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path: root/scene/resources/environment.h
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/*************************************************************************/
/*  environment.h                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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/resource.h"
#include "scene/resources/sky.h"
#include "scene/resources/texture.h"
#include "servers/rendering_server.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 GlowBlendMode {
		GLOW_BLEND_MODE_ADDITIVE,
		GLOW_BLEND_MODE_SCREEN,
		GLOW_BLEND_MODE_SOFTLIGHT,
		GLOW_BLEND_MODE_REPLACE,
		GLOW_BLEND_MODE_MIX,
	};

	enum SSAOBlur {
		SSAO_BLUR_DISABLED,
		SSAO_BLUR_1x1,
		SSAO_BLUR_2x2,
		SSAO_BLUR_3x3
	};

private:
	RID environment;

	BGMode bg_mode;
	Ref<Sky> bg_sky;
	float bg_sky_custom_fov;
	Vector3 sky_rotation;
	Color bg_color;
	float bg_energy;
	int bg_canvas_max_layer;
	Color ambient_color;
	float ambient_energy;
	Color ao_color;
	float ambient_sky_contribution;
	int camera_feed_id;
	AmbientSource ambient_source;
	ReflectionSource reflection_source;

	ToneMapper tone_mapper;
	float tonemap_exposure;
	float tonemap_white;
	bool tonemap_auto_exposure;
	float tonemap_auto_exposure_max;
	float tonemap_auto_exposure_min;
	float tonemap_auto_exposure_speed;
	float tonemap_auto_exposure_grey;

	bool adjustment_enabled;
	float adjustment_contrast;
	float adjustment_saturation;
	float adjustment_brightness;
	Ref<Texture2D> adjustment_color_correction;

	bool ssr_enabled;
	int ssr_max_steps;
	float ssr_fade_in;
	float ssr_fade_out;
	float ssr_depth_tolerance;
	bool ssr_roughness;

	bool ssao_enabled;
	float ssao_radius;
	float ssao_intensity;
	float ssao_bias;
	float ssao_direct_light_affect;
	float ssao_ao_channel_affect;
	SSAOBlur ssao_blur;
	float ssao_edge_sharpness;

	bool glow_enabled;
	int glow_levels;
	float glow_intensity;
	float glow_strength;
	float glow_mix;
	float glow_bloom;
	GlowBlendMode glow_blend_mode;
	float glow_hdr_bleed_threshold;
	float glow_hdr_bleed_scale;
	float glow_hdr_luminance_cap;
	bool glow_bicubic_upscale;

	bool fog_enabled;
	Color fog_color;
	Color fog_sun_color;
	float fog_sun_amount;

	bool fog_depth_enabled;
	float fog_depth_begin;
	float fog_depth_end;
	float fog_depth_curve;

	bool fog_transmit_enabled;
	float fog_transmit_curve;

	bool fog_height_enabled;
	float fog_height_min;
	float fog_height_max;
	float fog_height_curve;

protected:
	static void _bind_methods();
	virtual void _validate_property(PropertyInfo &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:
	void set_background(BGMode p_bg);

	void set_sky(const Ref<Sky> &p_sky);
	void set_sky_custom_fov(float p_scale);
	void set_sky_rotation(const Vector3 &p_rotation);
	void set_bg_color(const Color &p_color);
	void set_bg_energy(float p_energy);
	void set_canvas_max_layer(int p_max_layer);
	void set_ambient_light_color(const Color &p_color);
	void set_ambient_light_energy(float p_energy);
	void set_ambient_light_sky_contribution(float p_energy);
	void set_camera_feed_id(int p_camera_feed_id);
	void set_ambient_source(AmbientSource p_source);
	AmbientSource get_ambient_source() const;
	void set_reflection_source(ReflectionSource p_source);
	ReflectionSource get_reflection_source() const;

	BGMode get_background() const;
	Ref<Sky> get_sky() const;
	float get_sky_custom_fov() const;
	Vector3 get_sky_rotation() const;
	Color get_bg_color() const;
	float get_bg_energy() const;
	int get_canvas_max_layer() const;
	Color get_ambient_light_color() const;
	float get_ambient_light_energy() const;
	float get_ambient_light_sky_contribution() const;
	int get_camera_feed_id(void) const;

	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;

	void set_tonemap_auto_exposure(bool p_enabled);
	bool get_tonemap_auto_exposure() const;

	void set_tonemap_auto_exposure_max(float p_auto_exposure_max);
	float get_tonemap_auto_exposure_max() const;

	void set_tonemap_auto_exposure_min(float p_auto_exposure_min);
	float get_tonemap_auto_exposure_min() const;

	void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
	float get_tonemap_auto_exposure_speed() const;

	void set_tonemap_auto_exposure_grey(float p_auto_exposure_grey);
	float get_tonemap_auto_exposure_grey() const;

	void set_adjustment_enable(bool p_enable);
	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(const Ref<Texture2D> &p_ramp);
	Ref<Texture2D> get_adjustment_color_correction() const;

	void set_ssr_enabled(bool p_enable);
	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;

	void set_ssr_rough(bool p_enable);
	bool is_ssr_rough() const;

	void set_ssao_enabled(bool p_enable);
	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_bias(float p_bias);
	float get_ssao_bias() 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_ao_color(const Color &p_color);
	Color get_ao_color() 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;

	void set_glow_enabled(bool p_enabled);
	bool is_glow_enabled() const;

	void set_glow_level(int p_level, bool p_enabled);
	bool is_glow_level_enabled(int p_level) 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_luminance_cap(float p_amount);
	float get_glow_hdr_luminance_cap() const;

	void set_glow_hdr_bleed_scale(float p_scale);
	float get_glow_hdr_bleed_scale() const;

	void set_glow_bicubic_upscale(bool p_enable);
	bool is_glow_bicubic_upscale_enabled() const;

	void set_fog_enabled(bool p_enabled);
	bool is_fog_enabled() const;

	void set_fog_color(const Color &p_color);
	Color get_fog_color() const;

	void set_fog_sun_color(const Color &p_color);
	Color get_fog_sun_color() const;

	void set_fog_sun_amount(float p_amount);
	float get_fog_sun_amount() const;

	void set_fog_depth_enabled(bool p_enabled);
	bool is_fog_depth_enabled() const;

	void set_fog_depth_begin(float p_distance);
	float get_fog_depth_begin() const;

	void set_fog_depth_end(float p_distance);
	float get_fog_depth_end() const;

	void set_fog_depth_curve(float p_curve);
	float get_fog_depth_curve() const;

	void set_fog_transmit_enabled(bool p_enabled);
	bool is_fog_transmit_enabled() const;

	void set_fog_transmit_curve(float p_curve);
	float get_fog_transmit_curve() const;

	void set_fog_height_enabled(bool p_enabled);
	bool is_fog_height_enabled() const;

	void set_fog_height_min(float p_distance);
	float get_fog_height_min() const;

	void set_fog_height_max(float p_distance);
	float get_fog_height_max() const;

	void set_fog_height_curve(float p_distance);
	float get_fog_height_curve() const;

	virtual RID get_rid() 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::GlowBlendMode)
VARIANT_ENUM_CAST(Environment::SSAOBlur)

class CameraEffects : public Resource {

	GDCLASS(CameraEffects, Resource);

private:
	RID camera_effects;

	bool dof_blur_far_enabled;
	float dof_blur_far_distance;
	float dof_blur_far_transition;

	bool dof_blur_near_enabled;
	float dof_blur_near_distance;
	float dof_blur_near_transition;

	float dof_blur_amount;

	bool override_exposure_enabled;
	float override_exposure;

protected:
	static void _bind_methods();

public:
	void set_dof_blur_far_enabled(bool p_enable);
	bool is_dof_blur_far_enabled() const;

	void set_dof_blur_far_distance(float p_distance);
	float get_dof_blur_far_distance() const;

	void set_dof_blur_far_transition(float p_distance);
	float get_dof_blur_far_transition() const;

	void set_dof_blur_near_enabled(bool p_enable);
	bool is_dof_blur_near_enabled() const;

	void set_dof_blur_near_distance(float p_distance);
	float get_dof_blur_near_distance() const;

	void set_dof_blur_near_transition(float p_distance);
	float get_dof_blur_near_transition() const;

	void set_dof_blur_amount(float p_amount);
	float get_dof_blur_amount() const;

	void set_override_exposure_enabled(bool p_enabled);
	bool is_override_exposure_enabled() const;

	void set_override_exposure(float p_exposure);
	float get_override_exposure() const;

	virtual RID get_rid() const;

	CameraEffects();
	~CameraEffects();
};

#endif // ENVIRONMENT_H