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385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
75 lines
3.6 KiB
C++
75 lines
3.6 KiB
C++
/*************************************************************************/
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/* rendering_server_globals.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_GLOBALS_H
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#define RENDERING_SERVER_GLOBALS_H
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#include "servers/rendering/environment/renderer_fog.h"
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#include "servers/rendering/environment/renderer_gi.h"
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#include "servers/rendering/renderer_canvas_cull.h"
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#include "servers/rendering/renderer_canvas_render.h"
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#include "servers/rendering/renderer_scene.h"
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#include "servers/rendering/storage/camera_attributes_storage.h"
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#include "servers/rendering/storage/light_storage.h"
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#include "servers/rendering/storage/material_storage.h"
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#include "servers/rendering/storage/mesh_storage.h"
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#include "servers/rendering/storage/particles_storage.h"
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#include "servers/rendering/storage/texture_storage.h"
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#include "servers/rendering/storage/utilities.h"
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class RendererCanvasCull;
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class RendererViewport;
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class RendererScene;
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class RenderingServerGlobals {
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public:
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static bool threaded;
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static RendererUtilities *utilities;
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static RendererLightStorage *light_storage;
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static RendererMaterialStorage *material_storage;
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static RendererMeshStorage *mesh_storage;
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static RendererParticlesStorage *particles_storage;
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static RendererTextureStorage *texture_storage;
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static RendererGI *gi;
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static RendererFog *fog;
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static RendererCameraAttributes *camera_attributes;
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static RendererCanvasRender *canvas_render;
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static RendererCompositor *rasterizer;
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static RendererCanvasCull *canvas;
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static RendererViewport *viewport;
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static RendererScene *scene;
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};
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#define RSG RenderingServerGlobals
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#endif // RENDERING_SERVER_GLOBALS_H
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