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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
434 lines
15 KiB
C++
434 lines
15 KiB
C++
/**************************************************************************/
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/* environment.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef ENVIRONMENT_H
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#define ENVIRONMENT_H
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#include "core/io/resource.h"
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#include "scene/resources/sky.h"
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#include "scene/resources/texture.h"
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class Environment : public Resource {
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GDCLASS(Environment, Resource);
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public:
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enum BGMode {
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BG_CLEAR_COLOR,
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BG_COLOR,
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BG_SKY,
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BG_CANVAS,
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BG_KEEP,
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BG_CAMERA_FEED,
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BG_MAX
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};
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enum AmbientSource {
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AMBIENT_SOURCE_BG,
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AMBIENT_SOURCE_DISABLED,
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AMBIENT_SOURCE_COLOR,
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AMBIENT_SOURCE_SKY,
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};
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enum ReflectionSource {
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REFLECTION_SOURCE_BG,
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REFLECTION_SOURCE_DISABLED,
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REFLECTION_SOURCE_SKY,
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};
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enum ToneMapper {
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TONE_MAPPER_LINEAR,
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TONE_MAPPER_REINHARDT,
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TONE_MAPPER_FILMIC,
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TONE_MAPPER_ACES,
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};
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enum SDFGIYScale {
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SDFGI_Y_SCALE_50_PERCENT,
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SDFGI_Y_SCALE_75_PERCENT,
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SDFGI_Y_SCALE_100_PERCENT,
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};
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enum GlowBlendMode {
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GLOW_BLEND_MODE_ADDITIVE,
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GLOW_BLEND_MODE_SCREEN,
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GLOW_BLEND_MODE_SOFTLIGHT,
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GLOW_BLEND_MODE_REPLACE,
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GLOW_BLEND_MODE_MIX,
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};
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private:
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RID environment;
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// Background
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BGMode bg_mode = BG_CLEAR_COLOR;
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Ref<Sky> bg_sky;
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float bg_sky_custom_fov = 0.0;
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Vector3 bg_sky_rotation;
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Color bg_color;
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int bg_canvas_max_layer = 0;
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int bg_camera_feed_id = 1;
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float bg_energy_multiplier = 1.0;
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float bg_intensity = 30000.0; // Measured in nits or candela/m^2
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void _update_bg_energy();
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// Ambient light
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Color ambient_color;
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AmbientSource ambient_source = AMBIENT_SOURCE_BG;
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float ambient_energy = 1.0;
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float ambient_sky_contribution = 1.0;
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ReflectionSource reflection_source = REFLECTION_SOURCE_BG;
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void _update_ambient_light();
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// Tonemap
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ToneMapper tone_mapper = TONE_MAPPER_LINEAR;
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float tonemap_exposure = 1.0;
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float tonemap_white = 1.0;
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void _update_tonemap();
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// SSR
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bool ssr_enabled = false;
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int ssr_max_steps = 64;
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float ssr_fade_in = 0.15;
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float ssr_fade_out = 2.0;
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float ssr_depth_tolerance = 0.2;
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void _update_ssr();
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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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void _update_ssao();
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// SSIL
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bool ssil_enabled = false;
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float ssil_radius = 5.0;
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float ssil_intensity = 1.0;
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float ssil_sharpness = 0.98;
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float ssil_normal_rejection = 1.0;
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void _update_ssil();
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// SDFGI
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bool sdfgi_enabled = false;
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int sdfgi_cascades = 4;
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float sdfgi_min_cell_size = 0.2;
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SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_75_PERCENT;
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bool sdfgi_use_occlusion = false;
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float sdfgi_bounce_feedback = 0.5;
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bool sdfgi_read_sky_light = true;
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float sdfgi_energy = 1.0;
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float sdfgi_normal_bias = 1.1;
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float sdfgi_probe_bias = 1.1;
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void _update_sdfgi();
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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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bool glow_normalize_levels = false;
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float glow_intensity = 0.8;
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float glow_strength = 1.0;
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float glow_mix = 0.05;
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float glow_bloom = 0.0;
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GlowBlendMode glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_hdr_luminance_cap = 12.0;
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float glow_map_strength = 0.8f;
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Ref<Texture> glow_map;
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void _update_glow();
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// Fog
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bool fog_enabled = false;
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Color fog_light_color = Color(0.518, 0.553, 0.608);
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float fog_light_energy = 1.0;
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float fog_sun_scatter = 0.0;
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float fog_density = 0.01;
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float fog_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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float fog_sky_affect = 1.0;
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void _update_fog();
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// Volumetric Fog
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bool volumetric_fog_enabled = false;
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float volumetric_fog_density = 0.05;
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Color volumetric_fog_albedo = Color(1.0, 1.0, 1.0);
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Color volumetric_fog_emission = Color(0.0, 0.0, 0.0);
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float volumetric_fog_emission_energy = 1.0;
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float volumetric_fog_anisotropy = 0.2;
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float volumetric_fog_length = 64.0;
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float volumetric_fog_detail_spread = 2.0;
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float volumetric_fog_gi_inject = 1.0;
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float volumetric_fog_ambient_inject = 0.0;
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float volumetric_fog_sky_affect = 1.0;
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bool volumetric_fog_temporal_reproject = true;
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float volumetric_fog_temporal_reproject_amount = 0.9;
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void _update_volumetric_fog();
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// Adjustment
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bool adjustment_enabled = false;
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float adjustment_brightness = 1.0;
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float adjustment_contrast = 1.0;
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float adjustment_saturation = 1.0;
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bool use_1d_color_correction = true;
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Ref<Texture> adjustment_color_correction;
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void _update_adjustment();
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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#ifndef DISABLE_DEPRECATED
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// Kept for compatibility from 3.x to 4.0.
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bool _set(const StringName &p_name, const Variant &p_value);
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#endif
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public:
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virtual RID get_rid() const override;
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// Background
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void set_background(BGMode p_bg);
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BGMode get_background() const;
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void set_sky(const Ref<Sky> &p_sky);
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Ref<Sky> get_sky() const;
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void set_sky_custom_fov(float p_scale);
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float get_sky_custom_fov() const;
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void set_sky_rotation(const Vector3 &p_rotation);
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Vector3 get_sky_rotation() const;
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void set_bg_color(const Color &p_color);
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Color get_bg_color() const;
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void set_bg_energy_multiplier(float p_energy);
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float get_bg_energy_multiplier() const;
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void set_bg_intensity(float p_energy);
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float get_bg_intensity() const;
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void set_canvas_max_layer(int p_max_layer);
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int get_canvas_max_layer() const;
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void set_camera_feed_id(int p_id);
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int get_camera_feed_id() const;
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// Ambient light
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void set_ambient_light_color(const Color &p_color);
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Color get_ambient_light_color() const;
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void set_ambient_source(AmbientSource p_source);
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AmbientSource get_ambient_source() const;
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void set_ambient_light_energy(float p_energy);
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float get_ambient_light_energy() const;
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void set_ambient_light_sky_contribution(float p_ratio);
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float get_ambient_light_sky_contribution() const;
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void set_reflection_source(ReflectionSource p_source);
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ReflectionSource get_reflection_source() const;
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// Tonemap
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void set_tonemapper(ToneMapper p_tone_mapper);
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ToneMapper get_tonemapper() const;
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void set_tonemap_exposure(float p_exposure);
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float get_tonemap_exposure() const;
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void set_tonemap_white(float p_white);
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float get_tonemap_white() const;
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// SSR
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void set_ssr_enabled(bool p_enabled);
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bool is_ssr_enabled() const;
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void set_ssr_max_steps(int p_steps);
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int get_ssr_max_steps() const;
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void set_ssr_fade_in(float p_fade_in);
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float get_ssr_fade_in() const;
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void set_ssr_fade_out(float p_fade_out);
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float get_ssr_fade_out() const;
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void set_ssr_depth_tolerance(float p_depth_tolerance);
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float get_ssr_depth_tolerance() const;
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// SSAO
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void set_ssao_enabled(bool p_enabled);
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bool is_ssao_enabled() const;
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void set_ssao_radius(float p_radius);
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float get_ssao_radius() const;
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void set_ssao_intensity(float p_intensity);
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float get_ssao_intensity() const;
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void set_ssao_power(float p_power);
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float get_ssao_power() const;
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void set_ssao_detail(float p_detail);
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float get_ssao_detail() const;
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void set_ssao_horizon(float p_horizon);
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float get_ssao_horizon() const;
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void set_ssao_sharpness(float p_sharpness);
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float get_ssao_sharpness() const;
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void set_ssao_direct_light_affect(float p_direct_light_affect);
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float get_ssao_direct_light_affect() const;
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void set_ssao_ao_channel_affect(float p_ao_channel_affect);
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float get_ssao_ao_channel_affect() const;
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// SSIL
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void set_ssil_enabled(bool p_enabled);
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bool is_ssil_enabled() const;
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void set_ssil_radius(float p_radius);
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float get_ssil_radius() const;
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void set_ssil_intensity(float p_intensity);
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float get_ssil_intensity() const;
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void set_ssil_sharpness(float p_sharpness);
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float get_ssil_sharpness() const;
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void set_ssil_normal_rejection(float p_normal_rejection);
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float get_ssil_normal_rejection() const;
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// SDFGI
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void set_sdfgi_enabled(bool p_enabled);
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bool is_sdfgi_enabled() const;
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void set_sdfgi_cascades(int p_cascades);
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int get_sdfgi_cascades() const;
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void set_sdfgi_min_cell_size(float p_size);
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float get_sdfgi_min_cell_size() const;
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void set_sdfgi_max_distance(float p_distance);
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float get_sdfgi_max_distance() const;
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void set_sdfgi_cascade0_distance(float p_distance);
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float get_sdfgi_cascade0_distance() const;
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void set_sdfgi_y_scale(SDFGIYScale p_y_scale);
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SDFGIYScale get_sdfgi_y_scale() const;
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void set_sdfgi_use_occlusion(bool p_enabled);
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bool is_sdfgi_using_occlusion() const;
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void set_sdfgi_bounce_feedback(float p_amount);
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float get_sdfgi_bounce_feedback() const;
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void set_sdfgi_read_sky_light(bool p_enabled);
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bool is_sdfgi_reading_sky_light() const;
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void set_sdfgi_energy(float p_energy);
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float get_sdfgi_energy() const;
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void set_sdfgi_normal_bias(float p_bias);
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float get_sdfgi_normal_bias() const;
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void set_sdfgi_probe_bias(float p_bias);
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float get_sdfgi_probe_bias() const;
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// Glow
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void set_glow_enabled(bool p_enabled);
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bool is_glow_enabled() const;
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void set_glow_level(int p_level, float p_intensity);
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float get_glow_level(int p_level) const;
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void set_glow_normalized(bool p_normalized);
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bool is_glow_normalized() const;
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void set_glow_intensity(float p_intensity);
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float get_glow_intensity() const;
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void set_glow_strength(float p_strength);
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float get_glow_strength() const;
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void set_glow_mix(float p_mix);
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float get_glow_mix() const;
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void set_glow_bloom(float p_threshold);
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float get_glow_bloom() const;
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void set_glow_blend_mode(GlowBlendMode p_mode);
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GlowBlendMode get_glow_blend_mode() const;
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void set_glow_hdr_bleed_threshold(float p_threshold);
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float get_glow_hdr_bleed_threshold() const;
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void set_glow_hdr_bleed_scale(float p_scale);
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float get_glow_hdr_bleed_scale() const;
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void set_glow_hdr_luminance_cap(float p_amount);
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float get_glow_hdr_luminance_cap() const;
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void set_glow_map_strength(float p_strength);
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float get_glow_map_strength() const;
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void set_glow_map(Ref<Texture> p_glow_map);
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Ref<Texture> get_glow_map() const;
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// Fog
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void set_fog_enabled(bool p_enabled);
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bool is_fog_enabled() const;
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void set_fog_light_color(const Color &p_light_color);
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Color get_fog_light_color() const;
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void set_fog_light_energy(float p_amount);
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float get_fog_light_energy() const;
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void set_fog_sun_scatter(float p_amount);
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float get_fog_sun_scatter() const;
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void set_fog_density(float p_amount);
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float get_fog_density() const;
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void set_fog_height(float p_amount);
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float get_fog_height() const;
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void set_fog_height_density(float p_amount);
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float get_fog_height_density() const;
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void set_fog_aerial_perspective(float p_aerial_perspective);
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float get_fog_aerial_perspective() const;
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void set_fog_sky_affect(float p_sky_affect);
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float get_fog_sky_affect() const;
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// Volumetric Fog
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void set_volumetric_fog_enabled(bool p_enable);
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bool is_volumetric_fog_enabled() const;
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void set_volumetric_fog_density(float p_density);
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float get_volumetric_fog_density() const;
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void set_volumetric_fog_albedo(Color p_color);
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Color get_volumetric_fog_albedo() const;
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void set_volumetric_fog_emission(Color p_color);
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Color get_volumetric_fog_emission() const;
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void set_volumetric_fog_emission_energy(float p_begin);
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float get_volumetric_fog_emission_energy() const;
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void set_volumetric_fog_anisotropy(float p_anisotropy);
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float get_volumetric_fog_anisotropy() const;
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void set_volumetric_fog_length(float p_length);
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float get_volumetric_fog_length() const;
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void set_volumetric_fog_detail_spread(float p_detail_spread);
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float get_volumetric_fog_detail_spread() const;
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void set_volumetric_fog_gi_inject(float p_gi_inject);
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float get_volumetric_fog_gi_inject() const;
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void set_volumetric_fog_ambient_inject(float p_ambient_inject);
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float get_volumetric_fog_ambient_inject() const;
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void set_volumetric_fog_sky_affect(float p_sky_affect);
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float get_volumetric_fog_sky_affect() const;
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void set_volumetric_fog_temporal_reprojection_enabled(bool p_enable);
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bool is_volumetric_fog_temporal_reprojection_enabled() const;
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void set_volumetric_fog_temporal_reprojection_amount(float p_amount);
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float get_volumetric_fog_temporal_reprojection_amount() const;
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// Adjustment
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void set_adjustment_enabled(bool p_enabled);
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bool is_adjustment_enabled() const;
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void set_adjustment_brightness(float p_brightness);
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float get_adjustment_brightness() const;
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void set_adjustment_contrast(float p_contrast);
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float get_adjustment_contrast() const;
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void set_adjustment_saturation(float p_saturation);
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float get_adjustment_saturation() const;
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void set_adjustment_color_correction(Ref<Texture> p_color_correction);
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Ref<Texture> get_adjustment_color_correction() const;
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Environment();
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~Environment();
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};
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VARIANT_ENUM_CAST(Environment::BGMode)
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VARIANT_ENUM_CAST(Environment::AmbientSource)
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VARIANT_ENUM_CAST(Environment::ReflectionSource)
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VARIANT_ENUM_CAST(Environment::ToneMapper)
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VARIANT_ENUM_CAST(Environment::SDFGIYScale)
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VARIANT_ENUM_CAST(Environment::GlowBlendMode)
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#endif // ENVIRONMENT_H
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