diff options
Diffstat (limited to 'servers/rendering/renderer_scene_render.cpp')
-rw-r--r-- | servers/rendering/renderer_scene_render.cpp | 120 |
1 files changed, 55 insertions, 65 deletions
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp index e024e59ec3..a389e3e767 100644 --- a/servers/rendering/renderer_scene_render.cpp +++ b/servers/rendering/renderer_scene_render.cpp @@ -1,39 +1,39 @@ -/*************************************************************************/ -/* renderer_scene_render.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_render.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ #include "renderer_scene_render.h" ///////////////////////////////////////////////////////////////////////////// // CameraData -void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter) { +void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter, const uint32_t p_visible_layers) { view_count = 1; is_orthogonal = p_is_orthogonal; vaspect = p_vaspect; @@ -41,6 +41,7 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, main_transform = p_transform; main_projection = p_projection; + visible_layers = p_visible_layers; view_offset[0] = Transform3D(); view_projection[0] = p_projection; taa_jitter = p_taa_jitter; @@ -49,6 +50,7 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect) { ERR_FAIL_COND_MSG(p_view_count != 2, "Incorrect view count for stereoscopic view"); + visible_layers = 0xFFFFFFFF; view_count = p_view_count; is_orthogonal = p_is_orthogonal; vaspect = p_vaspect; @@ -82,7 +84,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count Transform3D main_transform_inv = main_transform.inverse(); // 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters - Vector3 far_center = (planes[0][Projection::PLANE_FAR].center() + planes[1][Projection::PLANE_FAR].center()) * 0.5; + Vector3 far_center = (planes[0][Projection::PLANE_FAR].get_center() + planes[1][Projection::PLANE_FAR].get_center()) * 0.5; Plane far(-z, far_center); ///////////////////////////////////////////////////////////////////////////// @@ -224,8 +226,8 @@ void RendererSceneRender::environment_set_bg_color(RID p_env, const Color &p_col environment_storage.environment_set_bg_color(p_env, p_color); } -void RendererSceneRender::environment_set_bg_energy(RID p_env, float p_energy) { - environment_storage.environment_set_bg_energy(p_env, p_energy); +void RendererSceneRender::environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value) { + environment_storage.environment_set_bg_energy(p_env, p_multiplier, p_exposure_value); } void RendererSceneRender::environment_set_canvas_max_layer(RID p_env, int p_max_layer) { @@ -256,8 +258,12 @@ Color RendererSceneRender::environment_get_bg_color(RID p_env) const { return environment_storage.environment_get_bg_color(p_env); } -float RendererSceneRender::environment_get_bg_energy(RID p_env) const { - return environment_storage.environment_get_bg_energy(p_env); +float RendererSceneRender::environment_get_bg_energy_multiplier(RID p_env) const { + return environment_storage.environment_get_bg_energy_multiplier(p_env); +} + +float RendererSceneRender::environment_get_bg_intensity(RID p_env) const { + return environment_storage.environment_get_bg_intensity(p_env); } int RendererSceneRender::environment_get_canvas_max_layer(RID p_env) const { @@ -286,8 +292,8 @@ RS::EnvironmentReflectionSource RendererSceneRender::environment_get_reflection_ // Tonemap -void RendererSceneRender::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { - environment_storage.environment_set_tonemap(p_env, p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale); +void RendererSceneRender::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) { + environment_storage.environment_set_tonemap(p_env, p_tone_mapper, p_exposure, p_white); } RS::EnvironmentToneMapper RendererSceneRender::environment_get_tone_mapper(RID p_env) const { @@ -302,34 +308,10 @@ float RendererSceneRender::environment_get_white(RID p_env) const { return environment_storage.environment_get_white(p_env); } -bool RendererSceneRender::environment_get_auto_exposure(RID p_env) const { - return environment_storage.environment_get_auto_exposure(p_env); -} - -float RendererSceneRender::environment_get_min_luminance(RID p_env) const { - return environment_storage.environment_get_min_luminance(p_env); -} - -float RendererSceneRender::environment_get_max_luminance(RID p_env) const { - return environment_storage.environment_get_max_luminance(p_env); -} - -float RendererSceneRender::environment_get_auto_exp_speed(RID p_env) const { - return environment_storage.environment_get_auto_exp_speed(p_env); -} - -float RendererSceneRender::environment_get_auto_exp_scale(RID p_env) const { - return environment_storage.environment_get_auto_exp_scale(p_env); -} - -uint64_t RendererSceneRender::environment_get_auto_exposure_version(RID p_env) const { - return environment_storage.environment_get_auto_exposure_version(p_env); -} - // Fog -void RendererSceneRender::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) { - environment_storage.environment_set_fog(p_env, p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_aerial_perspective); +void RendererSceneRender::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) { + environment_storage.environment_set_fog(p_env, p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_aerial_perspective, p_sky_affect); } bool RendererSceneRender::environment_get_fog_enabled(RID p_env) const { @@ -352,6 +334,10 @@ float RendererSceneRender::environment_get_fog_density(RID p_env) const { return environment_storage.environment_get_fog_density(p_env); } +float RendererSceneRender::environment_get_fog_sky_affect(RID p_env) const { + return environment_storage.environment_get_fog_sky_affect(p_env); +} + float RendererSceneRender::environment_get_fog_height(RID p_env) const { return environment_storage.environment_get_fog_height(p_env); } @@ -366,8 +352,8 @@ float RendererSceneRender::environment_get_fog_aerial_perspective(RID p_env) con // Volumetric Fog -void RendererSceneRender::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) { - environment_storage.environment_set_volumetric_fog(p_env, p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject); +void RendererSceneRender::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) { + environment_storage.environment_set_volumetric_fog(p_env, p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject, p_sky_affect); } bool RendererSceneRender::environment_get_volumetric_fog_enabled(RID p_env) const { @@ -406,6 +392,10 @@ float RendererSceneRender::environment_get_volumetric_fog_gi_inject(RID p_env) c return environment_storage.environment_get_volumetric_fog_gi_inject(p_env); } +float RendererSceneRender::environment_get_volumetric_fog_sky_affect(RID p_env) const { + return environment_storage.environment_get_volumetric_fog_sky_affect(p_env); +} + bool RendererSceneRender::environment_get_volumetric_fog_temporal_reprojection(RID p_env) const { return environment_storage.environment_get_volumetric_fog_temporal_reprojection(p_env); } |