1 | /**************************************************************************/ |
2 | /* environment.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef ENVIRONMENT_H |
32 | #define ENVIRONMENT_H |
33 | |
34 | #include "core/io/resource.h" |
35 | #include "scene/resources/sky.h" |
36 | #include "scene/resources/texture.h" |
37 | |
38 | class Environment : public Resource { |
39 | GDCLASS(Environment, Resource); |
40 | |
41 | public: |
42 | enum BGMode { |
43 | BG_CLEAR_COLOR, |
44 | BG_COLOR, |
45 | BG_SKY, |
46 | BG_CANVAS, |
47 | BG_KEEP, |
48 | BG_CAMERA_FEED, |
49 | BG_MAX |
50 | }; |
51 | |
52 | enum AmbientSource { |
53 | AMBIENT_SOURCE_BG, |
54 | AMBIENT_SOURCE_DISABLED, |
55 | AMBIENT_SOURCE_COLOR, |
56 | AMBIENT_SOURCE_SKY, |
57 | }; |
58 | |
59 | enum ReflectionSource { |
60 | REFLECTION_SOURCE_BG, |
61 | REFLECTION_SOURCE_DISABLED, |
62 | REFLECTION_SOURCE_SKY, |
63 | }; |
64 | |
65 | enum ToneMapper { |
66 | TONE_MAPPER_LINEAR, |
67 | TONE_MAPPER_REINHARDT, |
68 | TONE_MAPPER_FILMIC, |
69 | TONE_MAPPER_ACES, |
70 | }; |
71 | |
72 | enum SDFGIYScale { |
73 | SDFGI_Y_SCALE_50_PERCENT, |
74 | SDFGI_Y_SCALE_75_PERCENT, |
75 | SDFGI_Y_SCALE_100_PERCENT, |
76 | }; |
77 | |
78 | enum GlowBlendMode { |
79 | GLOW_BLEND_MODE_ADDITIVE, |
80 | GLOW_BLEND_MODE_SCREEN, |
81 | GLOW_BLEND_MODE_SOFTLIGHT, |
82 | GLOW_BLEND_MODE_REPLACE, |
83 | GLOW_BLEND_MODE_MIX, |
84 | }; |
85 | |
86 | private: |
87 | RID environment; |
88 | |
89 | // Background |
90 | BGMode bg_mode = BG_CLEAR_COLOR; |
91 | Ref<Sky> bg_sky; |
92 | float bg_sky_custom_fov = 0.0; |
93 | Vector3 bg_sky_rotation; |
94 | Color bg_color; |
95 | int bg_canvas_max_layer = 0; |
96 | int bg_camera_feed_id = 1; |
97 | float bg_energy_multiplier = 1.0; |
98 | float bg_intensity = 30000.0; // Measured in nits or candela/m^2 |
99 | void _update_bg_energy(); |
100 | |
101 | // Ambient light |
102 | Color ambient_color; |
103 | AmbientSource ambient_source = AMBIENT_SOURCE_BG; |
104 | float ambient_energy = 1.0; |
105 | float ambient_sky_contribution = 1.0; |
106 | ReflectionSource reflection_source = REFLECTION_SOURCE_BG; |
107 | void _update_ambient_light(); |
108 | |
109 | // Tonemap |
110 | ToneMapper tone_mapper = TONE_MAPPER_LINEAR; |
111 | float tonemap_exposure = 1.0; |
112 | float tonemap_white = 1.0; |
113 | void _update_tonemap(); |
114 | |
115 | // SSR |
116 | bool ssr_enabled = false; |
117 | int ssr_max_steps = 64; |
118 | float ssr_fade_in = 0.15; |
119 | float ssr_fade_out = 2.0; |
120 | float ssr_depth_tolerance = 0.2; |
121 | void _update_ssr(); |
122 | |
123 | // SSAO |
124 | bool ssao_enabled = false; |
125 | float ssao_radius = 1.0; |
126 | float ssao_intensity = 2.0; |
127 | float ssao_power = 1.5; |
128 | float ssao_detail = 0.5; |
129 | float ssao_horizon = 0.06; |
130 | float ssao_sharpness = 0.98; |
131 | float ssao_direct_light_affect = 0.0; |
132 | float ssao_ao_channel_affect = 0.0; |
133 | void _update_ssao(); |
134 | |
135 | // SSIL |
136 | bool ssil_enabled = false; |
137 | float ssil_radius = 5.0; |
138 | float ssil_intensity = 1.0; |
139 | float ssil_sharpness = 0.98; |
140 | float ssil_normal_rejection = 1.0; |
141 | |
142 | void _update_ssil(); |
143 | |
144 | // SDFGI |
145 | bool sdfgi_enabled = false; |
146 | int sdfgi_cascades = 4; |
147 | float sdfgi_min_cell_size = 0.2; |
148 | SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_75_PERCENT; |
149 | bool sdfgi_use_occlusion = false; |
150 | float sdfgi_bounce_feedback = 0.5; |
151 | bool sdfgi_read_sky_light = true; |
152 | float sdfgi_energy = 1.0; |
153 | float sdfgi_normal_bias = 1.1; |
154 | float sdfgi_probe_bias = 1.1; |
155 | void _update_sdfgi(); |
156 | |
157 | // Glow |
158 | bool glow_enabled = false; |
159 | Vector<float> glow_levels; |
160 | bool glow_normalize_levels = false; |
161 | float glow_intensity = 0.8; |
162 | float glow_strength = 1.0; |
163 | float glow_mix = 0.05; |
164 | float glow_bloom = 0.0; |
165 | GlowBlendMode glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT; |
166 | float glow_hdr_bleed_threshold = 1.0; |
167 | float glow_hdr_bleed_scale = 2.0; |
168 | float glow_hdr_luminance_cap = 12.0; |
169 | float glow_map_strength = 0.8f; |
170 | Ref<Texture> glow_map; |
171 | void _update_glow(); |
172 | |
173 | // Fog |
174 | bool fog_enabled = false; |
175 | Color fog_light_color = Color(0.518, 0.553, 0.608); |
176 | float fog_light_energy = 1.0; |
177 | float fog_sun_scatter = 0.0; |
178 | float fog_density = 0.01; |
179 | float fog_height = 0.0; |
180 | float fog_height_density = 0.0; //can be negative to invert effect |
181 | float fog_aerial_perspective = 0.0; |
182 | float fog_sky_affect = 1.0; |
183 | |
184 | void _update_fog(); |
185 | |
186 | // Volumetric Fog |
187 | bool volumetric_fog_enabled = false; |
188 | float volumetric_fog_density = 0.05; |
189 | Color volumetric_fog_albedo = Color(1.0, 1.0, 1.0); |
190 | Color volumetric_fog_emission = Color(0.0, 0.0, 0.0); |
191 | float volumetric_fog_emission_energy = 1.0; |
192 | float volumetric_fog_anisotropy = 0.2; |
193 | float volumetric_fog_length = 64.0; |
194 | float volumetric_fog_detail_spread = 2.0; |
195 | float volumetric_fog_gi_inject = 1.0; |
196 | float volumetric_fog_ambient_inject = 0.0; |
197 | float volumetric_fog_sky_affect = 1.0; |
198 | bool volumetric_fog_temporal_reproject = true; |
199 | float volumetric_fog_temporal_reproject_amount = 0.9; |
200 | void _update_volumetric_fog(); |
201 | |
202 | // Adjustment |
203 | bool adjustment_enabled = false; |
204 | float adjustment_brightness = 1.0; |
205 | float adjustment_contrast = 1.0; |
206 | float adjustment_saturation = 1.0; |
207 | bool use_1d_color_correction = true; |
208 | Ref<Texture> adjustment_color_correction; |
209 | void _update_adjustment(); |
210 | |
211 | protected: |
212 | static void _bind_methods(); |
213 | void _validate_property(PropertyInfo &p_property) const; |
214 | #ifndef DISABLE_DEPRECATED |
215 | // Kept for compatibility from 3.x to 4.0. |
216 | bool _set(const StringName &p_name, const Variant &p_value); |
217 | #endif |
218 | |
219 | public: |
220 | virtual RID get_rid() const override; |
221 | |
222 | // Background |
223 | void set_background(BGMode p_bg); |
224 | BGMode get_background() const; |
225 | void set_sky(const Ref<Sky> &p_sky); |
226 | Ref<Sky> get_sky() const; |
227 | void set_sky_custom_fov(float p_scale); |
228 | float get_sky_custom_fov() const; |
229 | void set_sky_rotation(const Vector3 &p_rotation); |
230 | Vector3 get_sky_rotation() const; |
231 | void set_bg_color(const Color &p_color); |
232 | Color get_bg_color() const; |
233 | void set_bg_energy_multiplier(float p_energy); |
234 | float get_bg_energy_multiplier() const; |
235 | void set_bg_intensity(float p_energy); |
236 | float get_bg_intensity() const; |
237 | void set_canvas_max_layer(int p_max_layer); |
238 | int get_canvas_max_layer() const; |
239 | void set_camera_feed_id(int p_id); |
240 | int get_camera_feed_id() const; |
241 | |
242 | // Ambient light |
243 | void set_ambient_light_color(const Color &p_color); |
244 | Color get_ambient_light_color() const; |
245 | void set_ambient_source(AmbientSource p_source); |
246 | AmbientSource get_ambient_source() const; |
247 | void set_ambient_light_energy(float p_energy); |
248 | float get_ambient_light_energy() const; |
249 | void set_ambient_light_sky_contribution(float p_ratio); |
250 | float get_ambient_light_sky_contribution() const; |
251 | void set_reflection_source(ReflectionSource p_source); |
252 | ReflectionSource get_reflection_source() const; |
253 | |
254 | // Tonemap |
255 | void set_tonemapper(ToneMapper p_tone_mapper); |
256 | ToneMapper get_tonemapper() const; |
257 | void set_tonemap_exposure(float p_exposure); |
258 | float get_tonemap_exposure() const; |
259 | void set_tonemap_white(float p_white); |
260 | float get_tonemap_white() const; |
261 | |
262 | // SSR |
263 | void set_ssr_enabled(bool p_enabled); |
264 | bool is_ssr_enabled() const; |
265 | void set_ssr_max_steps(int p_steps); |
266 | int get_ssr_max_steps() const; |
267 | void set_ssr_fade_in(float p_fade_in); |
268 | float get_ssr_fade_in() const; |
269 | void set_ssr_fade_out(float p_fade_out); |
270 | float get_ssr_fade_out() const; |
271 | void set_ssr_depth_tolerance(float p_depth_tolerance); |
272 | float get_ssr_depth_tolerance() const; |
273 | |
274 | // SSAO |
275 | void set_ssao_enabled(bool p_enabled); |
276 | bool is_ssao_enabled() const; |
277 | void set_ssao_radius(float p_radius); |
278 | float get_ssao_radius() const; |
279 | void set_ssao_intensity(float p_intensity); |
280 | float get_ssao_intensity() const; |
281 | void set_ssao_power(float p_power); |
282 | float get_ssao_power() const; |
283 | void set_ssao_detail(float p_detail); |
284 | float get_ssao_detail() const; |
285 | void set_ssao_horizon(float p_horizon); |
286 | float get_ssao_horizon() const; |
287 | void set_ssao_sharpness(float p_sharpness); |
288 | float get_ssao_sharpness() const; |
289 | void set_ssao_direct_light_affect(float p_direct_light_affect); |
290 | float get_ssao_direct_light_affect() const; |
291 | void set_ssao_ao_channel_affect(float p_ao_channel_affect); |
292 | float get_ssao_ao_channel_affect() const; |
293 | |
294 | // SSIL |
295 | void set_ssil_enabled(bool p_enabled); |
296 | bool is_ssil_enabled() const; |
297 | void set_ssil_radius(float p_radius); |
298 | float get_ssil_radius() const; |
299 | void set_ssil_intensity(float p_intensity); |
300 | float get_ssil_intensity() const; |
301 | void set_ssil_sharpness(float p_sharpness); |
302 | float get_ssil_sharpness() const; |
303 | void set_ssil_normal_rejection(float p_normal_rejection); |
304 | float get_ssil_normal_rejection() const; |
305 | |
306 | // SDFGI |
307 | void set_sdfgi_enabled(bool p_enabled); |
308 | bool is_sdfgi_enabled() const; |
309 | void set_sdfgi_cascades(int p_cascades); |
310 | int get_sdfgi_cascades() const; |
311 | void set_sdfgi_min_cell_size(float p_size); |
312 | float get_sdfgi_min_cell_size() const; |
313 | void set_sdfgi_max_distance(float p_distance); |
314 | float get_sdfgi_max_distance() const; |
315 | void set_sdfgi_cascade0_distance(float p_distance); |
316 | float get_sdfgi_cascade0_distance() const; |
317 | void set_sdfgi_y_scale(SDFGIYScale p_y_scale); |
318 | SDFGIYScale get_sdfgi_y_scale() const; |
319 | void set_sdfgi_use_occlusion(bool p_enabled); |
320 | bool is_sdfgi_using_occlusion() const; |
321 | void set_sdfgi_bounce_feedback(float p_amount); |
322 | float get_sdfgi_bounce_feedback() const; |
323 | void set_sdfgi_read_sky_light(bool p_enabled); |
324 | bool is_sdfgi_reading_sky_light() const; |
325 | void set_sdfgi_energy(float p_energy); |
326 | float get_sdfgi_energy() const; |
327 | void set_sdfgi_normal_bias(float p_bias); |
328 | float get_sdfgi_normal_bias() const; |
329 | void set_sdfgi_probe_bias(float p_bias); |
330 | float get_sdfgi_probe_bias() const; |
331 | |
332 | // Glow |
333 | void set_glow_enabled(bool p_enabled); |
334 | bool is_glow_enabled() const; |
335 | void set_glow_level(int p_level, float p_intensity); |
336 | float get_glow_level(int p_level) const; |
337 | void set_glow_normalized(bool p_normalized); |
338 | bool is_glow_normalized() const; |
339 | void set_glow_intensity(float p_intensity); |
340 | float get_glow_intensity() const; |
341 | void set_glow_strength(float p_strength); |
342 | float get_glow_strength() const; |
343 | void set_glow_mix(float p_mix); |
344 | float get_glow_mix() const; |
345 | void set_glow_bloom(float p_threshold); |
346 | float get_glow_bloom() const; |
347 | void set_glow_blend_mode(GlowBlendMode p_mode); |
348 | GlowBlendMode get_glow_blend_mode() const; |
349 | void set_glow_hdr_bleed_threshold(float p_threshold); |
350 | float get_glow_hdr_bleed_threshold() const; |
351 | void set_glow_hdr_bleed_scale(float p_scale); |
352 | float get_glow_hdr_bleed_scale() const; |
353 | void set_glow_hdr_luminance_cap(float p_amount); |
354 | float get_glow_hdr_luminance_cap() const; |
355 | void set_glow_map_strength(float p_strength); |
356 | float get_glow_map_strength() const; |
357 | void set_glow_map(Ref<Texture> p_glow_map); |
358 | Ref<Texture> get_glow_map() const; |
359 | |
360 | // Fog |
361 | |
362 | void set_fog_enabled(bool p_enabled); |
363 | bool is_fog_enabled() const; |
364 | void set_fog_light_color(const Color &p_light_color); |
365 | Color get_fog_light_color() const; |
366 | void set_fog_light_energy(float p_amount); |
367 | float get_fog_light_energy() const; |
368 | void set_fog_sun_scatter(float p_amount); |
369 | float get_fog_sun_scatter() const; |
370 | |
371 | void set_fog_density(float p_amount); |
372 | float get_fog_density() const; |
373 | void set_fog_height(float p_amount); |
374 | float get_fog_height() const; |
375 | void set_fog_height_density(float p_amount); |
376 | float get_fog_height_density() const; |
377 | void set_fog_aerial_perspective(float p_aerial_perspective); |
378 | float get_fog_aerial_perspective() const; |
379 | void set_fog_sky_affect(float p_sky_affect); |
380 | float get_fog_sky_affect() const; |
381 | |
382 | // Volumetric Fog |
383 | void set_volumetric_fog_enabled(bool p_enable); |
384 | bool is_volumetric_fog_enabled() const; |
385 | void set_volumetric_fog_density(float p_density); |
386 | float get_volumetric_fog_density() const; |
387 | void set_volumetric_fog_albedo(Color p_color); |
388 | Color get_volumetric_fog_albedo() const; |
389 | void set_volumetric_fog_emission(Color p_color); |
390 | Color get_volumetric_fog_emission() const; |
391 | void set_volumetric_fog_emission_energy(float p_begin); |
392 | float get_volumetric_fog_emission_energy() const; |
393 | void set_volumetric_fog_anisotropy(float p_anisotropy); |
394 | float get_volumetric_fog_anisotropy() const; |
395 | void set_volumetric_fog_length(float p_length); |
396 | float get_volumetric_fog_length() const; |
397 | void set_volumetric_fog_detail_spread(float p_detail_spread); |
398 | float get_volumetric_fog_detail_spread() const; |
399 | void set_volumetric_fog_gi_inject(float p_gi_inject); |
400 | float get_volumetric_fog_gi_inject() const; |
401 | void set_volumetric_fog_ambient_inject(float p_ambient_inject); |
402 | float get_volumetric_fog_ambient_inject() const; |
403 | void set_volumetric_fog_sky_affect(float p_sky_affect); |
404 | float get_volumetric_fog_sky_affect() const; |
405 | void set_volumetric_fog_temporal_reprojection_enabled(bool p_enable); |
406 | bool is_volumetric_fog_temporal_reprojection_enabled() const; |
407 | void set_volumetric_fog_temporal_reprojection_amount(float p_amount); |
408 | float get_volumetric_fog_temporal_reprojection_amount() const; |
409 | |
410 | // Adjustment |
411 | void set_adjustment_enabled(bool p_enabled); |
412 | bool is_adjustment_enabled() const; |
413 | void set_adjustment_brightness(float p_brightness); |
414 | float get_adjustment_brightness() const; |
415 | void set_adjustment_contrast(float p_contrast); |
416 | float get_adjustment_contrast() const; |
417 | void set_adjustment_saturation(float p_saturation); |
418 | float get_adjustment_saturation() const; |
419 | void set_adjustment_color_correction(Ref<Texture> p_color_correction); |
420 | Ref<Texture> get_adjustment_color_correction() const; |
421 | |
422 | Environment(); |
423 | ~Environment(); |
424 | }; |
425 | |
426 | VARIANT_ENUM_CAST(Environment::BGMode) |
427 | VARIANT_ENUM_CAST(Environment::AmbientSource) |
428 | VARIANT_ENUM_CAST(Environment::ReflectionSource) |
429 | VARIANT_ENUM_CAST(Environment::ToneMapper) |
430 | VARIANT_ENUM_CAST(Environment::SDFGIYScale) |
431 | VARIANT_ENUM_CAST(Environment::GlowBlendMode) |
432 | |
433 | #endif // ENVIRONMENT_H |
434 | |