433 lines
12 KiB
C++
433 lines
12 KiB
C++
/*************************************************************************/
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/* environment.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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_H
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#define ENVIRONMENT_H
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#include "core/resource.h"
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#include "scene/resources/sky.h"
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#include "scene/resources/texture.h"
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#include "servers/rendering_server.h"
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class Environment : public Resource {
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GDCLASS(Environment, Resource);
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public:
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enum BGMode {
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BG_CLEAR_COLOR,
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BG_COLOR,
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BG_SKY,
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BG_CANVAS,
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BG_KEEP,
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BG_CAMERA_FEED,
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BG_MAX
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};
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enum AmbientSource {
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AMBIENT_SOURCE_BG,
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AMBIENT_SOURCE_DISABLED,
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AMBIENT_SOURCE_COLOR,
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AMBIENT_SOURCE_SKY,
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};
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enum ReflectionSource {
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REFLECTION_SOURCE_BG,
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REFLECTION_SOURCE_DISABLED,
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REFLECTION_SOURCE_SKY,
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};
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enum ToneMapper {
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TONE_MAPPER_LINEAR,
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TONE_MAPPER_REINHARDT,
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TONE_MAPPER_FILMIC,
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TONE_MAPPER_ACES
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};
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enum GlowBlendMode {
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GLOW_BLEND_MODE_ADDITIVE,
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GLOW_BLEND_MODE_SCREEN,
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GLOW_BLEND_MODE_SOFTLIGHT,
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GLOW_BLEND_MODE_REPLACE,
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GLOW_BLEND_MODE_MIX,
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};
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enum SSAOBlur {
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SSAO_BLUR_DISABLED,
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SSAO_BLUR_1x1,
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SSAO_BLUR_2x2,
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SSAO_BLUR_3x3
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};
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private:
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RID environment;
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BGMode bg_mode;
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Ref<Sky> bg_sky;
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float bg_sky_custom_fov;
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Vector3 sky_rotation;
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Color bg_color;
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float bg_energy;
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int bg_canvas_max_layer;
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Color ambient_color;
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float ambient_energy;
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Color ao_color;
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float ambient_sky_contribution;
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int camera_feed_id;
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AmbientSource ambient_source;
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ReflectionSource reflection_source;
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ToneMapper tone_mapper;
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float tonemap_exposure;
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float tonemap_white;
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bool tonemap_auto_exposure;
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float tonemap_auto_exposure_max;
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float tonemap_auto_exposure_min;
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float tonemap_auto_exposure_speed;
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float tonemap_auto_exposure_grey;
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bool adjustment_enabled;
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float adjustment_contrast;
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float adjustment_saturation;
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float adjustment_brightness;
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Ref<Texture2D> adjustment_color_correction;
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bool ssr_enabled;
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int ssr_max_steps;
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float ssr_fade_in;
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float ssr_fade_out;
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float ssr_depth_tolerance;
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bool ssr_roughness;
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bool ssao_enabled;
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float ssao_radius;
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float ssao_intensity;
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float ssao_bias;
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float ssao_direct_light_affect;
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float ssao_ao_channel_affect;
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SSAOBlur ssao_blur;
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float ssao_edge_sharpness;
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bool glow_enabled;
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int glow_levels;
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float glow_intensity;
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float glow_strength;
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float glow_mix;
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float glow_bloom;
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GlowBlendMode glow_blend_mode;
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float glow_hdr_bleed_threshold;
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float glow_hdr_bleed_scale;
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float glow_hdr_luminance_cap;
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bool fog_enabled;
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Color fog_color;
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Color fog_sun_color;
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float fog_sun_amount;
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bool fog_depth_enabled;
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float fog_depth_begin;
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float fog_depth_end;
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float fog_depth_curve;
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bool fog_transmit_enabled;
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float fog_transmit_curve;
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bool fog_height_enabled;
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float fog_height_min;
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float fog_height_max;
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float fog_height_curve;
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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#ifndef DISABLE_DEPRECATED
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// Kept for compatibility from 3.x to 4.0.
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bool _set(const StringName &p_name, const Variant &p_value);
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#endif
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public:
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void set_background(BGMode p_bg);
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void set_sky(const Ref<Sky> &p_sky);
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void set_sky_custom_fov(float p_scale);
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void set_sky_rotation(const Vector3 &p_rotation);
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void set_bg_color(const Color &p_color);
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void set_bg_energy(float p_energy);
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void set_canvas_max_layer(int p_max_layer);
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void set_ambient_light_color(const Color &p_color);
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void set_ambient_light_energy(float p_energy);
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void set_ambient_light_sky_contribution(float p_energy);
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void set_camera_feed_id(int p_camera_feed_id);
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void set_ambient_source(AmbientSource p_source);
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AmbientSource get_ambient_source() const;
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void set_reflection_source(ReflectionSource p_source);
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ReflectionSource get_reflection_source() const;
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BGMode get_background() const;
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Ref<Sky> get_sky() const;
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float get_sky_custom_fov() const;
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Vector3 get_sky_rotation() const;
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Color get_bg_color() const;
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float get_bg_energy() const;
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int get_canvas_max_layer() const;
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Color get_ambient_light_color() const;
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float get_ambient_light_energy() const;
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float get_ambient_light_sky_contribution() const;
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int get_camera_feed_id(void) const;
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void set_tonemapper(ToneMapper p_tone_mapper);
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ToneMapper get_tonemapper() const;
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void set_tonemap_exposure(float p_exposure);
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float get_tonemap_exposure() const;
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void set_tonemap_white(float p_white);
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float get_tonemap_white() const;
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void set_tonemap_auto_exposure(bool p_enabled);
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bool get_tonemap_auto_exposure() const;
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void set_tonemap_auto_exposure_max(float p_auto_exposure_max);
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float get_tonemap_auto_exposure_max() const;
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void set_tonemap_auto_exposure_min(float p_auto_exposure_min);
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float get_tonemap_auto_exposure_min() const;
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void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
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float get_tonemap_auto_exposure_speed() const;
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void set_tonemap_auto_exposure_grey(float p_auto_exposure_grey);
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float get_tonemap_auto_exposure_grey() const;
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void set_adjustment_enable(bool p_enable);
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bool is_adjustment_enabled() const;
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void set_adjustment_brightness(float p_brightness);
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float get_adjustment_brightness() const;
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void set_adjustment_contrast(float p_contrast);
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float get_adjustment_contrast() const;
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void set_adjustment_saturation(float p_saturation);
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float get_adjustment_saturation() const;
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void set_adjustment_color_correction(const Ref<Texture2D> &p_ramp);
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Ref<Texture2D> get_adjustment_color_correction() const;
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void set_ssr_enabled(bool p_enable);
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bool is_ssr_enabled() const;
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void set_ssr_max_steps(int p_steps);
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int get_ssr_max_steps() const;
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void set_ssr_fade_in(float p_fade_in);
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float get_ssr_fade_in() const;
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void set_ssr_fade_out(float p_fade_out);
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float get_ssr_fade_out() const;
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void set_ssr_depth_tolerance(float p_depth_tolerance);
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float get_ssr_depth_tolerance() const;
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void set_ssr_rough(bool p_enable);
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bool is_ssr_rough() const;
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void set_ssao_enabled(bool p_enable);
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bool is_ssao_enabled() const;
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void set_ssao_radius(float p_radius);
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float get_ssao_radius() const;
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void set_ssao_intensity(float p_intensity);
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float get_ssao_intensity() const;
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void set_ssao_bias(float p_bias);
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float get_ssao_bias() const;
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void set_ssao_direct_light_affect(float p_direct_light_affect);
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float get_ssao_direct_light_affect() const;
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void set_ssao_ao_channel_affect(float p_ao_channel_affect);
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float get_ssao_ao_channel_affect() const;
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void set_ao_color(const Color &p_color);
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Color get_ao_color() const;
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void set_ssao_blur(SSAOBlur p_blur);
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SSAOBlur get_ssao_blur() const;
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void set_ssao_edge_sharpness(float p_edge_sharpness);
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float get_ssao_edge_sharpness() const;
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void set_glow_enabled(bool p_enabled);
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bool is_glow_enabled() const;
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void set_glow_level(int p_level, bool p_enabled);
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bool is_glow_level_enabled(int p_level) const;
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void set_glow_intensity(float p_intensity);
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float get_glow_intensity() const;
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void set_glow_strength(float p_strength);
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float get_glow_strength() const;
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void set_glow_mix(float p_mix);
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float get_glow_mix() const;
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void set_glow_bloom(float p_threshold);
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float get_glow_bloom() const;
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void set_glow_blend_mode(GlowBlendMode p_mode);
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GlowBlendMode get_glow_blend_mode() const;
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void set_glow_hdr_bleed_threshold(float p_threshold);
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float get_glow_hdr_bleed_threshold() const;
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void set_glow_hdr_luminance_cap(float p_amount);
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float get_glow_hdr_luminance_cap() const;
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void set_glow_hdr_bleed_scale(float p_scale);
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float get_glow_hdr_bleed_scale() const;
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void set_fog_enabled(bool p_enabled);
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bool is_fog_enabled() const;
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void set_fog_color(const Color &p_color);
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Color get_fog_color() const;
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void set_fog_sun_color(const Color &p_color);
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Color get_fog_sun_color() const;
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void set_fog_sun_amount(float p_amount);
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float get_fog_sun_amount() const;
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void set_fog_depth_enabled(bool p_enabled);
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bool is_fog_depth_enabled() const;
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void set_fog_depth_begin(float p_distance);
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float get_fog_depth_begin() const;
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void set_fog_depth_end(float p_distance);
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float get_fog_depth_end() const;
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void set_fog_depth_curve(float p_curve);
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float get_fog_depth_curve() const;
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void set_fog_transmit_enabled(bool p_enabled);
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bool is_fog_transmit_enabled() const;
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void set_fog_transmit_curve(float p_curve);
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float get_fog_transmit_curve() const;
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void set_fog_height_enabled(bool p_enabled);
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bool is_fog_height_enabled() const;
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void set_fog_height_min(float p_distance);
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float get_fog_height_min() const;
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void set_fog_height_max(float p_distance);
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float get_fog_height_max() const;
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void set_fog_height_curve(float p_distance);
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float get_fog_height_curve() const;
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virtual RID get_rid() const;
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Environment();
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~Environment();
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};
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VARIANT_ENUM_CAST(Environment::BGMode)
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VARIANT_ENUM_CAST(Environment::AmbientSource)
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VARIANT_ENUM_CAST(Environment::ReflectionSource)
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VARIANT_ENUM_CAST(Environment::ToneMapper)
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VARIANT_ENUM_CAST(Environment::GlowBlendMode)
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VARIANT_ENUM_CAST(Environment::SSAOBlur)
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class CameraEffects : public Resource {
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GDCLASS(CameraEffects, Resource);
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private:
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RID camera_effects;
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bool dof_blur_far_enabled;
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float dof_blur_far_distance;
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float dof_blur_far_transition;
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bool dof_blur_near_enabled;
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float dof_blur_near_distance;
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float dof_blur_near_transition;
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float dof_blur_amount;
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bool override_exposure_enabled;
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float override_exposure;
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protected:
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static void _bind_methods();
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public:
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void set_dof_blur_far_enabled(bool p_enable);
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bool is_dof_blur_far_enabled() const;
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void set_dof_blur_far_distance(float p_distance);
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float get_dof_blur_far_distance() const;
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void set_dof_blur_far_transition(float p_distance);
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float get_dof_blur_far_transition() const;
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void set_dof_blur_near_enabled(bool p_enable);
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bool is_dof_blur_near_enabled() const;
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void set_dof_blur_near_distance(float p_distance);
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float get_dof_blur_near_distance() const;
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void set_dof_blur_near_transition(float p_distance);
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float get_dof_blur_near_transition() const;
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void set_dof_blur_amount(float p_amount);
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float get_dof_blur_amount() const;
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void set_override_exposure_enabled(bool p_enabled);
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bool is_override_exposure_enabled() const;
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void set_override_exposure(float p_exposure);
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float get_override_exposure() const;
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virtual RID get_rid() const;
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CameraEffects();
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~CameraEffects();
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};
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#endif // ENVIRONMENT_H
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