WIP CameraEffects implementation (bokeh not working for now)

This commit is contained in:
Juan Linietsky 2020-01-13 15:37:24 -03:00
parent bd364d1447
commit f14defb6f9
25 changed files with 803 additions and 308 deletions

View file

@ -445,6 +445,21 @@ Ref<Environment> Camera::get_environment() const {
return environment;
}
void Camera::set_effects(const Ref<CameraEffects> &p_effects) {
effects = p_effects;
if (effects.is_valid())
VS::get_singleton()->camera_set_camera_effects(camera, effects->get_rid());
else
VS::get_singleton()->camera_set_camera_effects(camera, RID());
_update_camera_mode();
}
Ref<CameraEffects> Camera::get_effects() const {
return effects;
}
void Camera::set_keep_aspect_mode(KeepAspect p_aspect) {
keep_aspect = p_aspect;
VisualServer::get_singleton()->camera_set_use_vertical_aspect(camera, p_aspect == KEEP_WIDTH);
@ -512,6 +527,8 @@ void Camera::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_cull_mask"), &Camera::get_cull_mask);
ClassDB::bind_method(D_METHOD("set_environment", "env"), &Camera::set_environment);
ClassDB::bind_method(D_METHOD("get_environment"), &Camera::get_environment);
ClassDB::bind_method(D_METHOD("set_effects", "env"), &Camera::set_effects);
ClassDB::bind_method(D_METHOD("get_effects"), &Camera::get_effects);
ClassDB::bind_method(D_METHOD("set_keep_aspect_mode", "mode"), &Camera::set_keep_aspect_mode);
ClassDB::bind_method(D_METHOD("get_keep_aspect_mode"), &Camera::get_keep_aspect_mode);
ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &Camera::set_doppler_tracking);
@ -527,6 +544,7 @@ void Camera::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "keep_aspect", PROPERTY_HINT_ENUM, "Keep Width,Keep Height"), "set_keep_aspect_mode", "get_keep_aspect_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_effects", "get_effects");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");

View file

@ -82,6 +82,7 @@ private:
uint32_t layers;
Ref<Environment> environment;
Ref<CameraEffects> effects;
virtual bool _can_gizmo_scale() const;
@ -157,6 +158,9 @@ public:
void set_environment(const Ref<Environment> &p_environment);
Ref<Environment> get_environment() const;
void set_effects(const Ref<CameraEffects> &p_effects);
Ref<CameraEffects> get_effects() const;
void set_keep_aspect_mode(KeepAspect p_aspect);
KeepAspect get_keep_aspect_mode() const;

View file

@ -43,12 +43,25 @@ void WorldEnvironment::_notification(int p_what) {
add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
}
if (camera_effects.is_valid()) {
if (get_viewport()->find_world()->get_camera_effects().is_valid()) {
WARN_PRINT("World already has a camera effects (Another WorldEnvironment?), overriding.");
}
get_viewport()->find_world()->set_camera_effects(camera_effects);
add_to_group("_world_camera_effects_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
}
} else if (p_what == Spatial::NOTIFICATION_EXIT_WORLD || p_what == Spatial::NOTIFICATION_EXIT_TREE) {
if (environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) {
get_viewport()->find_world()->set_environment(Ref<Environment>());
remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
}
if (camera_effects.is_valid() && get_viewport()->find_world()->get_camera_effects() == camera_effects) {
get_viewport()->find_world()->set_camera_effects(Ref<CameraEffects>());
remove_from_group("_world_camera_effects_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
}
}
}
@ -77,6 +90,31 @@ Ref<Environment> WorldEnvironment::get_environment() const {
return environment;
}
void WorldEnvironment::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
if (is_inside_tree() && camera_effects.is_valid() && get_viewport()->find_world()->get_camera_effects() == camera_effects) {
get_viewport()->find_world()->set_camera_effects(Ref<CameraEffects>());
remove_from_group("_world_camera_effects_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
//clean up
}
camera_effects = p_camera_effects;
if (is_inside_tree() && camera_effects.is_valid()) {
if (get_viewport()->find_world()->get_camera_effects().is_valid()) {
WARN_PRINT("World already has an camera_effects (Another WorldEnvironment?), overriding.");
}
get_viewport()->find_world()->set_camera_effects(camera_effects);
add_to_group("_world_camera_effects_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
}
update_configuration_warning();
}
Ref<CameraEffects> WorldEnvironment::get_camera_effects() const {
return camera_effects;
}
String WorldEnvironment::get_configuration_warning() const {
if (!environment.is_valid()) {
@ -106,6 +144,10 @@ void WorldEnvironment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_environment", "env"), &WorldEnvironment::set_environment);
ClassDB::bind_method(D_METHOD("get_environment"), &WorldEnvironment::get_environment);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
ClassDB::bind_method(D_METHOD("set_camera_effects", "env"), &WorldEnvironment::set_camera_effects);
ClassDB::bind_method(D_METHOD("get_camera_effects"), &WorldEnvironment::get_camera_effects);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
}
WorldEnvironment::WorldEnvironment() {

View file

@ -38,6 +38,7 @@ class WorldEnvironment : public Node {
GDCLASS(WorldEnvironment, Node);
Ref<Environment> environment;
Ref<CameraEffects> camera_effects;
protected:
void _notification(int p_what);
@ -47,6 +48,9 @@ public:
void set_environment(const Ref<Environment> &p_environment);
Ref<Environment> get_environment() const;
void set_camera_effects(const Ref<CameraEffects> &p_camera_effects);
Ref<CameraEffects> get_camera_effects() const;
String get_configuration_warning() const;
WorldEnvironment();

View file

@ -650,6 +650,7 @@ void register_scene_types() {
ClassDB::register_class<PhysicsMaterial>();
ClassDB::register_class<World>();
ClassDB::register_class<Environment>();
ClassDB::register_class<CameraEffects>();
ClassDB::register_class<World2D>();
ClassDB::register_virtual_class<Texture>();
ClassDB::register_virtual_class<Texture2D>();

View file

@ -343,8 +343,6 @@ void Environment::_validate_property(PropertyInfo &property) const {
"auto_exposure_",
"ss_reflections_",
"ssao_",
"dof_blur_far_",
"dof_blur_near_",
"glow_",
"adjustment_",
NULL
@ -704,115 +702,6 @@ bool Environment::is_glow_bicubic_upscale_enabled() const {
return glow_bicubic_upscale;
}
void Environment::set_dof_blur_far_enabled(bool p_enable) {
dof_blur_far_enabled = p_enable;
VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
_change_notify();
}
bool Environment::is_dof_blur_far_enabled() const {
return dof_blur_far_enabled;
}
void Environment::set_dof_blur_far_distance(float p_distance) {
dof_blur_far_distance = p_distance;
VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
}
float Environment::get_dof_blur_far_distance() const {
return dof_blur_far_distance;
}
void Environment::set_dof_blur_far_transition(float p_distance) {
dof_blur_far_transition = p_distance;
VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
}
float Environment::get_dof_blur_far_transition() const {
return dof_blur_far_transition;
}
void Environment::set_dof_blur_far_amount(float p_amount) {
dof_blur_far_amount = p_amount;
VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
}
float Environment::get_dof_blur_far_amount() const {
return dof_blur_far_amount;
}
void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) {
dof_blur_far_quality = p_quality;
VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
}
Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const {
return dof_blur_far_quality;
}
void Environment::set_dof_blur_near_enabled(bool p_enable) {
dof_blur_near_enabled = p_enable;
VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
_change_notify();
}
bool Environment::is_dof_blur_near_enabled() const {
return dof_blur_near_enabled;
}
void Environment::set_dof_blur_near_distance(float p_distance) {
dof_blur_near_distance = p_distance;
VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
}
float Environment::get_dof_blur_near_distance() const {
return dof_blur_near_distance;
}
void Environment::set_dof_blur_near_transition(float p_distance) {
dof_blur_near_transition = p_distance;
VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
}
float Environment::get_dof_blur_near_transition() const {
return dof_blur_near_transition;
}
void Environment::set_dof_blur_near_amount(float p_amount) {
dof_blur_near_amount = p_amount;
VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
}
float Environment::get_dof_blur_near_amount() const {
return dof_blur_near_amount;
}
void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) {
dof_blur_near_quality = p_quality;
VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
}
Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const {
return dof_blur_near_quality;
}
void Environment::set_fog_enabled(bool p_enabled) {
fog_enabled = p_enabled;
@ -1187,50 +1076,6 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness");
ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment::set_dof_blur_far_enabled);
ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment::is_dof_blur_far_enabled);
ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &Environment::set_dof_blur_far_distance);
ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &Environment::get_dof_blur_far_distance);
ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &Environment::set_dof_blur_far_transition);
ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &Environment::get_dof_blur_far_transition);
ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount", "intensity"), &Environment::set_dof_blur_far_amount);
ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"), &Environment::get_dof_blur_far_amount);
ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality", "intensity"), &Environment::set_dof_blur_far_quality);
ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"), &Environment::get_dof_blur_far_quality);
ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &Environment::set_dof_blur_near_enabled);
ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &Environment::is_dof_blur_near_enabled);
ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &Environment::set_dof_blur_near_distance);
ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &Environment::get_dof_blur_near_distance);
ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &Environment::set_dof_blur_near_transition);
ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &Environment::get_dof_blur_near_transition);
ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount", "intensity"), &Environment::set_dof_blur_near_amount);
ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"), &Environment::get_dof_blur_near_amount);
ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality", "level"), &Environment::set_dof_blur_near_quality);
ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"), &Environment::get_dof_blur_near_quality);
ADD_GROUP("DOF Far Blur", "dof_blur_far_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_distance", "get_dof_blur_far_distance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_transition", "get_dof_blur_far_transition");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_far_amount", "get_dof_blur_far_amount");
ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_far_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_far_quality", "get_dof_blur_far_quality");
ADD_GROUP("DOF Near Blur", "dof_blur_near_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_near_amount", "get_dof_blur_near_amount");
ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_near_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_near_quality", "get_dof_blur_near_quality");
ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment::set_glow_enabled);
ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment::is_glow_enabled);
@ -1334,10 +1179,6 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC);
BIND_ENUM_CONSTANT(TONE_MAPPER_ACES);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
BIND_ENUM_CONSTANT(SSAO_BLUR_DISABLED);
BIND_ENUM_CONSTANT(SSAO_BLUR_1x1);
BIND_ENUM_CONSTANT(SSAO_BLUR_2x2);
@ -1353,9 +1194,7 @@ Environment::Environment() :
tone_mapper(TONE_MAPPER_LINEAR),
ssao_blur(SSAO_BLUR_3x3),
ssao_quality(SSAO_QUALITY_MEDIUM),
glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE),
dof_blur_far_quality(DOF_BLUR_QUALITY_LOW),
dof_blur_near_quality(DOF_BLUR_QUALITY_LOW) {
glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE) {
environment = VS::get_singleton()->environment_create();
@ -1419,18 +1258,6 @@ Environment::Environment() :
glow_hdr_bleed_scale = 2.0;
glow_bicubic_upscale = false;
dof_blur_far_enabled = false;
dof_blur_far_distance = 10;
dof_blur_far_transition = 5;
dof_blur_far_amount = 0.1;
dof_blur_far_quality = DOF_BLUR_QUALITY_MEDIUM;
dof_blur_near_enabled = false;
dof_blur_near_distance = 2;
dof_blur_near_transition = 1;
dof_blur_near_amount = 0.1;
dof_blur_near_quality = DOF_BLUR_QUALITY_MEDIUM;
fog_enabled = false;
fog_color = Color(0.5, 0.5, 0.5);
fog_sun_color = Color(0.8, 0.8, 0.0);
@ -1458,3 +1285,188 @@ Environment::~Environment() {
VS::get_singleton()->free(environment);
}
//////////////////////
void CameraEffects::set_dof_blur_far_enabled(bool p_enable) {
dof_blur_far_enabled = p_enable;
VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
}
bool CameraEffects::is_dof_blur_far_enabled() const {
return dof_blur_far_enabled;
}
void CameraEffects::set_dof_blur_far_distance(float p_distance) {
dof_blur_far_distance = p_distance;
VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
}
float CameraEffects::get_dof_blur_far_distance() const {
return dof_blur_far_distance;
}
void CameraEffects::set_dof_blur_far_transition(float p_distance) {
dof_blur_far_transition = p_distance;
VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
}
float CameraEffects::get_dof_blur_far_transition() const {
return dof_blur_far_transition;
}
void CameraEffects::set_dof_blur_near_enabled(bool p_enable) {
dof_blur_near_enabled = p_enable;
VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
_change_notify();
}
bool CameraEffects::is_dof_blur_near_enabled() const {
return dof_blur_near_enabled;
}
void CameraEffects::set_dof_blur_near_distance(float p_distance) {
dof_blur_near_distance = p_distance;
VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
}
float CameraEffects::get_dof_blur_near_distance() const {
return dof_blur_near_distance;
}
void CameraEffects::set_dof_blur_near_transition(float p_distance) {
dof_blur_near_transition = p_distance;
VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
}
float CameraEffects::get_dof_blur_near_transition() const {
return dof_blur_near_transition;
}
void CameraEffects::set_dof_blur_amount(float p_amount) {
dof_blur_amount = p_amount;
VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
}
float CameraEffects::get_dof_blur_amount() const {
return dof_blur_amount;
}
void CameraEffects::set_dof_blur_quality(DOFBlurQuality p_quality) {
dof_blur_quality = p_quality;
VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
}
CameraEffects::DOFBlurQuality CameraEffects::get_dof_blur_quality() const {
return dof_blur_quality;
}
void CameraEffects::set_override_exposure_enabled(bool p_enabled) {
override_exposure_enabled = p_enabled;
VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
}
bool CameraEffects::is_override_exposure_enabled() const {
return override_exposure_enabled;
}
void CameraEffects::set_override_exposure(float p_exposure) {
override_exposure = p_exposure;
VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
}
float CameraEffects::get_override_exposure() const {
return override_exposure;
}
RID CameraEffects::get_rid() const {
return camera_effects;
}
void CameraEffects::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &CameraEffects::set_dof_blur_far_enabled);
ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &CameraEffects::is_dof_blur_far_enabled);
ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &CameraEffects::set_dof_blur_far_distance);
ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &CameraEffects::get_dof_blur_far_distance);
ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &CameraEffects::set_dof_blur_far_transition);
ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &CameraEffects::get_dof_blur_far_transition);
ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &CameraEffects::set_dof_blur_near_enabled);
ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &CameraEffects::is_dof_blur_near_enabled);
ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &CameraEffects::set_dof_blur_near_distance);
ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &CameraEffects::get_dof_blur_near_distance);
ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &CameraEffects::set_dof_blur_near_transition);
ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &CameraEffects::get_dof_blur_near_transition);
ClassDB::bind_method(D_METHOD("set_dof_blur_amount", "intensity"), &CameraEffects::set_dof_blur_amount);
ClassDB::bind_method(D_METHOD("get_dof_blur_amount"), &CameraEffects::get_dof_blur_amount);
ClassDB::bind_method(D_METHOD("set_dof_blur_quality", "level"), &CameraEffects::set_dof_blur_quality);
ClassDB::bind_method(D_METHOD("get_dof_blur_quality"), &CameraEffects::get_dof_blur_quality);
ClassDB::bind_method(D_METHOD("set_override_exposure_enabled", "enable"), &CameraEffects::set_override_exposure);
ClassDB::bind_method(D_METHOD("is_override_exposure_enabled"), &CameraEffects::is_override_exposure_enabled);
ClassDB::bind_method(D_METHOD("set_override_exposure", "exposure"), &CameraEffects::set_override_exposure);
ClassDB::bind_method(D_METHOD("get_override_exposure"), &CameraEffects::get_override_exposure);
ADD_GROUP("DOF Blur", "dof_blur_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_distance", "get_dof_blur_far_distance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_transition", "get_dof_blur_far_transition");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_amount", "get_dof_blur_amount");
ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_quality", "get_dof_blur_quality");
ADD_GROUP("Override Exposure", "override_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_exposure_enable"), "set_override_exposure_enabled", "is_override_exposure_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "override_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_override_exposure", "get_override_exposure");
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
}
CameraEffects::CameraEffects() {
camera_effects = VS::get_singleton()->camera_effects_create();
dof_blur_far_enabled = false;
dof_blur_far_distance = 10;
dof_blur_far_transition = 5;
dof_blur_near_enabled = false;
dof_blur_near_distance = 2;
dof_blur_near_transition = 1;
dof_blur_amount = 0.1;
set_dof_blur_quality(DOF_BLUR_QUALITY_MEDIUM); //update server
override_exposure_enabled = false;
set_override_exposure(1.0);
}
CameraEffects::~CameraEffects() {
VS::get_singleton()->free(camera_effects);
}

View file

@ -80,12 +80,6 @@ public:
GLOW_BLEND_MODE_MIX,
};
enum DOFBlurQuality {
DOF_BLUR_QUALITY_LOW,
DOF_BLUR_QUALITY_MEDIUM,
DOF_BLUR_QUALITY_HIGH,
};
enum SSAOBlur {
SSAO_BLUR_DISABLED,
SSAO_BLUR_1x1,
@ -163,18 +157,6 @@ private:
float glow_hdr_luminance_cap;
bool glow_bicubic_upscale;
bool dof_blur_far_enabled;
float dof_blur_far_distance;
float dof_blur_far_transition;
float dof_blur_far_amount;
DOFBlurQuality dof_blur_far_quality;
bool dof_blur_near_enabled;
float dof_blur_near_distance;
float dof_blur_near_transition;
float dof_blur_near_amount;
DOFBlurQuality dof_blur_near_quality;
bool fog_enabled;
Color fog_color;
Color fog_sun_color;
@ -356,36 +338,6 @@ public:
void set_glow_bicubic_upscale(bool p_enable);
bool is_glow_bicubic_upscale_enabled() const;
void set_dof_blur_far_enabled(bool p_enable);
bool is_dof_blur_far_enabled() const;
void set_dof_blur_far_distance(float p_distance);
float get_dof_blur_far_distance() const;
void set_dof_blur_far_transition(float p_distance);
float get_dof_blur_far_transition() const;
void set_dof_blur_far_amount(float p_amount);
float get_dof_blur_far_amount() const;
void set_dof_blur_far_quality(DOFBlurQuality p_quality);
DOFBlurQuality get_dof_blur_far_quality() const;
void set_dof_blur_near_enabled(bool p_enable);
bool is_dof_blur_near_enabled() const;
void set_dof_blur_near_distance(float p_distance);
float get_dof_blur_near_distance() const;
void set_dof_blur_near_transition(float p_distance);
float get_dof_blur_near_transition() const;
void set_dof_blur_near_amount(float p_amount);
float get_dof_blur_near_amount() const;
void set_dof_blur_near_quality(DOFBlurQuality p_quality);
DOFBlurQuality get_dof_blur_near_quality() const;
void set_fog_enabled(bool p_enabled);
bool is_fog_enabled() const;
@ -439,8 +391,77 @@ VARIANT_ENUM_CAST(Environment::AmbientSource)
VARIANT_ENUM_CAST(Environment::ReflectionSource)
VARIANT_ENUM_CAST(Environment::ToneMapper)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)
VARIANT_ENUM_CAST(Environment::DOFBlurQuality)
VARIANT_ENUM_CAST(Environment::SSAOQuality)
VARIANT_ENUM_CAST(Environment::SSAOBlur)
class CameraEffects : public Resource {
GDCLASS(CameraEffects, Resource);
public:
enum DOFBlurQuality {
DOF_BLUR_QUALITY_LOW,
DOF_BLUR_QUALITY_MEDIUM,
DOF_BLUR_QUALITY_HIGH,
};
private:
RID camera_effects;
bool dof_blur_far_enabled;
float dof_blur_far_distance;
float dof_blur_far_transition;
bool dof_blur_near_enabled;
float dof_blur_near_distance;
float dof_blur_near_transition;
float dof_blur_amount;
DOFBlurQuality dof_blur_quality;
bool override_exposure_enabled;
float override_exposure;
protected:
static void _bind_methods();
public:
void set_dof_blur_far_enabled(bool p_enable);
bool is_dof_blur_far_enabled() const;
void set_dof_blur_far_distance(float p_distance);
float get_dof_blur_far_distance() const;
void set_dof_blur_far_transition(float p_distance);
float get_dof_blur_far_transition() const;
void set_dof_blur_near_enabled(bool p_enable);
bool is_dof_blur_near_enabled() const;
void set_dof_blur_near_distance(float p_distance);
float get_dof_blur_near_distance() const;
void set_dof_blur_near_transition(float p_distance);
float get_dof_blur_near_transition() const;
void set_dof_blur_amount(float p_amount);
float get_dof_blur_amount() const;
void set_dof_blur_quality(DOFBlurQuality p_quality);
DOFBlurQuality get_dof_blur_quality() const;
void set_override_exposure_enabled(bool p_enabled);
bool is_override_exposure_enabled() const;
void set_override_exposure(float p_exposure);
float get_override_exposure() const;
virtual RID get_rid() const;
CameraEffects();
~CameraEffects();
};
VARIANT_ENUM_CAST(CameraEffects::DOFBlurQuality)
#endif // ENVIRONMENT_H

View file

@ -306,6 +306,20 @@ Ref<Environment> World::get_fallback_environment() const {
return fallback_environment;
}
void World::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
camera_effects = p_camera_effects;
if (camera_effects.is_valid())
VS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
else
VS::get_singleton()->scenario_set_camera_effects(scenario, RID());
}
Ref<CameraEffects> World::get_camera_effects() const {
return camera_effects;
}
PhysicsDirectSpaceState *World::get_direct_space_state() {
return PhysicsServer::get_singleton()->space_get_direct_state(space);
@ -326,9 +340,12 @@ void World::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_environment"), &World::get_environment);
ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World::set_fallback_environment);
ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World::get_fallback_environment);
ClassDB::bind_method(D_METHOD("set_camera_effects", "env"), &World::set_camera_effects);
ClassDB::bind_method(D_METHOD("get_camera_effects"), &World::get_camera_effects);
ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World::get_direct_space_state);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "scenario", PROPERTY_HINT_NONE, "", 0), "", "get_scenario");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState", 0), "", "get_direct_space_state");

View file

@ -50,6 +50,7 @@ private:
SpatialIndexer *indexer;
Ref<Environment> environment;
Ref<Environment> fallback_environment;
Ref<CameraEffects> camera_effects;
protected:
static void _bind_methods();
@ -77,6 +78,9 @@ public:
void set_fallback_environment(const Ref<Environment> &p_environment);
Ref<Environment> get_fallback_environment() const;
void set_camera_effects(const Ref<CameraEffects> &p_camera_effects);
Ref<CameraEffects> get_camera_effects() const;
void get_camera_list(List<Camera *> *r_cameras);
PhysicsDirectSpaceState *get_direct_space_state();

View file

@ -75,8 +75,6 @@ public:
virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
#endif
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
@ -95,6 +93,11 @@ public:
virtual VS::EnvironmentBG environment_get_background(RID p_env) const = 0;
virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
virtual RID camera_effects_create() = 0;
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
struct InstanceBase;
struct InstanceDependency {
@ -240,7 +243,7 @@ public:
virtual bool gi_probe_needs_update(RID p_probe) const = 0;
virtual void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects) = 0;
virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0;
virtual void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;

View file

@ -406,6 +406,70 @@ void RasterizerEffectsRD::luminance_reduction(RID p_source_texture, const Size2i
RD::get_singleton()->compute_list_end();
}
void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_bokeh_texture, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, VS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
bokeh.push_constant.blur_far_active = p_dof_far;
bokeh.push_constant.blur_far_begin = p_dof_far_begin;
bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
bokeh.push_constant.blur_near_active = p_dof_near;
bokeh.push_constant.blur_near_begin = p_dof_near_begin;
bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
bokeh.push_constant.size[0] = p_base_texture_size.x;
bokeh.push_constant.size[1] = p_base_texture_size.y;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.orthogonal = p_cam_orthogonal;
bokeh.push_constant.blur_size = p_bokeh_size;
bokeh.push_constant.blur_scale = 0.5;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1;
int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_bokeh_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_bokeh_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
x_groups = (p_base_texture_size.x - 1) / 8 + 1;
y_groups = (p_base_texture_size.y - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->compute_list_end();
}
RasterizerEffectsRD::RasterizerEffectsRD() {
{
@ -511,6 +575,22 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
}
}
{
// Initialize bokeh
Vector<String> bokeh_modes;
bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
bokeh_modes.push_back("\n#define MODE_GEN_BOKEH\n");
bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
bokeh.shader.initialize(bokeh_modes);
bokeh.shader_version = bokeh.shader.version_create();
for (int i = 0; i < BOKEH_MAX; i++) {
bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i));
}
}
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;

View file

@ -34,11 +34,13 @@
#include "core/math/camera_matrix.h"
#include "render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/copy.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/visual_server.h"
class RasterizerEffectsRD {
@ -221,6 +223,40 @@ class RasterizerEffectsRD {
RenderPipelineVertexFormatCacheRD pipelines[COPY_MODE_MAX];
} copy;
struct BokehPushConstant {
uint32_t size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float blur_size;
float blur_scale;
uint32_t pad;
uint32_t blur_near_active;
float blur_near_begin;
float blur_near_end;
uint32_t blur_far_active;
float blur_far_begin;
float blur_far_end;
uint32_t pad2[2];
};
enum BokehMode {
BOKEH_GEN_BLUR_SIZE,
BOKEH_GEN_BOKEH,
BOKEH_COMPOSITE,
BOKEH_MAX
};
struct Bokeh {
BokehPushConstant push_constant;
BokehDofShaderRD shader;
RID shader_version;
RID pipelines[BOKEH_MAX];
} bokeh;
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
@ -248,6 +284,7 @@ public:
void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_bokeh_texture, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, VS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
struct TonemapSettings {

View file

@ -535,30 +535,16 @@ void RasterizerSceneForwardRD::RenderBufferDataForward::clear() {
RD::get_singleton()->free(color_fb);
color_fb = RID();
}
if (depth.is_valid()) {
RD::get_singleton()->free(depth);
depth = RID();
}
}
void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
clear();
width = p_width;
height = p_height;
color = p_color_buffer;
{
RD::TextureFormat tf;
tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
tf.width = p_width;
tf.height = p_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
depth = p_depth_buffer;
{
Vector<RID> fb;
@ -1625,7 +1611,7 @@ void RasterizerSceneForwardRD::_setup_lights(RID *p_light_cull_result, int p_lig
}
}
void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
RenderBufferDataForward *render_buffer = NULL;
if (p_render_buffer.is_valid()) {
@ -1855,15 +1841,6 @@ void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transfor
}
}
#endif
if (p_reflection_probe.is_valid()) {
//was rendering a probe, so do no more
return;
}
RENDER_TIMESTAMP("Tonemap");
render_buffers_post_process_and_tonemap(p_render_buffer, p_environment);
render_buffers_debug_draw(p_render_buffer, p_shadow_atlas);
#if 0
_post_process(env, p_cam_projection);

View file

@ -195,7 +195,7 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
int width, height;
void clear();
virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa);
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa);
~RenderBufferDataForward();
};
@ -538,7 +538,7 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
void _draw_sky(RD::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, float p_alpha);
protected:
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);

View file

@ -1117,6 +1117,36 @@ int RasterizerSceneRD::get_directional_light_shadow_size(RID p_light_intance) {
//////////////////////////////////////////////////
RID RasterizerSceneRD::camera_effects_create() {
return camera_effects_owner.make_rid(CameraEffects());
}
void RasterizerSceneRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality) {
CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
ERR_FAIL_COND(!camfx);
camfx->dof_blur_far_enabled = p_far_enable;
camfx->dof_blur_far_distance = p_far_distance;
camfx->dof_blur_far_transition = p_far_transition;
camfx->dof_blur_near_enabled = p_near_enable;
camfx->dof_blur_near_distance = p_near_distance;
camfx->dof_blur_near_transition = p_near_transition;
camfx->dof_blur_quality = p_quality;
camfx->dof_blur_amount = p_amount;
}
void RasterizerSceneRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
ERR_FAIL_COND(!camfx);
camfx->override_exposure_enabled = p_enable;
camfx->override_exposure = p_exposure;
}
RID RasterizerSceneRD::light_instance_create(RID p_light) {
RID li = light_instance_owner.make_rid(LightInstance());
@ -2172,7 +2202,7 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
tf.width = rb->width;
tf.height = rb->height;
tf.type = RD::TEXTURE_TYPE_2D;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.mipmaps = mipmaps_required;
rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
@ -2254,6 +2284,12 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
if (rb->texture.is_valid()) {
RD::get_singleton()->free(rb->texture);
rb->texture = RID();
}
if (rb->depth_texture.is_valid()) {
RD::get_singleton()->free(rb->depth_texture);
rb->depth_texture = RID();
}
for (int i = 0; i < 2; i++) {
@ -2279,16 +2315,27 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
}
}
void RasterizerSceneRD::render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment) {
void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
Environent *env = environment_owner.getornull(p_environment);
//glow (if enabled)
CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
}
float bokeh_size = camfx->dof_blur_amount * 20.0;
storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[1].mipmaps[0].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, camfx->dof_blur_quality, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal());
}
if (can_use_effects && env && env->auto_exposure) {
if (rb->luminance.current.is_null()) {
@ -2388,7 +2435,7 @@ void RasterizerSceneRD::render_buffers_post_process_and_tonemap(RID p_render_buf
storage->render_target_disable_clear_request(rb->render_target);
}
void RasterizerSceneRD::render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
RasterizerEffectsRD *effects = storage->get_effects();
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@ -2443,12 +2490,22 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
rb->data->configure(rb->texture, p_width, p_height, p_msaa);
{
RD::TextureFormat tf;
tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
tf.width = p_width;
tf.height = p_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
}
int RasterizerSceneRD::get_roughness_layers() const {
@ -2465,7 +2522,7 @@ RasterizerSceneRD::RenderBufferData *RasterizerSceneRD::render_buffers_get_data(
return rb->data;
}
void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
Color clear_color;
if (p_render_buffers.is_valid()) {
@ -2476,7 +2533,14 @@ void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_ca
clear_color = storage->get_default_clear_color();
}
_render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
_render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
if (p_render_buffers.is_valid()) {
RENDER_TIMESTAMP("Tonemap");
_render_buffers_post_process_and_tonemap(p_render_buffers, p_environment, p_camera_effects, p_cam_projection);
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas);
}
}
void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@ -2670,6 +2734,9 @@ bool RasterizerSceneRD::free(RID p_rid) {
} else if (environment_owner.owns(p_rid)) {
//not much to delete, just free it
environment_owner.free(p_rid);
} else if (camera_effects_owner.owns(p_rid)) {
//not much to delete, just free it
camera_effects_owner.free(p_rid);
} else if (reflection_atlas_owner.owns(p_rid)) {
reflection_atlas_set_size(p_rid, 0, 0);
reflection_atlas_owner.free(p_rid);

View file

@ -49,12 +49,12 @@ public:
protected:
struct RenderBufferData {
virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
virtual ~RenderBufferData() {}
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
@ -487,6 +487,28 @@ private:
mutable RID_Owner<Environent> environment_owner;
/* CAMERA EFFECTS */
struct CameraEffects {
bool dof_blur_far_enabled = false;
float dof_blur_far_distance = 10;
float dof_blur_far_transition = 5;
bool dof_blur_near_enabled = false;
float dof_blur_near_distance = 2;
float dof_blur_near_transition = 1;
float dof_blur_amount = 0.1;
VS::DOFBlurQuality dof_blur_quality = VS::DOF_BLUR_QUALITY_MEDIUM;
bool override_exposure_enabled = false;
float override_exposure = 1;
};
mutable RID_Owner<CameraEffects> camera_effects_owner;
/* RENDER BUFFERS */
struct RenderBuffers {
@ -499,6 +521,7 @@ private:
uint64_t auto_exposure_version = 1;
RID texture; //main texture for rendering to, must be filled after done rendering
RID depth_texture; //main depth texture
//built-in textures used for ping pong image processing and blurring
struct Blur {
@ -529,6 +552,9 @@ private:
void _allocate_blur_textures(RenderBuffers *rb);
void _allocate_luminance_textures(RenderBuffers *rb);
void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection);
uint64_t scene_pass = 0;
uint64_t shadow_atlas_realloc_tolerance_msec = 500;
@ -607,8 +633,6 @@ public:
bool is_environment(RID p_env) const;
void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
@ -623,6 +647,11 @@ public:
void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
virtual RID camera_effects_create();
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality);
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure);
RID light_instance_create(RID p_light);
void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
@ -846,10 +875,8 @@ public:
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
void render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
void render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment);
void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);

View file

@ -15,5 +15,4 @@ if 'RD_GLSL' in env['BUILDERS']:
env.RD_GLSL('giprobe_debug.glsl');
env.RD_GLSL('giprobe_sdf.glsl');
env.RD_GLSL('luminance_reduce.glsl');
env.RD_GLSL('bokeh_dof.glsl');

View file

@ -0,0 +1,141 @@
/* clang-format off */
[compute]
/* clang-format on */
#version 450
VERSION_DEFINES
#define BLOCK_SIZE 8
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
#ifdef MODE_GEN_BLUR_SIZE
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
#endif
#ifdef MODE_GEN_BOKEH
layout(set = 2, binding = 0) uniform sampler2D color_texture;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image;
#endif
#ifdef MODE_COMPOSITE_BOKEH
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#endif
layout(push_constant, binding = 1, std430) uniform Params {
ivec2 size;
float z_far;
float z_near;
bool orthogonal;
float blur_size;
float blur_scale;
uint pad;
bool blur_near_active;
float blur_near_begin;
float blur_near_end;
bool blur_far_active;
float blur_far_begin;
float blur_far_end;
uint pad2[2];
} params;
#ifndef MODE_COMPOSITE_BOKEH
float get_depth_at_pos(vec2 uv) {
float depth = textureLod(source_depth,uv,0.0).x;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
return depth;
}
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
return smoothstep(params.blur_near_end,params.blur_near_begin,depth) * params.blur_size;
}
if (params.blur_far_active && depth > params.blur_far_begin) {
return smoothstep(params.blur_far_begin,params.blur_far_end,depth) * params.blur_size;
}
return 0.0;
}
#endif
const float GOLDEN_ANGLE = 2.39996323;
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos,params.size))) { //too large, do nothing
return;
}
vec2 uv = vec2(pos) / vec2(params.size);
#ifdef MODE_GEN_BLUR_SIZE
//precompute size in alpha channel
float depth = get_depth_at_pos(uv);
float size = get_blur_size(depth);
vec4 color = imageLoad(color_image,pos);
color.a = size;
imageStore(color_image,pos,color);
#endif
#ifdef MODE_GEN_BOKEH
float depth = get_depth_at_pos(uv);
float size = get_blur_size(depth);
vec4 color = texture(color_texture,uv);
float accum = 1.0;
float radius = params.blur_scale;
vec2 pixel_size = 1.0/vec2(params.size);
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
float sample_depth = get_depth_at_pos(suv);
if (sample_depth > depth) {
sample_color.a = clamp(sample_color.a, 0.0, size*2.0);
}
float m = smoothstep(radius-0.5, radius+0.5, sample_color.a);
color += mix(color/accum, sample_color, m);
accum += 1.0;
radius += params.blur_size/radius;
}
color /= accum;
imageStore(bokeh_image,pos,color);
#endif
#ifdef MODE_COMPOSITE_BOKEH
vec4 color = imageLoad(color_image,pos);
vec4 bokeh = texture(source_bokeh,uv);
if (max(color.a,bokeh.a) > 0.5) { //there is some blur in this pixel, so use bokeh
color = bokeh;
}
color.a=0; //reset alpha
imageStore(color_image,pos,color);
#endif
}

View file

@ -445,6 +445,7 @@ public:
BIND2(camera_set_transform, RID, const Transform &)
BIND2(camera_set_cull_mask, RID, uint32_t)
BIND2(camera_set_environment, RID, RID)
BIND2(camera_set_camera_effects, RID, RID)
BIND2(camera_set_use_vertical_aspect, RID, bool)
#undef BINDBASE
@ -526,8 +527,6 @@ public:
BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool)
BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND12(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
@ -538,6 +537,13 @@ public:
BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
BIND5(environment_set_fog_height, RID, bool, float, float, float)
/* CAMERA EFFECTS */
BIND0R(RID, camera_effects_create)
BIND9(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float, DOFBlurQuality)
BIND3(camera_effects_set_custom_exposure, RID, bool, float)
/* SCENARIO API */
#undef BINDBASE
@ -547,6 +553,7 @@ public:
BIND2(scenario_set_debug, RID, ScenarioDebugMode)
BIND2(scenario_set_environment, RID, RID)
BIND2(scenario_set_camera_effects, RID, RID)
BIND2(scenario_set_fallback_environment, RID, RID)
/* INSTANCING API */

View file

@ -96,6 +96,13 @@ void VisualServerScene::camera_set_environment(RID p_camera, RID p_env) {
camera->env = p_env;
}
void VisualServerScene::camera_set_camera_effects(RID p_camera, RID p_fx) {
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
camera->effects = p_fx;
}
void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
Camera *camera = camera_owner.getornull(p_camera);
@ -295,6 +302,13 @@ void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environme
scenario->environment = p_environment;
}
void VisualServerScene::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->camera_effects = p_camera_effects;
}
void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
@ -1779,8 +1793,8 @@ void VisualServerScene::render_camera(RID p_render_buffers, RID p_camera, RID p_
} break;
}
_prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
_render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
_prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
_render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
#endif
}
@ -1858,17 +1872,17 @@ void VisualServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface> &
mono_transform *= apply_z_shift;
// now prepare our scene with our adjusted transform projection matrix
_prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
_prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
} else if (p_eye == ARVRInterface::EYE_MONO) {
// For mono render, prepare as per usual
_prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
_prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
}
// And render our scene...
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
};
void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
// Note, in stereo rendering:
// - p_cam_transform will be a transform in the middle of our two eyes
// - p_cam_projection is a wider frustrum that encompasses both eyes
@ -2207,7 +2221,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
}
}
void VisualServerScene::_render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
void VisualServerScene::_render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
@ -2221,10 +2235,16 @@ void VisualServerScene::_render_scene(RID p_render_buffers, const Transform p_ca
else
environment = scenario->fallback_environment;
RID camera_effects;
if (p_force_camera_effects.is_valid()) {
camera_effects = p_force_camera_effects;
} else {
camera_effects = scenario->camera_effects;
}
/* PROCESS GEOMETRY AND DRAW SCENE */
RENDER_TIMESTAMP("Render Scene ");
VSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, environment, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
VSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
}
void VisualServerScene::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
@ -2239,7 +2259,7 @@ void VisualServerScene::render_empty_scene(RID p_render_buffers, RID p_scenario,
else
environment = scenario->fallback_environment;
RENDER_TIMESTAMP("Render Empty Scene ");
VSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, NULL, 0, NULL, 0, NULL, 0, NULL, 0, environment, p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
VSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, NULL, 0, NULL, 0, NULL, 0, NULL, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
#endif
}
@ -2304,8 +2324,8 @@ bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int
}
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
_prepare_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
_render_scene(RID(), xform, cm, false, RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
_prepare_scene(xform, cm, false, RID(), RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
_render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
} else {
//do roughness postprocess step until it believes it's done

View file

@ -74,6 +74,7 @@ public:
uint32_t visible_layers;
bool vaspect;
RID env;
RID effects;
Transform transform;
@ -99,6 +100,7 @@ public:
virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
virtual void camera_set_environment(RID p_camera, RID p_env);
virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
/* SCENARIO API */
@ -115,6 +117,7 @@ public:
List<Instance *> directional_lights;
RID environment;
RID fallback_environment;
RID camera_effects;
RID reflection_probe_shadow_atlas;
RID reflection_atlas;
@ -132,6 +135,7 @@ public:
virtual void scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
@ -418,8 +422,8 @@ public:
_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);

View file

@ -153,6 +153,7 @@ void VisualServerWrapMT::finish() {
camera_free_cached_ids();
viewport_free_cached_ids();
environment_free_cached_ids();
camera_effects_free_cached_ids();
scenario_free_cached_ids();
instance_free_cached_ids();
canvas_free_cached_ids();

View file

@ -363,6 +363,7 @@ public:
FUNC2(camera_set_transform, RID, const Transform &)
FUNC2(camera_set_cull_mask, RID, uint32_t)
FUNC2(camera_set_environment, RID, RID)
FUNC2(camera_set_camera_effects, RID, RID)
FUNC2(camera_set_use_vertical_aspect, RID, bool)
/* VIEWPORT TARGET API */
@ -440,8 +441,6 @@ public:
FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)
FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
FUNC12(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
@ -452,10 +451,16 @@ public:
FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
FUNC5(environment_set_fog_height, RID, bool, float, float, float)
FUNCRID(camera_effects)
FUNC9(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float, DOFBlurQuality)
FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
FUNCRID(scenario)
FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
FUNC2(scenario_set_environment, RID, RID)
FUNC2(scenario_set_camera_effects, RID, RID)
FUNC2(scenario_set_fallback_environment, RID, RID)
/* INSTANCING API */
@ -624,8 +629,12 @@ public:
FUNC1(set_debug_generate_wireframes, bool)
virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
virtual bool has_os_feature(const String &p_feature) const { return visual_server->has_os_feature(p_feature); }
virtual bool has_feature(Features p_feature) const {
return visual_server->has_feature(p_feature);
}
virtual bool has_os_feature(const String &p_feature) const {
return visual_server->has_os_feature(p_feature);
}
FUNC1(call_set_use_vsync, bool)

View file

@ -1821,8 +1821,6 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy);
ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer);
ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "energy", "sky_contibution"), &VisualServer::environment_set_ambient_light, DEFVAL(1.0), DEFVAL(0.0));
ClassDB::bind_method(D_METHOD("environment_set_dof_blur_near", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_near);
ClassDB::bind_method(D_METHOD("environment_set_dof_blur_far", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_far);
ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap", "bicubic_upscale"), &VisualServer::environment_set_glow);
ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &VisualServer::environment_set_tonemap);
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment);
@ -2177,9 +2175,9 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_DISABLED);
BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_SKY);
BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_LOW);
BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_HIGH);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);

View file

@ -565,6 +565,7 @@ public:
virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
virtual void camera_set_camera_effects(RID p_camera, RID p_camera_effects) = 0;
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
/*
@ -723,19 +724,6 @@ public:
virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
#endif
//set default SSAO options
//set default SSR options
//set default SSSSS options
enum EnvironmentDOFBlurQuality {
ENV_DOF_BLUR_QUALITY_LOW,
ENV_DOF_BLUR_QUALITY_MEDIUM,
ENV_DOF_BLUR_QUALITY_HIGH,
};
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0;
enum EnvironmentGlowBlendMode {
GLOW_BLEND_MODE_ADDITIVE,
GLOW_BLEND_MODE_SCREEN,
@ -776,6 +764,19 @@ public:
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
/* CAMERA EFFECTS */
virtual RID camera_effects_create() = 0;
enum DOFBlurQuality {
DOF_BLUR_QUALITY_LOW,
DOF_BLUR_QUALITY_MEDIUM,
DOF_BLUR_QUALITY_HIGH,
};
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, DOFBlurQuality p_quality) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
/* SCENARIO API */
virtual RID scenario_create() = 0;
@ -791,6 +792,7 @@ public:
virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) = 0;
/* INSTANCING API */
@ -1119,11 +1121,11 @@ VARIANT_ENUM_CAST(VisualServer::ParticlesDrawOrder);
VARIANT_ENUM_CAST(VisualServer::EnvironmentBG);
VARIANT_ENUM_CAST(VisualServer::EnvironmentAmbientSource);
VARIANT_ENUM_CAST(VisualServer::EnvironmentReflectionSource);
VARIANT_ENUM_CAST(VisualServer::EnvironmentDOFBlurQuality);
VARIANT_ENUM_CAST(VisualServer::EnvironmentGlowBlendMode);
VARIANT_ENUM_CAST(VisualServer::EnvironmentToneMapper);
VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOQuality);
VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOBlur);
VARIANT_ENUM_CAST(VisualServer::DOFBlurQuality);
VARIANT_ENUM_CAST(VisualServer::InstanceFlags);
VARIANT_ENUM_CAST(VisualServer::ShadowCastingSetting);
VARIANT_ENUM_CAST(VisualServer::CanvasItemTextureFilter);