1/**************************************************************************/
2/* environment_storage.h */
3/**************************************************************************/
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5/* GODOT ENGINE */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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30
31#ifndef ENVIRONMENT_STORAGE_H
32#define ENVIRONMENT_STORAGE_H
33
34#include "core/templates/rid_owner.h"
35#include "servers/rendering_server.h"
36
37class RendererEnvironmentStorage {
38private:
39 struct Environment {
40 // Note, we capture and store all environment parameters received from Godot here.
41 // Not all renderers support all effects and should just ignore the bits they don't support.
42
43 // Background
44 RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
45 RID sky;
46 float sky_custom_fov = 0.0;
47 Basis sky_orientation;
48 Color bg_color;
49 float bg_energy_multiplier = 1.0;
50 float bg_intensity = 1.0; // Measured in nits or candela/m^2. Default to 1.0 so this doesn't impact rendering when Physical Light Units disabled.
51 int canvas_max_layer = 0;
52 RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
53 Color ambient_light;
54 float ambient_light_energy = 1.0;
55 float ambient_sky_contribution = 1.0;
56 RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
57
58 // Tonemap
59 RS::EnvironmentToneMapper tone_mapper;
60 float exposure = 1.0;
61 float white = 1.0;
62
63 // Fog
64 bool fog_enabled = false;
65 Color fog_light_color = Color(0.518, 0.553, 0.608);
66 float fog_light_energy = 1.0;
67 float fog_sun_scatter = 0.0;
68 float fog_density = 0.01;
69 float fog_sky_affect = 1.0;
70 float fog_height = 0.0;
71 float fog_height_density = 0.0; //can be negative to invert effect
72 float fog_aerial_perspective = 0.0;
73
74 // Volumetric Fog
75 bool volumetric_fog_enabled = false;
76 float volumetric_fog_density = 0.01;
77 Color volumetric_fog_scattering = Color(1, 1, 1);
78 Color volumetric_fog_emission = Color(0, 0, 0);
79 float volumetric_fog_emission_energy = 0.0;
80 float volumetric_fog_anisotropy = 0.2;
81 float volumetric_fog_length = 64.0;
82 float volumetric_fog_detail_spread = 2.0;
83 float volumetric_fog_gi_inject = 1.0;
84 float volumetric_fog_ambient_inject = 0.0;
85 float volumetric_fog_sky_affect = 1.0;
86 bool volumetric_fog_temporal_reprojection = true;
87 float volumetric_fog_temporal_reprojection_amount = 0.9;
88
89 // Glow
90 bool glow_enabled = false;
91 Vector<float> glow_levels;
92 float glow_intensity = 0.8;
93 float glow_strength = 1.0;
94 float glow_bloom = 0.0;
95 float glow_mix = 0.01;
96 RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
97 float glow_hdr_bleed_threshold = 1.0;
98 float glow_hdr_luminance_cap = 12.0;
99 float glow_hdr_bleed_scale = 2.0;
100 float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
101 RID glow_map;
102
103 // SSR
104 bool ssr_enabled = false;
105 int ssr_max_steps = 64;
106 float ssr_fade_in = 0.15;
107 float ssr_fade_out = 2.0;
108 float ssr_depth_tolerance = 0.2;
109
110 // SSAO
111 bool ssao_enabled = false;
112 float ssao_radius = 1.0;
113 float ssao_intensity = 2.0;
114 float ssao_power = 1.5;
115 float ssao_detail = 0.5;
116 float ssao_horizon = 0.06;
117 float ssao_sharpness = 0.98;
118 float ssao_direct_light_affect = 0.0;
119 float ssao_ao_channel_affect = 0.0;
120
121 // SSIL
122 bool ssil_enabled = false;
123 float ssil_radius = 5.0;
124 float ssil_intensity = 1.0;
125 float ssil_sharpness = 0.98;
126 float ssil_normal_rejection = 1.0;
127
128 // SDFGI
129 bool sdfgi_enabled = false;
130 int sdfgi_cascades = 4;
131 float sdfgi_min_cell_size = 0.2;
132 bool sdfgi_use_occlusion = false;
133 float sdfgi_bounce_feedback = 0.5;
134 bool sdfgi_read_sky_light = true;
135 float sdfgi_energy = 1.0;
136 float sdfgi_normal_bias = 1.1;
137 float sdfgi_probe_bias = 1.1;
138 RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
139
140 // Adjustments
141 bool adjustments_enabled = false;
142 float adjustments_brightness = 1.0f;
143 float adjustments_contrast = 1.0f;
144 float adjustments_saturation = 1.0f;
145 bool use_1d_color_correction = false;
146 RID color_correction;
147 };
148
149 mutable RID_Owner<Environment, true> environment_owner;
150
151public:
152 RID environment_allocate();
153 void environment_initialize(RID p_rid);
154 void environment_free(RID p_rid);
155
156 bool is_environment(RID p_environment) const {
157 return environment_owner.owns(p_environment);
158 }
159
160 // Background
161 void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
162 void environment_set_sky(RID p_env, RID p_sky);
163 void environment_set_sky_custom_fov(RID p_env, float p_scale);
164 void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
165 void environment_set_bg_color(RID p_env, const Color &p_color);
166 void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
167 void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
168 void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG);
169// FIXME: Disabled during Vulkan refactoring, should be ported.
170#if 0
171 void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
172#endif
173
174 RS::EnvironmentBG environment_get_background(RID p_env) const;
175 RID environment_get_sky(RID p_env) const;
176 float environment_get_sky_custom_fov(RID p_env) const;
177 Basis environment_get_sky_orientation(RID p_env) const;
178 Color environment_get_bg_color(RID p_env) const;
179 float environment_get_bg_energy_multiplier(RID p_env) const;
180 float environment_get_bg_intensity(RID p_env) const;
181 int environment_get_canvas_max_layer(RID p_env) const;
182 RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
183 Color environment_get_ambient_light(RID p_env) const;
184 float environment_get_ambient_light_energy(RID p_env) const;
185 float environment_get_ambient_sky_contribution(RID p_env) const;
186 RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
187
188 // Tonemap
189 void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
190 RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
191 float environment_get_exposure(RID p_env) const;
192 float environment_get_white(RID p_env) const;
193
194 // Fog
195 void 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);
196 bool environment_get_fog_enabled(RID p_env) const;
197 Color environment_get_fog_light_color(RID p_env) const;
198 float environment_get_fog_light_energy(RID p_env) const;
199 float environment_get_fog_sun_scatter(RID p_env) const;
200 float environment_get_fog_density(RID p_env) const;
201 float environment_get_fog_sky_affect(RID p_env) const;
202 float environment_get_fog_height(RID p_env) const;
203 float environment_get_fog_height_density(RID p_env) const;
204 float environment_get_fog_aerial_perspective(RID p_env) const;
205
206 // Volumetric Fog
207 void 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);
208 bool environment_get_volumetric_fog_enabled(RID p_env) const;
209 float environment_get_volumetric_fog_density(RID p_env) const;
210 Color environment_get_volumetric_fog_scattering(RID p_env) const;
211 Color environment_get_volumetric_fog_emission(RID p_env) const;
212 float environment_get_volumetric_fog_emission_energy(RID p_env) const;
213 float environment_get_volumetric_fog_anisotropy(RID p_env) const;
214 float environment_get_volumetric_fog_length(RID p_env) const;
215 float environment_get_volumetric_fog_detail_spread(RID p_env) const;
216 float environment_get_volumetric_fog_gi_inject(RID p_env) const;
217 float environment_get_volumetric_fog_sky_affect(RID p_env) const;
218 bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const;
219 float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const;
220 float environment_get_volumetric_fog_ambient_inject(RID p_env) const;
221
222 // GLOW
223 void 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);
224 bool environment_get_glow_enabled(RID p_env) const;
225 Vector<float> environment_get_glow_levels(RID p_env) const;
226 float environment_get_glow_intensity(RID p_env) const;
227 float environment_get_glow_strength(RID p_env) const;
228 float environment_get_glow_bloom(RID p_env) const;
229 float environment_get_glow_mix(RID p_env) const;
230 RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const;
231 float environment_get_glow_hdr_bleed_threshold(RID p_env) const;
232 float environment_get_glow_hdr_luminance_cap(RID p_env) const;
233 float environment_get_glow_hdr_bleed_scale(RID p_env) const;
234 float environment_get_glow_map_strength(RID p_env) const;
235 RID environment_get_glow_map(RID p_env) const;
236
237 // SSR
238 void 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);
239 bool environment_get_ssr_enabled(RID p_env) const;
240 int environment_get_ssr_max_steps(RID p_env) const;
241 float environment_get_ssr_fade_in(RID p_env) const;
242 float environment_get_ssr_fade_out(RID p_env) const;
243 float environment_get_ssr_depth_tolerance(RID p_env) const;
244
245 // SSAO
246 void 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);
247 bool environment_get_ssao_enabled(RID p_env) const;
248 float environment_get_ssao_radius(RID p_env) const;
249 float environment_get_ssao_intensity(RID p_env) const;
250 float environment_get_ssao_power(RID p_env) const;
251 float environment_get_ssao_detail(RID p_env) const;
252 float environment_get_ssao_horizon(RID p_env) const;
253 float environment_get_ssao_sharpness(RID p_env) const;
254 float environment_get_ssao_direct_light_affect(RID p_env) const;
255 float environment_get_ssao_ao_channel_affect(RID p_env) const;
256
257 // SSIL
258 void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection);
259 bool environment_get_ssil_enabled(RID p_env) const;
260 float environment_get_ssil_radius(RID p_env) const;
261 float environment_get_ssil_intensity(RID p_env) const;
262 float environment_get_ssil_sharpness(RID p_env) const;
263 float environment_get_ssil_normal_rejection(RID p_env) const;
264
265 // SDFGI
266 void 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);
267 bool environment_get_sdfgi_enabled(RID p_env) const;
268 int environment_get_sdfgi_cascades(RID p_env) const;
269 float environment_get_sdfgi_min_cell_size(RID p_env) const;
270 bool environment_get_sdfgi_use_occlusion(RID p_env) const;
271 float environment_get_sdfgi_bounce_feedback(RID p_env) const;
272 bool environment_get_sdfgi_read_sky_light(RID p_env) const;
273 float environment_get_sdfgi_energy(RID p_env) const;
274 float environment_get_sdfgi_normal_bias(RID p_env) const;
275 float environment_get_sdfgi_probe_bias(RID p_env) const;
276 RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const;
277
278 // Adjustment
279 void 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);
280 bool environment_get_adjustments_enabled(RID p_env) const;
281 float environment_get_adjustments_brightness(RID p_env) const;
282 float environment_get_adjustments_contrast(RID p_env) const;
283 float environment_get_adjustments_saturation(RID p_env) const;
284 bool environment_get_use_1d_color_correction(RID p_env) const;
285 RID environment_get_color_correction(RID p_env) const;
286};
287
288#endif // ENVIRONMENT_STORAGE_H
289