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-rw-r--r--servers/rendering/renderer_scene_render.cpp26
1 files changed, 24 insertions, 2 deletions
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index dce301d87b..95eb29a891 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -310,14 +310,18 @@ float RendererSceneRender::environment_get_white(RID p_env) const {
// 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);
+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, RS::EnvironmentFogMode p_mode) {
+ 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, p_mode);
}
bool RendererSceneRender::environment_get_fog_enabled(RID p_env) const {
return environment_storage.environment_get_fog_enabled(p_env);
}
+RS::EnvironmentFogMode RendererSceneRender::environment_get_fog_mode(RID p_env) const {
+ return environment_storage.environment_get_fog_mode(p_env);
+}
+
Color RendererSceneRender::environment_get_fog_light_color(RID p_env) const {
return environment_storage.environment_get_fog_light_color(p_env);
}
@@ -350,6 +354,24 @@ float RendererSceneRender::environment_get_fog_aerial_perspective(RID p_env) con
return environment_storage.environment_get_fog_aerial_perspective(p_env);
}
+// Depth Fog
+
+void RendererSceneRender::environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end) {
+ environment_storage.environment_set_fog_depth(p_env, p_curve, p_begin, p_end);
+}
+
+float RendererSceneRender::environment_get_fog_depth_curve(RID p_env) const {
+ return environment_storage.environment_get_fog_depth_curve(p_env);
+}
+
+float RendererSceneRender::environment_get_fog_depth_begin(RID p_env) const {
+ return environment_storage.environment_get_fog_depth_begin(p_env);
+}
+
+float RendererSceneRender::environment_get_fog_depth_end(RID p_env) const {
+ return environment_storage.environment_get_fog_depth_end(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) {