/*************************************************************************/ /* renderer_scene_environment_rd.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. */ /*************************************************************************/ #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2; void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) { ambient_light = p_color; ambient_source = p_ambient; ambient_light_energy = p_energy; ambient_sky_contribution = p_sky_contribution; reflection_source = p_reflection_source; } void RendererSceneEnvironmentRD::set_tonemap(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) { exposure = p_exposure; tone_mapper = p_tone_mapper; if (!auto_exposure && p_auto_exposure) { auto_exposure_version = ++auto_exposure_counter; } auto_exposure = p_auto_exposure; white = p_white; min_luminance = p_min_luminance; max_luminance = p_max_luminance; auto_exp_speed = p_auto_exp_speed; auto_exp_scale = p_auto_exp_scale; } void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) { ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7"); glow_enabled = p_enable; glow_levels = p_levels; glow_intensity = p_intensity; glow_strength = p_strength; glow_mix = p_mix; glow_bloom = p_bloom_threshold; glow_blend_mode = p_blend_mode; glow_hdr_bleed_threshold = p_hdr_bleed_threshold; glow_hdr_bleed_scale = p_hdr_bleed_scale; glow_hdr_luminance_cap = p_hdr_luminance_cap; glow_map_strength = p_glow_map_strength; glow_map = p_glow_map; } void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { sdfgi_enabled = p_enable; sdfgi_cascades = p_cascades; sdfgi_min_cell_size = p_min_cell_size; sdfgi_use_occlusion = p_use_occlusion; sdfgi_bounce_feedback = p_bounce_feedback; sdfgi_read_sky_light = p_read_sky; sdfgi_energy = p_energy; sdfgi_normal_bias = p_normal_bias; sdfgi_probe_bias = p_probe_bias; sdfgi_y_scale = p_y_scale; } void RendererSceneEnvironmentRD::set_fog(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_fog_aerial_perspective) { fog_enabled = p_enable; fog_light_color = p_light_color; fog_light_energy = p_light_energy; fog_sun_scatter = p_sun_scatter; fog_density = p_density; fog_height = p_height; fog_height_density = p_height_density; fog_aerial_perspective = p_fog_aerial_perspective; } void RendererSceneEnvironmentRD::set_volumetric_fog(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) { volumetric_fog_enabled = p_enable; volumetric_fog_density = p_density; volumetric_fog_scattering = p_albedo; volumetric_fog_emission = p_emission; volumetric_fog_emission_energy = p_emission_energy; volumetric_fog_anisotropy = p_anisotropy, volumetric_fog_length = p_length; volumetric_fog_detail_spread = p_detail_spread; volumetric_fog_gi_inject = p_gi_inject; volumetric_fog_temporal_reprojection = p_temporal_reprojection; volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount; volumetric_fog_ambient_inject = p_ambient_inject; } void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) { ssr_enabled = p_enable; ssr_max_steps = p_max_steps; ssr_fade_in = p_fade_int; ssr_fade_out = p_fade_out; ssr_depth_tolerance = p_depth_tolerance; } void RendererSceneEnvironmentRD::set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) { ssao_enabled = p_enable; ssao_radius = p_radius; ssao_intensity = p_intensity; ssao_power = p_power; ssao_detail = p_detail; ssao_horizon = p_horizon; ssao_sharpness = p_sharpness; ssao_direct_light_affect = p_light_affect; ssao_ao_channel_affect = p_ao_channel_affect; }