d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
289 lines
14 KiB
C++
289 lines
14 KiB
C++
/**************************************************************************/
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/* environment_storage.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#ifndef ENVIRONMENT_STORAGE_H
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#define ENVIRONMENT_STORAGE_H
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#include "core/templates/rid_owner.h"
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#include "servers/rendering_server.h"
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class RendererEnvironmentStorage {
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private:
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struct Environment {
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// Note, we capture and store all environment parameters received from Godot here.
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// Not all renderers support all effects and should just ignore the bits they don't support.
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// Background
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RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
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RID sky;
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float sky_custom_fov = 0.0;
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Basis sky_orientation;
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Color bg_color;
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float bg_energy_multiplier = 1.0;
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float bg_intensity = 1.0; // Measured in nits or candela/m^2. Default to 1.0 so this doesn't impact rendering when Physical Light Units disabled.
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int canvas_max_layer = 0;
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RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
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Color ambient_light;
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float ambient_light_energy = 1.0;
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float ambient_sky_contribution = 1.0;
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RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
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// Tonemap
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RS::EnvironmentToneMapper tone_mapper;
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float exposure = 1.0;
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float white = 1.0;
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// Fog
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bool fog_enabled = false;
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Color fog_light_color = Color(0.518, 0.553, 0.608);
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float fog_light_energy = 1.0;
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float fog_sun_scatter = 0.0;
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float fog_density = 0.01;
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float fog_sky_affect = 1.0;
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float fog_height = 0.0;
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float fog_height_density = 0.0; //can be negative to invert effect
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float fog_aerial_perspective = 0.0;
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// Volumetric Fog
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bool volumetric_fog_enabled = false;
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float volumetric_fog_density = 0.01;
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Color volumetric_fog_scattering = Color(1, 1, 1);
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Color volumetric_fog_emission = Color(0, 0, 0);
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float volumetric_fog_emission_energy = 0.0;
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float volumetric_fog_anisotropy = 0.2;
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float volumetric_fog_length = 64.0;
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float volumetric_fog_detail_spread = 2.0;
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float volumetric_fog_gi_inject = 1.0;
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float volumetric_fog_ambient_inject = 0.0;
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float volumetric_fog_sky_affect = 1.0;
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bool volumetric_fog_temporal_reprojection = true;
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float volumetric_fog_temporal_reprojection_amount = 0.9;
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// Glow
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bool glow_enabled = false;
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Vector<float> glow_levels;
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float glow_intensity = 0.8;
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float glow_strength = 1.0;
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float glow_bloom = 0.0;
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float glow_mix = 0.01;
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RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_luminance_cap = 12.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
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RID glow_map;
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// SSR
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bool ssr_enabled = false;
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int ssr_max_steps = 64;
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float ssr_fade_in = 0.15;
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float ssr_fade_out = 2.0;
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float ssr_depth_tolerance = 0.2;
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// SSAO
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bool ssao_enabled = false;
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float ssao_radius = 1.0;
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float ssao_intensity = 2.0;
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float ssao_power = 1.5;
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float ssao_detail = 0.5;
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float ssao_horizon = 0.06;
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float ssao_sharpness = 0.98;
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float ssao_direct_light_affect = 0.0;
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float ssao_ao_channel_affect = 0.0;
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// SSIL
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bool ssil_enabled = false;
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float ssil_radius = 5.0;
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float ssil_intensity = 1.0;
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float ssil_sharpness = 0.98;
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float ssil_normal_rejection = 1.0;
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// SDFGI
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bool sdfgi_enabled = false;
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int sdfgi_cascades = 4;
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float sdfgi_min_cell_size = 0.2;
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bool sdfgi_use_occlusion = false;
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float sdfgi_bounce_feedback = 0.5;
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bool sdfgi_read_sky_light = true;
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float sdfgi_energy = 1.0;
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float sdfgi_normal_bias = 1.1;
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float sdfgi_probe_bias = 1.1;
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RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
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// Adjustments
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bool adjustments_enabled = false;
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float adjustments_brightness = 1.0f;
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float adjustments_contrast = 1.0f;
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float adjustments_saturation = 1.0f;
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bool use_1d_color_correction = false;
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RID color_correction;
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};
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mutable RID_Owner<Environment, true> environment_owner;
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public:
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RID environment_allocate();
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void environment_initialize(RID p_rid);
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void environment_free(RID p_rid);
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bool is_environment(RID p_environment) const {
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return environment_owner.owns(p_environment);
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}
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// Background
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void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
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void environment_set_sky(RID p_env, RID p_sky);
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void environment_set_sky_custom_fov(RID p_env, float p_scale);
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void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
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void environment_set_bg_color(RID p_env, const Color &p_color);
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void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
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void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG);
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
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#endif
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RS::EnvironmentBG environment_get_background(RID p_env) const;
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RID environment_get_sky(RID p_env) const;
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float environment_get_sky_custom_fov(RID p_env) const;
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Basis environment_get_sky_orientation(RID p_env) const;
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Color environment_get_bg_color(RID p_env) const;
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float environment_get_bg_energy_multiplier(RID p_env) const;
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float environment_get_bg_intensity(RID p_env) const;
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int environment_get_canvas_max_layer(RID p_env) const;
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RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
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Color environment_get_ambient_light(RID p_env) const;
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float environment_get_ambient_light_energy(RID p_env) const;
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float environment_get_ambient_sky_contribution(RID p_env) const;
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RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
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// Tonemap
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void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
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RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
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float environment_get_exposure(RID p_env) const;
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float environment_get_white(RID p_env) const;
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// Fog
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void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect);
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bool environment_get_fog_enabled(RID p_env) const;
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Color environment_get_fog_light_color(RID p_env) const;
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float environment_get_fog_light_energy(RID p_env) const;
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float environment_get_fog_sun_scatter(RID p_env) const;
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float environment_get_fog_density(RID p_env) const;
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float environment_get_fog_sky_affect(RID p_env) const;
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float environment_get_fog_height(RID p_env) const;
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float environment_get_fog_height_density(RID p_env) const;
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float environment_get_fog_aerial_perspective(RID p_env) const;
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// Volumetric Fog
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void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect);
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bool environment_get_volumetric_fog_enabled(RID p_env) const;
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float environment_get_volumetric_fog_density(RID p_env) const;
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Color environment_get_volumetric_fog_scattering(RID p_env) const;
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Color environment_get_volumetric_fog_emission(RID p_env) const;
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float environment_get_volumetric_fog_emission_energy(RID p_env) const;
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float environment_get_volumetric_fog_anisotropy(RID p_env) const;
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float environment_get_volumetric_fog_length(RID p_env) const;
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float environment_get_volumetric_fog_detail_spread(RID p_env) const;
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float environment_get_volumetric_fog_gi_inject(RID p_env) const;
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float environment_get_volumetric_fog_sky_affect(RID p_env) const;
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bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const;
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float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const;
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float environment_get_volumetric_fog_ambient_inject(RID p_env) const;
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// GLOW
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void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map);
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bool environment_get_glow_enabled(RID p_env) const;
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Vector<float> environment_get_glow_levels(RID p_env) const;
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float environment_get_glow_intensity(RID p_env) const;
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float environment_get_glow_strength(RID p_env) const;
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float environment_get_glow_bloom(RID p_env) const;
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float environment_get_glow_mix(RID p_env) const;
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RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const;
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float environment_get_glow_hdr_bleed_threshold(RID p_env) const;
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float environment_get_glow_hdr_luminance_cap(RID p_env) const;
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float environment_get_glow_hdr_bleed_scale(RID p_env) const;
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float environment_get_glow_map_strength(RID p_env) const;
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RID environment_get_glow_map(RID p_env) const;
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// SSR
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void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
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bool environment_get_ssr_enabled(RID p_env) const;
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int environment_get_ssr_max_steps(RID p_env) const;
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float environment_get_ssr_fade_in(RID p_env) const;
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float environment_get_ssr_fade_out(RID p_env) const;
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float environment_get_ssr_depth_tolerance(RID p_env) const;
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// SSAO
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void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
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bool environment_get_ssao_enabled(RID p_env) const;
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float environment_get_ssao_radius(RID p_env) const;
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float environment_get_ssao_intensity(RID p_env) const;
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float environment_get_ssao_power(RID p_env) const;
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float environment_get_ssao_detail(RID p_env) const;
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float environment_get_ssao_horizon(RID p_env) const;
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float environment_get_ssao_sharpness(RID p_env) const;
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float environment_get_ssao_direct_light_affect(RID p_env) const;
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float environment_get_ssao_ao_channel_affect(RID p_env) const;
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// SSIL
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void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection);
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bool environment_get_ssil_enabled(RID p_env) const;
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float environment_get_ssil_radius(RID p_env) const;
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float environment_get_ssil_intensity(RID p_env) const;
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float environment_get_ssil_sharpness(RID p_env) const;
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float environment_get_ssil_normal_rejection(RID p_env) const;
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// SDFGI
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void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
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bool environment_get_sdfgi_enabled(RID p_env) const;
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int environment_get_sdfgi_cascades(RID p_env) const;
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float environment_get_sdfgi_min_cell_size(RID p_env) const;
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bool environment_get_sdfgi_use_occlusion(RID p_env) const;
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float environment_get_sdfgi_bounce_feedback(RID p_env) const;
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bool environment_get_sdfgi_read_sky_light(RID p_env) const;
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float environment_get_sdfgi_energy(RID p_env) const;
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float environment_get_sdfgi_normal_bias(RID p_env) const;
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float environment_get_sdfgi_probe_bias(RID p_env) const;
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RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const;
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// Adjustment
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
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bool environment_get_adjustments_enabled(RID p_env) const;
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float environment_get_adjustments_brightness(RID p_env) const;
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float environment_get_adjustments_contrast(RID p_env) const;
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float environment_get_adjustments_saturation(RID p_env) const;
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bool environment_get_use_1d_color_correction(RID p_env) const;
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RID environment_get_color_correction(RID p_env) const;
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};
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#endif // ENVIRONMENT_STORAGE_H
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