1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
|
/*************************************************************************/
/* 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<float> 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;
}
|