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
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
|
/*************************************************************************/
/* renderer_scene_render.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 "renderer_scene_render.h"
/////////////////////////////////////////////////////////////////////////////
// CameraData
void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter) {
view_count = 1;
is_orthogonal = p_is_orthogonal;
vaspect = p_vaspect;
main_transform = p_transform;
main_projection = p_projection;
view_offset[0] = Transform3D();
view_projection[0] = p_projection;
taa_jitter = p_taa_jitter;
}
void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect) {
ERR_FAIL_COND_MSG(p_view_count != 2, "Incorrect view count for stereoscopic view");
view_count = p_view_count;
is_orthogonal = p_is_orthogonal;
vaspect = p_vaspect;
Vector<Plane> planes[2];
/////////////////////////////////////////////////////////////////////////////
// Figure out our center transform
// 1. obtain our planes
for (uint32_t v = 0; v < view_count; v++) {
planes[v] = p_projections[v].get_projection_planes(p_transforms[v]);
}
// 2. average and normalize plane normals to obtain z vector, cross them to obtain y vector, and from there the x vector for combined camera basis.
Vector3 n0 = planes[0][Projection::PLANE_LEFT].normal;
Vector3 n1 = planes[1][Projection::PLANE_RIGHT].normal;
Vector3 z = (n0 + n1).normalized();
Vector3 y = n0.cross(n1).normalized();
Vector3 x = y.cross(z).normalized();
y = z.cross(x).normalized();
main_transform.basis.set_columns(x, y, z);
// 3. create a horizon plane with one of the eyes and the up vector as normal.
Plane horizon(y, p_transforms[0].origin);
// 4. Intersect horizon, left and right to obtain the combined camera origin.
ERR_FAIL_COND_MSG(
!horizon.intersect_3(planes[0][Projection::PLANE_LEFT], planes[1][Projection::PLANE_RIGHT], &main_transform.origin), "Can't determine camera origin");
// handy to have the inverse of the transform we just build
Transform3D main_transform_inv = main_transform.inverse();
// 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters
Vector3 far_center = (planes[0][Projection::PLANE_FAR].center() + planes[1][Projection::PLANE_FAR].center()) * 0.5;
Plane far(-z, far_center);
/////////////////////////////////////////////////////////////////////////////
// Figure out our top/bottom planes
// 6. Intersect far and left planes with top planes from both eyes, save the point with highest y as top_left.
Vector3 top_left, other;
ERR_FAIL_COND_MSG(
!far.intersect_3(planes[0][Projection::PLANE_LEFT], planes[0][Projection::PLANE_TOP], &top_left), "Can't determine left camera far/left/top vector");
ERR_FAIL_COND_MSG(
!far.intersect_3(planes[1][Projection::PLANE_LEFT], planes[1][Projection::PLANE_TOP], &other), "Can't determine right camera far/left/top vector");
if (y.dot(top_left) < y.dot(other)) {
top_left = other;
}
// 7. Intersect far and left planes with bottom planes from both eyes, save the point with lowest y as bottom_left.
Vector3 bottom_left;
ERR_FAIL_COND_MSG(
!far.intersect_3(planes[0][Projection::PLANE_LEFT], planes[0][Projection::PLANE_BOTTOM], &bottom_left), "Can't determine left camera far/left/bottom vector");
ERR_FAIL_COND_MSG(
!far.intersect_3(planes[1][Projection::PLANE_LEFT], planes[1][Projection::PLANE_BOTTOM], &other), "Can't determine right camera far/left/bottom vector");
if (y.dot(other) < y.dot(bottom_left)) {
bottom_left = other;
}
// 8. Intersect far and right planes with top planes from both eyes, save the point with highest y as top_right.
Vector3 top_right;
ERR_FAIL_COND_MSG(
!far.intersect_3(planes[0][Projection::PLANE_RIGHT], planes[0][Projection::PLANE_TOP], &top_right), "Can't determine left camera far/right/top vector");
ERR_FAIL_COND_MSG(
!far.intersect_3(planes[1][Projection::PLANE_RIGHT], planes[1][Projection::PLANE_TOP], &other), "Can't determine right camera far/right/top vector");
if (y.dot(top_right) < y.dot(other)) {
top_right = other;
}
// 9. Intersect far and right planes with bottom planes from both eyes, save the point with lowest y as bottom_right.
Vector3 bottom_right;
ERR_FAIL_COND_MSG(
!far.intersect_3(planes[0][Projection::PLANE_RIGHT], planes[0][Projection::PLANE_BOTTOM], &bottom_right), "Can't determine left camera far/right/bottom vector");
ERR_FAIL_COND_MSG(
!far.intersect_3(planes[1][Projection::PLANE_RIGHT], planes[1][Projection::PLANE_BOTTOM], &other), "Can't determine right camera far/right/bottom vector");
if (y.dot(other) < y.dot(bottom_right)) {
bottom_right = other;
}
// 10. Create top plane with these points: camera origin, top_left, top_right
Plane top(main_transform.origin, top_left, top_right);
// 11. Create bottom plane with these points: camera origin, bottom_left, bottom_right
Plane bottom(main_transform.origin, bottom_left, bottom_right);
/////////////////////////////////////////////////////////////////////////////
// Figure out our near plane points
// 12. Create a near plane using -camera z and the eye further along in that axis.
Plane near;
Vector3 neg_z = -z;
if (neg_z.dot(p_transforms[1].origin) < neg_z.dot(p_transforms[0].origin)) {
near = Plane(neg_z, p_transforms[0].origin);
} else {
near = Plane(neg_z, p_transforms[1].origin);
}
// 13. Intersect near plane with bottm/left planes, to obtain min_vec then top/right to obtain max_vec
Vector3 min_vec;
ERR_FAIL_COND_MSG(
!near.intersect_3(bottom, planes[0][Projection::PLANE_LEFT], &min_vec), "Can't determine left camera near/left/bottom vector");
ERR_FAIL_COND_MSG(
!near.intersect_3(bottom, planes[1][Projection::PLANE_LEFT], &other), "Can't determine right camera near/left/bottom vector");
if (x.dot(other) < x.dot(min_vec)) {
min_vec = other;
}
Vector3 max_vec;
ERR_FAIL_COND_MSG(
!near.intersect_3(top, planes[0][Projection::PLANE_RIGHT], &max_vec), "Can't determine left camera near/right/top vector");
ERR_FAIL_COND_MSG(
!near.intersect_3(top, planes[1][Projection::PLANE_RIGHT], &other), "Can't determine right camera near/right/top vector");
if (x.dot(max_vec) < x.dot(other)) {
max_vec = other;
}
// 14. transform these points by the inverse camera to obtain local_min_vec and local_max_vec
Vector3 local_min_vec = main_transform_inv.xform(min_vec);
Vector3 local_max_vec = main_transform_inv.xform(max_vec);
// 15. get x and y from these to obtain left, top, right bottom for the frustum. Get the distance from near plane to camera origin to obtain near, and the distance from the far plane to the camer origin to obtain far.
float z_near = -near.distance_to(main_transform.origin);
float z_far = -far.distance_to(main_transform.origin);
// 16. Use this to build the combined camera matrix.
main_projection.set_frustum(local_min_vec.x, local_max_vec.x, local_min_vec.y, local_max_vec.y, z_near, z_far);
/////////////////////////////////////////////////////////////////////////////
// 3. Copy our view data
for (uint32_t v = 0; v < view_count; v++) {
view_offset[v] = main_transform_inv * p_transforms[v];
view_projection[v] = p_projections[v] * Projection(view_offset[v].inverse());
}
}
/* Environment API */
RID RendererSceneRender::environment_allocate() {
return environment_storage.environment_allocate();
}
void RendererSceneRender::environment_initialize(RID p_rid) {
environment_storage.environment_initialize(p_rid);
}
void RendererSceneRender::environment_free(RID p_rid) {
environment_storage.environment_free(p_rid);
}
bool RendererSceneRender::is_environment(RID p_rid) const {
return environment_storage.is_environment(p_rid);
}
// background
void RendererSceneRender::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
environment_storage.environment_set_background(p_env, p_bg);
}
void RendererSceneRender::environment_set_sky(RID p_env, RID p_sky) {
environment_storage.environment_set_sky(p_env, p_sky);
}
void RendererSceneRender::environment_set_sky_custom_fov(RID p_env, float p_scale) {
environment_storage.environment_set_sky_custom_fov(p_env, p_scale);
}
void RendererSceneRender::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
environment_storage.environment_set_sky_orientation(p_env, p_orientation);
}
void RendererSceneRender::environment_set_bg_color(RID p_env, const Color &p_color) {
environment_storage.environment_set_bg_color(p_env, p_color);
}
void RendererSceneRender::environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value) {
environment_storage.environment_set_bg_energy(p_env, p_multiplier, p_exposure_value);
}
void RendererSceneRender::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
environment_storage.environment_set_canvas_max_layer(p_env, p_max_layer);
}
void RendererSceneRender::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
environment_storage.environment_set_ambient_light(p_env, p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source);
}
RS::EnvironmentBG RendererSceneRender::environment_get_background(RID p_env) const {
return environment_storage.environment_get_background(p_env);
}
RID RendererSceneRender::environment_get_sky(RID p_env) const {
return environment_storage.environment_get_sky(p_env);
}
float RendererSceneRender::environment_get_sky_custom_fov(RID p_env) const {
return environment_storage.environment_get_sky_custom_fov(p_env);
}
Basis RendererSceneRender::environment_get_sky_orientation(RID p_env) const {
return environment_storage.environment_get_sky_orientation(p_env);
}
Color RendererSceneRender::environment_get_bg_color(RID p_env) const {
return environment_storage.environment_get_bg_color(p_env);
}
float RendererSceneRender::environment_get_bg_energy_multiplier(RID p_env) const {
return environment_storage.environment_get_bg_energy_multiplier(p_env);
}
float RendererSceneRender::environment_get_bg_intensity(RID p_env) const {
return environment_storage.environment_get_bg_intensity(p_env);
}
int RendererSceneRender::environment_get_canvas_max_layer(RID p_env) const {
return environment_storage.environment_get_canvas_max_layer(p_env);
}
RS::EnvironmentAmbientSource RendererSceneRender::environment_get_ambient_source(RID p_env) const {
return environment_storage.environment_get_ambient_source(p_env);
}
Color RendererSceneRender::environment_get_ambient_light(RID p_env) const {
return environment_storage.environment_get_ambient_light(p_env);
}
float RendererSceneRender::environment_get_ambient_light_energy(RID p_env) const {
return environment_storage.environment_get_ambient_light_energy(p_env);
}
float RendererSceneRender::environment_get_ambient_sky_contribution(RID p_env) const {
return environment_storage.environment_get_ambient_sky_contribution(p_env);
}
RS::EnvironmentReflectionSource RendererSceneRender::environment_get_reflection_source(RID p_env) const {
return environment_storage.environment_get_reflection_source(p_env);
}
// Tonemap
void RendererSceneRender::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) {
environment_storage.environment_set_tonemap(p_env, p_tone_mapper, p_exposure, p_white);
}
RS::EnvironmentToneMapper RendererSceneRender::environment_get_tone_mapper(RID p_env) const {
return environment_storage.environment_get_tone_mapper(p_env);
}
float RendererSceneRender::environment_get_exposure(RID p_env) const {
return environment_storage.environment_get_exposure(p_env);
}
float RendererSceneRender::environment_get_white(RID p_env) const {
return environment_storage.environment_get_white(p_env);
}
// Fog
void RendererSceneRender::environment_set_fog(RID p_env, 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_aerial_perspective, float p_sky_affect) {
environment_storage.environment_set_fog(p_env, p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_aerial_perspective, p_sky_affect);
}
bool RendererSceneRender::environment_get_fog_enabled(RID p_env) const {
return environment_storage.environment_get_fog_enabled(p_env);
}
Color RendererSceneRender::environment_get_fog_light_color(RID p_env) const {
return environment_storage.environment_get_fog_light_color(p_env);
}
float RendererSceneRender::environment_get_fog_light_energy(RID p_env) const {
return environment_storage.environment_get_fog_light_energy(p_env);
}
float RendererSceneRender::environment_get_fog_sun_scatter(RID p_env) const {
return environment_storage.environment_get_fog_sun_scatter(p_env);
}
float RendererSceneRender::environment_get_fog_density(RID p_env) const {
return environment_storage.environment_get_fog_density(p_env);
}
float RendererSceneRender::environment_get_fog_sky_affect(RID p_env) const {
return environment_storage.environment_get_fog_sky_affect(p_env);
}
float RendererSceneRender::environment_get_fog_height(RID p_env) const {
return environment_storage.environment_get_fog_height(p_env);
}
float RendererSceneRender::environment_get_fog_height_density(RID p_env) const {
return environment_storage.environment_get_fog_height_density(p_env);
}
float RendererSceneRender::environment_get_fog_aerial_perspective(RID p_env) const {
return environment_storage.environment_get_fog_aerial_perspective(p_env);
}
// Volumetric Fog
void RendererSceneRender::environment_set_volumetric_fog(RID p_env, 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, float p_sky_affect) {
environment_storage.environment_set_volumetric_fog(p_env, p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject, p_sky_affect);
}
bool RendererSceneRender::environment_get_volumetric_fog_enabled(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_enabled(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_density(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_density(p_env);
}
Color RendererSceneRender::environment_get_volumetric_fog_scattering(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_scattering(p_env);
}
Color RendererSceneRender::environment_get_volumetric_fog_emission(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_emission(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_emission_energy(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_emission_energy(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_anisotropy(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_anisotropy(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_length(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_length(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_detail_spread(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_detail_spread(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_gi_inject(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_gi_inject(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_sky_affect(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_sky_affect(p_env);
}
bool RendererSceneRender::environment_get_volumetric_fog_temporal_reprojection(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_temporal_reprojection(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_temporal_reprojection_amount(p_env);
}
float RendererSceneRender::environment_get_volumetric_fog_ambient_inject(RID p_env) const {
return environment_storage.environment_get_volumetric_fog_ambient_inject(p_env);
}
// GLOW
void RendererSceneRender::environment_set_glow(RID p_env, 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) {
environment_storage.environment_set_glow(p_env, p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap, p_glow_map_strength, p_glow_map);
}
bool RendererSceneRender::environment_get_glow_enabled(RID p_env) const {
return environment_storage.environment_get_glow_enabled(p_env);
}
Vector<float> RendererSceneRender::environment_get_glow_levels(RID p_env) const {
return environment_storage.environment_get_glow_levels(p_env);
}
float RendererSceneRender::environment_get_glow_intensity(RID p_env) const {
return environment_storage.environment_get_glow_intensity(p_env);
}
float RendererSceneRender::environment_get_glow_strength(RID p_env) const {
return environment_storage.environment_get_glow_strength(p_env);
}
float RendererSceneRender::environment_get_glow_bloom(RID p_env) const {
return environment_storage.environment_get_glow_bloom(p_env);
}
float RendererSceneRender::environment_get_glow_mix(RID p_env) const {
return environment_storage.environment_get_glow_mix(p_env);
}
RS::EnvironmentGlowBlendMode RendererSceneRender::environment_get_glow_blend_mode(RID p_env) const {
return environment_storage.environment_get_glow_blend_mode(p_env);
}
float RendererSceneRender::environment_get_glow_hdr_bleed_threshold(RID p_env) const {
return environment_storage.environment_get_glow_hdr_bleed_threshold(p_env);
}
float RendererSceneRender::environment_get_glow_hdr_luminance_cap(RID p_env) const {
return environment_storage.environment_get_glow_hdr_luminance_cap(p_env);
}
float RendererSceneRender::environment_get_glow_hdr_bleed_scale(RID p_env) const {
return environment_storage.environment_get_glow_hdr_bleed_scale(p_env);
}
float RendererSceneRender::environment_get_glow_map_strength(RID p_env) const {
return environment_storage.environment_get_glow_map_strength(p_env);
}
RID RendererSceneRender::environment_get_glow_map(RID p_env) const {
return environment_storage.environment_get_glow_map(p_env);
}
// SSR
void RendererSceneRender::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
environment_storage.environment_set_ssr(p_env, p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
}
bool RendererSceneRender::environment_get_ssr_enabled(RID p_env) const {
return environment_storage.environment_get_ssr_enabled(p_env);
}
int RendererSceneRender::environment_get_ssr_max_steps(RID p_env) const {
return environment_storage.environment_get_ssr_max_steps(p_env);
}
float RendererSceneRender::environment_get_ssr_fade_in(RID p_env) const {
return environment_storage.environment_get_ssr_fade_in(p_env);
}
float RendererSceneRender::environment_get_ssr_fade_out(RID p_env) const {
return environment_storage.environment_get_ssr_fade_out(p_env);
}
float RendererSceneRender::environment_get_ssr_depth_tolerance(RID p_env) const {
return environment_storage.environment_get_ssr_depth_tolerance(p_env);
}
// SSAO
void RendererSceneRender::environment_set_ssao(RID p_env, 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) {
environment_storage.environment_set_ssao(p_env, p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
}
bool RendererSceneRender::environment_get_ssao_enabled(RID p_env) const {
return environment_storage.environment_get_ssao_enabled(p_env);
}
float RendererSceneRender::environment_get_ssao_radius(RID p_env) const {
return environment_storage.environment_get_ssao_radius(p_env);
}
float RendererSceneRender::environment_get_ssao_intensity(RID p_env) const {
return environment_storage.environment_get_ssao_intensity(p_env);
}
float RendererSceneRender::environment_get_ssao_power(RID p_env) const {
return environment_storage.environment_get_ssao_power(p_env);
}
float RendererSceneRender::environment_get_ssao_detail(RID p_env) const {
return environment_storage.environment_get_ssao_detail(p_env);
}
float RendererSceneRender::environment_get_ssao_horizon(RID p_env) const {
return environment_storage.environment_get_ssao_horizon(p_env);
}
float RendererSceneRender::environment_get_ssao_sharpness(RID p_env) const {
return environment_storage.environment_get_ssao_sharpness(p_env);
}
float RendererSceneRender::environment_get_ssao_direct_light_affect(RID p_env) const {
return environment_storage.environment_get_ssao_direct_light_affect(p_env);
}
float RendererSceneRender::environment_get_ssao_ao_channel_affect(RID p_env) const {
return environment_storage.environment_get_ssao_ao_channel_affect(p_env);
}
// SSIL
void RendererSceneRender::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
environment_storage.environment_set_ssil(p_env, p_enable, p_radius, p_intensity, p_sharpness, p_normal_rejection);
}
bool RendererSceneRender::environment_get_ssil_enabled(RID p_env) const {
return environment_storage.environment_get_ssil_enabled(p_env);
}
float RendererSceneRender::environment_get_ssil_radius(RID p_env) const {
return environment_storage.environment_get_ssil_radius(p_env);
}
float RendererSceneRender::environment_get_ssil_intensity(RID p_env) const {
return environment_storage.environment_get_ssil_intensity(p_env);
}
float RendererSceneRender::environment_get_ssil_sharpness(RID p_env) const {
return environment_storage.environment_get_ssil_sharpness(p_env);
}
float RendererSceneRender::environment_get_ssil_normal_rejection(RID p_env) const {
return environment_storage.environment_get_ssil_normal_rejection(p_env);
}
// SDFGI
void RendererSceneRender::environment_set_sdfgi(RID p_env, 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) {
environment_storage.environment_set_sdfgi(p_env, p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
}
bool RendererSceneRender::environment_get_sdfgi_enabled(RID p_env) const {
return environment_storage.environment_get_sdfgi_enabled(p_env);
}
int RendererSceneRender::environment_get_sdfgi_cascades(RID p_env) const {
return environment_storage.environment_get_sdfgi_cascades(p_env);
}
float RendererSceneRender::environment_get_sdfgi_min_cell_size(RID p_env) const {
return environment_storage.environment_get_sdfgi_min_cell_size(p_env);
}
bool RendererSceneRender::environment_get_sdfgi_use_occlusion(RID p_env) const {
return environment_storage.environment_get_sdfgi_use_occlusion(p_env);
}
float RendererSceneRender::environment_get_sdfgi_bounce_feedback(RID p_env) const {
return environment_storage.environment_get_sdfgi_bounce_feedback(p_env);
}
bool RendererSceneRender::environment_get_sdfgi_read_sky_light(RID p_env) const {
return environment_storage.environment_get_sdfgi_read_sky_light(p_env);
}
float RendererSceneRender::environment_get_sdfgi_energy(RID p_env) const {
return environment_storage.environment_get_sdfgi_energy(p_env);
}
float RendererSceneRender::environment_get_sdfgi_normal_bias(RID p_env) const {
return environment_storage.environment_get_sdfgi_normal_bias(p_env);
}
float RendererSceneRender::environment_get_sdfgi_probe_bias(RID p_env) const {
return environment_storage.environment_get_sdfgi_probe_bias(p_env);
}
RS::EnvironmentSDFGIYScale RendererSceneRender::environment_get_sdfgi_y_scale(RID p_env) const {
return environment_storage.environment_get_sdfgi_y_scale(p_env);
}
// Adjustments
void RendererSceneRender::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
environment_storage.environment_set_adjustment(p_env, p_enable, p_brightness, p_contrast, p_saturation, p_use_1d_color_correction, p_color_correction);
}
bool RendererSceneRender::environment_get_adjustments_enabled(RID p_env) const {
return environment_storage.environment_get_adjustments_enabled(p_env);
}
float RendererSceneRender::environment_get_adjustments_brightness(RID p_env) const {
return environment_storage.environment_get_adjustments_brightness(p_env);
}
float RendererSceneRender::environment_get_adjustments_contrast(RID p_env) const {
return environment_storage.environment_get_adjustments_contrast(p_env);
}
float RendererSceneRender::environment_get_adjustments_saturation(RID p_env) const {
return environment_storage.environment_get_adjustments_saturation(p_env);
}
bool RendererSceneRender::environment_get_use_1d_color_correction(RID p_env) const {
return environment_storage.environment_get_use_1d_color_correction(p_env);
}
RID RendererSceneRender::environment_get_color_correction(RID p_env) const {
return environment_storage.environment_get_color_correction(p_env);
}
|