2022-07-27 08:14:23 +02:00
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/**************************************************************************/
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/* environment_storage.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef ENVIRONMENT_STORAGE_H
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#define ENVIRONMENT_STORAGE_H
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#include "core/templates/rid_owner.h"
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#include "servers/rendering_server.h"
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class RendererEnvironmentStorage {
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private:
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struct Environment {
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// Note, we capture and store all environment parameters received from Godot here.
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// Not all renderers support all effects and should just ignore the bits they don't support.
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// Background
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RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
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RID sky;
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float sky_custom_fov = 0.0;
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Basis sky_orientation;
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Color bg_color;
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float bg_energy_multiplier = 1.0;
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float bg_intensity = 1.0; // Measured in nits or candela/m^2. Default to 1.0 so this doesn't impact rendering when Physical Light Units disabled.
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int canvas_max_layer = 0;
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RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
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Color ambient_light;
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float ambient_light_energy = 1.0;
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float ambient_sky_contribution = 1.0;
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RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
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// Tonemap
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RS::EnvironmentToneMapper tone_mapper;
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float exposure = 1.0;
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float white = 1.0;
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// Fog
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bool fog_enabled = false;
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RS::EnvironmentFogMode fog_mode = RS::EnvironmentFogMode::ENV_FOG_MODE_EXPONENTIAL;
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Color fog_light_color = Color(0.518, 0.553, 0.608);
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float fog_light_energy = 1.0;
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float fog_sun_scatter = 0.0;
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float fog_density = 0.01;
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float fog_sky_affect = 1.0;
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float fog_height = 0.0;
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float fog_height_density = 0.0; //can be negative to invert effect
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float fog_aerial_perspective = 0.0;
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// Depth Fog
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float fog_depth_curve = 1.0;
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float fog_depth_begin = 10.0;
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float fog_depth_end = 100.0;
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// Volumetric Fog
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bool volumetric_fog_enabled = false;
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float volumetric_fog_density = 0.01;
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Color volumetric_fog_scattering = Color(1, 1, 1);
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Color volumetric_fog_emission = Color(0, 0, 0);
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float volumetric_fog_emission_energy = 0.0;
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float volumetric_fog_anisotropy = 0.2;
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float volumetric_fog_length = 64.0;
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float volumetric_fog_detail_spread = 2.0;
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float volumetric_fog_gi_inject = 1.0;
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float volumetric_fog_ambient_inject = 0.0;
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float volumetric_fog_sky_affect = 1.0;
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bool volumetric_fog_temporal_reprojection = true;
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float volumetric_fog_temporal_reprojection_amount = 0.9;
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// Glow
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bool glow_enabled = false;
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Vector<float> glow_levels;
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float glow_intensity = 0.8;
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float glow_strength = 1.0;
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float glow_bloom = 0.0;
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float glow_mix = 0.01;
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RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_luminance_cap = 12.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
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RID glow_map;
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// SSR
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bool ssr_enabled = false;
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int ssr_max_steps = 64;
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float ssr_fade_in = 0.15;
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float ssr_fade_out = 2.0;
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float ssr_depth_tolerance = 0.2;
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// SSAO
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bool ssao_enabled = false;
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float ssao_radius = 1.0;
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float ssao_intensity = 2.0;
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float ssao_power = 1.5;
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float ssao_detail = 0.5;
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float ssao_horizon = 0.06;
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float ssao_sharpness = 0.98;
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float ssao_direct_light_affect = 0.0;
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float ssao_ao_channel_affect = 0.0;
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// SSIL
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bool ssil_enabled = false;
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float ssil_radius = 5.0;
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float ssil_intensity = 1.0;
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float ssil_sharpness = 0.98;
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float ssil_normal_rejection = 1.0;
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// SDFGI
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bool sdfgi_enabled = false;
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int sdfgi_cascades = 4;
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float sdfgi_min_cell_size = 0.2;
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bool sdfgi_use_occlusion = false;
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float sdfgi_bounce_feedback = 0.5;
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bool sdfgi_read_sky_light = true;
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float sdfgi_energy = 1.0;
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float sdfgi_normal_bias = 1.1;
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float sdfgi_probe_bias = 1.1;
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RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
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// Adjustments
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bool adjustments_enabled = false;
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float adjustments_brightness = 1.0f;
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float adjustments_contrast = 1.0f;
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float adjustments_saturation = 1.0f;
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bool use_1d_color_correction = false;
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RID color_correction;
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};
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mutable RID_Owner<Environment, true> environment_owner;
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public:
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RID environment_allocate();
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void environment_initialize(RID p_rid);
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void environment_free(RID p_rid);
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bool is_environment(RID p_environment) const {
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return environment_owner.owns(p_environment);
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}
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// Background
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void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
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void environment_set_sky(RID p_env, RID p_sky);
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void environment_set_sky_custom_fov(RID p_env, float p_scale);
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void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
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void environment_set_bg_color(RID p_env, const Color &p_color);
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void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
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void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG);
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
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#endif
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RS::EnvironmentBG environment_get_background(RID p_env) const;
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RID environment_get_sky(RID p_env) const;
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float environment_get_sky_custom_fov(RID p_env) const;
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Basis environment_get_sky_orientation(RID p_env) const;
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Color environment_get_bg_color(RID p_env) const;
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float environment_get_bg_energy_multiplier(RID p_env) const;
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float environment_get_bg_intensity(RID p_env) const;
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int environment_get_canvas_max_layer(RID p_env) const;
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RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
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Color environment_get_ambient_light(RID p_env) const;
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float environment_get_ambient_light_energy(RID p_env) const;
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float environment_get_ambient_sky_contribution(RID p_env) const;
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RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
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// Tonemap
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void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
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RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
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float environment_get_exposure(RID p_env) const;
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float environment_get_white(RID p_env) const;
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// Fog
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void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode);
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bool environment_get_fog_enabled(RID p_env) const;
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RS::EnvironmentFogMode environment_get_fog_mode(RID p_env) const;
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Color environment_get_fog_light_color(RID p_env) const;
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float environment_get_fog_light_energy(RID p_env) const;
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float environment_get_fog_sun_scatter(RID p_env) const;
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float environment_get_fog_density(RID p_env) const;
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float environment_get_fog_sky_affect(RID p_env) const;
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float environment_get_fog_height(RID p_env) const;
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float environment_get_fog_height_density(RID p_env) const;
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float environment_get_fog_aerial_perspective(RID p_env) const;
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// Depth Fog
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void environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end);
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float environment_get_fog_depth_curve(RID p_env) const;
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float environment_get_fog_depth_begin(RID p_env) const;
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float environment_get_fog_depth_end(RID p_env) const;
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// Volumetric Fog
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void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect);
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bool environment_get_volumetric_fog_enabled(RID p_env) const;
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float environment_get_volumetric_fog_density(RID p_env) const;
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Color environment_get_volumetric_fog_scattering(RID p_env) const;
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Color environment_get_volumetric_fog_emission(RID p_env) const;
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float environment_get_volumetric_fog_emission_energy(RID p_env) const;
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float environment_get_volumetric_fog_anisotropy(RID p_env) const;
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float environment_get_volumetric_fog_length(RID p_env) const;
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float environment_get_volumetric_fog_detail_spread(RID p_env) const;
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float environment_get_volumetric_fog_gi_inject(RID p_env) const;
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float environment_get_volumetric_fog_sky_affect(RID p_env) const;
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bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const;
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float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const;
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float environment_get_volumetric_fog_ambient_inject(RID p_env) const;
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// GLOW
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void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map);
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bool environment_get_glow_enabled(RID p_env) const;
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Vector<float> environment_get_glow_levels(RID p_env) const;
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float environment_get_glow_intensity(RID p_env) const;
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float environment_get_glow_strength(RID p_env) const;
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float environment_get_glow_bloom(RID p_env) const;
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float environment_get_glow_mix(RID p_env) const;
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RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const;
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float environment_get_glow_hdr_bleed_threshold(RID p_env) const;
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float environment_get_glow_hdr_luminance_cap(RID p_env) const;
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float environment_get_glow_hdr_bleed_scale(RID p_env) const;
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float environment_get_glow_map_strength(RID p_env) const;
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RID environment_get_glow_map(RID p_env) const;
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// SSR
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void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
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bool environment_get_ssr_enabled(RID p_env) const;
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int environment_get_ssr_max_steps(RID p_env) const;
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float environment_get_ssr_fade_in(RID p_env) const;
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float environment_get_ssr_fade_out(RID p_env) const;
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float environment_get_ssr_depth_tolerance(RID p_env) const;
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// SSAO
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void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
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bool environment_get_ssao_enabled(RID p_env) const;
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float environment_get_ssao_radius(RID p_env) const;
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float environment_get_ssao_intensity(RID p_env) const;
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float environment_get_ssao_power(RID p_env) const;
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float environment_get_ssao_detail(RID p_env) const;
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float environment_get_ssao_horizon(RID p_env) const;
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float environment_get_ssao_sharpness(RID p_env) const;
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float environment_get_ssao_direct_light_affect(RID p_env) const;
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float environment_get_ssao_ao_channel_affect(RID p_env) const;
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// SSIL
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void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection);
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bool environment_get_ssil_enabled(RID p_env) const;
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float environment_get_ssil_radius(RID p_env) const;
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float environment_get_ssil_intensity(RID p_env) const;
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float environment_get_ssil_sharpness(RID p_env) const;
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float environment_get_ssil_normal_rejection(RID p_env) const;
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// SDFGI
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void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
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bool environment_get_sdfgi_enabled(RID p_env) const;
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int environment_get_sdfgi_cascades(RID p_env) const;
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float environment_get_sdfgi_min_cell_size(RID p_env) const;
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bool environment_get_sdfgi_use_occlusion(RID p_env) const;
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float environment_get_sdfgi_bounce_feedback(RID p_env) const;
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bool environment_get_sdfgi_read_sky_light(RID p_env) const;
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float environment_get_sdfgi_energy(RID p_env) const;
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float environment_get_sdfgi_normal_bias(RID p_env) const;
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float environment_get_sdfgi_probe_bias(RID p_env) const;
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RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const;
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// Adjustment
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
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bool environment_get_adjustments_enabled(RID p_env) const;
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float environment_get_adjustments_brightness(RID p_env) const;
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float environment_get_adjustments_contrast(RID p_env) const;
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float environment_get_adjustments_saturation(RID p_env) const;
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bool environment_get_use_1d_color_correction(RID p_env) const;
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RID environment_get_color_correction(RID p_env) const;
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};
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#endif // ENVIRONMENT_STORAGE_H
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