diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 174cdd8e2e..56c0e632c2 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -236,7 +236,7 @@ public: /* ENVIRONMENT API */ struct Environment { - VS::EnvironmentBG bg_mode; + RS::EnvironmentBG bg_mode; RID sky; float sky_custom_fov; @@ -259,7 +259,7 @@ public: float glow_intensity; float glow_strength; float glow_bloom; - VS::EnvironmentGlowBlendMode glow_blend_mode; + RS::EnvironmentGlowBlendMode glow_blend_mode; float glow_hdr_bleed_threshold; float glow_hdr_bleed_scale; float glow_hdr_luminance_cap; @@ -269,13 +269,13 @@ public: float dof_blur_far_distance; float dof_blur_far_transition; float dof_blur_far_amount; - VS::EnvironmentDOFBlurQuality dof_blur_far_quality; + RS::EnvironmentDOFBlurQuality dof_blur_far_quality; bool dof_blur_near_enabled; float dof_blur_near_distance; float dof_blur_near_transition; float dof_blur_near_amount; - VS::EnvironmentDOFBlurQuality dof_blur_near_quality; + RS::EnvironmentDOFBlurQuality dof_blur_near_quality; bool adjustments_enabled; float adjustments_brightness; @@ -300,7 +300,7 @@ public: float fog_height_curve; Environment() : - bg_mode(VS::ENV_BG_CLEAR_COLOR), + bg_mode(RS::ENV_BG_CLEAR_COLOR), sky_custom_fov(0.0), bg_energy(1.0), sky_ambient(0), @@ -313,7 +313,7 @@ public: glow_intensity(0.8), glow_strength(1.0), glow_bloom(0.0), - glow_blend_mode(VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT), + glow_blend_mode(RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT), glow_hdr_bleed_threshold(1.0), glow_hdr_bleed_scale(2.0), glow_hdr_luminance_cap(12.0), @@ -322,12 +322,12 @@ public: dof_blur_far_distance(10), dof_blur_far_transition(5), dof_blur_far_amount(0.1), - dof_blur_far_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM), + dof_blur_far_quality(RS::ENV_DOF_BLUR_QUALITY_MEDIUM), dof_blur_near_enabled(false), dof_blur_near_distance(2), dof_blur_near_transition(1), dof_blur_near_amount(0.1), - dof_blur_near_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM), + dof_blur_near_quality(RS::ENV_DOF_BLUR_QUALITY_MEDIUM), adjustments_enabled(false), adjustments_brightness(1.0), adjustments_contrast(1.0), @@ -353,7 +353,7 @@ public: virtual RID environment_create(); - virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); + virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg); virtual void environment_set_sky(RID p_env, RID p_sky); virtual void environment_set_sky_custom_fov(RID p_env, float p_scale); virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation); @@ -363,15 +363,15 @@ public: virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0); virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id); - virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); - virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); - virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale); + virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale); virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture); virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness); - virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); + virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); - virtual void environment_set_tonemap(RID p_env, VS::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); + virtual void environment_set_tonemap(RID p_env, 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); virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp); @@ -381,7 +381,7 @@ public: virtual bool is_environment(RID p_env); - virtual VS::EnvironmentBG environment_get_background(RID p_env); + virtual RS::EnvironmentBG environment_get_background(RID p_env); virtual int environment_get_canvas_max_layer(RID p_env); /* LIGHT INSTANCE */ @@ -575,7 +575,7 @@ public: _FORCE_INLINE_ Element *add_element() { if (element_count + alpha_element_count >= max_elements) - return NULL; + return nullptr; elements[element_count] = &base_elements[element_count]; return elements[element_count++]; @@ -583,7 +583,7 @@ public: _FORCE_INLINE_ Element *add_alpha_element() { if (element_count + alpha_element_count >= max_elements) { - return NULL; + return nullptr; } int idx = max_elements - alpha_element_count - 1; @@ -650,7 +650,7 @@ public: virtual bool free(RID p_rid); virtual void set_scene_pass(uint64_t p_pass); - virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw); + virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw); void iteration(); void initialize(); |