diff options
Diffstat (limited to 'scene/resources/environment.cpp')
-rw-r--r-- | scene/resources/environment.cpp | 1682 |
1 files changed, 805 insertions, 877 deletions
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index 7597cd636e..ee8e63266d 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -29,1390 +29,1318 @@ /*************************************************************************/ #include "environment.h" + #include "core/project_settings.h" -#include "servers/visual_server.h" +#include "servers/rendering_server.h" #include "texture.h" RID Environment::get_rid() const { - return environment; } -void Environment::set_background(BGMode p_bg) { +// Background +void Environment::set_background(BGMode p_bg) { bg_mode = p_bg; - VS::get_singleton()->environment_set_background(environment, VS::EnvironmentBG(p_bg)); + RS::get_singleton()->environment_set_background(environment, RS::EnvironmentBG(p_bg)); _change_notify(); } -void Environment::set_sky(const Ref<Sky> &p_sky) { +Environment::BGMode Environment::get_background() const { + return bg_mode; +} +void Environment::set_sky(const Ref<Sky> &p_sky) { bg_sky = p_sky; - RID sb_rid; - if (bg_sky.is_valid()) + if (bg_sky.is_valid()) { sb_rid = bg_sky->get_rid(); + } + RS::get_singleton()->environment_set_sky(environment, sb_rid); +} - VS::get_singleton()->environment_set_sky(environment, sb_rid); +Ref<Sky> Environment::get_sky() const { + return bg_sky; } void Environment::set_sky_custom_fov(float p_scale) { - bg_sky_custom_fov = p_scale; - VS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale); + RS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale); } -void Environment::set_sky_orientation(const Basis &p_orientation) { - bg_sky_orientation = p_orientation; - _change_notify("background_sky_rotation"); - _change_notify("background_sky_rotation_degrees"); - VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); +float Environment::get_sky_custom_fov() const { + return bg_sky_custom_fov; } -void Environment::set_sky_rotation(const Vector3 &p_euler_rad) { - bg_sky_orientation.set_euler(p_euler_rad); - _change_notify("background_sky_orientation"); - _change_notify("background_sky_rotation_degrees"); - VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); +void Environment::set_sky_rotation(const Vector3 &p_rotation) { + bg_sky_rotation = p_rotation; + RS::get_singleton()->environment_set_sky_orientation(environment, Basis(p_rotation)); } -void Environment::set_sky_rotation_degrees(const Vector3 &p_euler_deg) { - set_sky_rotation(p_euler_deg * Math_PI / 180.0); - _change_notify("background_sky_rotation"); +Vector3 Environment::get_sky_rotation() const { + return bg_sky_rotation; } -void Environment::set_bg_color(const Color &p_color) { +void Environment::set_bg_color(const Color &p_color) { bg_color = p_color; - VS::get_singleton()->environment_set_bg_color(environment, p_color); + RS::get_singleton()->environment_set_bg_color(environment, p_color); } -void Environment::set_bg_energy(float p_energy) { - bg_energy = p_energy; - VS::get_singleton()->environment_set_bg_energy(environment, p_energy); +Color Environment::get_bg_color() const { + return bg_color; } -void Environment::set_canvas_max_layer(int p_max_layer) { - bg_canvas_max_layer = p_max_layer; - VS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer); +void Environment::set_bg_energy(float p_energy) { + bg_energy = p_energy; + RS::get_singleton()->environment_set_bg_energy(environment, p_energy); } -void Environment::set_ambient_light_color(const Color &p_color) { - ambient_color = p_color; - VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); +float Environment::get_bg_energy() const { + return bg_energy; } -void Environment::set_ambient_light_energy(float p_energy) { - ambient_energy = p_energy; - VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); +void Environment::set_canvas_max_layer(int p_max_layer) { + bg_canvas_max_layer = p_max_layer; + RS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer); } -void Environment::set_ambient_light_sky_contribution(float p_energy) { - ambient_sky_contribution = p_energy; - VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); +int Environment::get_canvas_max_layer() const { + return bg_canvas_max_layer; } -void Environment::set_camera_feed_id(int p_camera_feed_id) { - camera_feed_id = p_camera_feed_id; - VS::get_singleton()->environment_set_camera_feed_id(environment, camera_feed_id); -}; - -Environment::BGMode Environment::get_background() const { - - return bg_mode; +void Environment::set_camera_feed_id(int p_id) { + bg_camera_feed_id = p_id; +// FIXME: Disabled during Vulkan refactoring, should be ported. +#if 0 + RS::get_singleton()->environment_set_camera_feed_id(environment, camera_feed_id); +#endif } -Ref<Sky> Environment::get_sky() const { - return bg_sky; +int Environment::get_camera_feed_id() const { + return bg_camera_feed_id; } -float Environment::get_sky_custom_fov() const { +// Ambient light - return bg_sky_custom_fov; +void Environment::set_ambient_light_color(const Color &p_color) { + ambient_color = p_color; + _update_ambient_light(); } -Basis Environment::get_sky_orientation() const { - - return bg_sky_orientation; +Color Environment::get_ambient_light_color() const { + return ambient_color; } -Vector3 Environment::get_sky_rotation() const { - - // should we cache this? maybe overkill - return bg_sky_orientation.get_euler(); +void Environment::set_ambient_source(AmbientSource p_source) { + ambient_source = p_source; + _update_ambient_light(); + _change_notify(); } -Vector3 Environment::get_sky_rotation_degrees() const { +Environment::AmbientSource Environment::get_ambient_source() const { + return ambient_source; +} - return get_sky_rotation() * 180.0 / Math_PI; +void Environment::set_ambient_light_energy(float p_energy) { + ambient_energy = p_energy; + _update_ambient_light(); } -Color Environment::get_bg_color() const { +float Environment::get_ambient_light_energy() const { + return ambient_energy; +} - return bg_color; +void Environment::set_ambient_light_sky_contribution(float p_ratio) { + ambient_sky_contribution = p_ratio; + _update_ambient_light(); } -float Environment::get_bg_energy() const { - return bg_energy; +float Environment::get_ambient_light_sky_contribution() const { + return ambient_sky_contribution; } -int Environment::get_canvas_max_layer() const { - return bg_canvas_max_layer; +void Environment::set_reflection_source(ReflectionSource p_source) { + reflection_source = p_source; + _update_ambient_light(); + _change_notify(); } -Color Environment::get_ambient_light_color() const { - return ambient_color; +Environment::ReflectionSource Environment::get_reflection_source() const { + return reflection_source; } -float Environment::get_ambient_light_energy() const { - return ambient_energy; +void Environment::set_ao_color(const Color &p_color) { + ao_color = p_color; + _update_ambient_light(); } -float Environment::get_ambient_light_sky_contribution() const { - return ambient_sky_contribution; +Color Environment::get_ao_color() const { + return ao_color; } -int Environment::get_camera_feed_id(void) const { - return camera_feed_id; +void Environment::_update_ambient_light() { + RS::get_singleton()->environment_set_ambient_light( + environment, + ambient_color, + RS::EnvironmentAmbientSource(ambient_source), + ambient_energy, + ambient_sky_contribution, RS::EnvironmentReflectionSource(reflection_source), + ao_color); } -void Environment::set_tonemapper(ToneMapper p_tone_mapper) { +// Tonemap +void Environment::set_tonemapper(ToneMapper p_tone_mapper) { tone_mapper = p_tone_mapper; - VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + _update_tonemap(); } Environment::ToneMapper Environment::get_tonemapper() const { - return tone_mapper; } void Environment::set_tonemap_exposure(float p_exposure) { - tonemap_exposure = p_exposure; - VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + _update_tonemap(); } float Environment::get_tonemap_exposure() const { - return tonemap_exposure; } void Environment::set_tonemap_white(float p_white) { - tonemap_white = p_white; - VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + _update_tonemap(); } -float Environment::get_tonemap_white() const { +float Environment::get_tonemap_white() const { return tonemap_white; } -void Environment::set_tonemap_auto_exposure(bool p_enabled) { - - tonemap_auto_exposure = p_enabled; - VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); +void Environment::set_tonemap_auto_exposure_enabled(bool p_enabled) { + tonemap_auto_exposure_enabled = p_enabled; + _update_tonemap(); _change_notify(); } -bool Environment::get_tonemap_auto_exposure() const { - return tonemap_auto_exposure; +bool Environment::is_tonemap_auto_exposure_enabled() const { + return tonemap_auto_exposure_enabled; } -void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) { - - tonemap_auto_exposure_max = p_auto_exposure_max; - VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); +void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) { + tonemap_auto_exposure_min = p_auto_exposure_min; + _update_tonemap(); } -float Environment::get_tonemap_auto_exposure_max() const { - return tonemap_auto_exposure_max; +float Environment::get_tonemap_auto_exposure_min() const { + return tonemap_auto_exposure_min; } -void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) { - - tonemap_auto_exposure_min = p_auto_exposure_min; - VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); +void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) { + tonemap_auto_exposure_max = p_auto_exposure_max; + _update_tonemap(); } -float Environment::get_tonemap_auto_exposure_min() const { - return tonemap_auto_exposure_min; +float Environment::get_tonemap_auto_exposure_max() const { + return tonemap_auto_exposure_max; } void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) { - tonemap_auto_exposure_speed = p_auto_exposure_speed; - VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + _update_tonemap(); } -float Environment::get_tonemap_auto_exposure_speed() const { +float Environment::get_tonemap_auto_exposure_speed() const { return tonemap_auto_exposure_speed; } void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) { - tonemap_auto_exposure_grey = p_auto_exposure_grey; - VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + _update_tonemap(); } -float Environment::get_tonemap_auto_exposure_grey() const { +float Environment::get_tonemap_auto_exposure_grey() const { return tonemap_auto_exposure_grey; } -void Environment::set_adjustment_enable(bool p_enable) { - - adjustment_enabled = p_enable; - VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); - _change_notify(); -} - -bool Environment::is_adjustment_enabled() const { - - return adjustment_enabled; -} - -void Environment::set_adjustment_brightness(float p_brightness) { - - adjustment_brightness = p_brightness; - VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); -} -float Environment::get_adjustment_brightness() const { - - return adjustment_brightness; -} - -void Environment::set_adjustment_contrast(float p_contrast) { - - adjustment_contrast = p_contrast; - VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); -} -float Environment::get_adjustment_contrast() const { - - return adjustment_contrast; -} - -void Environment::set_adjustment_saturation(float p_saturation) { - - adjustment_saturation = p_saturation; - VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); -} -float Environment::get_adjustment_saturation() const { - - return adjustment_saturation; +void Environment::_update_tonemap() { + RS::get_singleton()->environment_set_tonemap( + environment, + RS::EnvironmentToneMapper(tone_mapper), + tonemap_exposure, + tonemap_white, + tonemap_auto_exposure_enabled, + tonemap_auto_exposure_min, + tonemap_auto_exposure_max, + tonemap_auto_exposure_speed, + tonemap_auto_exposure_grey); } -void Environment::set_adjustment_color_correction(const Ref<Texture> &p_ramp) { +// SSR - adjustment_color_correction = p_ramp; - VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); -} -Ref<Texture> Environment::get_adjustment_color_correction() const { - - return adjustment_color_correction; -} - -void Environment::_validate_property(PropertyInfo &property) const { - - if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "background_sky_orientation" || property.name == "background_sky_rotation" || property.name == "background_sky_rotation_degrees" || property.name == "ambient_light/sky_contribution") { - if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) { - property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; - } - } - - if (property.name == "background_color") { - if (bg_mode != BG_COLOR && bg_mode != BG_COLOR_SKY) { - property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; - } - } - - if (property.name == "background_canvas_max_layer") { - if (bg_mode != BG_CANVAS) { - property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; - } - } - - if (property.name == "background_camera_feed_id") { - if (bg_mode != BG_CAMERA_FEED) { - property.usage = PROPERTY_USAGE_NOEDITOR; - } - } - - static const char *hide_prefixes[] = { - "fog_", - "auto_exposure_", - "ss_reflections_", - "ssao_", - "dof_blur_far_", - "dof_blur_near_", - "glow_", - "adjustment_", - NULL - - }; - - static const char *high_end_prefixes[] = { - "auto_exposure_", - "tonemap_", - "ss_reflections_", - "ssao_", - NULL - - }; - - const char **prefixes = hide_prefixes; - while (*prefixes) { - String prefix = String(*prefixes); - - String enabled = prefix + "enabled"; - if (property.name.begins_with(prefix) && property.name != enabled && !bool(get(enabled))) { - property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; - return; - } - - prefixes++; - } - - if (VisualServer::get_singleton()->is_low_end()) { - prefixes = high_end_prefixes; - while (*prefixes) { - String prefix = String(*prefixes); - - if (property.name.begins_with(prefix)) { - property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; - return; - } - - prefixes++; - } - } -} - -void Environment::set_ssr_enabled(bool p_enable) { - - ssr_enabled = p_enable; - VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); +void Environment::set_ssr_enabled(bool p_enabled) { + ssr_enabled = p_enabled; + _update_ssr(); _change_notify(); } bool Environment::is_ssr_enabled() const { - return ssr_enabled; } void Environment::set_ssr_max_steps(int p_steps) { - ssr_max_steps = p_steps; - VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); + _update_ssr(); } -int Environment::get_ssr_max_steps() const { +int Environment::get_ssr_max_steps() const { return ssr_max_steps; } void Environment::set_ssr_fade_in(float p_fade_in) { - ssr_fade_in = p_fade_in; - VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); + _update_ssr(); } -float Environment::get_ssr_fade_in() const { +float Environment::get_ssr_fade_in() const { return ssr_fade_in; } void Environment::set_ssr_fade_out(float p_fade_out) { - ssr_fade_out = p_fade_out; - VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); + _update_ssr(); } -float Environment::get_ssr_fade_out() const { +float Environment::get_ssr_fade_out() const { return ssr_fade_out; } void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) { - ssr_depth_tolerance = p_depth_tolerance; - VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); + _update_ssr(); } -float Environment::get_ssr_depth_tolerance() const { +float Environment::get_ssr_depth_tolerance() const { return ssr_depth_tolerance; } -void Environment::set_ssr_rough(bool p_enable) { - - ssr_roughness = p_enable; - VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); +void Environment::_update_ssr() { + RS::get_singleton()->environment_set_ssr( + environment, + ssr_enabled, + ssr_max_steps, + ssr_fade_in, + ssr_fade_out, + ssr_depth_tolerance); } -bool Environment::is_ssr_rough() const { - return ssr_roughness; -} +// SSAO -void Environment::set_ssao_enabled(bool p_enable) { - - ssao_enabled = p_enable; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +void Environment::set_ssao_enabled(bool p_enabled) { + ssao_enabled = p_enabled; + _update_ssao(); _change_notify(); } bool Environment::is_ssao_enabled() const { - return ssao_enabled; } void Environment::set_ssao_radius(float p_radius) { - ssao_radius = p_radius; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + _update_ssao(); } -float Environment::get_ssao_radius() const { +float Environment::get_ssao_radius() const { return ssao_radius; } void Environment::set_ssao_intensity(float p_intensity) { - ssao_intensity = p_intensity; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + _update_ssao(); } float Environment::get_ssao_intensity() const { - return ssao_intensity; } -void Environment::set_ssao_radius2(float p_radius) { +void Environment::set_ssao_bias(float p_bias) { + ssao_bias = p_bias; + _update_ssao(); +} - ssao_radius2 = p_radius; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +float Environment::get_ssao_bias() const { + return ssao_bias; } -float Environment::get_ssao_radius2() const { - return ssao_radius2; +void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) { + ssao_direct_light_affect = p_direct_light_affect; + _update_ssao(); } -void Environment::set_ssao_intensity2(float p_intensity) { +float Environment::get_ssao_direct_light_affect() const { + return ssao_direct_light_affect; +} - ssao_intensity2 = p_intensity; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) { + ssao_ao_channel_affect = p_ao_channel_affect; + _update_ssao(); } -float Environment::get_ssao_intensity2() const { - return ssao_intensity2; +float Environment::get_ssao_ao_channel_affect() const { + return ssao_ao_channel_affect; } -void Environment::set_ssao_bias(float p_bias) { +void Environment::set_ssao_blur(SSAOBlur p_blur) { + ssao_blur = p_blur; + _update_ssao(); +} - ssao_bias = p_bias; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +Environment::SSAOBlur Environment::get_ssao_blur() const { + return ssao_blur; } -float Environment::get_ssao_bias() const { - return ssao_bias; +void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) { + ssao_edge_sharpness = p_edge_sharpness; + _update_ssao(); } -void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) { +float Environment::get_ssao_edge_sharpness() const { + return ssao_edge_sharpness; +} - ssao_direct_light_affect = p_direct_light_affect; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +void Environment::_update_ssao() { + RS::get_singleton()->environment_set_ssao( + environment, + ssao_enabled, + ssao_radius, + ssao_intensity, + ssao_bias, + ssao_direct_light_affect, + ssao_ao_channel_affect, + RS::EnvironmentSSAOBlur(ssao_blur), + ssao_edge_sharpness); } -float Environment::get_ssao_direct_light_affect() const { - return ssao_direct_light_affect; +// SDFGI + +void Environment::set_sdfgi_enabled(bool p_enabled) { + sdfgi_enabled = p_enabled; + _update_sdfgi(); } -void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) { +bool Environment::is_sdfgi_enabled() const { + return sdfgi_enabled; +} - ssao_ao_channel_affect = p_ao_channel_affect; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +void Environment::set_sdfgi_cascades(SDFGICascades p_cascades) { + sdfgi_cascades = p_cascades; + _update_sdfgi(); } -float Environment::get_ssao_ao_channel_affect() const { - return ssao_ao_channel_affect; +Environment::SDFGICascades Environment::get_sdfgi_cascades() const { + return sdfgi_cascades; } -void Environment::set_ssao_color(const Color &p_color) { +void Environment::set_sdfgi_min_cell_size(float p_size) { + sdfgi_min_cell_size = p_size; + _change_notify("sdfgi_max_distance"); + _change_notify("sdfgi_cascade0_distance"); + _update_sdfgi(); +} - ssao_color = p_color; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +float Environment::get_sdfgi_min_cell_size() const { + return sdfgi_min_cell_size; } -Color Environment::get_ssao_color() const { +void Environment::set_sdfgi_max_distance(float p_distance) { + p_distance /= 64.0; + int cc[3] = { 4, 6, 8 }; + int cascades = cc[sdfgi_cascades]; + for (int i = 0; i < cascades; i++) { + p_distance *= 0.5; //halve for each cascade + } + sdfgi_min_cell_size = p_distance; + _change_notify("sdfgi_min_cell_size"); + _change_notify("sdfgi_cascade0_distance"); + _update_sdfgi(); +} + +float Environment::get_sdfgi_max_distance() const { + float md = sdfgi_min_cell_size; + md *= 64.0; + int cc[3] = { 4, 6, 8 }; + int cascades = cc[sdfgi_cascades]; + for (int i = 0; i < cascades; i++) { + md *= 2.0; + } + return md; +} - return ssao_color; +void Environment::set_sdfgi_cascade0_distance(float p_distance) { + sdfgi_min_cell_size = p_distance / 64.0; + _change_notify("sdfgi_min_cell_size"); + _change_notify("sdfgi_max_distance"); + _update_sdfgi(); } -void Environment::set_ssao_blur(SSAOBlur p_blur) { +float Environment::get_sdfgi_cascade0_distance() const { + return sdfgi_min_cell_size * 64.0; +} - ssao_blur = p_blur; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +void Environment::set_sdfgi_y_scale(SDFGIYScale p_y_scale) { + sdfgi_y_scale = p_y_scale; + _update_sdfgi(); } -Environment::SSAOBlur Environment::get_ssao_blur() const { - return ssao_blur; +Environment::SDFGIYScale Environment::get_sdfgi_y_scale() const { + return sdfgi_y_scale; } -void Environment::set_ssao_quality(SSAOQuality p_quality) { +void Environment::set_sdfgi_use_occlusion(bool p_enabled) { + sdfgi_use_occlusion = p_enabled; + _update_sdfgi(); +} - ssao_quality = p_quality; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +bool Environment::is_sdfgi_using_occlusion() const { + return sdfgi_use_occlusion; } -Environment::SSAOQuality Environment::get_ssao_quality() const { +void Environment::set_sdfgi_use_multi_bounce(bool p_enabled) { + sdfgi_use_multibounce = p_enabled; + _update_sdfgi(); +} - return ssao_quality; +bool Environment::is_sdfgi_using_multi_bounce() const { + return sdfgi_use_multibounce; } -void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) { +void Environment::set_sdfgi_read_sky_light(bool p_enabled) { + sdfgi_read_sky_light = p_enabled; + _update_sdfgi(); +} - ssao_edge_sharpness = p_edge_sharpness; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +bool Environment::is_sdfgi_reading_sky_light() const { + return sdfgi_read_sky_light; } -float Environment::get_ssao_edge_sharpness() const { +void Environment::set_sdfgi_energy(float p_energy) { + sdfgi_energy = p_energy; + _update_sdfgi(); +} - return ssao_edge_sharpness; +float Environment::get_sdfgi_energy() const { + return sdfgi_energy; } -void Environment::set_glow_enabled(bool p_enabled) { +void Environment::set_sdfgi_normal_bias(float p_bias) { + sdfgi_normal_bias = p_bias; + _update_sdfgi(); +} + +float Environment::get_sdfgi_normal_bias() const { + return sdfgi_normal_bias; +} + +void Environment::set_sdfgi_probe_bias(float p_bias) { + sdfgi_probe_bias = p_bias; + _update_sdfgi(); +} + +float Environment::get_sdfgi_probe_bias() const { + return sdfgi_probe_bias; +} + +void Environment::_update_sdfgi() { + RS::get_singleton()->environment_set_sdfgi( + environment, + sdfgi_enabled, + RS::EnvironmentSDFGICascades(sdfgi_cascades), + sdfgi_min_cell_size, + RS::EnvironmentSDFGIYScale(sdfgi_y_scale), + sdfgi_use_occlusion, + sdfgi_use_multibounce, + sdfgi_read_sky_light, + sdfgi_energy, + sdfgi_normal_bias, + sdfgi_probe_bias); +} + +// Glow +void Environment::set_glow_enabled(bool p_enabled) { glow_enabled = p_enabled; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); + _update_glow(); _change_notify(); } bool Environment::is_glow_enabled() const { - return glow_enabled; } -void Environment::set_glow_level(int p_level, bool p_enabled) { - - ERR_FAIL_INDEX(p_level, VS::MAX_GLOW_LEVELS); +void Environment::set_glow_level_enabled(int p_level, bool p_enabled) { + ERR_FAIL_INDEX(p_level, RS::MAX_GLOW_LEVELS); - if (p_enabled) + if (p_enabled) { glow_levels |= (1 << p_level); - else + } else { glow_levels &= ~(1 << p_level); + } - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); + _update_glow(); } -bool Environment::is_glow_level_enabled(int p_level) const { - ERR_FAIL_INDEX_V(p_level, VS::MAX_GLOW_LEVELS, false); +bool Environment::is_glow_level_enabled(int p_level) const { + ERR_FAIL_INDEX_V(p_level, RS::MAX_GLOW_LEVELS, false); return glow_levels & (1 << p_level); } void Environment::set_glow_intensity(float p_intensity) { - glow_intensity = p_intensity; - - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); + _update_glow(); } -float Environment::get_glow_intensity() const { +float Environment::get_glow_intensity() const { return glow_intensity; } void Environment::set_glow_strength(float p_strength) { - glow_strength = p_strength; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); + _update_glow(); } -float Environment::get_glow_strength() const { +float Environment::get_glow_strength() const { return glow_strength; } -void Environment::set_glow_bloom(float p_threshold) { +void Environment::set_glow_mix(float p_mix) { + glow_mix = p_mix; + _update_glow(); +} - glow_bloom = p_threshold; +float Environment::get_glow_mix() const { + return glow_mix; +} - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); +void Environment::set_glow_bloom(float p_threshold) { + glow_bloom = p_threshold; + _update_glow(); } -float Environment::get_glow_bloom() const { +float Environment::get_glow_bloom() const { return glow_bloom; } void Environment::set_glow_blend_mode(GlowBlendMode p_mode) { - glow_blend_mode = p_mode; - - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); + _update_glow(); + _change_notify(); } -Environment::GlowBlendMode Environment::get_glow_blend_mode() const { +Environment::GlowBlendMode Environment::get_glow_blend_mode() const { return glow_blend_mode; } void Environment::set_glow_hdr_bleed_threshold(float p_threshold) { - glow_hdr_bleed_threshold = p_threshold; - - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); + _update_glow(); } -float Environment::get_glow_hdr_bleed_threshold() const { +float Environment::get_glow_hdr_bleed_threshold() const { return glow_hdr_bleed_threshold; } -void Environment::set_glow_hdr_luminance_cap(float p_amount) { - - glow_hdr_luminance_cap = p_amount; - - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); -} -float Environment::get_glow_hdr_luminance_cap() const { - - return glow_hdr_luminance_cap; -} - void Environment::set_glow_hdr_bleed_scale(float p_scale) { - glow_hdr_bleed_scale = p_scale; - - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); + _update_glow(); } -float Environment::get_glow_hdr_bleed_scale() const { +float Environment::get_glow_hdr_bleed_scale() const { return glow_hdr_bleed_scale; } -void Environment::set_glow_bicubic_upscale(bool p_enable) { - - glow_bicubic_upscale = p_enable; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); +void Environment::set_glow_hdr_luminance_cap(float p_amount) { + glow_hdr_luminance_cap = p_amount; + _update_glow(); } -bool Environment::is_glow_bicubic_upscale_enabled() const { +float Environment::get_glow_hdr_luminance_cap() const { + return glow_hdr_luminance_cap; +} - return glow_bicubic_upscale; +void Environment::_update_glow() { + RS::get_singleton()->environment_set_glow( + environment, + glow_enabled, + glow_levels, + glow_intensity, + glow_strength, + glow_mix, + glow_bloom, + RS::EnvironmentGlowBlendMode(glow_blend_mode), + glow_hdr_bleed_threshold, + glow_hdr_bleed_scale, + glow_hdr_luminance_cap); } -void Environment::set_dof_blur_far_enabled(bool p_enable) { +// Fog - dof_blur_far_enabled = p_enable; - VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); +void Environment::set_fog_enabled(bool p_enabled) { + fog_enabled = p_enabled; + _update_fog(); _change_notify(); } -bool Environment::is_dof_blur_far_enabled() const { - - return dof_blur_far_enabled; +bool Environment::is_fog_enabled() const { + return fog_enabled; } -void Environment::set_dof_blur_far_distance(float p_distance) { - - dof_blur_far_distance = p_distance; - VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); +void Environment::set_fog_light_color(const Color &p_light_color) { + fog_light_color = p_light_color; + _update_fog(); } -float Environment::get_dof_blur_far_distance() const { - - return dof_blur_far_distance; +Color Environment::get_fog_light_color() const { + return fog_light_color; } - -void Environment::set_dof_blur_far_transition(float p_distance) { - - dof_blur_far_transition = p_distance; - VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); +void Environment::set_fog_light_energy(float p_amount) { + fog_light_energy = p_amount; + _update_fog(); } -float Environment::get_dof_blur_far_transition() const { - - return dof_blur_far_transition; +float Environment::get_fog_light_energy() const { + return fog_light_energy; } - -void Environment::set_dof_blur_far_amount(float p_amount) { - - dof_blur_far_amount = p_amount; - VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); +void Environment::set_fog_sun_scatter(float p_amount) { + fog_sun_scatter = p_amount; + _update_fog(); } -float Environment::get_dof_blur_far_amount() const { - - return dof_blur_far_amount; +float Environment::get_fog_sun_scatter() const { + return fog_sun_scatter; +} +void Environment::set_fog_density(float p_amount) { + fog_density = p_amount; + _update_fog(); +} +float Environment::get_fog_density() const { + return fog_density; +} +void Environment::set_fog_height(float p_amount) { + fog_height = p_amount; + _update_fog(); +} +float Environment::get_fog_height() const { + return fog_height; +} +void Environment::set_fog_height_density(float p_amount) { + fog_height_density = p_amount; + _update_fog(); +} +float Environment::get_fog_height_density() const { + return fog_height_density; } -void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) { - - dof_blur_far_quality = p_quality; - VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); +void Environment::_update_fog() { + RS::get_singleton()->environment_set_fog( + environment, + fog_enabled, + fog_light_color, + fog_light_energy, + fog_sun_scatter, + fog_density, + fog_height, + fog_height_density); } -Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const { +// Volumetric Fog - return dof_blur_far_quality; +void Environment::_update_volumetric_fog() { + RS::get_singleton()->environment_set_volumetric_fog(environment, volumetric_fog_enabled, volumetric_fog_density, volumetric_fog_light, volumetric_fog_light_energy, volumetric_fog_length, volumetric_fog_detail_spread, volumetric_fog_gi_inject, RS::EnvVolumetricFogShadowFilter(volumetric_fog_shadow_filter)); } -void Environment::set_dof_blur_near_enabled(bool p_enable) { - - dof_blur_near_enabled = p_enable; - VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +void Environment::set_volumetric_fog_enabled(bool p_enable) { + volumetric_fog_enabled = p_enable; + _update_volumetric_fog(); _change_notify(); } -bool Environment::is_dof_blur_near_enabled() const { - - return dof_blur_near_enabled; +bool Environment::is_volumetric_fog_enabled() const { + return volumetric_fog_enabled; } - -void Environment::set_dof_blur_near_distance(float p_distance) { - - dof_blur_near_distance = p_distance; - VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +void Environment::set_volumetric_fog_density(float p_density) { + p_density = CLAMP(p_density, 0.0000001, 1.0); + volumetric_fog_density = p_density; + _update_volumetric_fog(); } - -float Environment::get_dof_blur_near_distance() const { - - return dof_blur_near_distance; +float Environment::get_volumetric_fog_density() const { + return volumetric_fog_density; } - -void Environment::set_dof_blur_near_transition(float p_distance) { - - dof_blur_near_transition = p_distance; - VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +void Environment::set_volumetric_fog_light(Color p_color) { + volumetric_fog_light = p_color; + _update_volumetric_fog(); } - -float Environment::get_dof_blur_near_transition() const { - - return dof_blur_near_transition; +Color Environment::get_volumetric_fog_light() const { + return volumetric_fog_light; } - -void Environment::set_dof_blur_near_amount(float p_amount) { - - dof_blur_near_amount = p_amount; - VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +void Environment::set_volumetric_fog_light_energy(float p_begin) { + volumetric_fog_light_energy = p_begin; + _update_volumetric_fog(); } - -float Environment::get_dof_blur_near_amount() const { - - return dof_blur_near_amount; +float Environment::get_volumetric_fog_light_energy() const { + return volumetric_fog_light_energy; } - -void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) { - - dof_blur_near_quality = p_quality; - VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +void Environment::set_volumetric_fog_length(float p_length) { + volumetric_fog_length = p_length; + _update_volumetric_fog(); } - -Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const { - - return dof_blur_near_quality; +float Environment::get_volumetric_fog_length() const { + return volumetric_fog_length; } - -void Environment::set_fog_enabled(bool p_enabled) { - - fog_enabled = p_enabled; - VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount); - _change_notify(); +void Environment::set_volumetric_fog_detail_spread(float p_detail_spread) { + volumetric_fog_detail_spread = p_detail_spread; + _update_volumetric_fog(); } - -bool Environment::is_fog_enabled() const { - - return fog_enabled; +float Environment::get_volumetric_fog_detail_spread() const { + return volumetric_fog_detail_spread; } -void Environment::set_fog_color(const Color &p_color) { - - fog_color = p_color; - VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount); +void Environment::set_volumetric_fog_gi_inject(float p_gi_inject) { + volumetric_fog_gi_inject = p_gi_inject; + _update_volumetric_fog(); } -Color Environment::get_fog_color() const { - - return fog_color; +float Environment::get_volumetric_fog_gi_inject() const { + return volumetric_fog_gi_inject; } -void Environment::set_fog_sun_color(const Color &p_color) { - - fog_sun_color = p_color; - VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount); +void Environment::set_volumetric_fog_shadow_filter(VolumetricFogShadowFilter p_filter) { + volumetric_fog_shadow_filter = p_filter; + _update_volumetric_fog(); } -Color Environment::get_fog_sun_color() const { - return fog_sun_color; +Environment::VolumetricFogShadowFilter Environment::get_volumetric_fog_shadow_filter() const { + return volumetric_fog_shadow_filter; } -void Environment::set_fog_sun_amount(float p_amount) { +// Adjustment - fog_sun_amount = p_amount; - VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount); +void Environment::set_adjustment_enabled(bool p_enabled) { + adjustment_enabled = p_enabled; + _update_adjustment(); + _change_notify(); } -float Environment::get_fog_sun_amount() const { - return fog_sun_amount; +bool Environment::is_adjustment_enabled() const { + return adjustment_enabled; } -void Environment::set_fog_depth_enabled(bool p_enabled) { - - fog_depth_enabled = p_enabled; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); +void Environment::set_adjustment_brightness(float p_brightness) { + adjustment_brightness = p_brightness; + _update_adjustment(); } -bool Environment::is_fog_depth_enabled() const { - return fog_depth_enabled; +float Environment::get_adjustment_brightness() const { + return adjustment_brightness; } -void Environment::set_fog_depth_begin(float p_distance) { - - fog_depth_begin = p_distance; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); +void Environment::set_adjustment_contrast(float p_contrast) { + adjustment_contrast = p_contrast; + _update_adjustment(); } -float Environment::get_fog_depth_begin() const { - return fog_depth_begin; +float Environment::get_adjustment_contrast() const { + return adjustment_contrast; } -void Environment::set_fog_depth_end(float p_distance) { - - fog_depth_end = p_distance; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); +void Environment::set_adjustment_saturation(float p_saturation) { + adjustment_saturation = p_saturation; + _update_adjustment(); } -float Environment::get_fog_depth_end() const { - - return fog_depth_end; +float Environment::get_adjustment_saturation() const { + return adjustment_saturation; } -void Environment::set_fog_depth_curve(float p_curve) { +void Environment::set_adjustment_color_correction(const Ref<Texture2D> &p_ramp) { + adjustment_color_correction = p_ramp; + _update_adjustment(); +} - fog_depth_curve = p_curve; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); +Ref<Texture2D> Environment::get_adjustment_color_correction() const { + return adjustment_color_correction; } -float Environment::get_fog_depth_curve() const { - return fog_depth_curve; +void Environment::_update_adjustment() { + RS::get_singleton()->environment_set_adjustment( + environment, + adjustment_enabled, + adjustment_brightness, + adjustment_contrast, + adjustment_saturation, + adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } -void Environment::set_fog_transmit_enabled(bool p_enabled) { +// Private methods, constructor and destructor - fog_transmit_enabled = p_enabled; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); -} -bool Environment::is_fog_transmit_enabled() const { +void Environment::_validate_property(PropertyInfo &property) const { + if (property.name == "sky" || property.name == "sky_custom_fov" || property.name == "sky_rotation" || property.name == "ambient_light/sky_contribution") { + if (bg_mode != BG_SKY && ambient_source != AMBIENT_SOURCE_SKY && reflection_source != REFLECTION_SOURCE_SKY) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + } + } - return fog_transmit_enabled; -} + if (property.name == "glow_intensity" && glow_blend_mode == GLOW_BLEND_MODE_MIX) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + } -void Environment::set_fog_transmit_curve(float p_curve) { + if (property.name == "glow_mix" && glow_blend_mode != GLOW_BLEND_MODE_MIX) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + } - fog_transmit_curve = p_curve; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); -} -float Environment::get_fog_transmit_curve() const { + if (property.name == "background_color") { + if (bg_mode != BG_COLOR && ambient_source != AMBIENT_SOURCE_COLOR) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + } + } - return fog_transmit_curve; -} + if (property.name == "background_canvas_max_layer") { + if (bg_mode != BG_CANVAS) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + } + } -void Environment::set_fog_height_enabled(bool p_enabled) { + if (property.name == "background_camera_feed_id") { + if (bg_mode != BG_CAMERA_FEED) { + property.usage = PROPERTY_USAGE_NOEDITOR; + } + } - fog_height_enabled = p_enabled; - VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve); -} -bool Environment::is_fog_height_enabled() const { + static const char *hide_prefixes[] = { + "fog_", + "volumetric_fog_", + "auto_exposure_", + "ss_reflections_", + "ssao_", + "glow_", + "adjustment_", + nullptr - return fog_height_enabled; -} + }; -void Environment::set_fog_height_min(float p_distance) { + static const char *high_end_prefixes[] = { + "auto_exposure_", + "tonemap_", + "ss_reflections_", + "ssao_", + nullptr - fog_height_min = p_distance; - VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve); -} -float Environment::get_fog_height_min() const { + }; - return fog_height_min; -} + const char **prefixes = hide_prefixes; + while (*prefixes) { + String prefix = String(*prefixes); -void Environment::set_fog_height_max(float p_distance) { + String enabled = prefix + "enabled"; + if (property.name.begins_with(prefix) && property.name != enabled && !bool(get(enabled))) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + return; + } - fog_height_max = p_distance; - VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve); -} -float Environment::get_fog_height_max() const { + prefixes++; + } - return fog_height_max; -} + if (RenderingServer::get_singleton()->is_low_end()) { + prefixes = high_end_prefixes; + while (*prefixes) { + String prefix = String(*prefixes); -void Environment::set_fog_height_curve(float p_distance) { + if (property.name.begins_with(prefix)) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + return; + } - fog_height_curve = p_distance; - VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve); + prefixes++; + } + } } -float Environment::get_fog_height_curve() const { - return fog_height_curve; +#ifndef DISABLE_DEPRECATED +// Kept for compatibility from 3.x to 4.0. +bool Environment::_set(const StringName &p_name, const Variant &p_value) { + if (p_name == "background_sky") { + set_sky(p_value); + return true; + } else if (p_name == "background_sky_custom_fov") { + set_sky_custom_fov(p_value); + return true; + } else if (p_name == "background_sky_orientation") { + Vector3 euler = p_value.operator Basis().get_euler(); + set_sky_rotation(euler); + return true; + } else { + return false; + } } +#endif void Environment::_bind_methods() { + // Background ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background); - ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky); - ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov); - ClassDB::bind_method(D_METHOD("set_sky_orientation", "orientation"), &Environment::set_sky_orientation); - ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation); - ClassDB::bind_method(D_METHOD("set_sky_rotation_degrees", "euler_degrees"), &Environment::set_sky_rotation_degrees); - ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color); - ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy); - ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer); - ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color); - ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy); - ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "energy"), &Environment::set_ambient_light_sky_contribution); - ClassDB::bind_method(D_METHOD("set_camera_feed_id", "camera_feed_id"), &Environment::set_camera_feed_id); - ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background); + ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky); ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky); + ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov); ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov); - ClassDB::bind_method(D_METHOD("get_sky_orientation"), &Environment::get_sky_orientation); + ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation); ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation); - ClassDB::bind_method(D_METHOD("get_sky_rotation_degrees"), &Environment::get_sky_rotation_degrees); + ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color); ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color); + ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy); ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy); + ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer); ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer); - ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color); - ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy); - ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution); + ClassDB::bind_method(D_METHOD("set_camera_feed_id", "id"), &Environment::set_camera_feed_id); ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &Environment::get_camera_feed_id); ADD_GROUP("Background", "background_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep,Camera Feed"), "set_background", "get_background"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov"); - ADD_PROPERTY(PropertyInfo(Variant::BASIS, "background_sky_orientation"), "set_sky_orientation", "get_sky_orientation"); - // Only display rotation in degrees in the inspector (like in Spatial). - // This avoids displaying the same information twice. - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation", PROPERTY_HINT_NONE, "", 0), "set_sky_rotation", "get_sky_rotation"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation_degrees", "get_sky_rotation_degrees"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Canvas,Keep,Camera Feed"), "set_background", "get_background"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_camera_feed_id", PROPERTY_HINT_RANGE, "1,10,1"), "set_camera_feed_id", "get_camera_feed_id"); - ADD_GROUP("Ambient Light", "ambient_light_"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_sky_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_sky_contribution", "get_ambient_light_sky_contribution"); - - ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled); - ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled); - - ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment::set_fog_color); - ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment::get_fog_color); - - ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment::set_fog_sun_color); - ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment::get_fog_sun_color); - - ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment::set_fog_sun_amount); - ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment::get_fog_sun_amount); - - ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment::set_fog_depth_enabled); - ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment::is_fog_depth_enabled); - ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin); - ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin); + ADD_GROUP("Sky", "sky_"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "sky_rotation"), "set_sky_rotation", "get_sky_rotation"); - ClassDB::bind_method(D_METHOD("set_fog_depth_end", "distance"), &Environment::set_fog_depth_end); - ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end); + // Ambient light - ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve); - ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve); - - ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment::set_fog_transmit_enabled); - ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment::is_fog_transmit_enabled); - - ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment::set_fog_transmit_curve); - ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment::get_fog_transmit_curve); - - ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment::set_fog_height_enabled); - ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment::is_fog_height_enabled); - - ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment::set_fog_height_min); - ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment::get_fog_height_min); + ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color); + ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color); + ClassDB::bind_method(D_METHOD("set_ambient_source", "source"), &Environment::set_ambient_source); + ClassDB::bind_method(D_METHOD("get_ambient_source"), &Environment::get_ambient_source); + ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy); + ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy); + ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "ratio"), &Environment::set_ambient_light_sky_contribution); + ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution); + ClassDB::bind_method(D_METHOD("set_reflection_source", "source"), &Environment::set_reflection_source); + ClassDB::bind_method(D_METHOD("get_reflection_source"), &Environment::get_reflection_source); + ClassDB::bind_method(D_METHOD("set_ao_color", "color"), &Environment::set_ao_color); + ClassDB::bind_method(D_METHOD("get_ao_color"), &Environment::get_ao_color); - ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment::set_fog_height_max); - ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment::get_fog_height_max); + ADD_GROUP("Ambient Light", "ambient_light_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "ambient_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Color,Sky"), "set_ambient_source", "get_ambient_source"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ambient_light_sky_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_sky_contribution", "get_ambient_light_sky_contribution"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_occlusion_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ao_color", "get_ao_color"); - ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment::set_fog_height_curve); - ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment::get_fog_height_curve); + ADD_GROUP("Reflected Light", "reflected_light_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "reflected_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Sky"), "set_reflection_source", "get_reflection_source"); - ADD_GROUP("Fog", "fog_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_color"), "set_fog_color", "get_fog_color"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_sun_color"), "set_fog_sun_color", "get_fog_sun_color"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_sun_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fog_sun_amount", "get_fog_sun_amount"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_depth_enabled"), "set_fog_depth_enabled", "is_fog_depth_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1"), "set_fog_depth_begin", "get_fog_depth_begin"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_end", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater"), "set_fog_depth_end", "get_fog_depth_end"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_transmit_enabled"), "set_fog_transmit_enabled", "is_fog_transmit_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_transmit_curve", PROPERTY_HINT_EXP_EASING), "set_fog_transmit_curve", "get_fog_transmit_curve"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_height_enabled"), "set_fog_height_enabled", "is_fog_height_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_min", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_min", "get_fog_height_min"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_max", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_max", "get_fog_height_max"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_curve", PROPERTY_HINT_EXP_EASING), "set_fog_height_curve", "get_fog_height_curve"); + // Tonemap ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment::set_tonemapper); ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment::get_tonemapper); - ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment::set_tonemap_exposure); ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment::get_tonemap_exposure); - ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment::set_tonemap_white); ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white); - - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment::set_tonemap_auto_exposure); - ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment::get_tonemap_auto_exposure); - + ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_enabled", "enabled"), &Environment::set_tonemap_auto_exposure_enabled); + ClassDB::bind_method(D_METHOD("is_tonemap_auto_exposure_enabled"), &Environment::is_tonemap_auto_exposure_enabled); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment::set_tonemap_auto_exposure_max); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment::get_tonemap_auto_exposure_max); - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment::set_tonemap_auto_exposure_min); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment::get_tonemap_auto_exposure_min); - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment::set_tonemap_auto_exposure_speed); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment::get_tonemap_auto_exposure_speed); - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment::set_tonemap_auto_exposure_grey); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey); ADD_GROUP("Tonemap", "tonemap_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,Aces"), "set_tonemapper", "get_tonemapper"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,ACES"), "set_tonemapper", "get_tonemapper"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white"); ADD_GROUP("Auto Exposure", "auto_exposure_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_exposure_enabled"), "set_tonemap_auto_exposure", "get_tonemap_auto_exposure"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_grey", "get_tonemap_auto_exposure_grey"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_min_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_min", "get_tonemap_auto_exposure_min"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_max_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_max", "get_tonemap_auto_exposure_max"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_speed", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_speed", "get_tonemap_auto_exposure_speed"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_exposure_enabled"), "set_tonemap_auto_exposure_enabled", "is_tonemap_auto_exposure_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auto_exposure_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_grey", "get_tonemap_auto_exposure_grey"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auto_exposure_min_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_min", "get_tonemap_auto_exposure_min"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auto_exposure_max_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_max", "get_tonemap_auto_exposure_max"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "auto_exposure_speed", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_speed", "get_tonemap_auto_exposure_speed"); + + // SSR ClassDB::bind_method(D_METHOD("set_ssr_enabled", "enabled"), &Environment::set_ssr_enabled); ClassDB::bind_method(D_METHOD("is_ssr_enabled"), &Environment::is_ssr_enabled); - ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment::set_ssr_max_steps); ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment::get_ssr_max_steps); - ClassDB::bind_method(D_METHOD("set_ssr_fade_in", "fade_in"), &Environment::set_ssr_fade_in); ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment::get_ssr_fade_in); - ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment::set_ssr_fade_out); ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment::get_ssr_fade_out); - ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance); ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance); - ClassDB::bind_method(D_METHOD("set_ssr_rough", "rough"), &Environment::set_ssr_rough); - ClassDB::bind_method(D_METHOD("is_ssr_rough"), &Environment::is_ssr_rough); - ADD_GROUP("SS Reflections", "ss_reflections_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "ss_reflections_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_roughness"), "set_ssr_rough", "is_ssr_rough"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.01,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance"); + + // SSAO ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled); ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled); - ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius); ClassDB::bind_method(D_METHOD("get_ssao_radius"), &Environment::get_ssao_radius); - ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity); ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity); - - ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment::set_ssao_radius2); - ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment::get_ssao_radius2); - - ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment::set_ssao_intensity2); - ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment::get_ssao_intensity2); - ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias); ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias); - ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment::set_ssao_direct_light_affect); ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment::get_ssao_direct_light_affect); - ClassDB::bind_method(D_METHOD("set_ssao_ao_channel_affect", "amount"), &Environment::set_ssao_ao_channel_affect); ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment::get_ssao_ao_channel_affect); - - ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment::set_ssao_color); - ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment::get_ssao_color); - ClassDB::bind_method(D_METHOD("set_ssao_blur", "mode"), &Environment::set_ssao_blur); ClassDB::bind_method(D_METHOD("get_ssao_blur"), &Environment::get_ssao_blur); - - ClassDB::bind_method(D_METHOD("set_ssao_quality", "quality"), &Environment::set_ssao_quality); - ClassDB::bind_method(D_METHOD("get_ssao_quality"), &Environment::get_ssao_quality); - ClassDB::bind_method(D_METHOD("set_ssao_edge_sharpness", "edge_sharpness"), &Environment::set_ssao_edge_sharpness); ClassDB::bind_method(D_METHOD("get_ssao_edge_sharpness"), &Environment::get_ssao_edge_sharpness); ADD_GROUP("SSAO", "ssao_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssao_radius", "get_ssao_radius"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity", "get_ssao_intensity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_radius2", "get_ssao_radius2"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity2", "get_ssao_intensity2"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ssao_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ssao_color", "get_ssao_color"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_ssao_quality", "get_ssao_quality"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.01"), "set_ssao_radius", "get_ssao_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,128,0.01"), "set_ssao_intensity", "get_ssao_intensity"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect"); ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness"); - - ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment::set_dof_blur_far_enabled); - ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment::is_dof_blur_far_enabled); - - ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &Environment::set_dof_blur_far_distance); - ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &Environment::get_dof_blur_far_distance); - - ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &Environment::set_dof_blur_far_transition); - ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &Environment::get_dof_blur_far_transition); - - ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount", "intensity"), &Environment::set_dof_blur_far_amount); - ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"), &Environment::get_dof_blur_far_amount); - - ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality", "intensity"), &Environment::set_dof_blur_far_quality); - ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"), &Environment::get_dof_blur_far_quality); - - ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &Environment::set_dof_blur_near_enabled); - ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &Environment::is_dof_blur_near_enabled); - - ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &Environment::set_dof_blur_near_distance); - ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &Environment::get_dof_blur_near_distance); - - ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &Environment::set_dof_blur_near_transition); - ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &Environment::get_dof_blur_near_transition); - - ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount", "intensity"), &Environment::set_dof_blur_near_amount); - ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"), &Environment::get_dof_blur_near_amount); - - ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality", "level"), &Environment::set_dof_blur_near_quality); - ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"), &Environment::get_dof_blur_near_quality); - - ADD_GROUP("DOF Far Blur", "dof_blur_far_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_distance", "get_dof_blur_far_distance"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_transition", "get_dof_blur_far_transition"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_far_amount", "get_dof_blur_far_amount"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_far_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_far_quality", "get_dof_blur_far_quality"); - - ADD_GROUP("DOF Near Blur", "dof_blur_near_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_near_amount", "get_dof_blur_near_amount"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_near_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_near_quality", "get_dof_blur_near_quality"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness"); + + // SDFGI + + ClassDB::bind_method(D_METHOD("set_sdfgi_enabled", "enabled"), &Environment::set_sdfgi_enabled); + ClassDB::bind_method(D_METHOD("is_sdfgi_enabled"), &Environment::is_sdfgi_enabled); + ClassDB::bind_method(D_METHOD("set_sdfgi_cascades", "amount"), &Environment::set_sdfgi_cascades); + ClassDB::bind_method(D_METHOD("get_sdfgi_cascades"), &Environment::get_sdfgi_cascades); + ClassDB::bind_method(D_METHOD("set_sdfgi_min_cell_size", "size"), &Environment::set_sdfgi_min_cell_size); + ClassDB::bind_method(D_METHOD("get_sdfgi_min_cell_size"), &Environment::get_sdfgi_min_cell_size); + ClassDB::bind_method(D_METHOD("set_sdfgi_max_distance", "distance"), &Environment::set_sdfgi_max_distance); + ClassDB::bind_method(D_METHOD("get_sdfgi_max_distance"), &Environment::get_sdfgi_max_distance); + ClassDB::bind_method(D_METHOD("set_sdfgi_cascade0_distance", "distance"), &Environment::set_sdfgi_cascade0_distance); + ClassDB::bind_method(D_METHOD("get_sdfgi_cascade0_distance"), &Environment::get_sdfgi_cascade0_distance); + ClassDB::bind_method(D_METHOD("set_sdfgi_y_scale", "scale"), &Environment::set_sdfgi_y_scale); + ClassDB::bind_method(D_METHOD("get_sdfgi_y_scale"), &Environment::get_sdfgi_y_scale); + ClassDB::bind_method(D_METHOD("set_sdfgi_use_occlusion", "enable"), &Environment::set_sdfgi_use_occlusion); + ClassDB::bind_method(D_METHOD("is_sdfgi_using_occlusion"), &Environment::is_sdfgi_using_occlusion); + ClassDB::bind_method(D_METHOD("set_sdfgi_use_multi_bounce", "enable"), &Environment::set_sdfgi_use_multi_bounce); + ClassDB::bind_method(D_METHOD("is_sdfgi_using_multi_bounce"), &Environment::is_sdfgi_using_multi_bounce); + ClassDB::bind_method(D_METHOD("set_sdfgi_read_sky_light", "enable"), &Environment::set_sdfgi_read_sky_light); + ClassDB::bind_method(D_METHOD("is_sdfgi_reading_sky_light"), &Environment::is_sdfgi_reading_sky_light); + ClassDB::bind_method(D_METHOD("set_sdfgi_energy", "amount"), &Environment::set_sdfgi_energy); + ClassDB::bind_method(D_METHOD("get_sdfgi_energy"), &Environment::get_sdfgi_energy); + ClassDB::bind_method(D_METHOD("set_sdfgi_normal_bias", "bias"), &Environment::set_sdfgi_normal_bias); + ClassDB::bind_method(D_METHOD("get_sdfgi_normal_bias"), &Environment::get_sdfgi_normal_bias); + ClassDB::bind_method(D_METHOD("set_sdfgi_probe_bias", "bias"), &Environment::set_sdfgi_probe_bias); + ClassDB::bind_method(D_METHOD("get_sdfgi_probe_bias"), &Environment::get_sdfgi_probe_bias); + + ADD_GROUP("SDFGI", "sdfgi_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdfgi_enabled"), "set_sdfgi_enabled", "is_sdfgi_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdfgi_use_multi_bounce"), "set_sdfgi_use_multi_bounce", "is_sdfgi_using_multi_bounce"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdfgi_use_occlusion"), "set_sdfgi_use_occlusion", "is_sdfgi_using_occlusion"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdfgi_read_sky_light"), "set_sdfgi_read_sky_light", "is_sdfgi_reading_sky_light"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "sdfgi_cascades", PROPERTY_HINT_ENUM, "4 Cascades,6 Cascades,8 Cascades"), "set_sdfgi_cascades", "get_sdfgi_cascades"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_min_cell_size", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_sdfgi_min_cell_size", "get_sdfgi_min_cell_size"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_cascade0_distance", PROPERTY_HINT_RANGE, "0.1,16384,0.1,or_greater"), "set_sdfgi_cascade0_distance", "get_sdfgi_cascade0_distance"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_max_distance", PROPERTY_HINT_RANGE, "0.1,16384,0.1,or_greater"), "set_sdfgi_max_distance", "get_sdfgi_max_distance"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "sdfgi_y_scale", PROPERTY_HINT_ENUM, "Disable,75%,50%"), "set_sdfgi_y_scale", "get_sdfgi_y_scale"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_energy"), "set_sdfgi_energy", "get_sdfgi_energy"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_normal_bias"), "set_sdfgi_normal_bias", "get_sdfgi_normal_bias"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_probe_bias"), "set_sdfgi_probe_bias", "get_sdfgi_probe_bias"); + + // Glow ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment::set_glow_enabled); ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment::is_glow_enabled); - - ClassDB::bind_method(D_METHOD("set_glow_level", "idx", "enabled"), &Environment::set_glow_level); + ClassDB::bind_method(D_METHOD("set_glow_level_enabled", "idx", "enabled"), &Environment::set_glow_level_enabled); ClassDB::bind_method(D_METHOD("is_glow_level_enabled", "idx"), &Environment::is_glow_level_enabled); - ClassDB::bind_method(D_METHOD("set_glow_intensity", "intensity"), &Environment::set_glow_intensity); ClassDB::bind_method(D_METHOD("get_glow_intensity"), &Environment::get_glow_intensity); - ClassDB::bind_method(D_METHOD("set_glow_strength", "strength"), &Environment::set_glow_strength); ClassDB::bind_method(D_METHOD("get_glow_strength"), &Environment::get_glow_strength); - + ClassDB::bind_method(D_METHOD("set_glow_mix", "mix"), &Environment::set_glow_mix); + ClassDB::bind_method(D_METHOD("get_glow_mix"), &Environment::get_glow_mix); ClassDB::bind_method(D_METHOD("set_glow_bloom", "amount"), &Environment::set_glow_bloom); ClassDB::bind_method(D_METHOD("get_glow_bloom"), &Environment::get_glow_bloom); - ClassDB::bind_method(D_METHOD("set_glow_blend_mode", "mode"), &Environment::set_glow_blend_mode); ClassDB::bind_method(D_METHOD("get_glow_blend_mode"), &Environment::get_glow_blend_mode); - ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold); - - ClassDB::bind_method(D_METHOD("set_glow_hdr_luminance_cap", "amount"), &Environment::set_glow_hdr_luminance_cap); - ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment::get_glow_hdr_luminance_cap); - ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale); - - ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale", "enabled"), &Environment::set_glow_bicubic_upscale); - ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"), &Environment::is_glow_bicubic_upscale_enabled); + ClassDB::bind_method(D_METHOD("set_glow_hdr_luminance_cap", "amount"), &Environment::set_glow_hdr_luminance_cap); + ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment::get_glow_hdr_luminance_cap); ADD_GROUP("Glow", "glow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_enabled"), "set_glow_enabled", "is_glow_enabled"); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/1"), "set_glow_level", "is_glow_level_enabled", 0); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/2"), "set_glow_level", "is_glow_level_enabled", 1); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/3"), "set_glow_level", "is_glow_level_enabled", 2); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/4"), "set_glow_level", "is_glow_level_enabled", 3); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/5"), "set_glow_level", "is_glow_level_enabled", 4); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/6"), "set_glow_level", "is_glow_level_enabled", 5); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/7"), "set_glow_level", "is_glow_level_enabled", 6); - - ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace"), "set_glow_blend_mode", "get_glow_blend_mode"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_luminance_cap", PROPERTY_HINT_RANGE, "0.0,256.0,0.01"), "set_glow_hdr_luminance_cap", "get_glow_hdr_luminance_cap"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled"); - - ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment::set_adjustment_enable); - ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/1"), "set_glow_level_enabled", "is_glow_level_enabled", 0); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/2"), "set_glow_level_enabled", "is_glow_level_enabled", 1); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/3"), "set_glow_level_enabled", "is_glow_level_enabled", 2); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/4"), "set_glow_level_enabled", "is_glow_level_enabled", 3); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/5"), "set_glow_level_enabled", "is_glow_level_enabled", 4); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/6"), "set_glow_level_enabled", "is_glow_level_enabled", 5); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/7"), "set_glow_level_enabled", "is_glow_level_enabled", 6); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_mix", PROPERTY_HINT_RANGE, "0.0,1.0,0.001"), "set_glow_mix", "get_glow_mix"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace,Mix"), "set_glow_blend_mode", "get_glow_blend_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_hdr_luminance_cap", PROPERTY_HINT_RANGE, "0.0,256.0,0.01"), "set_glow_hdr_luminance_cap", "get_glow_hdr_luminance_cap"); + + // Fog + + ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled); + ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled); + ClassDB::bind_method(D_METHOD("set_fog_light_color", "light_color"), &Environment::set_fog_light_color); + ClassDB::bind_method(D_METHOD("get_fog_light_color"), &Environment::get_fog_light_color); + ClassDB::bind_method(D_METHOD("set_fog_light_energy", "light_energy"), &Environment::set_fog_light_energy); + ClassDB::bind_method(D_METHOD("get_fog_light_energy"), &Environment::get_fog_light_energy); + ClassDB::bind_method(D_METHOD("set_fog_sun_scatter", "sun_scatter"), &Environment::set_fog_sun_scatter); + ClassDB::bind_method(D_METHOD("get_fog_sun_scatter"), &Environment::get_fog_sun_scatter); + ClassDB::bind_method(D_METHOD("set_fog_density", "density"), &Environment::set_fog_density); + ClassDB::bind_method(D_METHOD("get_fog_density"), &Environment::get_fog_density); + + ClassDB::bind_method(D_METHOD("set_fog_height", "height"), &Environment::set_fog_height); + ClassDB::bind_method(D_METHOD("get_fog_height"), &Environment::get_fog_height); + + ClassDB::bind_method(D_METHOD("set_fog_height_density", "height_density"), &Environment::set_fog_height_density); + ClassDB::bind_method(D_METHOD("get_fog_height_density"), &Environment::get_fog_height_density); + + ADD_GROUP("Fog", "fog_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_fog_light_color", "get_fog_light_color"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_fog_light_energy", "get_fog_light_energy"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_scatter", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_fog_sun_scatter", "get_fog_sun_scatter"); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_density", PROPERTY_HINT_RANGE, "0,16,0.0001"), "set_fog_density", "get_fog_density"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_lesser,or_greater"), "set_fog_height", "get_fog_height"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_density", PROPERTY_HINT_RANGE, "0,128,0.001,or_greater"), "set_fog_height_density", "get_fog_height_density"); + + ClassDB::bind_method(D_METHOD("set_volumetric_fog_enabled", "enabled"), &Environment::set_volumetric_fog_enabled); + ClassDB::bind_method(D_METHOD("is_volumetric_fog_enabled"), &Environment::is_volumetric_fog_enabled); + ClassDB::bind_method(D_METHOD("set_volumetric_fog_light", "color"), &Environment::set_volumetric_fog_light); + ClassDB::bind_method(D_METHOD("get_volumetric_fog_light"), &Environment::get_volumetric_fog_light); + ClassDB::bind_method(D_METHOD("set_volumetric_fog_density", "density"), &Environment::set_volumetric_fog_density); + ClassDB::bind_method(D_METHOD("get_volumetric_fog_density"), &Environment::get_volumetric_fog_density); + ClassDB::bind_method(D_METHOD("set_volumetric_fog_light_energy", "begin"), &Environment::set_volumetric_fog_light_energy); + ClassDB::bind_method(D_METHOD("get_volumetric_fog_light_energy"), &Environment::get_volumetric_fog_light_energy); + ClassDB::bind_method(D_METHOD("set_volumetric_fog_length", "length"), &Environment::set_volumetric_fog_length); + ClassDB::bind_method(D_METHOD("get_volumetric_fog_length"), &Environment::get_volumetric_fog_length); + ClassDB::bind_method(D_METHOD("set_volumetric_fog_detail_spread", "detail_spread"), &Environment::set_volumetric_fog_detail_spread); + ClassDB::bind_method(D_METHOD("get_volumetric_fog_detail_spread"), &Environment::get_volumetric_fog_detail_spread); + ClassDB::bind_method(D_METHOD("set_volumetric_fog_gi_inject", "gi_inject"), &Environment::set_volumetric_fog_gi_inject); + ClassDB::bind_method(D_METHOD("get_volumetric_fog_gi_inject"), &Environment::get_volumetric_fog_gi_inject); + ClassDB::bind_method(D_METHOD("set_volumetric_fog_shadow_filter", "shadow_filter"), &Environment::set_volumetric_fog_shadow_filter); + ClassDB::bind_method(D_METHOD("get_volumetric_fog_shadow_filter"), &Environment::get_volumetric_fog_shadow_filter); + + ADD_GROUP("Volumetric Fog", "volumetric_fog_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "volumetric_fog_enabled"), "set_volumetric_fog_enabled", "is_volumetric_fog_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_density", PROPERTY_HINT_RANGE, "0,1,0.0001,or_greater"), "set_volumetric_fog_density", "get_volumetric_fog_density"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "volumetric_fog_light", PROPERTY_HINT_COLOR_NO_ALPHA), "set_volumetric_fog_light", "get_volumetric_fog_light"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_light_energy", PROPERTY_HINT_RANGE, "0,1024,0.01,or_greater"), "set_volumetric_fog_light_energy", "get_volumetric_fog_light_energy"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_gi_inject", PROPERTY_HINT_EXP_RANGE, "0.00,16,0.01"), "set_volumetric_fog_gi_inject", "get_volumetric_fog_gi_inject"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_length", PROPERTY_HINT_RANGE, "0,1024,0.01,or_greater"), "set_volumetric_fog_length", "get_volumetric_fog_length"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_detail_spread", PROPERTY_HINT_EXP_EASING, "0.01,16,0.01"), "set_volumetric_fog_detail_spread", "get_volumetric_fog_detail_spread"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "volumetric_fog_shadow_filter", PROPERTY_HINT_ENUM, "Disabled,Low,Medium,High"), "set_volumetric_fog_shadow_filter", "get_volumetric_fog_shadow_filter"); + + // Adjustment + + ClassDB::bind_method(D_METHOD("set_adjustment_enabled", "enabled"), &Environment::set_adjustment_enabled); + ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled); ClassDB::bind_method(D_METHOD("set_adjustment_brightness", "brightness"), &Environment::set_adjustment_brightness); ClassDB::bind_method(D_METHOD("get_adjustment_brightness"), &Environment::get_adjustment_brightness); - ClassDB::bind_method(D_METHOD("set_adjustment_contrast", "contrast"), &Environment::set_adjustment_contrast); ClassDB::bind_method(D_METHOD("get_adjustment_contrast"), &Environment::get_adjustment_contrast); - ClassDB::bind_method(D_METHOD("set_adjustment_saturation", "saturation"), &Environment::set_adjustment_saturation); ClassDB::bind_method(D_METHOD("get_adjustment_saturation"), &Environment::get_adjustment_saturation); - ClassDB::bind_method(D_METHOD("set_adjustment_color_correction", "color_correction"), &Environment::set_adjustment_color_correction); ClassDB::bind_method(D_METHOD("get_adjustment_color_correction"), &Environment::get_adjustment_color_correction); ADD_GROUP("Adjustments", "adjustment_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled"), "set_adjustment_enable", "is_adjustment_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_adjustment_color_correction", "get_adjustment_color_correction"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled"), "set_adjustment_enabled", "is_adjustment_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_adjustment_color_correction", "get_adjustment_color_correction"); + + // Constants - BIND_ENUM_CONSTANT(BG_KEEP); BIND_ENUM_CONSTANT(BG_CLEAR_COLOR); BIND_ENUM_CONSTANT(BG_COLOR); BIND_ENUM_CONSTANT(BG_SKY); - BIND_ENUM_CONSTANT(BG_COLOR_SKY); BIND_ENUM_CONSTANT(BG_CANVAS); + BIND_ENUM_CONSTANT(BG_KEEP); BIND_ENUM_CONSTANT(BG_CAMERA_FEED); BIND_ENUM_CONSTANT(BG_MAX); - BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE); - BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN); - BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT); - BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE); + BIND_ENUM_CONSTANT(AMBIENT_SOURCE_BG); + BIND_ENUM_CONSTANT(AMBIENT_SOURCE_DISABLED); + BIND_ENUM_CONSTANT(AMBIENT_SOURCE_COLOR); + BIND_ENUM_CONSTANT(AMBIENT_SOURCE_SKY); + + BIND_ENUM_CONSTANT(REFLECTION_SOURCE_BG); + BIND_ENUM_CONSTANT(REFLECTION_SOURCE_DISABLED); + BIND_ENUM_CONSTANT(REFLECTION_SOURCE_SKY); BIND_ENUM_CONSTANT(TONE_MAPPER_LINEAR); BIND_ENUM_CONSTANT(TONE_MAPPER_REINHARDT); BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC); BIND_ENUM_CONSTANT(TONE_MAPPER_ACES); - BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW); - BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM); - BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH); + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE); + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN); + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT); + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE); + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_MIX); BIND_ENUM_CONSTANT(SSAO_BLUR_DISABLED); BIND_ENUM_CONSTANT(SSAO_BLUR_1x1); BIND_ENUM_CONSTANT(SSAO_BLUR_2x2); BIND_ENUM_CONSTANT(SSAO_BLUR_3x3); - BIND_ENUM_CONSTANT(SSAO_QUALITY_LOW); - BIND_ENUM_CONSTANT(SSAO_QUALITY_MEDIUM); - BIND_ENUM_CONSTANT(SSAO_QUALITY_HIGH); -} - -Environment::Environment() : - bg_mode(BG_CLEAR_COLOR), - tone_mapper(TONE_MAPPER_LINEAR), - ssao_blur(SSAO_BLUR_3x3), - ssao_quality(SSAO_QUALITY_MEDIUM), - glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE), - dof_blur_far_quality(DOF_BLUR_QUALITY_LOW), - dof_blur_near_quality(DOF_BLUR_QUALITY_LOW) { - - environment = VS::get_singleton()->environment_create(); - - bg_mode = BG_CLEAR_COLOR; - bg_sky_custom_fov = 0; - bg_sky_orientation = Basis(); - bg_energy = 1.0; - bg_canvas_max_layer = 0; - ambient_energy = 1.0; - //ambient_sky_contribution = 1.0; - set_ambient_light_sky_contribution(1.0); - set_camera_feed_id(1); - - tone_mapper = TONE_MAPPER_LINEAR; - tonemap_exposure = 1.0; - tonemap_white = 1.0; - tonemap_auto_exposure = false; - tonemap_auto_exposure_max = 8; - tonemap_auto_exposure_min = 0.05; - tonemap_auto_exposure_speed = 0.5; - tonemap_auto_exposure_grey = 0.4; - - set_tonemapper(tone_mapper); //update - - adjustment_enabled = false; - adjustment_contrast = 1.0; - adjustment_saturation = 1.0; - adjustment_brightness = 1.0; - - set_adjustment_enable(adjustment_enabled); //update - - ssr_enabled = false; - ssr_max_steps = 64; - ssr_fade_in = 0.15; - ssr_fade_out = 2.0; - ssr_depth_tolerance = 0.2; - ssr_roughness = true; - - ssao_enabled = false; - ssao_radius = 1; - ssao_intensity = 1; - ssao_radius2 = 0; - ssao_intensity2 = 1; - ssao_bias = 0.01; - ssao_direct_light_affect = 0.0; - ssao_ao_channel_affect = 0.0; - ssao_blur = SSAO_BLUR_3x3; - set_ssao_edge_sharpness(4); - set_ssao_quality(SSAO_QUALITY_MEDIUM); - - glow_enabled = false; - glow_levels = (1 << 2) | (1 << 4); - glow_intensity = 0.8; - glow_strength = 1.0; - glow_bloom = 0.0; - glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT; - glow_hdr_bleed_threshold = 1.0; - glow_hdr_luminance_cap = 12.0; - glow_hdr_bleed_scale = 2.0; - glow_bicubic_upscale = false; - - dof_blur_far_enabled = false; - dof_blur_far_distance = 10; - dof_blur_far_transition = 5; - dof_blur_far_amount = 0.1; - dof_blur_far_quality = 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 = DOF_BLUR_QUALITY_MEDIUM; - - fog_enabled = false; - fog_color = Color(0.5, 0.5, 0.5); - fog_sun_color = Color(0.8, 0.8, 0.0); - fog_sun_amount = 0; - - fog_depth_enabled = true; - - fog_depth_begin = 10; - fog_depth_end = 100; - fog_depth_curve = 1; - - fog_transmit_enabled = false; - fog_transmit_curve = 1; - - fog_height_enabled = false; - fog_height_min = 10; - fog_height_max = 0; - fog_height_curve = 1; - - set_fog_color(Color(0.5, 0.6, 0.7)); - set_fog_sun_color(Color(1.0, 0.9, 0.7)); + BIND_ENUM_CONSTANT(SDFGI_CASCADES_4); + BIND_ENUM_CONSTANT(SDFGI_CASCADES_6); + BIND_ENUM_CONSTANT(SDFGI_CASCADES_8); + + BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_DISABLED); + BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_75_PERCENT); + BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_50_PERCENT); + + BIND_ENUM_CONSTANT(VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED); + BIND_ENUM_CONSTANT(VOLUMETRIC_FOG_SHADOW_FILTER_LOW); + BIND_ENUM_CONSTANT(VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM); + BIND_ENUM_CONSTANT(VOLUMETRIC_FOG_SHADOW_FILTER_HIGH); +} + +Environment::Environment() { + environment = RS::get_singleton()->environment_create(); + + set_camera_feed_id(bg_camera_feed_id); + _update_ambient_light(); + _update_tonemap(); + _update_ssr(); + _update_ssao(); + _update_sdfgi(); + _update_glow(); + _update_fog(); + _update_adjustment(); + _update_volumetric_fog(); + _change_notify(); } Environment::~Environment() { - - VS::get_singleton()->free(environment); + RS::get_singleton()->free(environment); } |