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-rw-r--r--scene/resources/environment.cpp419
1 files changed, 150 insertions, 269 deletions
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index d407dd3722..80ee0c148d 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -30,282 +30,260 @@
#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) {
-
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) {
-
bg_sky = p_sky;
RID sb_rid;
- if (bg_sky.is_valid())
+ if (bg_sky.is_valid()) {
sb_rid = bg_sky->get_rid();
+ }
- VS::get_singleton()->environment_set_sky(environment, sb_rid);
+ RS::get_singleton()->environment_set_sky(environment, sb_rid);
}
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_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) {
+void Environment::set_bg_energy(float p_energy) {
bg_energy = p_energy;
- VS::get_singleton()->environment_set_bg_energy(environment, p_energy);
+ RS::get_singleton()->environment_set_bg_energy(environment, p_energy);
}
-void Environment::set_canvas_max_layer(int p_max_layer) {
+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);
+ RS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer);
}
-void Environment::set_ambient_light_color(const Color &p_color) {
+void Environment::set_ambient_light_color(const Color &p_color) {
ambient_color = p_color;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ 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_ambient_light_energy(float p_energy) {
+void Environment::set_ambient_light_energy(float p_energy) {
ambient_energy = p_energy;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ 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_ambient_light_sky_contribution(float p_energy) {
+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, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ 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_camera_feed_id(int p_camera_feed_id) {
camera_feed_id = p_camera_feed_id;
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
- VS::get_singleton()->environment_set_camera_feed_id(environment, camera_feed_id);
+ RS::get_singleton()->environment_set_camera_feed_id(environment, camera_feed_id);
#endif
};
void Environment::set_ambient_source(AmbientSource p_source) {
ambient_source = p_source;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ 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);
}
Environment::AmbientSource Environment::get_ambient_source() const {
return ambient_source;
}
+
void Environment::set_reflection_source(ReflectionSource p_source) {
reflection_source = p_source;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ 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);
}
+
Environment::ReflectionSource Environment::get_reflection_source() const {
return reflection_source;
}
Environment::BGMode Environment::get_background() const {
-
return bg_mode;
}
-Ref<Sky> Environment::get_sky() const {
+Ref<Sky> Environment::get_sky() const {
return bg_sky;
}
float Environment::get_sky_custom_fov() const {
-
return bg_sky_custom_fov;
}
void Environment::set_sky_rotation(const Vector3 &p_rotation) {
sky_rotation = p_rotation;
- VS::get_singleton()->environment_set_sky_orientation(environment, Basis(p_rotation));
+ RS::get_singleton()->environment_set_sky_orientation(environment, Basis(p_rotation));
}
Vector3 Environment::get_sky_rotation() const {
-
return sky_rotation;
}
Color Environment::get_bg_color() const {
-
return bg_color;
}
-float Environment::get_bg_energy() const {
+float Environment::get_bg_energy() const {
return bg_energy;
}
-int Environment::get_canvas_max_layer() const {
+int Environment::get_canvas_max_layer() const {
return bg_canvas_max_layer;
}
-Color Environment::get_ambient_light_color() const {
+Color Environment::get_ambient_light_color() const {
return ambient_color;
}
-float Environment::get_ambient_light_energy() const {
+float Environment::get_ambient_light_energy() const {
return ambient_energy;
}
-float Environment::get_ambient_light_sky_contribution() const {
+float Environment::get_ambient_light_sky_contribution() const {
return ambient_sky_contribution;
}
-int Environment::get_camera_feed_id(void) const {
+int Environment::get_camera_feed_id() const {
return camera_feed_id;
}
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);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::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);
}
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);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::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);
}
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);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::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);
}
-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);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::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);
_change_notify();
}
-bool Environment::get_tonemap_auto_exposure() const {
+bool Environment::get_tonemap_auto_exposure() const {
return tonemap_auto_exposure;
}
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);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::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);
}
-float Environment::get_tonemap_auto_exposure_max() const {
+float Environment::get_tonemap_auto_exposure_max() const {
return tonemap_auto_exposure_max;
}
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);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::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);
}
-float Environment::get_tonemap_auto_exposure_min() const {
+float Environment::get_tonemap_auto_exposure_min() const {
return tonemap_auto_exposure_min;
}
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);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::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);
}
-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);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::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);
}
-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());
+ 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());
_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());
+ 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());
}
-float Environment::get_adjustment_brightness() const {
+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());
+ 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());
}
-float Environment::get_adjustment_contrast() const {
+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());
+ 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());
}
-float Environment::get_adjustment_saturation() const {
+float Environment::get_adjustment_saturation() const {
return adjustment_saturation;
}
void Environment::set_adjustment_color_correction(const Ref<Texture2D> &p_ramp) {
-
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());
+ 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());
}
-Ref<Texture2D> Environment::get_adjustment_color_correction() const {
+Ref<Texture2D> Environment::get_adjustment_color_correction() const {
return adjustment_color_correction;
}
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;
@@ -345,7 +323,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
"ssao_",
"glow_",
"adjustment_",
- NULL
+ nullptr
};
@@ -354,7 +332,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
"tonemap_",
"ss_reflections_",
"ssao_",
- NULL
+ nullptr
};
@@ -371,7 +349,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
prefixes++;
}
- if (VisualServer::get_singleton()->is_low_end()) {
+ if (RenderingServer::get_singleton()->is_low_end()) {
prefixes = high_end_prefixes;
while (*prefixes) {
String prefix = String(*prefixes);
@@ -387,430 +365,364 @@ void Environment::_validate_property(PropertyInfo &property) const {
}
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);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance);
_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);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance);
}
-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);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance);
}
-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);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance);
}
-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);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance);
}
-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);
-}
-bool Environment::is_ssr_rough() const {
-
- return ssr_roughness;
-}
-
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_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ 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);
_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_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ 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_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_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ 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_intensity() const {
-
return ssao_intensity;
}
void Environment::set_ssao_bias(float p_bias) {
-
ssao_bias = p_bias;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ 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_bias() const {
+float Environment::get_ssao_bias() const {
return ssao_bias;
}
void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
-
ssao_direct_light_affect = p_direct_light_affect;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ 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 {
+float Environment::get_ssao_direct_light_affect() const {
return ssao_direct_light_affect;
}
void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {
-
ssao_ao_channel_affect = p_ao_channel_affect;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ 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_ao_channel_affect() const {
+float Environment::get_ssao_ao_channel_affect() const {
return ssao_ao_channel_affect;
}
void Environment::set_ao_color(const Color &p_color) {
-
ao_color = p_color;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ 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);
}
Color Environment::get_ao_color() const {
-
return ao_color;
}
void Environment::set_ssao_blur(SSAOBlur p_blur) {
-
ssao_blur = p_blur;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ 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);
}
-Environment::SSAOBlur Environment::get_ssao_blur() const {
+Environment::SSAOBlur Environment::get_ssao_blur() const {
return ssao_blur;
}
void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
-
ssao_edge_sharpness = p_edge_sharpness;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ 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_edge_sharpness() const {
-
return ssao_edge_sharpness;
}
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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
_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, RS::MAX_GLOW_LEVELS);
- ERR_FAIL_INDEX(p_level, VS::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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
}
-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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
}
-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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
}
-float Environment::get_glow_strength() const {
+float Environment::get_glow_strength() const {
return glow_strength;
}
void Environment::set_glow_mix(float p_mix) {
-
glow_mix = p_mix;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
}
-float Environment::get_glow_mix() const {
+float Environment::get_glow_mix() const {
return glow_mix;
}
void Environment::set_glow_bloom(float p_threshold) {
-
glow_bloom = p_threshold;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
}
-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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
_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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
}
-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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
}
-float Environment::get_glow_hdr_luminance_cap() const {
+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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ 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_threshold, glow_hdr_luminance_cap);
}
-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_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
-}
-
-bool Environment::is_glow_bicubic_upscale_enabled() const {
-
- return glow_bicubic_upscale;
-}
-
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);
+ RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
_change_notify();
}
bool Environment::is_fog_enabled() const {
-
return fog_enabled;
}
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);
+ RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
}
-Color Environment::get_fog_color() const {
+Color Environment::get_fog_color() const {
return fog_color;
}
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);
+ RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
}
-Color Environment::get_fog_sun_color() const {
+Color Environment::get_fog_sun_color() const {
return fog_sun_color;
}
void Environment::set_fog_sun_amount(float p_amount) {
-
fog_sun_amount = p_amount;
- VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+ RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
}
-float Environment::get_fog_sun_amount() const {
+float Environment::get_fog_sun_amount() const {
return fog_sun_amount;
}
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);
+ RS::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_depth_enabled() const {
+bool Environment::is_fog_depth_enabled() const {
return fog_depth_enabled;
}
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);
+ RS::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_depth_begin() const {
+float Environment::get_fog_depth_begin() const {
return fog_depth_begin;
}
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);
+ RS::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_depth_end() const {
-
return fog_depth_end;
}
void Environment::set_fog_depth_curve(float p_curve) {
-
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);
+ RS::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_depth_curve() const {
+float Environment::get_fog_depth_curve() const {
return fog_depth_curve;
}
void Environment::set_fog_transmit_enabled(bool p_enabled) {
-
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);
+ RS::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 {
+bool Environment::is_fog_transmit_enabled() const {
return fog_transmit_enabled;
}
void Environment::set_fog_transmit_curve(float p_curve) {
-
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);
+ RS::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 {
+float Environment::get_fog_transmit_curve() const {
return fog_transmit_curve;
}
void Environment::set_fog_height_enabled(bool p_enabled) {
-
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);
+ RS::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 {
+bool Environment::is_fog_height_enabled() const {
return fog_height_enabled;
}
void Environment::set_fog_height_min(float p_distance) {
-
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);
+ RS::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 {
+float Environment::get_fog_height_min() const {
return fog_height_min;
}
void Environment::set_fog_height_max(float p_distance) {
-
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);
+ RS::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 {
+float Environment::get_fog_height_max() const {
return fog_height_max;
}
void Environment::set_fog_height_curve(float p_distance) {
-
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);
+ RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
}
-float Environment::get_fog_height_curve() const {
+float Environment::get_fog_height_curve() const {
return fog_height_curve;
}
@@ -834,7 +746,6 @@ bool Environment::_set(const StringName &p_name, const Variant &p_value) {
#endif
void Environment::_bind_methods() {
-
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);
@@ -992,16 +903,12 @@ void Environment::_bind_methods() {
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::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, "0.1,128,0.1"), "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_depth_tolerance", PROPERTY_HINT_RANGE, "0.01,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance");
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);
@@ -1029,8 +936,8 @@ void Environment::_bind_methods() {
ADD_GROUP("SSAO", "ssao_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssao_radius", "get_ssao_radius");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity", "get_ssao_intensity");
+ 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");
@@ -1067,9 +974,6 @@ void Environment::_bind_methods() {
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);
-
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);
@@ -1088,7 +992,6 @@ void Environment::_bind_methods() {
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_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::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::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);
@@ -1146,13 +1049,8 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(SSAO_BLUR_3x3);
}
-Environment::Environment() :
- bg_mode(BG_CLEAR_COLOR),
- tone_mapper(TONE_MAPPER_LINEAR),
- ssao_blur(SSAO_BLUR_3x3),
- glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE) {
-
- environment = VS::get_singleton()->environment_create();
+Environment::Environment() {
+ environment = RS::get_singleton()->environment_create();
bg_mode = BG_CLEAR_COLOR;
bg_sky_custom_fov = 0;
@@ -1188,7 +1086,6 @@ Environment::Environment() :
ssr_fade_in = 0.15;
ssr_fade_out = 2.0;
ssr_depth_tolerance = 0.2;
- ssr_roughness = true;
ssao_enabled = false;
ssao_radius = 1;
@@ -1209,7 +1106,6 @@ Environment::Environment() :
glow_hdr_bleed_threshold = 1.0;
glow_hdr_luminance_cap = 12.0;
glow_hdr_bleed_scale = 2.0;
- glow_bicubic_upscale = false;
fog_enabled = false;
fog_color = Color(0.5, 0.5, 0.5);
@@ -1235,90 +1131,78 @@ Environment::Environment() :
}
Environment::~Environment() {
-
- VS::get_singleton()->free(environment);
+ RS::get_singleton()->free(environment);
}
//////////////////////
void CameraEffects::set_dof_blur_far_enabled(bool p_enable) {
-
dof_blur_far_enabled = p_enable;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
bool CameraEffects::is_dof_blur_far_enabled() const {
-
return dof_blur_far_enabled;
}
void CameraEffects::set_dof_blur_far_distance(float p_distance) {
-
dof_blur_far_distance = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
-float CameraEffects::get_dof_blur_far_distance() const {
+float CameraEffects::get_dof_blur_far_distance() const {
return dof_blur_far_distance;
}
void CameraEffects::set_dof_blur_far_transition(float p_distance) {
-
dof_blur_far_transition = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
-float CameraEffects::get_dof_blur_far_transition() const {
+float CameraEffects::get_dof_blur_far_transition() const {
return dof_blur_far_transition;
}
void CameraEffects::set_dof_blur_near_enabled(bool p_enable) {
-
dof_blur_near_enabled = p_enable;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
_change_notify();
}
bool CameraEffects::is_dof_blur_near_enabled() const {
-
return dof_blur_near_enabled;
}
void CameraEffects::set_dof_blur_near_distance(float p_distance) {
-
dof_blur_near_distance = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_near_distance() const {
-
return dof_blur_near_distance;
}
void CameraEffects::set_dof_blur_near_transition(float p_distance) {
-
dof_blur_near_transition = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_near_transition() const {
-
return dof_blur_near_transition;
}
void CameraEffects::set_dof_blur_amount(float p_amount) {
-
dof_blur_amount = p_amount;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
-float CameraEffects::get_dof_blur_amount() const {
+float CameraEffects::get_dof_blur_amount() const {
return dof_blur_amount;
}
void CameraEffects::set_override_exposure_enabled(bool p_enabled) {
override_exposure_enabled = p_enabled;
- VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
+ RS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
}
bool CameraEffects::is_override_exposure_enabled() const {
@@ -1327,7 +1211,7 @@ bool CameraEffects::is_override_exposure_enabled() const {
void CameraEffects::set_override_exposure(float p_exposure) {
override_exposure = p_exposure;
- VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
+ RS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
}
float CameraEffects::get_override_exposure() const {
@@ -1339,7 +1223,6 @@ RID CameraEffects::get_rid() const {
}
void CameraEffects::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &CameraEffects::set_dof_blur_far_enabled);
ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &CameraEffects::is_dof_blur_far_enabled);
@@ -1381,8 +1264,7 @@ void CameraEffects::_bind_methods() {
}
CameraEffects::CameraEffects() {
-
- camera_effects = VS::get_singleton()->camera_effects_create();
+ camera_effects = RS::get_singleton()->camera_effects_create();
dof_blur_far_enabled = false;
dof_blur_far_distance = 10;
@@ -1399,6 +1281,5 @@ CameraEffects::CameraEffects() {
}
CameraEffects::~CameraEffects() {
-
- VS::get_singleton()->free(camera_effects);
+ RS::get_singleton()->free(camera_effects);
}