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-rw-r--r--scene/resources/environment.h75
1 files changed, 40 insertions, 35 deletions
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index d4d84f31aa..0df2c3cc27 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#ifndef ENVIRONMENT_H
#define ENVIRONMENT_H
-#include "core/resource.h"
+#include "core/io/resource.h"
#include "scene/resources/sky.h"
#include "scene/resources/texture.h"
#include "servers/rendering_server.h"
@@ -70,13 +70,6 @@ public:
TONE_MAPPER_ACES,
};
- enum SSAOBlur {
- SSAO_BLUR_DISABLED,
- SSAO_BLUR_1x1,
- SSAO_BLUR_2x2,
- SSAO_BLUR_3x3,
- };
-
enum SDFGICascades {
SDFGI_CASCADES_4,
SDFGI_CASCADES_6,
@@ -110,7 +103,7 @@ private:
// Background
BGMode bg_mode = BG_CLEAR_COLOR;
Ref<Sky> bg_sky;
- float bg_sky_custom_fov = 0;
+ float bg_sky_custom_fov = 0.0;
Vector3 bg_sky_rotation;
Color bg_color;
float bg_energy = 1.0;
@@ -132,7 +125,7 @@ private:
float tonemap_white = 1.0;
bool tonemap_auto_exposure_enabled = false;
float tonemap_auto_exposure_min = 0.05;
- float tonemap_auto_exposure_max = 8;
+ float tonemap_auto_exposure_max = 8.0;
float tonemap_auto_exposure_speed = 0.5;
float tonemap_auto_exposure_grey = 0.4;
void _update_tonemap();
@@ -148,12 +141,13 @@ private:
// SSAO
bool ssao_enabled = false;
float ssao_radius = 1.0;
- float ssao_intensity = 1.0;
- float ssao_bias = 0.01;
+ float ssao_intensity = 2.0;
+ float ssao_power = 1.5;
+ float ssao_detail = 0.5;
+ float ssao_horizon = 0.06;
+ float ssao_sharpness = 0.98;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
- SSAOBlur ssao_blur = SSAO_BLUR_3x3;
- float ssao_edge_sharpness = 4.0;
void _update_ssao();
// SDFGI
@@ -162,7 +156,7 @@ private:
float sdfgi_min_cell_size = 0.2;
SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_DISABLED;
bool sdfgi_use_occlusion = false;
- bool sdfgi_use_multibounce = false;
+ float sdfgi_bounce_feedback = 0.0;
bool sdfgi_read_sky_light = false;
float sdfgi_energy = 1.0;
float sdfgi_normal_bias = 1.1;
@@ -171,7 +165,8 @@ private:
// Glow
bool glow_enabled = false;
- int glow_levels = (1 << 2) | (1 << 4);
+ Vector<float> glow_levels;
+ bool glow_normalize_levels = false;
float glow_intensity = 0.8;
float glow_strength = 1.0;
float glow_mix = 0.05;
@@ -190,6 +185,7 @@ private:
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
+ float fog_aerial_perspective = 0.0;
void _update_fog();
@@ -200,8 +196,9 @@ private:
float volumetric_fog_light_energy = 1.0;
float volumetric_fog_length = 64.0;
float volumetric_fog_detail_spread = 2.0;
- VolumetricFogShadowFilter volumetric_fog_shadow_filter = VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
float volumetric_fog_gi_inject = 0.0;
+ bool volumetric_fog_temporal_reproject = true;
+ float volumetric_fog_temporal_reproject_amount = 0.9;
void _update_volumetric_fog();
// Adjustment
@@ -209,7 +206,8 @@ private:
float adjustment_brightness = 1.0;
float adjustment_contrast = 1.0;
float adjustment_saturation = 1.0;
- Ref<Texture2D> adjustment_color_correction;
+ bool use_1d_color_correction = true;
+ Ref<Texture> adjustment_color_correction;
void _update_adjustment();
protected:
@@ -292,16 +290,18 @@ public:
float get_ssao_radius() const;
void set_ssao_intensity(float p_intensity);
float get_ssao_intensity() const;
- void set_ssao_bias(float p_bias);
- float get_ssao_bias() const;
+ void set_ssao_power(float p_power);
+ float get_ssao_power() const;
+ void set_ssao_detail(float p_detail);
+ float get_ssao_detail() const;
+ void set_ssao_horizon(float p_horizon);
+ float get_ssao_horizon() const;
+ void set_ssao_sharpness(float p_sharpness);
+ float get_ssao_sharpness() const;
void set_ssao_direct_light_affect(float p_direct_light_affect);
float get_ssao_direct_light_affect() const;
void set_ssao_ao_channel_affect(float p_ao_channel_affect);
float get_ssao_ao_channel_affect() const;
- void set_ssao_blur(SSAOBlur p_blur);
- SSAOBlur get_ssao_blur() const;
- void set_ssao_edge_sharpness(float p_edge_sharpness);
- float get_ssao_edge_sharpness() const;
// SDFGI
void set_sdfgi_enabled(bool p_enabled);
@@ -318,8 +318,8 @@ public:
SDFGIYScale get_sdfgi_y_scale() const;
void set_sdfgi_use_occlusion(bool p_enabled);
bool is_sdfgi_using_occlusion() const;
- void set_sdfgi_use_multi_bounce(bool p_enabled);
- bool is_sdfgi_using_multi_bounce() const;
+ void set_sdfgi_bounce_feedback(float p_amount);
+ float get_sdfgi_bounce_feedback() const;
void set_sdfgi_read_sky_light(bool p_enabled);
bool is_sdfgi_reading_sky_light() const;
void set_sdfgi_energy(float p_energy);
@@ -332,8 +332,10 @@ public:
// Glow
void set_glow_enabled(bool p_enabled);
bool is_glow_enabled() const;
- void set_glow_level_enabled(int p_level, bool p_enabled);
- bool is_glow_level_enabled(int p_level) const;
+ void set_glow_level(int p_level, float p_intensity);
+ float get_glow_level(int p_level) const;
+ void set_glow_normalized(bool p_normalized);
+ bool is_glow_normalized() const;
void set_glow_intensity(float p_intensity);
float get_glow_intensity() const;
void set_glow_strength(float p_strength);
@@ -368,6 +370,8 @@ public:
float get_fog_height() const;
void set_fog_height_density(float p_amount);
float get_fog_height_density() const;
+ void set_fog_aerial_perspective(float p_aerial_perspective);
+ float get_fog_aerial_perspective() const;
// Volumetric Fog
void set_volumetric_fog_enabled(bool p_enable);
@@ -382,10 +386,12 @@ public:
float get_volumetric_fog_length() const;
void set_volumetric_fog_detail_spread(float p_detail_spread);
float get_volumetric_fog_detail_spread() const;
- void set_volumetric_fog_shadow_filter(VolumetricFogShadowFilter p_filter);
- VolumetricFogShadowFilter get_volumetric_fog_shadow_filter() const;
void set_volumetric_fog_gi_inject(float p_gi_inject);
float get_volumetric_fog_gi_inject() const;
+ void set_volumetric_fog_temporal_reprojection_enabled(bool p_enable);
+ bool is_volumetric_fog_temporal_reprojection_enabled() const;
+ void set_volumetric_fog_temporal_reprojection_amount(float p_amount);
+ float get_volumetric_fog_temporal_reprojection_amount() const;
// Adjustment
void set_adjustment_enabled(bool p_enabled);
@@ -396,8 +402,8 @@ public:
float get_adjustment_contrast() const;
void set_adjustment_saturation(float p_saturation);
float get_adjustment_saturation() const;
- void set_adjustment_color_correction(const Ref<Texture2D> &p_ramp);
- Ref<Texture2D> get_adjustment_color_correction() const;
+ void set_adjustment_color_correction(Ref<Texture> p_color_correction);
+ Ref<Texture> get_adjustment_color_correction() const;
Environment();
~Environment();
@@ -407,7 +413,6 @@ VARIANT_ENUM_CAST(Environment::BGMode)
VARIANT_ENUM_CAST(Environment::AmbientSource)
VARIANT_ENUM_CAST(Environment::ReflectionSource)
VARIANT_ENUM_CAST(Environment::ToneMapper)
-VARIANT_ENUM_CAST(Environment::SSAOBlur)
VARIANT_ENUM_CAST(Environment::SDFGICascades)
VARIANT_ENUM_CAST(Environment::SDFGIYScale)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)