx_set_param(FX_PARAM_FOG_BG,true);
|
|
fx_set_param(FX_PARAM_BCS_BRIGHTNESS,1.0);
|
|
fx_set_param(FX_PARAM_BCS_CONTRAST,1.0);
|
|
fx_set_param(FX_PARAM_BCS_SATURATION,1.0);
|
|
|
|
}
|
|
Environment::~Environment() {
|
|
|
|
VS::get_singleton()->free(environment);
|
|
}
|