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/*************************************************************************/
/* environment.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "resource.h"
#include "scene/resources/sky_box.h"
#include "scene/resources/texture.h"
#include "servers/visual_server.h"
class Environment : public Resource {
GDCLASS(Environment, Resource);
public:
enum BGMode {
BG_CLEAR_COLOR,
BG_COLOR,
BG_SKY,
BG_CANVAS,
BG_KEEP,
BG_MAX
};
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,
};
enum DOFBlurQuality {
DOF_BLUR_QUALITY_LOW,
DOF_BLUR_QUALITY_MEDIUM,
DOF_BLUR_QUALITY_HIGH,
};
private:
RID environment;
BGMode bg_mode;
Ref<Sky> bg_sky;
float bg_sky_scale;
Color bg_color;
float bg_energy;
int bg_canvas_max_layer;
Color ambient_color;
float ambient_energy;
float ambient_sky_contribution;
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<Texture> adjustment_color_correction;
bool ssr_enabled;
int ssr_max_steps;
float ssr_accel;
float ssr_fade;
float ssr_depth_tolerance;
bool ssr_smooth;
bool ssr_roughness;
bool ssao_enabled;
float ssao_radius;
float ssao_intensity;
float ssao_radius2;
float ssao_intensity2;
float ssao_bias;
float ssao_direct_light_affect;
Color ssao_color;
bool ssao_blur;
bool glow_enabled;
int glow_levels;
float glow_intensity;
float glow_strength;
float glow_bloom;
GlowBlendMode glow_blend_mode;
float glow_hdr_bleed_treshold;
float glow_hdr_bleed_scale;
bool glow_bicubic_upscale;
bool dof_blur_far_enabled;
float dof_blur_far_distance;
float dof_blur_far_transition;
float dof_blur_far_amount;
DOFBlurQuality dof_blur_far_quality;
bool dof_blur_near_enabled;
float dof_blur_near_distance;
float dof_blur_near_transition;
float dof_blur_near_amount;
DOFBlurQuality dof_blur_near_quality;
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;
public:
void set_background(BGMode p_bg);
void set_sky(const Ref<Sky> &p_sky);
void set_sky_scale(float p_scale);
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);
BGMode get_background() const;
Ref<Sky> get_sky() const;
float get_sky_scale() 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;
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<Texture> &p_ramp);
Ref<Texture> 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_accel(float p_accel);
float get_ssr_accel() const;
void set_ssr_fade(float p_transition);
float get_ssr_fade() const;
void set_ssr_depth_tolerance(float p_depth_tolerance);
float get_ssr_depth_tolerance() const;
void set_ssr_smooth(bool p_enable);
bool is_ssr_smooth() 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_radius2(float p_radius);
float get_ssao_radius2() const;
void set_ssao_intensity2(float p_intensity);
float get_ssao_intensity2() 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_color(const Color &p_color);
Color get_ssao_color() const;
void set_ssao_blur(bool p_enable);
bool is_ssao_blur_enabled() 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_bloom(float p_treshold);
float get_glow_bloom() const;
void set_glow_blend_mode(GlowBlendMode p_mode);
GlowBlendMode get_glow_blend_mode() const;
void set_glow_hdr_bleed_treshold(float p_treshold);
float get_glow_hdr_bleed_treshold() 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_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_far_amount(float p_amount);
float get_dof_blur_far_amount() const;
void set_dof_blur_far_quality(DOFBlurQuality p_quality);
DOFBlurQuality get_dof_blur_far_quality() 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_near_amount(float p_amount);
float get_dof_blur_near_amount() const;
void set_dof_blur_near_quality(DOFBlurQuality p_quality);
DOFBlurQuality get_dof_blur_near_quality() const;
virtual RID get_rid() const;
Environment();
~Environment();
};
VARIANT_ENUM_CAST(Environment::BGMode)
VARIANT_ENUM_CAST(Environment::ToneMapper)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)
VARIANT_ENUM_CAST(Environment::DOFBlurQuality)
#endif // ENVIRONMENT_H
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