e35e79b802
- Increase the default non-volumetric fog density to 0.01 to make adjustments more visible. - Use a less saturated non-volumetric fog color by default (a mix of the sky and horizon colors of the new default ProceduralSkyMaterial). - Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results in more realistic appearance of volumetric fog, at a very low performance cost.
439 lines
15 KiB
C++
439 lines
15 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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/io/resource.h"
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#include "scene/resources/sky.h"
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#include "scene/resources/texture.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 SDFGIYScale {
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SDFGI_Y_SCALE_50_PERCENT,
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SDFGI_Y_SCALE_75_PERCENT,
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SDFGI_Y_SCALE_100_PERCENT,
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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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private:
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RID environment;
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// Background
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BGMode bg_mode = BG_CLEAR_COLOR;
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Ref<Sky> bg_sky;
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float bg_sky_custom_fov = 0.0;
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Vector3 bg_sky_rotation;
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Color bg_color;
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float bg_energy = 1.0;
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int bg_canvas_max_layer = 0;
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int bg_camera_feed_id = 1;
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// Ambient light
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Color ambient_color;
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AmbientSource ambient_source = AMBIENT_SOURCE_BG;
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float ambient_energy = 1.0;
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float ambient_sky_contribution = 1.0;
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ReflectionSource reflection_source = REFLECTION_SOURCE_BG;
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void _update_ambient_light();
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// Tonemap
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ToneMapper tone_mapper = TONE_MAPPER_LINEAR;
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float tonemap_exposure = 1.0;
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float tonemap_white = 1.0;
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bool tonemap_auto_exposure_enabled = false;
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float tonemap_auto_exposure_min = 0.05;
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float tonemap_auto_exposure_max = 8.0;
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float tonemap_auto_exposure_speed = 0.5;
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float tonemap_auto_exposure_grey = 0.4;
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void _update_tonemap();
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// SSR
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bool ssr_enabled = false;
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int ssr_max_steps = 64;
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float ssr_fade_in = 0.15;
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float ssr_fade_out = 2.0;
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float ssr_depth_tolerance = 0.2;
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void _update_ssr();
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// SSAO
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bool ssao_enabled = false;
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float ssao_radius = 1.0;
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float ssao_intensity = 2.0;
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float ssao_power = 1.5;
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float ssao_detail = 0.5;
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float ssao_horizon = 0.06;
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float ssao_sharpness = 0.98;
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float ssao_direct_light_affect = 0.0;
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float ssao_ao_channel_affect = 0.0;
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void _update_ssao();
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// SSIL
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bool ssil_enabled = false;
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float ssil_radius = 5.0;
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float ssil_intensity = 1.0;
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float ssil_sharpness = 0.98;
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float ssil_normal_rejection = 1.0;
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void _update_ssil();
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// SDFGI
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bool sdfgi_enabled = false;
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int sdfgi_cascades = 4;
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float sdfgi_min_cell_size = 0.2;
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SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_75_PERCENT;
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bool sdfgi_use_occlusion = false;
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float sdfgi_bounce_feedback = 0.5;
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bool sdfgi_read_sky_light = true;
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float sdfgi_energy = 1.0;
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float sdfgi_normal_bias = 1.1;
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float sdfgi_probe_bias = 1.1;
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void _update_sdfgi();
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// Glow
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bool glow_enabled = false;
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Vector<float> glow_levels;
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bool glow_normalize_levels = false;
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float glow_intensity = 0.8;
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float glow_strength = 1.0;
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float glow_mix = 0.05;
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float glow_bloom = 0.0;
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GlowBlendMode glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_hdr_luminance_cap = 12.0;
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float glow_map_strength = 0.8f;
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Ref<Texture> glow_map;
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void _update_glow();
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// Fog
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bool fog_enabled = false;
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Color fog_light_color = Color(0.518, 0.553, 0.608);
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float fog_light_energy = 1.0;
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float fog_sun_scatter = 0.0;
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float fog_density = 0.01;
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float fog_height = 0.0;
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float fog_height_density = 0.0; //can be negative to invert effect
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float fog_aerial_perspective = 0.0;
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void _update_fog();
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// Volumetric Fog
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bool volumetric_fog_enabled = false;
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float volumetric_fog_density = 0.05;
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Color volumetric_fog_albedo = Color(1.0, 1.0, 1.0);
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Color volumetric_fog_emission = Color(0.0, 0.0, 0.0);
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float volumetric_fog_emission_energy = 1.0;
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float volumetric_fog_anisotropy = 0.2;
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float volumetric_fog_length = 64.0;
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float volumetric_fog_detail_spread = 2.0;
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float volumetric_fog_gi_inject = 1.0;
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float volumetric_fog_ambient_inject = 0.0;
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bool volumetric_fog_temporal_reproject = true;
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float volumetric_fog_temporal_reproject_amount = 0.9;
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void _update_volumetric_fog();
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// Adjustment
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bool adjustment_enabled = false;
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float adjustment_brightness = 1.0;
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float adjustment_contrast = 1.0;
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float adjustment_saturation = 1.0;
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bool use_1d_color_correction = true;
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Ref<Texture> adjustment_color_correction;
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void _update_adjustment();
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const override;
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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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virtual RID get_rid() const override;
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// Background
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void set_background(BGMode p_bg);
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BGMode get_background() const;
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void set_sky(const Ref<Sky> &p_sky);
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Ref<Sky> get_sky() const;
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void set_sky_custom_fov(float p_scale);
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float get_sky_custom_fov() const;
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void set_sky_rotation(const Vector3 &p_rotation);
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Vector3 get_sky_rotation() const;
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void set_bg_color(const Color &p_color);
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Color get_bg_color() const;
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void set_bg_energy(float p_energy);
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float get_bg_energy() const;
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void set_canvas_max_layer(int p_max_layer);
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int get_canvas_max_layer() const;
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void set_camera_feed_id(int p_id);
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int get_camera_feed_id() const;
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// Ambient light
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void set_ambient_light_color(const Color &p_color);
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Color get_ambient_light_color() const;
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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_ambient_light_energy(float p_energy);
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float get_ambient_light_energy() const;
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void set_ambient_light_sky_contribution(float p_ratio);
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float get_ambient_light_sky_contribution() 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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// Tonemap
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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_enabled(bool p_enabled);
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bool is_tonemap_auto_exposure_enabled() 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_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_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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// SSR
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void set_ssr_enabled(bool p_enabled);
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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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// SSAO
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void set_ssao_enabled(bool p_enabled);
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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_power(float p_power);
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float get_ssao_power() const;
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void set_ssao_detail(float p_detail);
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float get_ssao_detail() const;
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void set_ssao_horizon(float p_horizon);
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float get_ssao_horizon() const;
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void set_ssao_sharpness(float p_sharpness);
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float get_ssao_sharpness() 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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// SSIL
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void set_ssil_enabled(bool p_enabled);
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bool is_ssil_enabled() const;
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void set_ssil_radius(float p_radius);
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float get_ssil_radius() const;
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void set_ssil_intensity(float p_intensity);
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float get_ssil_intensity() const;
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void set_ssil_sharpness(float p_sharpness);
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float get_ssil_sharpness() const;
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void set_ssil_normal_rejection(float p_normal_rejection);
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float get_ssil_normal_rejection() const;
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// SDFGI
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void set_sdfgi_enabled(bool p_enabled);
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bool is_sdfgi_enabled() const;
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void set_sdfgi_cascades(int p_cascades);
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int get_sdfgi_cascades() const;
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void set_sdfgi_min_cell_size(float p_size);
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float get_sdfgi_min_cell_size() const;
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void set_sdfgi_max_distance(float p_distance);
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float get_sdfgi_max_distance() const;
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void set_sdfgi_cascade0_distance(float p_distance);
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float get_sdfgi_cascade0_distance() const;
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void set_sdfgi_y_scale(SDFGIYScale p_y_scale);
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SDFGIYScale get_sdfgi_y_scale() const;
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void set_sdfgi_use_occlusion(bool p_enabled);
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bool is_sdfgi_using_occlusion() const;
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void set_sdfgi_bounce_feedback(float p_amount);
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float get_sdfgi_bounce_feedback() const;
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void set_sdfgi_read_sky_light(bool p_enabled);
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bool is_sdfgi_reading_sky_light() const;
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void set_sdfgi_energy(float p_energy);
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float get_sdfgi_energy() const;
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void set_sdfgi_normal_bias(float p_bias);
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float get_sdfgi_normal_bias() const;
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void set_sdfgi_probe_bias(float p_bias);
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float get_sdfgi_probe_bias() const;
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// Glow
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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, float p_intensity);
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float get_glow_level(int p_level) const;
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void set_glow_normalized(bool p_normalized);
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bool is_glow_normalized() 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_bleed_scale(float p_scale);
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float get_glow_hdr_bleed_scale() 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_map_strength(float p_strength);
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float get_glow_map_strength() const;
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void set_glow_map(Ref<Texture> p_glow_map);
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Ref<Texture> get_glow_map() const;
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// Fog
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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_light_color(const Color &p_light_color);
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Color get_fog_light_color() const;
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void set_fog_light_energy(float p_amount);
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float get_fog_light_energy() const;
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void set_fog_sun_scatter(float p_amount);
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float get_fog_sun_scatter() const;
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void set_fog_density(float p_amount);
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float get_fog_density() const;
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void set_fog_height(float p_amount);
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float get_fog_height() const;
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void set_fog_height_density(float p_amount);
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float get_fog_height_density() const;
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void set_fog_aerial_perspective(float p_aerial_perspective);
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float get_fog_aerial_perspective() const;
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// Volumetric Fog
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void set_volumetric_fog_enabled(bool p_enable);
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bool is_volumetric_fog_enabled() const;
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void set_volumetric_fog_density(float p_density);
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float get_volumetric_fog_density() const;
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void set_volumetric_fog_albedo(Color p_color);
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Color get_volumetric_fog_albedo() const;
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void set_volumetric_fog_emission(Color p_color);
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Color get_volumetric_fog_emission() const;
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void set_volumetric_fog_emission_energy(float p_begin);
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float get_volumetric_fog_emission_energy() const;
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void set_volumetric_fog_anisotropy(float p_anisotropy);
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float get_volumetric_fog_anisotropy() const;
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void set_volumetric_fog_length(float p_length);
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float get_volumetric_fog_length() const;
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void set_volumetric_fog_detail_spread(float p_detail_spread);
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float get_volumetric_fog_detail_spread() const;
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void set_volumetric_fog_gi_inject(float p_gi_inject);
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float get_volumetric_fog_gi_inject() const;
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void set_volumetric_fog_ambient_inject(float p_ambient_inject);
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float get_volumetric_fog_ambient_inject() const;
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void set_volumetric_fog_temporal_reprojection_enabled(bool p_enable);
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bool is_volumetric_fog_temporal_reprojection_enabled() const;
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void set_volumetric_fog_temporal_reprojection_amount(float p_amount);
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float get_volumetric_fog_temporal_reprojection_amount() const;
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// Adjustment
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void set_adjustment_enabled(bool p_enabled);
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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(Ref<Texture> p_color_correction);
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Ref<Texture> get_adjustment_color_correction() 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::SDFGIYScale)
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VARIANT_ENUM_CAST(Environment::GlowBlendMode)
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#endif // ENVIRONMENT_H
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