2dc7b03a82
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).
165 lines
7.2 KiB
C++
165 lines
7.2 KiB
C++
/*************************************************************************/
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/* renderer_scene_environment_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
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#define RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/rendering_device.h"
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class RendererSceneEnvironmentRD {
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private:
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static uint64_t auto_exposure_counter;
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public:
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// BG
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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 = 1.0;
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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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bool auto_exposure = false;
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float min_luminance = 0.2;
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float max_luminance = 8.0;
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float auto_exp_speed = 0.2;
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float auto_exp_scale = 0.5;
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uint64_t auto_exposure_version = 0;
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// Fog
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bool fog_enabled = false;
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Color fog_light_color = Color(0.5, 0.6, 0.7);
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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 = 0.001;
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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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/// Volumetric Fog
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///
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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 = 0.0;
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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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float volumetric_fog_ambient_inject = 0.0;
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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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/// 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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/// SSR
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///
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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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/// SSIL
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///
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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 = 6;
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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 = 0.0;
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bool sdfgi_read_sky_light = false;
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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_DISABLED;
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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 = RID();
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void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source);
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void 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);
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void 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);
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void 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);
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void 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);
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void set_volumetric_fog(bool p_enable, float p_density, const Color &p_scatterin, 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);
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void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
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void 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);
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};
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#endif /* !RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H */
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