godot/scene/resources/environment.cpp

1626 lines
65 KiB
C++

/**************************************************************************/
/* environment.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "core/config/project_settings.h"
#include "scene/resources/gradient_texture.h"
#include "servers/rendering_server.h"
RID Environment::get_rid() const {
return environment;
}
// Background
void Environment::set_background(BGMode p_bg) {
bg_mode = p_bg;
RS::get_singleton()->environment_set_background(environment, RS::EnvironmentBG(p_bg));
notify_property_list_changed();
if (bg_mode != BG_SKY) {
set_fog_aerial_perspective(0.0);
}
}
Environment::BGMode Environment::get_background() const {
return bg_mode;
}
void Environment::set_sky(const Ref<Sky> &p_sky) {
bg_sky = p_sky;
RID sb_rid;
if (bg_sky.is_valid()) {
sb_rid = bg_sky->get_rid();
}
RS::get_singleton()->environment_set_sky(environment, sb_rid);
}
Ref<Sky> Environment::get_sky() const {
return bg_sky;
}
void Environment::set_sky_custom_fov(float p_scale) {
bg_sky_custom_fov = p_scale;
RS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale);
}
float Environment::get_sky_custom_fov() const {
return bg_sky_custom_fov;
}
void Environment::set_sky_rotation(const Vector3 &p_rotation) {
bg_sky_rotation = p_rotation;
RS::get_singleton()->environment_set_sky_orientation(environment, Basis::from_euler(p_rotation));
}
Vector3 Environment::get_sky_rotation() const {
return bg_sky_rotation;
}
void Environment::set_bg_color(const Color &p_color) {
bg_color = p_color;
RS::get_singleton()->environment_set_bg_color(environment, p_color);
}
Color Environment::get_bg_color() const {
return bg_color;
}
void Environment::set_bg_energy_multiplier(float p_multiplier) {
bg_energy_multiplier = p_multiplier;
_update_bg_energy();
}
float Environment::get_bg_energy_multiplier() const {
return bg_energy_multiplier;
}
void Environment::set_bg_intensity(float p_exposure_value) {
bg_intensity = p_exposure_value;
_update_bg_energy();
}
float Environment::get_bg_intensity() const {
return bg_intensity;
}
void Environment::_update_bg_energy() {
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
RS::get_singleton()->environment_set_bg_energy(environment, bg_energy_multiplier, bg_intensity);
} else {
RS::get_singleton()->environment_set_bg_energy(environment, bg_energy_multiplier, 1.0);
}
}
void Environment::set_canvas_max_layer(int p_max_layer) {
bg_canvas_max_layer = p_max_layer;
RS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer);
}
int Environment::get_canvas_max_layer() const {
return bg_canvas_max_layer;
}
void Environment::set_camera_feed_id(int p_id) {
bg_camera_feed_id = p_id;
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
RS::get_singleton()->environment_set_camera_feed_id(environment, camera_feed_id);
#endif
}
int Environment::get_camera_feed_id() const {
return bg_camera_feed_id;
}
// Ambient light
void Environment::set_ambient_light_color(const Color &p_color) {
ambient_color = p_color;
_update_ambient_light();
}
Color Environment::get_ambient_light_color() const {
return ambient_color;
}
void Environment::set_ambient_source(AmbientSource p_source) {
ambient_source = p_source;
_update_ambient_light();
notify_property_list_changed();
}
Environment::AmbientSource Environment::get_ambient_source() const {
return ambient_source;
}
void Environment::set_ambient_light_energy(float p_energy) {
ambient_energy = p_energy;
_update_ambient_light();
}
float Environment::get_ambient_light_energy() const {
return ambient_energy;
}
void Environment::set_ambient_light_sky_contribution(float p_ratio) {
// Sky contribution values outside the [0.0; 1.0] range don't make sense and
// can result in negative colors.
ambient_sky_contribution = CLAMP(p_ratio, 0.0, 1.0);
_update_ambient_light();
}
float Environment::get_ambient_light_sky_contribution() const {
return ambient_sky_contribution;
}
void Environment::set_reflection_source(ReflectionSource p_source) {
reflection_source = p_source;
_update_ambient_light();
notify_property_list_changed();
}
Environment::ReflectionSource Environment::get_reflection_source() const {
return reflection_source;
}
void Environment::_update_ambient_light() {
RS::get_singleton()->environment_set_ambient_light(
environment,
ambient_color,
RS::EnvironmentAmbientSource(ambient_source),
ambient_energy,
ambient_sky_contribution, RS::EnvironmentReflectionSource(reflection_source));
}
// Tonemap
void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
tone_mapper = p_tone_mapper;
_update_tonemap();
notify_property_list_changed();
}
Environment::ToneMapper Environment::get_tonemapper() const {
return tone_mapper;
}
void Environment::set_tonemap_exposure(float p_exposure) {
tonemap_exposure = p_exposure;
_update_tonemap();
}
float Environment::get_tonemap_exposure() const {
return tonemap_exposure;
}
void Environment::set_tonemap_white(float p_white) {
tonemap_white = p_white;
_update_tonemap();
}
float Environment::get_tonemap_white() const {
return tonemap_white;
}
void Environment::_update_tonemap() {
RS::get_singleton()->environment_set_tonemap(
environment,
RS::EnvironmentToneMapper(tone_mapper),
tonemap_exposure,
tonemap_white);
}
// SSR
void Environment::set_ssr_enabled(bool p_enabled) {
ssr_enabled = p_enabled;
_update_ssr();
notify_property_list_changed();
}
bool Environment::is_ssr_enabled() const {
return ssr_enabled;
}
void Environment::set_ssr_max_steps(int p_steps) {
ssr_max_steps = p_steps;
_update_ssr();
}
int Environment::get_ssr_max_steps() const {
return ssr_max_steps;
}
void Environment::set_ssr_fade_in(float p_fade_in) {
ssr_fade_in = MAX(p_fade_in, 0.0f);
_update_ssr();
}
float Environment::get_ssr_fade_in() const {
return ssr_fade_in;
}
void Environment::set_ssr_fade_out(float p_fade_out) {
ssr_fade_out = MAX(p_fade_out, 0.0f);
_update_ssr();
}
float Environment::get_ssr_fade_out() const {
return ssr_fade_out;
}
void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) {
ssr_depth_tolerance = p_depth_tolerance;
_update_ssr();
}
float Environment::get_ssr_depth_tolerance() const {
return ssr_depth_tolerance;
}
void Environment::_update_ssr() {
RS::get_singleton()->environment_set_ssr(
environment,
ssr_enabled,
ssr_max_steps,
ssr_fade_in,
ssr_fade_out,
ssr_depth_tolerance);
}
// SSAO
void Environment::set_ssao_enabled(bool p_enabled) {
ssao_enabled = p_enabled;
_update_ssao();
notify_property_list_changed();
}
bool Environment::is_ssao_enabled() const {
return ssao_enabled;
}
void Environment::set_ssao_radius(float p_radius) {
ssao_radius = p_radius;
_update_ssao();
}
float Environment::get_ssao_radius() const {
return ssao_radius;
}
void Environment::set_ssao_intensity(float p_intensity) {
ssao_intensity = p_intensity;
_update_ssao();
}
float Environment::get_ssao_intensity() const {
return ssao_intensity;
}
void Environment::set_ssao_power(float p_power) {
ssao_power = p_power;
_update_ssao();
}
float Environment::get_ssao_power() const {
return ssao_power;
}
void Environment::set_ssao_detail(float p_detail) {
ssao_detail = p_detail;
_update_ssao();
}
float Environment::get_ssao_detail() const {
return ssao_detail;
}
void Environment::set_ssao_horizon(float p_horizon) {
ssao_horizon = p_horizon;
_update_ssao();
}
float Environment::get_ssao_horizon() const {
return ssao_horizon;
}
void Environment::set_ssao_sharpness(float p_sharpness) {
ssao_sharpness = p_sharpness;
_update_ssao();
}
float Environment::get_ssao_sharpness() const {
return ssao_sharpness;
}
void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
ssao_direct_light_affect = p_direct_light_affect;
_update_ssao();
}
float Environment::get_ssao_direct_light_affect() const {
return ssao_direct_light_affect;
}
void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {
ssao_ao_channel_affect = p_ao_channel_affect;
_update_ssao();
}
float Environment::get_ssao_ao_channel_affect() const {
return ssao_ao_channel_affect;
}
void Environment::_update_ssao() {
RS::get_singleton()->environment_set_ssao(
environment,
ssao_enabled,
ssao_radius,
ssao_intensity,
ssao_power,
ssao_detail,
ssao_horizon,
ssao_sharpness,
ssao_direct_light_affect,
ssao_ao_channel_affect);
}
// SSIL
void Environment::set_ssil_enabled(bool p_enabled) {
ssil_enabled = p_enabled;
_update_ssil();
notify_property_list_changed();
}
bool Environment::is_ssil_enabled() const {
return ssil_enabled;
}
void Environment::set_ssil_radius(float p_radius) {
ssil_radius = p_radius;
_update_ssil();
}
float Environment::get_ssil_radius() const {
return ssil_radius;
}
void Environment::set_ssil_intensity(float p_intensity) {
ssil_intensity = p_intensity;
_update_ssil();
}
float Environment::get_ssil_intensity() const {
return ssil_intensity;
}
void Environment::set_ssil_sharpness(float p_sharpness) {
ssil_sharpness = p_sharpness;
_update_ssil();
}
float Environment::get_ssil_sharpness() const {
return ssil_sharpness;
}
void Environment::set_ssil_normal_rejection(float p_normal_rejection) {
ssil_normal_rejection = p_normal_rejection;
_update_ssil();
}
float Environment::get_ssil_normal_rejection() const {
return ssil_normal_rejection;
}
void Environment::_update_ssil() {
RS::get_singleton()->environment_set_ssil(
environment,
ssil_enabled,
ssil_radius,
ssil_intensity,
ssil_sharpness,
ssil_normal_rejection);
}
// SDFGI
void Environment::set_sdfgi_enabled(bool p_enabled) {
sdfgi_enabled = p_enabled;
_update_sdfgi();
notify_property_list_changed();
}
bool Environment::is_sdfgi_enabled() const {
return sdfgi_enabled;
}
void Environment::set_sdfgi_cascades(int p_cascades) {
ERR_FAIL_COND_MSG(p_cascades < 1 || p_cascades > 8, "Invalid number of SDFGI cascades (must be between 1 and 8).");
sdfgi_cascades = p_cascades;
_update_sdfgi();
}
int Environment::get_sdfgi_cascades() const {
return sdfgi_cascades;
}
void Environment::set_sdfgi_min_cell_size(float p_size) {
sdfgi_min_cell_size = p_size;
_update_sdfgi();
}
float Environment::get_sdfgi_min_cell_size() const {
return sdfgi_min_cell_size;
}
void Environment::set_sdfgi_max_distance(float p_distance) {
p_distance /= 64.0;
for (int i = 0; i < sdfgi_cascades; i++) {
p_distance *= 0.5; //halve for each cascade
}
sdfgi_min_cell_size = p_distance;
_update_sdfgi();
}
float Environment::get_sdfgi_max_distance() const {
float md = sdfgi_min_cell_size;
md *= 64.0;
for (int i = 0; i < sdfgi_cascades; i++) {
md *= 2.0;
}
return md;
}
void Environment::set_sdfgi_cascade0_distance(float p_distance) {
sdfgi_min_cell_size = p_distance / 64.0;
_update_sdfgi();
}
float Environment::get_sdfgi_cascade0_distance() const {
return sdfgi_min_cell_size * 64.0;
}
void Environment::set_sdfgi_y_scale(SDFGIYScale p_y_scale) {
sdfgi_y_scale = p_y_scale;
_update_sdfgi();
}
Environment::SDFGIYScale Environment::get_sdfgi_y_scale() const {
return sdfgi_y_scale;
}
void Environment::set_sdfgi_use_occlusion(bool p_enabled) {
sdfgi_use_occlusion = p_enabled;
_update_sdfgi();
}
bool Environment::is_sdfgi_using_occlusion() const {
return sdfgi_use_occlusion;
}
void Environment::set_sdfgi_bounce_feedback(float p_amount) {
sdfgi_bounce_feedback = p_amount;
_update_sdfgi();
}
float Environment::get_sdfgi_bounce_feedback() const {
return sdfgi_bounce_feedback;
}
void Environment::set_sdfgi_read_sky_light(bool p_enabled) {
sdfgi_read_sky_light = p_enabled;
_update_sdfgi();
}
bool Environment::is_sdfgi_reading_sky_light() const {
return sdfgi_read_sky_light;
}
void Environment::set_sdfgi_energy(float p_energy) {
sdfgi_energy = p_energy;
_update_sdfgi();
}
float Environment::get_sdfgi_energy() const {
return sdfgi_energy;
}
void Environment::set_sdfgi_normal_bias(float p_bias) {
sdfgi_normal_bias = p_bias;
_update_sdfgi();
}
float Environment::get_sdfgi_normal_bias() const {
return sdfgi_normal_bias;
}
void Environment::set_sdfgi_probe_bias(float p_bias) {
sdfgi_probe_bias = p_bias;
_update_sdfgi();
}
float Environment::get_sdfgi_probe_bias() const {
return sdfgi_probe_bias;
}
void Environment::_update_sdfgi() {
RS::get_singleton()->environment_set_sdfgi(
environment,
sdfgi_enabled,
sdfgi_cascades,
sdfgi_min_cell_size,
RS::EnvironmentSDFGIYScale(sdfgi_y_scale),
sdfgi_use_occlusion,
sdfgi_bounce_feedback,
sdfgi_read_sky_light,
sdfgi_energy,
sdfgi_normal_bias,
sdfgi_probe_bias);
}
// Glow
void Environment::set_glow_enabled(bool p_enabled) {
glow_enabled = p_enabled;
_update_glow();
notify_property_list_changed();
}
bool Environment::is_glow_enabled() const {
return glow_enabled;
}
void Environment::set_glow_level(int p_level, float p_intensity) {
ERR_FAIL_INDEX(p_level, RS::MAX_GLOW_LEVELS);
glow_levels.write[p_level] = p_intensity;
_update_glow();
}
float Environment::get_glow_level(int p_level) const {
ERR_FAIL_INDEX_V(p_level, RS::MAX_GLOW_LEVELS, 0.0);
return glow_levels[p_level];
}
void Environment::set_glow_normalized(bool p_normalized) {
glow_normalize_levels = p_normalized;
_update_glow();
}
bool Environment::is_glow_normalized() const {
return glow_normalize_levels;
}
void Environment::set_glow_intensity(float p_intensity) {
glow_intensity = p_intensity;
_update_glow();
}
float Environment::get_glow_intensity() const {
return glow_intensity;
}
void Environment::set_glow_strength(float p_strength) {
glow_strength = p_strength;
_update_glow();
}
float Environment::get_glow_strength() const {
return glow_strength;
}
void Environment::set_glow_mix(float p_mix) {
glow_mix = p_mix;
_update_glow();
}
float Environment::get_glow_mix() const {
return glow_mix;
}
void Environment::set_glow_bloom(float p_threshold) {
glow_bloom = p_threshold;
_update_glow();
}
float Environment::get_glow_bloom() const {
return glow_bloom;
}
void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
glow_blend_mode = p_mode;
_update_glow();
notify_property_list_changed();
}
Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
return glow_blend_mode;
}
void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
glow_hdr_bleed_threshold = p_threshold;
_update_glow();
}
float Environment::get_glow_hdr_bleed_threshold() const {
return glow_hdr_bleed_threshold;
}
void Environment::set_glow_hdr_bleed_scale(float p_scale) {
glow_hdr_bleed_scale = p_scale;
_update_glow();
}
float Environment::get_glow_hdr_bleed_scale() const {
return glow_hdr_bleed_scale;
}
void Environment::set_glow_hdr_luminance_cap(float p_amount) {
glow_hdr_luminance_cap = p_amount;
_update_glow();
}
float Environment::get_glow_hdr_luminance_cap() const {
return glow_hdr_luminance_cap;
}
void Environment::set_glow_map_strength(float p_strength) {
glow_map_strength = p_strength;
_update_glow();
}
float Environment::get_glow_map_strength() const {
return glow_map_strength;
}
void Environment::set_glow_map(Ref<Texture> p_glow_map) {
glow_map = p_glow_map;
_update_glow();
}
Ref<Texture> Environment::get_glow_map() const {
return glow_map;
}
void Environment::_update_glow() {
Vector<float> normalized_levels;
if (glow_normalize_levels) {
normalized_levels.resize(7);
float size = 0.0;
for (int i = 0; i < glow_levels.size(); i++) {
size += glow_levels[i];
}
for (int i = 0; i < glow_levels.size(); i++) {
normalized_levels.write[i] = glow_levels[i] / size;
}
} else {
normalized_levels = glow_levels;
}
float _glow_map_strength = 0.0f;
RID glow_map_rid;
if (glow_map.is_valid()) {
glow_map_rid = glow_map->get_rid();
_glow_map_strength = glow_map_strength;
} else {
glow_map_rid = RID();
}
RS::get_singleton()->environment_set_glow(
environment,
glow_enabled,
normalized_levels,
glow_intensity,
glow_strength,
glow_mix,
glow_bloom,
RS::EnvironmentGlowBlendMode(glow_blend_mode),
glow_hdr_bleed_threshold,
glow_hdr_bleed_scale,
glow_hdr_luminance_cap,
_glow_map_strength,
glow_map_rid);
}
// Fog
void Environment::set_fog_enabled(bool p_enabled) {
fog_enabled = p_enabled;
_update_fog();
notify_property_list_changed();
}
bool Environment::is_fog_enabled() const {
return fog_enabled;
}
void Environment::set_fog_mode(FogMode p_mode) {
if (fog_mode != p_mode && p_mode == FogMode::FOG_MODE_EXPONENTIAL) {
set_fog_density(0.01);
} else {
set_fog_density(1.0);
}
fog_mode = p_mode;
_update_fog();
notify_property_list_changed();
}
Environment::FogMode Environment::get_fog_mode() const {
return fog_mode;
}
void Environment::set_fog_light_color(const Color &p_light_color) {
fog_light_color = p_light_color;
_update_fog();
}
Color Environment::get_fog_light_color() const {
return fog_light_color;
}
void Environment::set_fog_light_energy(float p_amount) {
fog_light_energy = p_amount;
_update_fog();
}
float Environment::get_fog_light_energy() const {
return fog_light_energy;
}
void Environment::set_fog_sun_scatter(float p_amount) {
fog_sun_scatter = p_amount;
_update_fog();
}
float Environment::get_fog_sun_scatter() const {
return fog_sun_scatter;
}
void Environment::set_fog_density(float p_amount) {
fog_density = p_amount;
_update_fog();
}
float Environment::get_fog_density() const {
return fog_density;
}
void Environment::set_fog_height(float p_amount) {
fog_height = p_amount;
_update_fog();
}
float Environment::get_fog_height() const {
return fog_height;
}
void Environment::set_fog_height_density(float p_amount) {
fog_height_density = p_amount;
_update_fog();
}
float Environment::get_fog_height_density() const {
return fog_height_density;
}
void Environment::set_fog_aerial_perspective(float p_aerial_perspective) {
fog_aerial_perspective = p_aerial_perspective;
_update_fog();
}
float Environment::get_fog_aerial_perspective() const {
return fog_aerial_perspective;
}
void Environment::set_fog_sky_affect(float p_sky_affect) {
fog_sky_affect = p_sky_affect;
_update_fog();
}
float Environment::get_fog_sky_affect() const {
return fog_sky_affect;
}
void Environment::_update_fog() {
RS::get_singleton()->environment_set_fog(
environment,
fog_enabled,
fog_light_color,
fog_light_energy,
fog_sun_scatter,
fog_density,
fog_height,
fog_height_density,
fog_aerial_perspective,
fog_sky_affect,
RS::EnvironmentFogMode(fog_mode));
}
// Depth Fog
void Environment::set_fog_depth_curve(float p_curve) {
fog_depth_curve = p_curve;
_update_fog_depth();
}
float Environment::get_fog_depth_curve() const {
return fog_depth_curve;
}
void Environment::set_fog_depth_begin(float p_begin) {
fog_depth_begin = p_begin;
if (fog_depth_begin > fog_depth_end) {
set_fog_depth_end(fog_depth_begin);
}
_update_fog_depth();
}
float Environment::get_fog_depth_begin() const {
return fog_depth_begin;
}
void Environment::set_fog_depth_end(float p_end) {
fog_depth_end = p_end;
if (fog_depth_end < fog_depth_begin) {
set_fog_depth_begin(fog_depth_end);
}
_update_fog_depth();
}
float Environment::get_fog_depth_end() const {
return fog_depth_end;
}
void Environment::_update_fog_depth() {
RS::get_singleton()->environment_set_fog_depth(
environment,
fog_depth_curve,
fog_depth_begin,
fog_depth_end);
}
// Volumetric Fog
void Environment::_update_volumetric_fog() {
RS::get_singleton()->environment_set_volumetric_fog(
environment,
volumetric_fog_enabled,
volumetric_fog_density,
volumetric_fog_albedo,
volumetric_fog_emission,
volumetric_fog_emission_energy,
volumetric_fog_anisotropy,
volumetric_fog_length,
volumetric_fog_detail_spread,
volumetric_fog_gi_inject,
volumetric_fog_temporal_reproject,
volumetric_fog_temporal_reproject_amount,
volumetric_fog_ambient_inject,
volumetric_fog_sky_affect);
}
void Environment::set_volumetric_fog_enabled(bool p_enable) {
volumetric_fog_enabled = p_enable;
_update_volumetric_fog();
notify_property_list_changed();
}
bool Environment::is_volumetric_fog_enabled() const {
return volumetric_fog_enabled;
}
void Environment::set_volumetric_fog_density(float p_density) {
volumetric_fog_density = p_density;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_density() const {
return volumetric_fog_density;
}
void Environment::set_volumetric_fog_albedo(Color p_color) {
volumetric_fog_albedo = p_color;
_update_volumetric_fog();
}
Color Environment::get_volumetric_fog_albedo() const {
return volumetric_fog_albedo;
}
void Environment::set_volumetric_fog_emission(Color p_color) {
volumetric_fog_emission = p_color;
_update_volumetric_fog();
}
Color Environment::get_volumetric_fog_emission() const {
return volumetric_fog_emission;
}
void Environment::set_volumetric_fog_emission_energy(float p_begin) {
volumetric_fog_emission_energy = p_begin;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_emission_energy() const {
return volumetric_fog_emission_energy;
}
void Environment::set_volumetric_fog_anisotropy(float p_anisotropy) {
volumetric_fog_anisotropy = p_anisotropy;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_anisotropy() const {
return volumetric_fog_anisotropy;
}
void Environment::set_volumetric_fog_length(float p_length) {
volumetric_fog_length = p_length;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_length() const {
return volumetric_fog_length;
}
void Environment::set_volumetric_fog_detail_spread(float p_detail_spread) {
p_detail_spread = CLAMP(p_detail_spread, 0.5, 6.0);
volumetric_fog_detail_spread = p_detail_spread;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_detail_spread() const {
return volumetric_fog_detail_spread;
}
void Environment::set_volumetric_fog_gi_inject(float p_gi_inject) {
volumetric_fog_gi_inject = p_gi_inject;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_gi_inject() const {
return volumetric_fog_gi_inject;
}
void Environment::set_volumetric_fog_ambient_inject(float p_ambient_inject) {
volumetric_fog_ambient_inject = p_ambient_inject;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_ambient_inject() const {
return volumetric_fog_ambient_inject;
}
void Environment::set_volumetric_fog_sky_affect(float p_sky_affect) {
volumetric_fog_sky_affect = p_sky_affect;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_sky_affect() const {
return volumetric_fog_sky_affect;
}
void Environment::set_volumetric_fog_temporal_reprojection_enabled(bool p_enable) {
volumetric_fog_temporal_reproject = p_enable;
_update_volumetric_fog();
}
bool Environment::is_volumetric_fog_temporal_reprojection_enabled() const {
return volumetric_fog_temporal_reproject;
}
void Environment::set_volumetric_fog_temporal_reprojection_amount(float p_amount) {
volumetric_fog_temporal_reproject_amount = p_amount;
_update_volumetric_fog();
}
float Environment::get_volumetric_fog_temporal_reprojection_amount() const {
return volumetric_fog_temporal_reproject_amount;
}
// Adjustment
void Environment::set_adjustment_enabled(bool p_enabled) {
adjustment_enabled = p_enabled;
_update_adjustment();
notify_property_list_changed();
}
bool Environment::is_adjustment_enabled() const {
return adjustment_enabled;
}
void Environment::set_adjustment_brightness(float p_brightness) {
adjustment_brightness = p_brightness;
_update_adjustment();
}
float Environment::get_adjustment_brightness() const {
return adjustment_brightness;
}
void Environment::set_adjustment_contrast(float p_contrast) {
adjustment_contrast = p_contrast;
_update_adjustment();
}
float Environment::get_adjustment_contrast() const {
return adjustment_contrast;
}
void Environment::set_adjustment_saturation(float p_saturation) {
adjustment_saturation = p_saturation;
_update_adjustment();
}
float Environment::get_adjustment_saturation() const {
return adjustment_saturation;
}
void Environment::set_adjustment_color_correction(Ref<Texture> p_color_correction) {
adjustment_color_correction = p_color_correction;
Ref<GradientTexture1D> grad_tex = p_color_correction;
if (grad_tex.is_valid()) {
grad_tex->connect_changed(callable_mp(this, &Environment::_update_adjustment));
}
Ref<Texture2D> adjustment_texture_2d = adjustment_color_correction;
if (adjustment_texture_2d.is_valid()) {
use_1d_color_correction = true;
} else {
use_1d_color_correction = false;
}
_update_adjustment();
}
Ref<Texture> Environment::get_adjustment_color_correction() const {
return adjustment_color_correction;
}
void Environment::_update_adjustment() {
RID color_correction = adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID();
RS::get_singleton()->environment_set_adjustment(
environment,
adjustment_enabled,
adjustment_brightness,
adjustment_contrast,
adjustment_saturation,
use_1d_color_correction,
color_correction);
}
// Private methods, constructor and destructor
void Environment::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "sky" || p_property.name == "sky_custom_fov" || p_property.name == "sky_rotation" || p_property.name == "ambient_light_sky_contribution") {
if (bg_mode != BG_SKY && ambient_source != AMBIENT_SOURCE_SKY && reflection_source != REFLECTION_SOURCE_SKY) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "fog_depth_curve" || p_property.name == "fog_depth_begin" || p_property.name == "fog_depth_end") {
if (fog_mode == FOG_MODE_EXPONENTIAL) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "ambient_light_color" || p_property.name == "ambient_light_energy") {
if (ambient_source == AMBIENT_SOURCE_DISABLED) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "ambient_light_sky_contribution") {
if (ambient_source == AMBIENT_SOURCE_DISABLED || ambient_source == AMBIENT_SOURCE_COLOR) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "fog_aerial_perspective") {
if (bg_mode != BG_SKY) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "tonemap_white" && tone_mapper == TONE_MAPPER_LINEAR) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "glow_intensity" && glow_blend_mode == GLOW_BLEND_MODE_MIX) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "glow_mix" && glow_blend_mode != GLOW_BLEND_MODE_MIX) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "background_color") {
if (bg_mode != BG_COLOR && ambient_source != AMBIENT_SOURCE_COLOR) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "background_canvas_max_layer") {
if (bg_mode != BG_CANVAS) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "background_camera_feed_id") {
if (bg_mode != BG_CAMERA_FEED) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
if (p_property.name == "background_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
static const char *hide_prefixes[] = {
"fog_",
"volumetric_fog_",
"ssr_",
"ssao_",
"ssil_",
"sdfgi_",
"glow_",
"adjustment_",
nullptr
};
const char **prefixes = hide_prefixes;
while (*prefixes) {
String prefix = String(*prefixes);
String enabled = prefix + "enabled";
if (p_property.name.begins_with(prefix) && p_property.name != enabled && !bool(get(enabled))) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
return;
}
prefixes++;
}
}
#ifndef DISABLE_DEPRECATED
// Kept for compatibility from 3.x to 4.0.
bool Environment::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "background_sky") {
set_sky(p_value);
return true;
} else if (p_name == "background_sky_custom_fov") {
set_sky_custom_fov(p_value);
return true;
} else if (p_name == "background_sky_orientation") {
Vector3 euler = p_value.operator Basis().get_euler();
set_sky_rotation(euler);
return true;
} else {
return false;
}
}
#endif
void Environment::_bind_methods() {
// Background
ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background);
ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background);
ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky);
ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky);
ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov);
ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov);
ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation);
ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation);
ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color);
ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color);
ClassDB::bind_method(D_METHOD("set_bg_energy_multiplier", "energy"), &Environment::set_bg_energy_multiplier);
ClassDB::bind_method(D_METHOD("get_bg_energy_multiplier"), &Environment::get_bg_energy_multiplier);
ClassDB::bind_method(D_METHOD("set_bg_intensity", "energy"), &Environment::set_bg_intensity);
ClassDB::bind_method(D_METHOD("get_bg_intensity"), &Environment::get_bg_intensity);
ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer);
ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer);
ClassDB::bind_method(D_METHOD("set_camera_feed_id", "id"), &Environment::set_camera_feed_id);
ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &Environment::get_camera_feed_id);
ADD_GROUP("Background", "background_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Canvas,Keep,Camera Feed"), "set_background", "get_background");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "background_energy_multiplier", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy_multiplier", "get_bg_energy_multiplier");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "background_intensity", PROPERTY_HINT_RANGE, "0,100000,0.01,suffix:nt"), "set_bg_intensity", "get_bg_intensity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "background_camera_feed_id", PROPERTY_HINT_RANGE, "1,10,1"), "set_camera_feed_id", "get_camera_feed_id");
ADD_GROUP("Sky", "sky_");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), "set_sky_custom_fov", "get_sky_custom_fov");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "sky_rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians_as_degrees"), "set_sky_rotation", "get_sky_rotation");
// Ambient light
ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color);
ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color);
ClassDB::bind_method(D_METHOD("set_ambient_source", "source"), &Environment::set_ambient_source);
ClassDB::bind_method(D_METHOD("get_ambient_source"), &Environment::get_ambient_source);
ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy);
ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy);
ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "ratio"), &Environment::set_ambient_light_sky_contribution);
ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution);
ClassDB::bind_method(D_METHOD("set_reflection_source", "source"), &Environment::set_reflection_source);
ClassDB::bind_method(D_METHOD("get_reflection_source"), &Environment::get_reflection_source);
ADD_GROUP("Ambient Light", "ambient_light_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ambient_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Color,Sky"), "set_ambient_source", "get_ambient_source");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ambient_light_sky_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_sky_contribution", "get_ambient_light_sky_contribution");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy");
ADD_GROUP("Reflected Light", "reflected_light_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "reflected_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Sky"), "set_reflection_source", "get_reflection_source");
// Tonemap
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);
ADD_GROUP("Tonemap", "tonemap_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,ACES"), "set_tonemapper", "get_tonemapper");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
// SSR
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_fade_in", "fade_in"), &Environment::set_ssr_fade_in);
ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment::get_ssr_fade_in);
ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment::set_ssr_fade_out);
ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment::get_ssr_fade_out);
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);
ADD_GROUP("SSR", "ssr_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssr_enabled"), "set_ssr_enabled", "is_ssr_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ssr_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssr_fade_in", PROPERTY_HINT_EXP_EASING, "positive_only"), "set_ssr_fade_in", "get_ssr_fade_in");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssr_fade_out", PROPERTY_HINT_EXP_EASING, "positive_only"), "set_ssr_fade_out", "get_ssr_fade_out");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssr_depth_tolerance", PROPERTY_HINT_RANGE, "0.01,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance");
// SSAO
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_power", "power"), &Environment::set_ssao_power);
ClassDB::bind_method(D_METHOD("get_ssao_power"), &Environment::get_ssao_power);
ClassDB::bind_method(D_METHOD("set_ssao_detail", "detail"), &Environment::set_ssao_detail);
ClassDB::bind_method(D_METHOD("get_ssao_detail"), &Environment::get_ssao_detail);
ClassDB::bind_method(D_METHOD("set_ssao_horizon", "horizon"), &Environment::set_ssao_horizon);
ClassDB::bind_method(D_METHOD("get_ssao_horizon"), &Environment::get_ssao_horizon);
ClassDB::bind_method(D_METHOD("set_ssao_sharpness", "sharpness"), &Environment::set_ssao_sharpness);
ClassDB::bind_method(D_METHOD("get_ssao_sharpness"), &Environment::get_ssao_sharpness);
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_ao_channel_affect", "amount"), &Environment::set_ssao_ao_channel_affect);
ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment::get_ssao_ao_channel_affect);
ADD_GROUP("SSAO", "ssao_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_radius", PROPERTY_HINT_RANGE, "0.01,16,0.01,or_greater"), "set_ssao_radius", "get_ssao_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_intensity", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_ssao_intensity", "get_ssao_intensity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_power", PROPERTY_HINT_EXP_EASING, "positive_only"), "set_ssao_power", "get_ssao_power");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_detail", PROPERTY_HINT_RANGE, "0,5,0.01"), "set_ssao_detail", "get_ssao_detail");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_horizon", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssao_horizon", "get_ssao_horizon");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_sharpness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssao_sharpness", "get_ssao_sharpness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::FLOAT, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect");
// SSIL
ClassDB::bind_method(D_METHOD("set_ssil_enabled", "enabled"), &Environment::set_ssil_enabled);
ClassDB::bind_method(D_METHOD("is_ssil_enabled"), &Environment::is_ssil_enabled);
ClassDB::bind_method(D_METHOD("set_ssil_radius", "radius"), &Environment::set_ssil_radius);
ClassDB::bind_method(D_METHOD("get_ssil_radius"), &Environment::get_ssil_radius);
ClassDB::bind_method(D_METHOD("set_ssil_intensity", "intensity"), &Environment::set_ssil_intensity);
ClassDB::bind_method(D_METHOD("get_ssil_intensity"), &Environment::get_ssil_intensity);
ClassDB::bind_method(D_METHOD("set_ssil_sharpness", "sharpness"), &Environment::set_ssil_sharpness);
ClassDB::bind_method(D_METHOD("get_ssil_sharpness"), &Environment::get_ssil_sharpness);
ClassDB::bind_method(D_METHOD("set_ssil_normal_rejection", "normal_rejection"), &Environment::set_ssil_normal_rejection);
ClassDB::bind_method(D_METHOD("get_ssil_normal_rejection"), &Environment::get_ssil_normal_rejection);
ADD_GROUP("SSIL", "ssil_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssil_enabled"), "set_ssil_enabled", "is_ssil_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_radius", PROPERTY_HINT_RANGE, "0.01,16,0.01,or_greater,suffix:m"), "set_ssil_radius", "get_ssil_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_intensity", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_ssil_intensity", "get_ssil_intensity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_sharpness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssil_sharpness", "get_ssil_sharpness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_normal_rejection", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssil_normal_rejection", "get_ssil_normal_rejection");
// SDFGI
ClassDB::bind_method(D_METHOD("set_sdfgi_enabled", "enabled"), &Environment::set_sdfgi_enabled);
ClassDB::bind_method(D_METHOD("is_sdfgi_enabled"), &Environment::is_sdfgi_enabled);
ClassDB::bind_method(D_METHOD("set_sdfgi_cascades", "amount"), &Environment::set_sdfgi_cascades);
ClassDB::bind_method(D_METHOD("get_sdfgi_cascades"), &Environment::get_sdfgi_cascades);
ClassDB::bind_method(D_METHOD("set_sdfgi_min_cell_size", "size"), &Environment::set_sdfgi_min_cell_size);
ClassDB::bind_method(D_METHOD("get_sdfgi_min_cell_size"), &Environment::get_sdfgi_min_cell_size);
ClassDB::bind_method(D_METHOD("set_sdfgi_max_distance", "distance"), &Environment::set_sdfgi_max_distance);
ClassDB::bind_method(D_METHOD("get_sdfgi_max_distance"), &Environment::get_sdfgi_max_distance);
ClassDB::bind_method(D_METHOD("set_sdfgi_cascade0_distance", "distance"), &Environment::set_sdfgi_cascade0_distance);
ClassDB::bind_method(D_METHOD("get_sdfgi_cascade0_distance"), &Environment::get_sdfgi_cascade0_distance);
ClassDB::bind_method(D_METHOD("set_sdfgi_y_scale", "scale"), &Environment::set_sdfgi_y_scale);
ClassDB::bind_method(D_METHOD("get_sdfgi_y_scale"), &Environment::get_sdfgi_y_scale);
ClassDB::bind_method(D_METHOD("set_sdfgi_use_occlusion", "enable"), &Environment::set_sdfgi_use_occlusion);
ClassDB::bind_method(D_METHOD("is_sdfgi_using_occlusion"), &Environment::is_sdfgi_using_occlusion);
ClassDB::bind_method(D_METHOD("set_sdfgi_bounce_feedback", "amount"), &Environment::set_sdfgi_bounce_feedback);
ClassDB::bind_method(D_METHOD("get_sdfgi_bounce_feedback"), &Environment::get_sdfgi_bounce_feedback);
ClassDB::bind_method(D_METHOD("set_sdfgi_read_sky_light", "enable"), &Environment::set_sdfgi_read_sky_light);
ClassDB::bind_method(D_METHOD("is_sdfgi_reading_sky_light"), &Environment::is_sdfgi_reading_sky_light);
ClassDB::bind_method(D_METHOD("set_sdfgi_energy", "amount"), &Environment::set_sdfgi_energy);
ClassDB::bind_method(D_METHOD("get_sdfgi_energy"), &Environment::get_sdfgi_energy);
ClassDB::bind_method(D_METHOD("set_sdfgi_normal_bias", "bias"), &Environment::set_sdfgi_normal_bias);
ClassDB::bind_method(D_METHOD("get_sdfgi_normal_bias"), &Environment::get_sdfgi_normal_bias);
ClassDB::bind_method(D_METHOD("set_sdfgi_probe_bias", "bias"), &Environment::set_sdfgi_probe_bias);
ClassDB::bind_method(D_METHOD("get_sdfgi_probe_bias"), &Environment::get_sdfgi_probe_bias);
ADD_GROUP("SDFGI", "sdfgi_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdfgi_enabled"), "set_sdfgi_enabled", "is_sdfgi_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdfgi_use_occlusion"), "set_sdfgi_use_occlusion", "is_sdfgi_using_occlusion");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdfgi_read_sky_light"), "set_sdfgi_read_sky_light", "is_sdfgi_reading_sky_light");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_bounce_feedback", PROPERTY_HINT_RANGE, "0,1.99,0.01"), "set_sdfgi_bounce_feedback", "get_sdfgi_bounce_feedback");
ADD_PROPERTY(PropertyInfo(Variant::INT, "sdfgi_cascades", PROPERTY_HINT_RANGE, "1,8,1"), "set_sdfgi_cascades", "get_sdfgi_cascades");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_min_cell_size", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_sdfgi_min_cell_size", "get_sdfgi_min_cell_size");
// Don't store the values of `sdfgi_cascade0_distance` and `sdfgi_max_distance`
// as they're derived from `sdfgi_min_cell_size`.
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_cascade0_distance", PROPERTY_HINT_RANGE, "0.1,16384,0.1,or_greater", PROPERTY_USAGE_EDITOR), "set_sdfgi_cascade0_distance", "get_sdfgi_cascade0_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_max_distance", PROPERTY_HINT_RANGE, "0.1,16384,0.1,or_greater", PROPERTY_USAGE_EDITOR), "set_sdfgi_max_distance", "get_sdfgi_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "sdfgi_y_scale", PROPERTY_HINT_ENUM, "50% (Compact),75% (Balanced),100% (Sparse)"), "set_sdfgi_y_scale", "get_sdfgi_y_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_energy"), "set_sdfgi_energy", "get_sdfgi_energy");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_normal_bias"), "set_sdfgi_normal_bias", "get_sdfgi_normal_bias");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_probe_bias"), "set_sdfgi_probe_bias", "get_sdfgi_probe_bias");
// Glow
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", "intensity"), &Environment::set_glow_level);
ClassDB::bind_method(D_METHOD("get_glow_level", "idx"), &Environment::get_glow_level);
ClassDB::bind_method(D_METHOD("set_glow_normalized", "normalize"), &Environment::set_glow_normalized);
ClassDB::bind_method(D_METHOD("is_glow_normalized"), &Environment::is_glow_normalized);
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_mix", "mix"), &Environment::set_glow_mix);
ClassDB::bind_method(D_METHOD("get_glow_mix"), &Environment::get_glow_mix);
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_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold);
ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold);
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_hdr_luminance_cap", "amount"), &Environment::set_glow_hdr_luminance_cap);
ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment::get_glow_hdr_luminance_cap);
ClassDB::bind_method(D_METHOD("set_glow_map_strength", "strength"), &Environment::set_glow_map_strength);
ClassDB::bind_method(D_METHOD("get_glow_map_strength"), &Environment::get_glow_map_strength);
ClassDB::bind_method(D_METHOD("set_glow_map", "mode"), &Environment::set_glow_map);
ClassDB::bind_method(D_METHOD("get_glow_map"), &Environment::get_glow_map);
ADD_GROUP("Glow", "glow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_enabled"), "set_glow_enabled", "is_glow_enabled");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/1", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 0);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/2", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 1);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/3", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 2);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/4", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 3);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/5", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 4);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/6", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 5);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/7", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 6);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_normalized"), "set_glow_normalized", "is_glow_normalized");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_mix", PROPERTY_HINT_RANGE, "0.0,1.0,0.001"), "set_glow_mix", "get_glow_mix");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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,Mix"), "set_glow_blend_mode", "get_glow_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::FLOAT, "glow_hdr_luminance_cap", PROPERTY_HINT_RANGE, "0.0,256.0,0.01"), "set_glow_hdr_luminance_cap", "get_glow_hdr_luminance_cap");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_map_strength", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_map_strength", "get_glow_map_strength");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "glow_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_glow_map", "get_glow_map");
// Fog
ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled);
ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled);
ClassDB::bind_method(D_METHOD("set_fog_mode", "mode"), &Environment::set_fog_mode);
ClassDB::bind_method(D_METHOD("get_fog_mode"), &Environment::get_fog_mode);
ClassDB::bind_method(D_METHOD("set_fog_light_color", "light_color"), &Environment::set_fog_light_color);
ClassDB::bind_method(D_METHOD("get_fog_light_color"), &Environment::get_fog_light_color);
ClassDB::bind_method(D_METHOD("set_fog_light_energy", "light_energy"), &Environment::set_fog_light_energy);
ClassDB::bind_method(D_METHOD("get_fog_light_energy"), &Environment::get_fog_light_energy);
ClassDB::bind_method(D_METHOD("set_fog_sun_scatter", "sun_scatter"), &Environment::set_fog_sun_scatter);
ClassDB::bind_method(D_METHOD("get_fog_sun_scatter"), &Environment::get_fog_sun_scatter);
ClassDB::bind_method(D_METHOD("set_fog_density", "density"), &Environment::set_fog_density);
ClassDB::bind_method(D_METHOD("get_fog_density"), &Environment::get_fog_density);
ClassDB::bind_method(D_METHOD("set_fog_height", "height"), &Environment::set_fog_height);
ClassDB::bind_method(D_METHOD("get_fog_height"), &Environment::get_fog_height);
ClassDB::bind_method(D_METHOD("set_fog_height_density", "height_density"), &Environment::set_fog_height_density);
ClassDB::bind_method(D_METHOD("get_fog_height_density"), &Environment::get_fog_height_density);
ClassDB::bind_method(D_METHOD("set_fog_aerial_perspective", "aerial_perspective"), &Environment::set_fog_aerial_perspective);
ClassDB::bind_method(D_METHOD("get_fog_aerial_perspective"), &Environment::get_fog_aerial_perspective);
ClassDB::bind_method(D_METHOD("set_fog_sky_affect", "sky_affect"), &Environment::set_fog_sky_affect);
ClassDB::bind_method(D_METHOD("get_fog_sky_affect"), &Environment::get_fog_sky_affect);
ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve);
ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve);
ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "begin"), &Environment::set_fog_depth_begin);
ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin);
ClassDB::bind_method(D_METHOD("set_fog_depth_end", "end"), &Environment::set_fog_depth_end);
ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end);
ADD_GROUP("Fog", "fog_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fog_mode", PROPERTY_HINT_ENUM, "Exponential,Depth"), "set_fog_mode", "get_fog_mode");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_fog_light_color", "get_fog_light_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_fog_light_energy", "get_fog_light_energy");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_scatter", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_fog_sun_scatter", "get_fog_sun_scatter");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_density", PROPERTY_HINT_RANGE, "0,1,0.0001,or_greater"), "set_fog_density", "get_fog_density");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_aerial_perspective", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_fog_aerial_perspective", "get_fog_aerial_perspective");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sky_affect", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_fog_sky_affect", "get_fog_sky_affect");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_less,or_greater,suffix:m"), "set_fog_height", "get_fog_height");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_density", PROPERTY_HINT_RANGE, "-16,16,0.0001,or_less,or_greater"), "set_fog_height_density", "get_fog_height_density");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater,or_less,suffix:m"), "set_fog_depth_begin", "get_fog_depth_begin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_end", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater,or_less,suffix:m"), "set_fog_depth_end", "get_fog_depth_end");
ClassDB::bind_method(D_METHOD("set_volumetric_fog_enabled", "enabled"), &Environment::set_volumetric_fog_enabled);
ClassDB::bind_method(D_METHOD("is_volumetric_fog_enabled"), &Environment::is_volumetric_fog_enabled);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_emission", "color"), &Environment::set_volumetric_fog_emission);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_emission"), &Environment::get_volumetric_fog_emission);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_albedo", "color"), &Environment::set_volumetric_fog_albedo);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_albedo"), &Environment::get_volumetric_fog_albedo);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_density", "density"), &Environment::set_volumetric_fog_density);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_density"), &Environment::get_volumetric_fog_density);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_emission_energy", "begin"), &Environment::set_volumetric_fog_emission_energy);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_emission_energy"), &Environment::get_volumetric_fog_emission_energy);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_anisotropy", "anisotropy"), &Environment::set_volumetric_fog_anisotropy);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_anisotropy"), &Environment::get_volumetric_fog_anisotropy);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_length", "length"), &Environment::set_volumetric_fog_length);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_length"), &Environment::get_volumetric_fog_length);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_detail_spread", "detail_spread"), &Environment::set_volumetric_fog_detail_spread);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_detail_spread"), &Environment::get_volumetric_fog_detail_spread);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_gi_inject", "gi_inject"), &Environment::set_volumetric_fog_gi_inject);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_gi_inject"), &Environment::get_volumetric_fog_gi_inject);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_ambient_inject", "enabled"), &Environment::set_volumetric_fog_ambient_inject);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_ambient_inject"), &Environment::get_volumetric_fog_ambient_inject);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_sky_affect", "sky_affect"), &Environment::set_volumetric_fog_sky_affect);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_sky_affect"), &Environment::get_volumetric_fog_sky_affect);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_temporal_reprojection_enabled", "enabled"), &Environment::set_volumetric_fog_temporal_reprojection_enabled);
ClassDB::bind_method(D_METHOD("is_volumetric_fog_temporal_reprojection_enabled"), &Environment::is_volumetric_fog_temporal_reprojection_enabled);
ClassDB::bind_method(D_METHOD("set_volumetric_fog_temporal_reprojection_amount", "temporal_reprojection_amount"), &Environment::set_volumetric_fog_temporal_reprojection_amount);
ClassDB::bind_method(D_METHOD("get_volumetric_fog_temporal_reprojection_amount"), &Environment::get_volumetric_fog_temporal_reprojection_amount);
ADD_GROUP("Volumetric Fog", "volumetric_fog_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "volumetric_fog_enabled"), "set_volumetric_fog_enabled", "is_volumetric_fog_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_density", PROPERTY_HINT_RANGE, "0,1,0.0001,or_greater"), "set_volumetric_fog_density", "get_volumetric_fog_density");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "volumetric_fog_albedo", PROPERTY_HINT_COLOR_NO_ALPHA), "set_volumetric_fog_albedo", "get_volumetric_fog_albedo");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "volumetric_fog_emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_volumetric_fog_emission", "get_volumetric_fog_emission");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_emission_energy", PROPERTY_HINT_RANGE, "0,1024,0.01,or_greater"), "set_volumetric_fog_emission_energy", "get_volumetric_fog_emission_energy");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_gi_inject", PROPERTY_HINT_RANGE, "0.0,16,0.01,exp"), "set_volumetric_fog_gi_inject", "get_volumetric_fog_gi_inject");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_anisotropy", PROPERTY_HINT_RANGE, "-0.9,0.9,0.01"), "set_volumetric_fog_anisotropy", "get_volumetric_fog_anisotropy");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_length", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_volumetric_fog_length", "get_volumetric_fog_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_detail_spread", PROPERTY_HINT_EXP_EASING, "positive_only"), "set_volumetric_fog_detail_spread", "get_volumetric_fog_detail_spread");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_ambient_inject", PROPERTY_HINT_RANGE, "0.0,16,0.01,exp"), "set_volumetric_fog_ambient_inject", "get_volumetric_fog_ambient_inject");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_sky_affect", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_volumetric_fog_sky_affect", "get_volumetric_fog_sky_affect");
ADD_SUBGROUP("Temporal Reprojection", "volumetric_fog_temporal_reprojection_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "volumetric_fog_temporal_reprojection_enabled"), "set_volumetric_fog_temporal_reprojection_enabled", "is_volumetric_fog_temporal_reprojection_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_temporal_reprojection_amount", PROPERTY_HINT_RANGE, "0.5,0.99,0.001"), "set_volumetric_fog_temporal_reprojection_amount", "get_volumetric_fog_temporal_reprojection_amount");
// Adjustment
ClassDB::bind_method(D_METHOD("set_adjustment_enabled", "enabled"), &Environment::set_adjustment_enabled);
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_enabled", "is_adjustment_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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, "Texture2D,Texture3D"), "set_adjustment_color_correction", "get_adjustment_color_correction");
// Constants
BIND_ENUM_CONSTANT(BG_CLEAR_COLOR);
BIND_ENUM_CONSTANT(BG_COLOR);
BIND_ENUM_CONSTANT(BG_SKY);
BIND_ENUM_CONSTANT(BG_CANVAS);
BIND_ENUM_CONSTANT(BG_KEEP);
BIND_ENUM_CONSTANT(BG_CAMERA_FEED);
BIND_ENUM_CONSTANT(BG_MAX);
BIND_ENUM_CONSTANT(AMBIENT_SOURCE_BG);
BIND_ENUM_CONSTANT(AMBIENT_SOURCE_DISABLED);
BIND_ENUM_CONSTANT(AMBIENT_SOURCE_COLOR);
BIND_ENUM_CONSTANT(AMBIENT_SOURCE_SKY);
BIND_ENUM_CONSTANT(REFLECTION_SOURCE_BG);
BIND_ENUM_CONSTANT(REFLECTION_SOURCE_DISABLED);
BIND_ENUM_CONSTANT(REFLECTION_SOURCE_SKY);
BIND_ENUM_CONSTANT(TONE_MAPPER_LINEAR);
BIND_ENUM_CONSTANT(TONE_MAPPER_REINHARDT);
BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC);
BIND_ENUM_CONSTANT(TONE_MAPPER_ACES);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(FOG_MODE_EXPONENTIAL);
BIND_ENUM_CONSTANT(FOG_MODE_DEPTH);
BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_50_PERCENT);
BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_75_PERCENT);
BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_100_PERCENT);
}
Environment::Environment() {
environment = RS::get_singleton()->environment_create();
set_camera_feed_id(bg_camera_feed_id);
glow_levels.resize(7);
glow_levels.write[0] = 0.0;
glow_levels.write[1] = 0.0;
glow_levels.write[2] = 1.0;
glow_levels.write[3] = 0.0;
glow_levels.write[4] = 1.0;
glow_levels.write[5] = 0.0;
glow_levels.write[6] = 0.0;
_update_ambient_light();
_update_tonemap();
_update_ssr();
_update_ssao();
_update_ssil();
_update_sdfgi();
_update_glow();
_update_fog();
_update_adjustment();
_update_volumetric_fog();
_update_bg_energy();
notify_property_list_changed();
}
Environment::~Environment() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(environment);
}