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-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h62
1 files changed, 45 insertions, 17 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 22e9ead243..3867fd8605 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -456,7 +456,7 @@ private:
int width = 0;
int height = 0;
float fsr_sharpness = 0.2f;
- RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+ RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
bool use_taa = false;
bool use_debanding = false;
@@ -618,7 +618,7 @@ private:
float soft_shadow_size;
float soft_shadow_scale;
uint32_t mask;
- float shadow_volumetric_fog_fade;
+ float volumetric_fog_energy;
uint32_t bake_mode;
float projector_rect[4];
};
@@ -638,7 +638,7 @@ private:
float fade_to;
uint32_t pad[2];
uint32_t bake_mode;
- float shadow_volumetric_fog_fade;
+ float volumetric_fog_energy;
float shadow_bias[4];
float shadow_normal_bias[4];
float shadow_transmittance_bias[4];
@@ -1167,23 +1167,51 @@ public:
virtual void decals_set_filter(RS::DecalFilter p_filter) override;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
- _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
- _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
- _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
- _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
+ _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
+ return shadows_quality;
+ }
+ _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {
+ return directional_shadow_quality;
+ }
+ _FORCE_INLINE_ float shadows_quality_radius_get() const {
+ return shadows_quality_radius;
+ }
+ _FORCE_INLINE_ float directional_shadow_quality_radius_get() const {
+ return directional_shadow_quality_radius;
+ }
- _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
- _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
- _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
- _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
+ _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {
+ return directional_penumbra_shadow_kernel;
+ }
+ _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {
+ return directional_soft_shadow_kernel;
+ }
+ _FORCE_INLINE_ float *penumbra_shadow_kernel_get() {
+ return penumbra_shadow_kernel;
+ }
+ _FORCE_INLINE_ float *soft_shadow_kernel_get() {
+ return soft_shadow_kernel;
+ }
- _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
- _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
- _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
- _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
+ _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {
+ return directional_penumbra_shadow_samples;
+ }
+ _FORCE_INLINE_ int directional_soft_shadow_samples_get() const {
+ return directional_soft_shadow_samples;
+ }
+ _FORCE_INLINE_ int penumbra_shadow_samples_get() const {
+ return penumbra_shadow_samples;
+ }
+ _FORCE_INLINE_ int soft_shadow_samples_get() const {
+ return soft_shadow_samples;
+ }
- _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
- _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
+ _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {
+ return light_projectors_filter;
+ }
+ _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {
+ return decals_filter;
+ }
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;