godot/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

168 lines
7.3 KiB
C++

/*************************************************************************/
/* renderer_scene_environment_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENDERER_SCENE_ENVIRONMENT_RD_H
#define RENDERER_SCENE_ENVIRONMENT_RD_H
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
class RendererSceneEnvironmentRD {
private:
static uint64_t auto_exposure_counter;
public:
// BG
RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
RID sky;
float sky_custom_fov = 0.0;
Basis sky_orientation;
Color bg_color;
float bg_energy = 1.0;
int canvas_max_layer = 0;
RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
Color ambient_light;
float ambient_light_energy = 1.0;
float ambient_sky_contribution = 1.0;
RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
/// Tonemap
RS::EnvironmentToneMapper tone_mapper;
float exposure = 1.0;
float white = 1.0;
bool auto_exposure = false;
float min_luminance = 0.2;
float max_luminance = 8.0;
float auto_exp_speed = 0.2;
float auto_exp_scale = 0.5;
uint64_t auto_exposure_version = 0;
// Fog
bool fog_enabled = false;
Color fog_light_color = Color(0.5, 0.6, 0.7);
float fog_light_energy = 1.0;
float fog_sun_scatter = 0.0;
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
float fog_aerial_perspective = 0.0;
/// Volumetric Fog
///
bool volumetric_fog_enabled = false;
float volumetric_fog_density = 0.01;
Color volumetric_fog_scattering = Color(1, 1, 1);
Color volumetric_fog_emission = Color(0, 0, 0);
float volumetric_fog_emission_energy = 0.0;
float volumetric_fog_anisotropy = 0.2;
float volumetric_fog_length = 64.0;
float volumetric_fog_detail_spread = 2.0;
float volumetric_fog_gi_inject = 0.0;
bool volumetric_fog_temporal_reprojection = true;
float volumetric_fog_temporal_reprojection_amount = 0.9;
float volumetric_fog_ambient_inject = 0.0;
/// Glow
bool glow_enabled = false;
Vector<float> glow_levels;
float glow_intensity = 0.8;
float glow_strength = 1.0;
float glow_bloom = 0.0;
float glow_mix = 0.01;
RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
float glow_hdr_bleed_threshold = 1.0;
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
float glow_map_strength = 0.0f;
RID glow_map = RID();
/// SSAO
bool ssao_enabled = false;
float ssao_radius = 1.0;
float ssao_intensity = 2.0;
float ssao_power = 1.5;
float ssao_detail = 0.5;
float ssao_horizon = 0.06;
float ssao_sharpness = 0.98;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
/// SSR
///
bool ssr_enabled = false;
int ssr_max_steps = 64;
float ssr_fade_in = 0.15;
float ssr_fade_out = 2.0;
float ssr_depth_tolerance = 0.2;
/// SSIL
///
bool ssil_enabled = false;
float ssil_radius = 5.0;
float ssil_intensity = 1.0;
float ssil_sharpness = 0.98;
float ssil_normal_rejection = 1.0;
/// SDFGI
bool sdfgi_enabled = false;
int sdfgi_cascades = 4;
float sdfgi_min_cell_size = 0.2;
bool sdfgi_use_occlusion = false;
float sdfgi_bounce_feedback = 0.5;
bool sdfgi_read_sky_light = true;
float sdfgi_energy = 1.0;
float sdfgi_normal_bias = 1.1;
float sdfgi_probe_bias = 1.1;
RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
/// Adjustments
bool adjustments_enabled = false;
float adjustments_brightness = 1.0f;
float adjustments_contrast = 1.0f;
float adjustments_saturation = 1.0f;
bool use_1d_color_correction = false;
RID color_correction = RID();
void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source);
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);
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, float p_glow_map_strength, RID p_glow_map);
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);
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);
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);
void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
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);
};
#endif // RENDERER_SCENE_ENVIRONMENT_RD_H