diff options
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp new file mode 100644 index 0000000000..d631cb4bac --- /dev/null +++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp @@ -0,0 +1,126 @@ +/*************************************************************************/ +/* renderer_scene_environment_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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, const Color &p_ao_color) { + ambient_light = p_color; + ambient_source = p_ambient; + ambient_light_energy = p_energy; + ambient_sky_contribution = p_sky_contribution; + reflection_source = p_reflection_source; + ao_color = p_ao_color; +} + +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) { + 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; +} + +void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades 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_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) { + volumetric_fog_enabled = p_enable; + volumetric_fog_density = p_density; + volumetric_fog_light = p_light; + volumetric_fog_light_energy = p_light_energy; + 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; +} + +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; +} |