131 lines
6.7 KiB
C++
131 lines
6.7 KiB
C++
/*************************************************************************/
|
|
/* renderer_scene_environment_rd.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
|
|
|
|
uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2;
|
|
|
|
void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
|
|
ambient_light = p_color;
|
|
ambient_source = p_ambient;
|
|
ambient_light_energy = p_energy;
|
|
ambient_sky_contribution = p_sky_contribution;
|
|
reflection_source = p_reflection_source;
|
|
}
|
|
|
|
void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
|
|
exposure = p_exposure;
|
|
tone_mapper = p_tone_mapper;
|
|
if (!auto_exposure && p_auto_exposure) {
|
|
auto_exposure_version = ++auto_exposure_counter;
|
|
}
|
|
auto_exposure = p_auto_exposure;
|
|
white = p_white;
|
|
min_luminance = p_min_luminance;
|
|
max_luminance = p_max_luminance;
|
|
auto_exp_speed = p_auto_exp_speed;
|
|
auto_exp_scale = p_auto_exp_scale;
|
|
}
|
|
|
|
void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
|
|
ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
|
|
glow_enabled = p_enable;
|
|
glow_levels = p_levels;
|
|
glow_intensity = p_intensity;
|
|
glow_strength = p_strength;
|
|
glow_mix = p_mix;
|
|
glow_bloom = p_bloom_threshold;
|
|
glow_blend_mode = p_blend_mode;
|
|
glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
|
|
glow_hdr_bleed_scale = p_hdr_bleed_scale;
|
|
glow_hdr_luminance_cap = p_hdr_luminance_cap;
|
|
glow_map_strength = p_glow_map_strength;
|
|
glow_map = p_glow_map;
|
|
}
|
|
|
|
void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
|
|
sdfgi_enabled = p_enable;
|
|
sdfgi_cascades = p_cascades;
|
|
sdfgi_min_cell_size = p_min_cell_size;
|
|
sdfgi_use_occlusion = p_use_occlusion;
|
|
sdfgi_bounce_feedback = p_bounce_feedback;
|
|
sdfgi_read_sky_light = p_read_sky;
|
|
sdfgi_energy = p_energy;
|
|
sdfgi_normal_bias = p_normal_bias;
|
|
sdfgi_probe_bias = p_probe_bias;
|
|
sdfgi_y_scale = p_y_scale;
|
|
}
|
|
|
|
void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
|
|
fog_enabled = p_enable;
|
|
fog_light_color = p_light_color;
|
|
fog_light_energy = p_light_energy;
|
|
fog_sun_scatter = p_sun_scatter;
|
|
fog_density = p_density;
|
|
fog_height = p_height;
|
|
fog_height_density = p_height_density;
|
|
fog_aerial_perspective = p_fog_aerial_perspective;
|
|
}
|
|
|
|
void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
|
|
volumetric_fog_enabled = p_enable;
|
|
volumetric_fog_density = p_density;
|
|
volumetric_fog_scattering = p_albedo;
|
|
volumetric_fog_emission = p_emission;
|
|
volumetric_fog_emission_energy = p_emission_energy;
|
|
volumetric_fog_anisotropy = p_anisotropy,
|
|
volumetric_fog_length = p_length;
|
|
volumetric_fog_detail_spread = p_detail_spread;
|
|
volumetric_fog_gi_inject = p_gi_inject;
|
|
volumetric_fog_temporal_reprojection = p_temporal_reprojection;
|
|
volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
|
|
volumetric_fog_ambient_inject = p_ambient_inject;
|
|
}
|
|
|
|
void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
|
|
ssr_enabled = p_enable;
|
|
ssr_max_steps = p_max_steps;
|
|
ssr_fade_in = p_fade_int;
|
|
ssr_fade_out = p_fade_out;
|
|
ssr_depth_tolerance = p_depth_tolerance;
|
|
}
|
|
|
|
void RendererSceneEnvironmentRD::set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
|
|
ssao_enabled = p_enable;
|
|
ssao_radius = p_radius;
|
|
ssao_intensity = p_intensity;
|
|
ssao_power = p_power;
|
|
ssao_detail = p_detail;
|
|
ssao_horizon = p_horizon;
|
|
ssao_sharpness = p_sharpness;
|
|
ssao_direct_light_affect = p_light_affect;
|
|
ssao_ao_channel_affect = p_ao_channel_affect;
|
|
}
|