virtualx-engine/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
Hugo Locurcio 2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00

128 lines
6.6 KiB
C++

/*************************************************************************/
/* renderer_scene_environment_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2;
void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
ambient_light = p_color;
ambient_source = p_ambient;
ambient_light_energy = p_energy;
ambient_sky_contribution = p_sky_contribution;
reflection_source = p_reflection_source;
}
void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
exposure = p_exposure;
tone_mapper = p_tone_mapper;
if (!auto_exposure && p_auto_exposure) {
auto_exposure_version = ++auto_exposure_counter;
}
auto_exposure = p_auto_exposure;
white = p_white;
min_luminance = p_min_luminance;
max_luminance = p_max_luminance;
auto_exp_speed = p_auto_exp_speed;
auto_exp_scale = p_auto_exp_scale;
}
void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
glow_enabled = p_enable;
glow_levels = p_levels;
glow_intensity = p_intensity;
glow_strength = p_strength;
glow_mix = p_mix;
glow_bloom = p_bloom_threshold;
glow_blend_mode = p_blend_mode;
glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
glow_hdr_bleed_scale = p_hdr_bleed_scale;
glow_hdr_luminance_cap = p_hdr_luminance_cap;
}
void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
sdfgi_enabled = p_enable;
sdfgi_cascades = p_cascades;
sdfgi_min_cell_size = p_min_cell_size;
sdfgi_use_occlusion = p_use_occlusion;
sdfgi_bounce_feedback = p_bounce_feedback;
sdfgi_read_sky_light = p_read_sky;
sdfgi_energy = p_energy;
sdfgi_normal_bias = p_normal_bias;
sdfgi_probe_bias = p_probe_bias;
sdfgi_y_scale = p_y_scale;
}
void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
fog_enabled = p_enable;
fog_light_color = p_light_color;
fog_light_energy = p_light_energy;
fog_sun_scatter = p_sun_scatter;
fog_density = p_density;
fog_height = p_height;
fog_height_density = p_height_density;
fog_aerial_perspective = p_fog_aerial_perspective;
}
void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
volumetric_fog_enabled = p_enable;
volumetric_fog_density = p_density;
volumetric_fog_scattering = p_albedo;
volumetric_fog_emission = p_emission;
volumetric_fog_emission_energy = p_emission_energy;
volumetric_fog_anisotropy = p_anisotropy,
volumetric_fog_length = p_length;
volumetric_fog_detail_spread = p_detail_spread;
volumetric_fog_gi_inject = p_gi_inject;
volumetric_fog_temporal_reprojection = p_temporal_reprojection;
volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
volumetric_fog_ambient_inject = p_ambient_inject;
}
void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
ssr_enabled = p_enable;
ssr_max_steps = p_max_steps;
ssr_fade_in = p_fade_int;
ssr_fade_out = p_fade_out;
ssr_depth_tolerance = p_depth_tolerance;
}
void RendererSceneEnvironmentRD::set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
ssao_enabled = p_enable;
ssao_radius = p_radius;
ssao_intensity = p_intensity;
ssao_power = p_power;
ssao_detail = p_detail;
ssao_horizon = p_horizon;
ssao_sharpness = p_sharpness;
ssao_direct_light_affect = p_light_affect;
ssao_ao_channel_affect = p_ao_channel_affect;
}