/*************************************************************************/ /* environment.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef ENVIRONMENT_H #define ENVIRONMENT_H #include "core/io/resource.h" #include "scene/resources/sky.h" #include "scene/resources/texture.h" class Environment : public Resource { GDCLASS(Environment, Resource); public: enum BGMode { BG_CLEAR_COLOR, BG_COLOR, BG_SKY, BG_CANVAS, BG_KEEP, BG_CAMERA_FEED, BG_MAX }; enum AmbientSource { AMBIENT_SOURCE_BG, AMBIENT_SOURCE_DISABLED, AMBIENT_SOURCE_COLOR, AMBIENT_SOURCE_SKY, }; enum ReflectionSource { REFLECTION_SOURCE_BG, REFLECTION_SOURCE_DISABLED, REFLECTION_SOURCE_SKY, }; enum ToneMapper { TONE_MAPPER_LINEAR, TONE_MAPPER_REINHARDT, TONE_MAPPER_FILMIC, TONE_MAPPER_ACES, }; enum SDFGIYScale { SDFGI_Y_SCALE_50_PERCENT, SDFGI_Y_SCALE_75_PERCENT, SDFGI_Y_SCALE_100_PERCENT, }; enum GlowBlendMode { GLOW_BLEND_MODE_ADDITIVE, GLOW_BLEND_MODE_SCREEN, GLOW_BLEND_MODE_SOFTLIGHT, GLOW_BLEND_MODE_REPLACE, GLOW_BLEND_MODE_MIX, }; private: RID environment; // Background BGMode bg_mode = BG_CLEAR_COLOR; Ref bg_sky; float bg_sky_custom_fov = 0.0; Vector3 bg_sky_rotation; Color bg_color; int bg_canvas_max_layer = 0; int bg_camera_feed_id = 1; float bg_energy_multiplier = 1.0; float bg_intensity = 30000.0; // Measured in nits or candela/m^2 void _update_bg_energy(); // Ambient light Color ambient_color; AmbientSource ambient_source = AMBIENT_SOURCE_BG; float ambient_energy = 1.0; float ambient_sky_contribution = 1.0; ReflectionSource reflection_source = REFLECTION_SOURCE_BG; void _update_ambient_light(); // Tonemap ToneMapper tone_mapper = TONE_MAPPER_LINEAR; float tonemap_exposure = 1.0; float tonemap_white = 1.0; void _update_tonemap(); // SSR bool ssr_enabled = false; int ssr_max_steps = 64; float ssr_fade_in = 0.15; float ssr_fade_out = 2.0; float ssr_depth_tolerance = 0.2; void _update_ssr(); // SSAO bool ssao_enabled = false; float ssao_radius = 1.0; 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; void _update_ssao(); // SSIL bool ssil_enabled = false; float ssil_radius = 5.0; float ssil_intensity = 1.0; float ssil_sharpness = 0.98; float ssil_normal_rejection = 1.0; void _update_ssil(); // SDFGI bool sdfgi_enabled = false; int sdfgi_cascades = 4; float sdfgi_min_cell_size = 0.2; SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_75_PERCENT; bool sdfgi_use_occlusion = false; float sdfgi_bounce_feedback = 0.5; bool sdfgi_read_sky_light = true; float sdfgi_energy = 1.0; float sdfgi_normal_bias = 1.1; float sdfgi_probe_bias = 1.1; void _update_sdfgi(); // Glow bool glow_enabled = false; Vector glow_levels; bool glow_normalize_levels = false; float glow_intensity = 0.8; float glow_strength = 1.0; float glow_mix = 0.05; float glow_bloom = 0.0; GlowBlendMode glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT; float glow_hdr_bleed_threshold = 1.0; float glow_hdr_bleed_scale = 2.0; float glow_hdr_luminance_cap = 12.0; float glow_map_strength = 0.8f; Ref glow_map; void _update_glow(); // Fog bool fog_enabled = false; Color fog_light_color = Color(0.518, 0.553, 0.608); float fog_light_energy = 1.0; float fog_sun_scatter = 0.0; float fog_density = 0.01; float fog_height = 0.0; float fog_height_density = 0.0; //can be negative to invert effect float fog_aerial_perspective = 0.0; float fog_sky_affect = 1.0; void _update_fog(); // Volumetric Fog bool volumetric_fog_enabled = false; float volumetric_fog_density = 0.05; Color volumetric_fog_albedo = Color(1.0, 1.0, 1.0); Color volumetric_fog_emission = Color(0.0, 0.0, 0.0); float volumetric_fog_emission_energy = 1.0; float volumetric_fog_anisotropy = 0.2; float volumetric_fog_length = 64.0; float volumetric_fog_detail_spread = 2.0; float volumetric_fog_gi_inject = 1.0; float volumetric_fog_ambient_inject = 0.0; float volumetric_fog_sky_affect = 1.0; bool volumetric_fog_temporal_reproject = true; float volumetric_fog_temporal_reproject_amount = 0.9; void _update_volumetric_fog(); // Adjustment bool adjustment_enabled = false; float adjustment_brightness = 1.0; float adjustment_contrast = 1.0; float adjustment_saturation = 1.0; bool use_1d_color_correction = true; Ref adjustment_color_correction; void _update_adjustment(); protected: static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; #ifndef DISABLE_DEPRECATED // Kept for compatibility from 3.x to 4.0. bool _set(const StringName &p_name, const Variant &p_value); #endif public: virtual RID get_rid() const override; // Background void set_background(BGMode p_bg); BGMode get_background() const; void set_sky(const Ref &p_sky); Ref get_sky() const; void set_sky_custom_fov(float p_scale); float get_sky_custom_fov() const; void set_sky_rotation(const Vector3 &p_rotation); Vector3 get_sky_rotation() const; void set_bg_color(const Color &p_color); Color get_bg_color() const; void set_bg_energy_multiplier(float p_energy); float get_bg_energy_multiplier() const; void set_bg_intensity(float p_energy); float get_bg_intensity() const; void set_canvas_max_layer(int p_max_layer); int get_canvas_max_layer() const; void set_camera_feed_id(int p_id); int get_camera_feed_id() const; // Ambient light void set_ambient_light_color(const Color &p_color); Color get_ambient_light_color() const; void set_ambient_source(AmbientSource p_source); AmbientSource get_ambient_source() const; void set_ambient_light_energy(float p_energy); float get_ambient_light_energy() const; void set_ambient_light_sky_contribution(float p_ratio); float get_ambient_light_sky_contribution() const; void set_reflection_source(ReflectionSource p_source); ReflectionSource get_reflection_source() const; // Tonemap void set_tonemapper(ToneMapper p_tone_mapper); ToneMapper get_tonemapper() const; void set_tonemap_exposure(float p_exposure); float get_tonemap_exposure() const; void set_tonemap_white(float p_white); float get_tonemap_white() const; // SSR void set_ssr_enabled(bool p_enabled); bool is_ssr_enabled() const; void set_ssr_max_steps(int p_steps); int get_ssr_max_steps() const; void set_ssr_fade_in(float p_fade_in); float get_ssr_fade_in() const; void set_ssr_fade_out(float p_fade_out); float get_ssr_fade_out() const; void set_ssr_depth_tolerance(float p_depth_tolerance); float get_ssr_depth_tolerance() const; // SSAO void set_ssao_enabled(bool p_enabled); bool is_ssao_enabled() const; void set_ssao_radius(float p_radius); float get_ssao_radius() const; void set_ssao_intensity(float p_intensity); float get_ssao_intensity() 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; // SSIL void set_ssil_enabled(bool p_enabled); bool is_ssil_enabled() const; void set_ssil_radius(float p_radius); float get_ssil_radius() const; void set_ssil_intensity(float p_intensity); float get_ssil_intensity() const; void set_ssil_sharpness(float p_sharpness); float get_ssil_sharpness() const; void set_ssil_normal_rejection(float p_normal_rejection); float get_ssil_normal_rejection() const; // SDFGI void set_sdfgi_enabled(bool p_enabled); bool is_sdfgi_enabled() const; void set_sdfgi_cascades(int p_cascades); int get_sdfgi_cascades() const; void set_sdfgi_min_cell_size(float p_size); float get_sdfgi_min_cell_size() const; void set_sdfgi_max_distance(float p_distance); float get_sdfgi_max_distance() const; void set_sdfgi_cascade0_distance(float p_distance); float get_sdfgi_cascade0_distance() const; void set_sdfgi_y_scale(SDFGIYScale p_y_scale); SDFGIYScale get_sdfgi_y_scale() const; void set_sdfgi_use_occlusion(bool p_enabled); bool is_sdfgi_using_occlusion() 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); float get_sdfgi_energy() const; void set_sdfgi_normal_bias(float p_bias); float get_sdfgi_normal_bias() const; void set_sdfgi_probe_bias(float p_bias); float get_sdfgi_probe_bias() const; // Glow void set_glow_enabled(bool p_enabled); bool is_glow_enabled() 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); float get_glow_strength() const; void set_glow_mix(float p_mix); float get_glow_mix() const; void set_glow_bloom(float p_threshold); float get_glow_bloom() const; void set_glow_blend_mode(GlowBlendMode p_mode); GlowBlendMode get_glow_blend_mode() const; void set_glow_hdr_bleed_threshold(float p_threshold); float get_glow_hdr_bleed_threshold() const; void set_glow_hdr_bleed_scale(float p_scale); float get_glow_hdr_bleed_scale() const; void set_glow_hdr_luminance_cap(float p_amount); float get_glow_hdr_luminance_cap() const; void set_glow_map_strength(float p_strength); float get_glow_map_strength() const; void set_glow_map(Ref p_glow_map); Ref get_glow_map() const; // Fog void set_fog_enabled(bool p_enabled); bool is_fog_enabled() const; void set_fog_light_color(const Color &p_light_color); Color get_fog_light_color() const; void set_fog_light_energy(float p_amount); float get_fog_light_energy() const; void set_fog_sun_scatter(float p_amount); float get_fog_sun_scatter() const; void set_fog_density(float p_amount); float get_fog_density() const; void set_fog_height(float p_amount); 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; void set_fog_sky_affect(float p_sky_affect); float get_fog_sky_affect() const; // Volumetric Fog void set_volumetric_fog_enabled(bool p_enable); bool is_volumetric_fog_enabled() const; void set_volumetric_fog_density(float p_density); float get_volumetric_fog_density() const; void set_volumetric_fog_albedo(Color p_color); Color get_volumetric_fog_albedo() const; void set_volumetric_fog_emission(Color p_color); Color get_volumetric_fog_emission() const; void set_volumetric_fog_emission_energy(float p_begin); float get_volumetric_fog_emission_energy() const; void set_volumetric_fog_anisotropy(float p_anisotropy); float get_volumetric_fog_anisotropy() const; void set_volumetric_fog_length(float p_length); 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_gi_inject(float p_gi_inject); float get_volumetric_fog_gi_inject() const; void set_volumetric_fog_ambient_inject(float p_ambient_inject); float get_volumetric_fog_ambient_inject() const; void set_volumetric_fog_sky_affect(float p_sky_affect); float get_volumetric_fog_sky_affect() 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); bool is_adjustment_enabled() const; void set_adjustment_brightness(float p_brightness); float get_adjustment_brightness() const; void set_adjustment_contrast(float p_contrast); float get_adjustment_contrast() const; void set_adjustment_saturation(float p_saturation); float get_adjustment_saturation() const; void set_adjustment_color_correction(Ref p_color_correction); Ref get_adjustment_color_correction() const; Environment(); ~Environment(); }; VARIANT_ENUM_CAST(Environment::BGMode) VARIANT_ENUM_CAST(Environment::AmbientSource) VARIANT_ENUM_CAST(Environment::ReflectionSource) VARIANT_ENUM_CAST(Environment::ToneMapper) VARIANT_ENUM_CAST(Environment::SDFGIYScale) VARIANT_ENUM_CAST(Environment::GlowBlendMode) #endif // ENVIRONMENT_H