environment.cpp 67 KB

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  1. /*************************************************************************/
  2. /* environment.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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. #include "environment.h"
  31. #include "core/project_settings.h"
  32. #include "servers/visual_server.h"
  33. #include "texture.h"
  34. RID Environment::get_rid() const {
  35. return environment;
  36. }
  37. void Environment::set_background(BGMode p_bg) {
  38. bg_mode = p_bg;
  39. VS::get_singleton()->environment_set_background(environment, VS::EnvironmentBG(p_bg));
  40. _change_notify();
  41. }
  42. void Environment::set_sky(const Ref<Sky> &p_sky) {
  43. bg_sky = p_sky;
  44. RID sb_rid;
  45. if (bg_sky.is_valid())
  46. sb_rid = bg_sky->get_rid();
  47. VS::get_singleton()->environment_set_sky(environment, sb_rid);
  48. }
  49. void Environment::set_sky_custom_fov(float p_scale) {
  50. bg_sky_custom_fov = p_scale;
  51. VS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale);
  52. }
  53. void Environment::set_bg_color(const Color &p_color) {
  54. bg_color = p_color;
  55. VS::get_singleton()->environment_set_bg_color(environment, p_color);
  56. }
  57. void Environment::set_bg_energy(float p_energy) {
  58. bg_energy = p_energy;
  59. VS::get_singleton()->environment_set_bg_energy(environment, p_energy);
  60. }
  61. void Environment::set_canvas_max_layer(int p_max_layer) {
  62. bg_canvas_max_layer = p_max_layer;
  63. VS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer);
  64. }
  65. void Environment::set_ambient_light_color(const Color &p_color) {
  66. ambient_color = p_color;
  67. VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
  68. }
  69. void Environment::set_ambient_light_energy(float p_energy) {
  70. ambient_energy = p_energy;
  71. VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
  72. }
  73. void Environment::set_ambient_light_sky_contribution(float p_energy) {
  74. ambient_sky_contribution = p_energy;
  75. VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
  76. }
  77. void Environment::set_camera_feed_id(int p_camera_feed_id) {
  78. camera_feed_id = p_camera_feed_id;
  79. // FIXME: Disabled during Vulkan refactoring, should be ported.
  80. #if 0
  81. VS::get_singleton()->environment_set_camera_feed_id(environment, camera_feed_id);
  82. #endif
  83. };
  84. void Environment::set_ambient_source(AmbientSource p_source) {
  85. ambient_source = p_source;
  86. VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
  87. }
  88. Environment::AmbientSource Environment::get_ambient_source() const {
  89. return ambient_source;
  90. }
  91. void Environment::set_reflection_source(ReflectionSource p_source) {
  92. reflection_source = p_source;
  93. VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
  94. }
  95. Environment::ReflectionSource Environment::get_reflection_source() const {
  96. return reflection_source;
  97. }
  98. Environment::BGMode Environment::get_background() const {
  99. return bg_mode;
  100. }
  101. Ref<Sky> Environment::get_sky() const {
  102. return bg_sky;
  103. }
  104. float Environment::get_sky_custom_fov() const {
  105. return bg_sky_custom_fov;
  106. }
  107. void Environment::set_sky_rotation(const Vector3 &p_rotation) {
  108. sky_rotation = p_rotation;
  109. VS::get_singleton()->environment_set_sky_orientation(environment, Basis(p_rotation));
  110. }
  111. Vector3 Environment::get_sky_rotation() const {
  112. return sky_rotation;
  113. }
  114. Color Environment::get_bg_color() const {
  115. return bg_color;
  116. }
  117. float Environment::get_bg_energy() const {
  118. return bg_energy;
  119. }
  120. int Environment::get_canvas_max_layer() const {
  121. return bg_canvas_max_layer;
  122. }
  123. Color Environment::get_ambient_light_color() const {
  124. return ambient_color;
  125. }
  126. float Environment::get_ambient_light_energy() const {
  127. return ambient_energy;
  128. }
  129. float Environment::get_ambient_light_sky_contribution() const {
  130. return ambient_sky_contribution;
  131. }
  132. int Environment::get_camera_feed_id(void) const {
  133. return camera_feed_id;
  134. }
  135. void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
  136. tone_mapper = p_tone_mapper;
  137. VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
  138. }
  139. Environment::ToneMapper Environment::get_tonemapper() const {
  140. return tone_mapper;
  141. }
  142. void Environment::set_tonemap_exposure(float p_exposure) {
  143. tonemap_exposure = p_exposure;
  144. VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
  145. }
  146. float Environment::get_tonemap_exposure() const {
  147. return tonemap_exposure;
  148. }
  149. void Environment::set_tonemap_white(float p_white) {
  150. tonemap_white = p_white;
  151. VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
  152. }
  153. float Environment::get_tonemap_white() const {
  154. return tonemap_white;
  155. }
  156. void Environment::set_tonemap_auto_exposure(bool p_enabled) {
  157. tonemap_auto_exposure = p_enabled;
  158. VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
  159. _change_notify();
  160. }
  161. bool Environment::get_tonemap_auto_exposure() const {
  162. return tonemap_auto_exposure;
  163. }
  164. void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
  165. tonemap_auto_exposure_max = p_auto_exposure_max;
  166. VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
  167. }
  168. float Environment::get_tonemap_auto_exposure_max() const {
  169. return tonemap_auto_exposure_max;
  170. }
  171. void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
  172. tonemap_auto_exposure_min = p_auto_exposure_min;
  173. VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
  174. }
  175. float Environment::get_tonemap_auto_exposure_min() const {
  176. return tonemap_auto_exposure_min;
  177. }
  178. void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
  179. tonemap_auto_exposure_speed = p_auto_exposure_speed;
  180. VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
  181. }
  182. float Environment::get_tonemap_auto_exposure_speed() const {
  183. return tonemap_auto_exposure_speed;
  184. }
  185. void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) {
  186. tonemap_auto_exposure_grey = p_auto_exposure_grey;
  187. VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
  188. }
  189. float Environment::get_tonemap_auto_exposure_grey() const {
  190. return tonemap_auto_exposure_grey;
  191. }
  192. void Environment::set_adjustment_enable(bool p_enable) {
  193. adjustment_enabled = p_enable;
  194. VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
  195. _change_notify();
  196. }
  197. bool Environment::is_adjustment_enabled() const {
  198. return adjustment_enabled;
  199. }
  200. void Environment::set_adjustment_brightness(float p_brightness) {
  201. adjustment_brightness = p_brightness;
  202. VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
  203. }
  204. float Environment::get_adjustment_brightness() const {
  205. return adjustment_brightness;
  206. }
  207. void Environment::set_adjustment_contrast(float p_contrast) {
  208. adjustment_contrast = p_contrast;
  209. VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
  210. }
  211. float Environment::get_adjustment_contrast() const {
  212. return adjustment_contrast;
  213. }
  214. void Environment::set_adjustment_saturation(float p_saturation) {
  215. adjustment_saturation = p_saturation;
  216. VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
  217. }
  218. float Environment::get_adjustment_saturation() const {
  219. return adjustment_saturation;
  220. }
  221. void Environment::set_adjustment_color_correction(const Ref<Texture2D> &p_ramp) {
  222. adjustment_color_correction = p_ramp;
  223. VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
  224. }
  225. Ref<Texture2D> Environment::get_adjustment_color_correction() const {
  226. return adjustment_color_correction;
  227. }
  228. void Environment::_validate_property(PropertyInfo &property) const {
  229. if (property.name == "sky" || property.name == "sky_custom_fov" || property.name == "sky_rotation" || property.name == "ambient_light/sky_contribution") {
  230. if (bg_mode != BG_SKY && ambient_source != AMBIENT_SOURCE_SKY && reflection_source != REFLECTION_SOURCE_SKY) {
  231. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  232. }
  233. }
  234. if (property.name == "glow_intensity" && glow_blend_mode == GLOW_BLEND_MODE_MIX) {
  235. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  236. }
  237. if (property.name == "glow_mix" && glow_blend_mode != GLOW_BLEND_MODE_MIX) {
  238. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  239. }
  240. if (property.name == "background_color") {
  241. if (bg_mode != BG_COLOR && ambient_source != AMBIENT_SOURCE_COLOR) {
  242. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  243. }
  244. }
  245. if (property.name == "background_canvas_max_layer") {
  246. if (bg_mode != BG_CANVAS) {
  247. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  248. }
  249. }
  250. if (property.name == "background_camera_feed_id") {
  251. if (bg_mode != BG_CAMERA_FEED) {
  252. property.usage = PROPERTY_USAGE_NOEDITOR;
  253. }
  254. }
  255. static const char *hide_prefixes[] = {
  256. "fog_",
  257. "auto_exposure_",
  258. "ss_reflections_",
  259. "ssao_",
  260. "glow_",
  261. "adjustment_",
  262. NULL
  263. };
  264. static const char *high_end_prefixes[] = {
  265. "auto_exposure_",
  266. "tonemap_",
  267. "ss_reflections_",
  268. "ssao_",
  269. NULL
  270. };
  271. const char **prefixes = hide_prefixes;
  272. while (*prefixes) {
  273. String prefix = String(*prefixes);
  274. String enabled = prefix + "enabled";
  275. if (property.name.begins_with(prefix) && property.name != enabled && !bool(get(enabled))) {
  276. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  277. return;
  278. }
  279. prefixes++;
  280. }
  281. if (VisualServer::get_singleton()->is_low_end()) {
  282. prefixes = high_end_prefixes;
  283. while (*prefixes) {
  284. String prefix = String(*prefixes);
  285. if (property.name.begins_with(prefix)) {
  286. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  287. return;
  288. }
  289. prefixes++;
  290. }
  291. }
  292. }
  293. void Environment::set_ssr_enabled(bool p_enable) {
  294. ssr_enabled = p_enable;
  295. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  296. _change_notify();
  297. }
  298. bool Environment::is_ssr_enabled() const {
  299. return ssr_enabled;
  300. }
  301. void Environment::set_ssr_max_steps(int p_steps) {
  302. ssr_max_steps = p_steps;
  303. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  304. }
  305. int Environment::get_ssr_max_steps() const {
  306. return ssr_max_steps;
  307. }
  308. void Environment::set_ssr_fade_in(float p_fade_in) {
  309. ssr_fade_in = p_fade_in;
  310. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  311. }
  312. float Environment::get_ssr_fade_in() const {
  313. return ssr_fade_in;
  314. }
  315. void Environment::set_ssr_fade_out(float p_fade_out) {
  316. ssr_fade_out = p_fade_out;
  317. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  318. }
  319. float Environment::get_ssr_fade_out() const {
  320. return ssr_fade_out;
  321. }
  322. void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) {
  323. ssr_depth_tolerance = p_depth_tolerance;
  324. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  325. }
  326. float Environment::get_ssr_depth_tolerance() const {
  327. return ssr_depth_tolerance;
  328. }
  329. void Environment::set_ssr_rough(bool p_enable) {
  330. ssr_roughness = p_enable;
  331. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  332. }
  333. bool Environment::is_ssr_rough() const {
  334. return ssr_roughness;
  335. }
  336. void Environment::set_ssao_enabled(bool p_enable) {
  337. ssao_enabled = p_enable;
  338. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  339. _change_notify();
  340. }
  341. bool Environment::is_ssao_enabled() const {
  342. return ssao_enabled;
  343. }
  344. void Environment::set_ssao_radius(float p_radius) {
  345. ssao_radius = p_radius;
  346. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  347. }
  348. float Environment::get_ssao_radius() const {
  349. return ssao_radius;
  350. }
  351. void Environment::set_ssao_intensity(float p_intensity) {
  352. ssao_intensity = p_intensity;
  353. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  354. }
  355. float Environment::get_ssao_intensity() const {
  356. return ssao_intensity;
  357. }
  358. void Environment::set_ssao_radius2(float p_radius) {
  359. ssao_radius2 = p_radius;
  360. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  361. }
  362. float Environment::get_ssao_radius2() const {
  363. return ssao_radius2;
  364. }
  365. void Environment::set_ssao_intensity2(float p_intensity) {
  366. ssao_intensity2 = p_intensity;
  367. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  368. }
  369. float Environment::get_ssao_intensity2() const {
  370. return ssao_intensity2;
  371. }
  372. void Environment::set_ssao_bias(float p_bias) {
  373. ssao_bias = p_bias;
  374. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  375. }
  376. float Environment::get_ssao_bias() const {
  377. return ssao_bias;
  378. }
  379. void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
  380. ssao_direct_light_affect = p_direct_light_affect;
  381. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  382. }
  383. float Environment::get_ssao_direct_light_affect() const {
  384. return ssao_direct_light_affect;
  385. }
  386. void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {
  387. ssao_ao_channel_affect = p_ao_channel_affect;
  388. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  389. }
  390. float Environment::get_ssao_ao_channel_affect() const {
  391. return ssao_ao_channel_affect;
  392. }
  393. void Environment::set_ssao_color(const Color &p_color) {
  394. ssao_color = p_color;
  395. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  396. }
  397. Color Environment::get_ssao_color() const {
  398. return ssao_color;
  399. }
  400. void Environment::set_ssao_blur(SSAOBlur p_blur) {
  401. ssao_blur = p_blur;
  402. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  403. }
  404. Environment::SSAOBlur Environment::get_ssao_blur() const {
  405. return ssao_blur;
  406. }
  407. void Environment::set_ssao_quality(SSAOQuality p_quality) {
  408. ssao_quality = p_quality;
  409. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  410. }
  411. Environment::SSAOQuality Environment::get_ssao_quality() const {
  412. return ssao_quality;
  413. }
  414. void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
  415. ssao_edge_sharpness = p_edge_sharpness;
  416. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  417. }
  418. float Environment::get_ssao_edge_sharpness() const {
  419. return ssao_edge_sharpness;
  420. }
  421. void Environment::set_glow_enabled(bool p_enabled) {
  422. glow_enabled = p_enabled;
  423. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  424. _change_notify();
  425. }
  426. bool Environment::is_glow_enabled() const {
  427. return glow_enabled;
  428. }
  429. void Environment::set_glow_level(int p_level, bool p_enabled) {
  430. ERR_FAIL_INDEX(p_level, VS::MAX_GLOW_LEVELS);
  431. if (p_enabled)
  432. glow_levels |= (1 << p_level);
  433. else
  434. glow_levels &= ~(1 << p_level);
  435. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  436. }
  437. bool Environment::is_glow_level_enabled(int p_level) const {
  438. ERR_FAIL_INDEX_V(p_level, VS::MAX_GLOW_LEVELS, false);
  439. return glow_levels & (1 << p_level);
  440. }
  441. void Environment::set_glow_intensity(float p_intensity) {
  442. glow_intensity = p_intensity;
  443. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  444. }
  445. float Environment::get_glow_intensity() const {
  446. return glow_intensity;
  447. }
  448. void Environment::set_glow_strength(float p_strength) {
  449. glow_strength = p_strength;
  450. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  451. }
  452. float Environment::get_glow_strength() const {
  453. return glow_strength;
  454. }
  455. void Environment::set_glow_mix(float p_mix) {
  456. glow_mix = p_mix;
  457. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  458. }
  459. float Environment::get_glow_mix() const {
  460. return glow_mix;
  461. }
  462. void Environment::set_glow_bloom(float p_threshold) {
  463. glow_bloom = p_threshold;
  464. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  465. }
  466. float Environment::get_glow_bloom() const {
  467. return glow_bloom;
  468. }
  469. void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
  470. glow_blend_mode = p_mode;
  471. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  472. _change_notify();
  473. }
  474. Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
  475. return glow_blend_mode;
  476. }
  477. void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
  478. glow_hdr_bleed_threshold = p_threshold;
  479. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  480. }
  481. float Environment::get_glow_hdr_bleed_threshold() const {
  482. return glow_hdr_bleed_threshold;
  483. }
  484. void Environment::set_glow_hdr_luminance_cap(float p_amount) {
  485. glow_hdr_luminance_cap = p_amount;
  486. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  487. }
  488. float Environment::get_glow_hdr_luminance_cap() const {
  489. return glow_hdr_luminance_cap;
  490. }
  491. void Environment::set_glow_hdr_bleed_scale(float p_scale) {
  492. glow_hdr_bleed_scale = p_scale;
  493. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  494. }
  495. float Environment::get_glow_hdr_bleed_scale() const {
  496. return glow_hdr_bleed_scale;
  497. }
  498. void Environment::set_glow_bicubic_upscale(bool p_enable) {
  499. glow_bicubic_upscale = p_enable;
  500. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  501. }
  502. bool Environment::is_glow_bicubic_upscale_enabled() const {
  503. return glow_bicubic_upscale;
  504. }
  505. void Environment::set_fog_enabled(bool p_enabled) {
  506. fog_enabled = p_enabled;
  507. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  508. _change_notify();
  509. }
  510. bool Environment::is_fog_enabled() const {
  511. return fog_enabled;
  512. }
  513. void Environment::set_fog_color(const Color &p_color) {
  514. fog_color = p_color;
  515. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  516. }
  517. Color Environment::get_fog_color() const {
  518. return fog_color;
  519. }
  520. void Environment::set_fog_sun_color(const Color &p_color) {
  521. fog_sun_color = p_color;
  522. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  523. }
  524. Color Environment::get_fog_sun_color() const {
  525. return fog_sun_color;
  526. }
  527. void Environment::set_fog_sun_amount(float p_amount) {
  528. fog_sun_amount = p_amount;
  529. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  530. }
  531. float Environment::get_fog_sun_amount() const {
  532. return fog_sun_amount;
  533. }
  534. void Environment::set_fog_depth_enabled(bool p_enabled) {
  535. fog_depth_enabled = p_enabled;
  536. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  537. }
  538. bool Environment::is_fog_depth_enabled() const {
  539. return fog_depth_enabled;
  540. }
  541. void Environment::set_fog_depth_begin(float p_distance) {
  542. fog_depth_begin = p_distance;
  543. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  544. }
  545. float Environment::get_fog_depth_begin() const {
  546. return fog_depth_begin;
  547. }
  548. void Environment::set_fog_depth_end(float p_distance) {
  549. fog_depth_end = p_distance;
  550. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  551. }
  552. float Environment::get_fog_depth_end() const {
  553. return fog_depth_end;
  554. }
  555. void Environment::set_fog_depth_curve(float p_curve) {
  556. fog_depth_curve = p_curve;
  557. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  558. }
  559. float Environment::get_fog_depth_curve() const {
  560. return fog_depth_curve;
  561. }
  562. void Environment::set_fog_transmit_enabled(bool p_enabled) {
  563. fog_transmit_enabled = p_enabled;
  564. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  565. }
  566. bool Environment::is_fog_transmit_enabled() const {
  567. return fog_transmit_enabled;
  568. }
  569. void Environment::set_fog_transmit_curve(float p_curve) {
  570. fog_transmit_curve = p_curve;
  571. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  572. }
  573. float Environment::get_fog_transmit_curve() const {
  574. return fog_transmit_curve;
  575. }
  576. void Environment::set_fog_height_enabled(bool p_enabled) {
  577. fog_height_enabled = p_enabled;
  578. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  579. }
  580. bool Environment::is_fog_height_enabled() const {
  581. return fog_height_enabled;
  582. }
  583. void Environment::set_fog_height_min(float p_distance) {
  584. fog_height_min = p_distance;
  585. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  586. }
  587. float Environment::get_fog_height_min() const {
  588. return fog_height_min;
  589. }
  590. void Environment::set_fog_height_max(float p_distance) {
  591. fog_height_max = p_distance;
  592. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  593. }
  594. float Environment::get_fog_height_max() const {
  595. return fog_height_max;
  596. }
  597. void Environment::set_fog_height_curve(float p_distance) {
  598. fog_height_curve = p_distance;
  599. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  600. }
  601. float Environment::get_fog_height_curve() const {
  602. return fog_height_curve;
  603. }
  604. #ifndef DISABLE_DEPRECATED
  605. bool Environment::_set(const StringName &p_name, const Variant &p_value) {
  606. if (p_name == "background_sky") {
  607. set_sky(p_value);
  608. return true;
  609. } else if (p_name == "background_sky_custom_fov") {
  610. set_sky_custom_fov(p_value);
  611. return true;
  612. } else {
  613. return false;
  614. }
  615. }
  616. #endif
  617. void Environment::_bind_methods() {
  618. ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background);
  619. ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky);
  620. ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov);
  621. ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation);
  622. ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color);
  623. ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy);
  624. ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer);
  625. ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color);
  626. ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy);
  627. ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "energy"), &Environment::set_ambient_light_sky_contribution);
  628. ClassDB::bind_method(D_METHOD("set_camera_feed_id", "camera_feed_id"), &Environment::set_camera_feed_id);
  629. ClassDB::bind_method(D_METHOD("set_ambient_source", "source"), &Environment::set_ambient_source);
  630. ClassDB::bind_method(D_METHOD("set_reflection_source", "source"), &Environment::set_reflection_source);
  631. ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background);
  632. ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky);
  633. ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov);
  634. ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation);
  635. ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color);
  636. ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy);
  637. ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer);
  638. ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color);
  639. ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy);
  640. ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution);
  641. ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &Environment::get_camera_feed_id);
  642. ClassDB::bind_method(D_METHOD("get_ambient_source"), &Environment::get_ambient_source);
  643. ClassDB::bind_method(D_METHOD("get_reflection_source"), &Environment::get_reflection_source);
  644. ADD_GROUP("Background", "background_");
  645. ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Canvas,Keep,Camera Feed"), "set_background", "get_background");
  646. ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer");
  647. ADD_PROPERTY(PropertyInfo(Variant::INT, "background_camera_feed_id", PROPERTY_HINT_RANGE, "1,10,1"), "set_camera_feed_id", "get_camera_feed_id");
  648. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color");
  649. ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy");
  650. ADD_GROUP("Sky", "sky_");
  651. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky");
  652. ADD_PROPERTY(PropertyInfo(Variant::REAL, "sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov");
  653. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "sky_rotation"), "set_sky_rotation", "get_sky_rotation");
  654. ADD_GROUP("Ambient Light", "ambient_light_");
  655. ADD_PROPERTY(PropertyInfo(Variant::INT, "ambient_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Color,Sky"), "set_ambient_source", "get_ambient_source");
  656. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color");
  657. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_sky_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_sky_contribution", "get_ambient_light_sky_contribution");
  658. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy");
  659. ADD_GROUP("Reflected Light", "reflected_light_");
  660. ADD_PROPERTY(PropertyInfo(Variant::INT, "reflected_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Sky"), "set_reflection_source", "get_reflection_source");
  661. ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled);
  662. ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled);
  663. ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment::set_fog_color);
  664. ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment::get_fog_color);
  665. ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment::set_fog_sun_color);
  666. ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment::get_fog_sun_color);
  667. ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment::set_fog_sun_amount);
  668. ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment::get_fog_sun_amount);
  669. ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment::set_fog_depth_enabled);
  670. ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment::is_fog_depth_enabled);
  671. ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin);
  672. ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin);
  673. ClassDB::bind_method(D_METHOD("set_fog_depth_end", "distance"), &Environment::set_fog_depth_end);
  674. ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end);
  675. ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve);
  676. ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve);
  677. ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment::set_fog_transmit_enabled);
  678. ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment::is_fog_transmit_enabled);
  679. ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment::set_fog_transmit_curve);
  680. ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment::get_fog_transmit_curve);
  681. ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment::set_fog_height_enabled);
  682. ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment::is_fog_height_enabled);
  683. ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment::set_fog_height_min);
  684. ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment::get_fog_height_min);
  685. ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment::set_fog_height_max);
  686. ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment::get_fog_height_max);
  687. ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment::set_fog_height_curve);
  688. ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment::get_fog_height_curve);
  689. ADD_GROUP("Fog", "fog_");
  690. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
  691. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_color"), "set_fog_color", "get_fog_color");
  692. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_sun_color"), "set_fog_sun_color", "get_fog_sun_color");
  693. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_sun_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fog_sun_amount", "get_fog_sun_amount");
  694. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_depth_enabled"), "set_fog_depth_enabled", "is_fog_depth_enabled");
  695. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1"), "set_fog_depth_begin", "get_fog_depth_begin");
  696. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_end", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater"), "set_fog_depth_end", "get_fog_depth_end");
  697. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve");
  698. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_transmit_enabled"), "set_fog_transmit_enabled", "is_fog_transmit_enabled");
  699. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_transmit_curve", PROPERTY_HINT_EXP_EASING), "set_fog_transmit_curve", "get_fog_transmit_curve");
  700. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_height_enabled"), "set_fog_height_enabled", "is_fog_height_enabled");
  701. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_min", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_min", "get_fog_height_min");
  702. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_max", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_max", "get_fog_height_max");
  703. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_curve", PROPERTY_HINT_EXP_EASING), "set_fog_height_curve", "get_fog_height_curve");
  704. ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment::set_tonemapper);
  705. ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment::get_tonemapper);
  706. ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment::set_tonemap_exposure);
  707. ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment::get_tonemap_exposure);
  708. ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment::set_tonemap_white);
  709. ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white);
  710. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment::set_tonemap_auto_exposure);
  711. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment::get_tonemap_auto_exposure);
  712. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment::set_tonemap_auto_exposure_max);
  713. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment::get_tonemap_auto_exposure_max);
  714. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment::set_tonemap_auto_exposure_min);
  715. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment::get_tonemap_auto_exposure_min);
  716. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment::set_tonemap_auto_exposure_speed);
  717. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment::get_tonemap_auto_exposure_speed);
  718. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment::set_tonemap_auto_exposure_grey);
  719. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey);
  720. ADD_GROUP("Tonemap", "tonemap_");
  721. ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,Aces"), "set_tonemapper", "get_tonemapper");
  722. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
  723. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
  724. ADD_GROUP("Auto Exposure", "auto_exposure_");
  725. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_exposure_enabled"), "set_tonemap_auto_exposure", "get_tonemap_auto_exposure");
  726. ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_grey", "get_tonemap_auto_exposure_grey");
  727. ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_min_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_min", "get_tonemap_auto_exposure_min");
  728. ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_max_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_max", "get_tonemap_auto_exposure_max");
  729. ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_speed", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_speed", "get_tonemap_auto_exposure_speed");
  730. ClassDB::bind_method(D_METHOD("set_ssr_enabled", "enabled"), &Environment::set_ssr_enabled);
  731. ClassDB::bind_method(D_METHOD("is_ssr_enabled"), &Environment::is_ssr_enabled);
  732. ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment::set_ssr_max_steps);
  733. ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment::get_ssr_max_steps);
  734. ClassDB::bind_method(D_METHOD("set_ssr_fade_in", "fade_in"), &Environment::set_ssr_fade_in);
  735. ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment::get_ssr_fade_in);
  736. ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment::set_ssr_fade_out);
  737. ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment::get_ssr_fade_out);
  738. ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance);
  739. ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance);
  740. ClassDB::bind_method(D_METHOD("set_ssr_rough", "rough"), &Environment::set_ssr_rough);
  741. ClassDB::bind_method(D_METHOD("is_ssr_rough"), &Environment::is_ssr_rough);
  742. ADD_GROUP("SS Reflections", "ss_reflections_");
  743. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled");
  744. ADD_PROPERTY(PropertyInfo(Variant::INT, "ss_reflections_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps");
  745. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in");
  746. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out");
  747. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance");
  748. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_roughness"), "set_ssr_rough", "is_ssr_rough");
  749. ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);
  750. ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled);
  751. ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius);
  752. ClassDB::bind_method(D_METHOD("get_ssao_radius"), &Environment::get_ssao_radius);
  753. ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity);
  754. ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity);
  755. ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment::set_ssao_radius2);
  756. ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment::get_ssao_radius2);
  757. ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment::set_ssao_intensity2);
  758. ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment::get_ssao_intensity2);
  759. ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias);
  760. ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias);
  761. ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment::set_ssao_direct_light_affect);
  762. ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment::get_ssao_direct_light_affect);
  763. ClassDB::bind_method(D_METHOD("set_ssao_ao_channel_affect", "amount"), &Environment::set_ssao_ao_channel_affect);
  764. ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment::get_ssao_ao_channel_affect);
  765. ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment::set_ssao_color);
  766. ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment::get_ssao_color);
  767. ClassDB::bind_method(D_METHOD("set_ssao_blur", "mode"), &Environment::set_ssao_blur);
  768. ClassDB::bind_method(D_METHOD("get_ssao_blur"), &Environment::get_ssao_blur);
  769. ClassDB::bind_method(D_METHOD("set_ssao_quality", "quality"), &Environment::set_ssao_quality);
  770. ClassDB::bind_method(D_METHOD("get_ssao_quality"), &Environment::get_ssao_quality);
  771. ClassDB::bind_method(D_METHOD("set_ssao_edge_sharpness", "edge_sharpness"), &Environment::set_ssao_edge_sharpness);
  772. ClassDB::bind_method(D_METHOD("get_ssao_edge_sharpness"), &Environment::get_ssao_edge_sharpness);
  773. ADD_GROUP("SSAO", "ssao_");
  774. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled");
  775. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssao_radius", "get_ssao_radius");
  776. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity", "get_ssao_intensity");
  777. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_radius2", "get_ssao_radius2");
  778. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity2", "get_ssao_intensity2");
  779. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias");
  780. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect");
  781. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect");
  782. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ssao_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ssao_color", "get_ssao_color");
  783. ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_ssao_quality", "get_ssao_quality");
  784. ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur");
  785. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness");
  786. ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment::set_glow_enabled);
  787. ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment::is_glow_enabled);
  788. ClassDB::bind_method(D_METHOD("set_glow_level", "idx", "enabled"), &Environment::set_glow_level);
  789. ClassDB::bind_method(D_METHOD("is_glow_level_enabled", "idx"), &Environment::is_glow_level_enabled);
  790. ClassDB::bind_method(D_METHOD("set_glow_intensity", "intensity"), &Environment::set_glow_intensity);
  791. ClassDB::bind_method(D_METHOD("get_glow_intensity"), &Environment::get_glow_intensity);
  792. ClassDB::bind_method(D_METHOD("set_glow_strength", "strength"), &Environment::set_glow_strength);
  793. ClassDB::bind_method(D_METHOD("get_glow_strength"), &Environment::get_glow_strength);
  794. ClassDB::bind_method(D_METHOD("set_glow_mix", "mix"), &Environment::set_glow_mix);
  795. ClassDB::bind_method(D_METHOD("get_glow_mix"), &Environment::get_glow_mix);
  796. ClassDB::bind_method(D_METHOD("set_glow_bloom", "amount"), &Environment::set_glow_bloom);
  797. ClassDB::bind_method(D_METHOD("get_glow_bloom"), &Environment::get_glow_bloom);
  798. ClassDB::bind_method(D_METHOD("set_glow_blend_mode", "mode"), &Environment::set_glow_blend_mode);
  799. ClassDB::bind_method(D_METHOD("get_glow_blend_mode"), &Environment::get_glow_blend_mode);
  800. ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold);
  801. ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold);
  802. ClassDB::bind_method(D_METHOD("set_glow_hdr_luminance_cap", "amount"), &Environment::set_glow_hdr_luminance_cap);
  803. ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment::get_glow_hdr_luminance_cap);
  804. ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale);
  805. ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale);
  806. ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale", "enabled"), &Environment::set_glow_bicubic_upscale);
  807. ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"), &Environment::is_glow_bicubic_upscale_enabled);
  808. ADD_GROUP("Glow", "glow_");
  809. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_enabled"), "set_glow_enabled", "is_glow_enabled");
  810. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/1"), "set_glow_level", "is_glow_level_enabled", 0);
  811. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/2"), "set_glow_level", "is_glow_level_enabled", 1);
  812. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/3"), "set_glow_level", "is_glow_level_enabled", 2);
  813. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/4"), "set_glow_level", "is_glow_level_enabled", 3);
  814. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/5"), "set_glow_level", "is_glow_level_enabled", 4);
  815. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/6"), "set_glow_level", "is_glow_level_enabled", 5);
  816. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/7"), "set_glow_level", "is_glow_level_enabled", 6);
  817. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity");
  818. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_mix", PROPERTY_HINT_RANGE, "0.0,1.0,0.001"), "set_glow_mix", "get_glow_mix");
  819. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength");
  820. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom");
  821. ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace,Mix"), "set_glow_blend_mode", "get_glow_blend_mode");
  822. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold");
  823. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_luminance_cap", PROPERTY_HINT_RANGE, "0.0,256.0,0.01"), "set_glow_hdr_luminance_cap", "get_glow_hdr_luminance_cap");
  824. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale");
  825. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled");
  826. ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment::set_adjustment_enable);
  827. ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled);
  828. ClassDB::bind_method(D_METHOD("set_adjustment_brightness", "brightness"), &Environment::set_adjustment_brightness);
  829. ClassDB::bind_method(D_METHOD("get_adjustment_brightness"), &Environment::get_adjustment_brightness);
  830. ClassDB::bind_method(D_METHOD("set_adjustment_contrast", "contrast"), &Environment::set_adjustment_contrast);
  831. ClassDB::bind_method(D_METHOD("get_adjustment_contrast"), &Environment::get_adjustment_contrast);
  832. ClassDB::bind_method(D_METHOD("set_adjustment_saturation", "saturation"), &Environment::set_adjustment_saturation);
  833. ClassDB::bind_method(D_METHOD("get_adjustment_saturation"), &Environment::get_adjustment_saturation);
  834. ClassDB::bind_method(D_METHOD("set_adjustment_color_correction", "color_correction"), &Environment::set_adjustment_color_correction);
  835. ClassDB::bind_method(D_METHOD("get_adjustment_color_correction"), &Environment::get_adjustment_color_correction);
  836. ADD_GROUP("Adjustments", "adjustment_");
  837. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled"), "set_adjustment_enable", "is_adjustment_enabled");
  838. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness");
  839. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast");
  840. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
  841. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_adjustment_color_correction", "get_adjustment_color_correction");
  842. BIND_ENUM_CONSTANT(BG_KEEP);
  843. BIND_ENUM_CONSTANT(BG_CLEAR_COLOR);
  844. BIND_ENUM_CONSTANT(BG_COLOR);
  845. BIND_ENUM_CONSTANT(BG_SKY);
  846. BIND_ENUM_CONSTANT(BG_CANVAS);
  847. BIND_ENUM_CONSTANT(BG_CAMERA_FEED);
  848. BIND_ENUM_CONSTANT(BG_MAX);
  849. BIND_ENUM_CONSTANT(AMBIENT_SOURCE_BG);
  850. BIND_ENUM_CONSTANT(AMBIENT_SOURCE_DISABLED);
  851. BIND_ENUM_CONSTANT(AMBIENT_SOURCE_COLOR);
  852. BIND_ENUM_CONSTANT(AMBIENT_SOURCE_SKY);
  853. BIND_ENUM_CONSTANT(REFLECTION_SOURCE_BG);
  854. BIND_ENUM_CONSTANT(REFLECTION_SOURCE_DISABLED);
  855. BIND_ENUM_CONSTANT(REFLECTION_SOURCE_SKY);
  856. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
  857. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
  858. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
  859. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
  860. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_MIX);
  861. BIND_ENUM_CONSTANT(TONE_MAPPER_LINEAR);
  862. BIND_ENUM_CONSTANT(TONE_MAPPER_REINHARDT);
  863. BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC);
  864. BIND_ENUM_CONSTANT(TONE_MAPPER_ACES);
  865. BIND_ENUM_CONSTANT(SSAO_BLUR_DISABLED);
  866. BIND_ENUM_CONSTANT(SSAO_BLUR_1x1);
  867. BIND_ENUM_CONSTANT(SSAO_BLUR_2x2);
  868. BIND_ENUM_CONSTANT(SSAO_BLUR_3x3);
  869. BIND_ENUM_CONSTANT(SSAO_QUALITY_LOW);
  870. BIND_ENUM_CONSTANT(SSAO_QUALITY_MEDIUM);
  871. BIND_ENUM_CONSTANT(SSAO_QUALITY_HIGH);
  872. }
  873. Environment::Environment() :
  874. bg_mode(BG_CLEAR_COLOR),
  875. tone_mapper(TONE_MAPPER_LINEAR),
  876. ssao_blur(SSAO_BLUR_3x3),
  877. ssao_quality(SSAO_QUALITY_MEDIUM),
  878. glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE) {
  879. environment = VS::get_singleton()->environment_create();
  880. bg_mode = BG_CLEAR_COLOR;
  881. bg_sky_custom_fov = 0;
  882. bg_energy = 1.0;
  883. bg_canvas_max_layer = 0;
  884. ambient_energy = 1.0;
  885. //ambient_sky_contribution = 1.0;
  886. ambient_source = AMBIENT_SOURCE_BG;
  887. reflection_source = REFLECTION_SOURCE_BG;
  888. set_ambient_light_sky_contribution(1.0);
  889. set_camera_feed_id(1);
  890. tone_mapper = TONE_MAPPER_LINEAR;
  891. tonemap_exposure = 1.0;
  892. tonemap_white = 1.0;
  893. tonemap_auto_exposure = false;
  894. tonemap_auto_exposure_max = 8;
  895. tonemap_auto_exposure_min = 0.05;
  896. tonemap_auto_exposure_speed = 0.5;
  897. tonemap_auto_exposure_grey = 0.4;
  898. set_tonemapper(tone_mapper); //update
  899. adjustment_enabled = false;
  900. adjustment_contrast = 1.0;
  901. adjustment_saturation = 1.0;
  902. adjustment_brightness = 1.0;
  903. set_adjustment_enable(adjustment_enabled); //update
  904. ssr_enabled = false;
  905. ssr_max_steps = 64;
  906. ssr_fade_in = 0.15;
  907. ssr_fade_out = 2.0;
  908. ssr_depth_tolerance = 0.2;
  909. ssr_roughness = true;
  910. ssao_enabled = false;
  911. ssao_radius = 1;
  912. ssao_intensity = 1;
  913. ssao_radius2 = 0;
  914. ssao_intensity2 = 1;
  915. ssao_bias = 0.01;
  916. ssao_direct_light_affect = 0.0;
  917. ssao_ao_channel_affect = 0.0;
  918. ssao_blur = SSAO_BLUR_3x3;
  919. set_ssao_edge_sharpness(4);
  920. set_ssao_quality(SSAO_QUALITY_MEDIUM);
  921. glow_enabled = false;
  922. glow_levels = (1 << 2) | (1 << 4);
  923. glow_intensity = 0.8;
  924. glow_strength = 1.0;
  925. glow_mix = 0.05;
  926. glow_bloom = 0.0;
  927. glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT;
  928. glow_hdr_bleed_threshold = 1.0;
  929. glow_hdr_luminance_cap = 12.0;
  930. glow_hdr_bleed_scale = 2.0;
  931. glow_bicubic_upscale = false;
  932. fog_enabled = false;
  933. fog_color = Color(0.5, 0.5, 0.5);
  934. fog_sun_color = Color(0.8, 0.8, 0.0);
  935. fog_sun_amount = 0;
  936. fog_depth_enabled = true;
  937. fog_depth_begin = 10;
  938. fog_depth_end = 100;
  939. fog_depth_curve = 1;
  940. fog_transmit_enabled = false;
  941. fog_transmit_curve = 1;
  942. fog_height_enabled = false;
  943. fog_height_min = 10;
  944. fog_height_max = 0;
  945. fog_height_curve = 1;
  946. set_fog_color(Color(0.5, 0.6, 0.7));
  947. set_fog_sun_color(Color(1.0, 0.9, 0.7));
  948. }
  949. Environment::~Environment() {
  950. VS::get_singleton()->free(environment);
  951. }
  952. //////////////////////
  953. void CameraEffects::set_dof_blur_far_enabled(bool p_enable) {
  954. dof_blur_far_enabled = p_enable;
  955. VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
  956. }
  957. bool CameraEffects::is_dof_blur_far_enabled() const {
  958. return dof_blur_far_enabled;
  959. }
  960. void CameraEffects::set_dof_blur_far_distance(float p_distance) {
  961. dof_blur_far_distance = p_distance;
  962. VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
  963. }
  964. float CameraEffects::get_dof_blur_far_distance() const {
  965. return dof_blur_far_distance;
  966. }
  967. void CameraEffects::set_dof_blur_far_transition(float p_distance) {
  968. dof_blur_far_transition = p_distance;
  969. VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
  970. }
  971. float CameraEffects::get_dof_blur_far_transition() const {
  972. return dof_blur_far_transition;
  973. }
  974. void CameraEffects::set_dof_blur_near_enabled(bool p_enable) {
  975. dof_blur_near_enabled = p_enable;
  976. VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
  977. _change_notify();
  978. }
  979. bool CameraEffects::is_dof_blur_near_enabled() const {
  980. return dof_blur_near_enabled;
  981. }
  982. void CameraEffects::set_dof_blur_near_distance(float p_distance) {
  983. dof_blur_near_distance = p_distance;
  984. VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
  985. }
  986. float CameraEffects::get_dof_blur_near_distance() const {
  987. return dof_blur_near_distance;
  988. }
  989. void CameraEffects::set_dof_blur_near_transition(float p_distance) {
  990. dof_blur_near_transition = p_distance;
  991. VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
  992. }
  993. float CameraEffects::get_dof_blur_near_transition() const {
  994. return dof_blur_near_transition;
  995. }
  996. void CameraEffects::set_dof_blur_amount(float p_amount) {
  997. dof_blur_amount = p_amount;
  998. VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
  999. }
  1000. float CameraEffects::get_dof_blur_amount() const {
  1001. return dof_blur_amount;
  1002. }
  1003. void CameraEffects::set_dof_blur_quality(DOFBlurQuality p_quality) {
  1004. dof_blur_quality = p_quality;
  1005. VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
  1006. }
  1007. CameraEffects::DOFBlurQuality CameraEffects::get_dof_blur_quality() const {
  1008. return dof_blur_quality;
  1009. }
  1010. void CameraEffects::set_override_exposure_enabled(bool p_enabled) {
  1011. override_exposure_enabled = p_enabled;
  1012. VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
  1013. }
  1014. bool CameraEffects::is_override_exposure_enabled() const {
  1015. return override_exposure_enabled;
  1016. }
  1017. void CameraEffects::set_override_exposure(float p_exposure) {
  1018. override_exposure = p_exposure;
  1019. VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
  1020. }
  1021. float CameraEffects::get_override_exposure() const {
  1022. return override_exposure;
  1023. }
  1024. RID CameraEffects::get_rid() const {
  1025. return camera_effects;
  1026. }
  1027. void CameraEffects::_bind_methods() {
  1028. ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &CameraEffects::set_dof_blur_far_enabled);
  1029. ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &CameraEffects::is_dof_blur_far_enabled);
  1030. ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &CameraEffects::set_dof_blur_far_distance);
  1031. ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &CameraEffects::get_dof_blur_far_distance);
  1032. ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &CameraEffects::set_dof_blur_far_transition);
  1033. ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &CameraEffects::get_dof_blur_far_transition);
  1034. ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &CameraEffects::set_dof_blur_near_enabled);
  1035. ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &CameraEffects::is_dof_blur_near_enabled);
  1036. ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &CameraEffects::set_dof_blur_near_distance);
  1037. ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &CameraEffects::get_dof_blur_near_distance);
  1038. ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &CameraEffects::set_dof_blur_near_transition);
  1039. ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &CameraEffects::get_dof_blur_near_transition);
  1040. ClassDB::bind_method(D_METHOD("set_dof_blur_amount", "intensity"), &CameraEffects::set_dof_blur_amount);
  1041. ClassDB::bind_method(D_METHOD("get_dof_blur_amount"), &CameraEffects::get_dof_blur_amount);
  1042. ClassDB::bind_method(D_METHOD("set_dof_blur_quality", "level"), &CameraEffects::set_dof_blur_quality);
  1043. ClassDB::bind_method(D_METHOD("get_dof_blur_quality"), &CameraEffects::get_dof_blur_quality);
  1044. ClassDB::bind_method(D_METHOD("set_override_exposure_enabled", "enable"), &CameraEffects::set_override_exposure);
  1045. ClassDB::bind_method(D_METHOD("is_override_exposure_enabled"), &CameraEffects::is_override_exposure_enabled);
  1046. ClassDB::bind_method(D_METHOD("set_override_exposure", "exposure"), &CameraEffects::set_override_exposure);
  1047. ClassDB::bind_method(D_METHOD("get_override_exposure"), &CameraEffects::get_override_exposure);
  1048. ADD_GROUP("DOF Blur", "dof_blur_");
  1049. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled");
  1050. ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_distance", "get_dof_blur_far_distance");
  1051. ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_transition", "get_dof_blur_far_transition");
  1052. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled");
  1053. ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance");
  1054. ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition");
  1055. ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_amount", "get_dof_blur_amount");
  1056. ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_quality", "get_dof_blur_quality");
  1057. ADD_GROUP("Override Exposure", "override_");
  1058. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_exposure_enable"), "set_override_exposure_enabled", "is_override_exposure_enabled");
  1059. ADD_PROPERTY(PropertyInfo(Variant::REAL, "override_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_override_exposure", "get_override_exposure");
  1060. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
  1061. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
  1062. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
  1063. }
  1064. CameraEffects::CameraEffects() {
  1065. camera_effects = VS::get_singleton()->camera_effects_create();
  1066. dof_blur_far_enabled = false;
  1067. dof_blur_far_distance = 10;
  1068. dof_blur_far_transition = 5;
  1069. dof_blur_near_enabled = false;
  1070. dof_blur_near_distance = 2;
  1071. dof_blur_near_transition = 1;
  1072. dof_blur_amount = 0.1;
  1073. set_dof_blur_quality(DOF_BLUR_QUALITY_MEDIUM); //update server
  1074. override_exposure_enabled = false;
  1075. set_override_exposure(1.0);
  1076. }
  1077. CameraEffects::~CameraEffects() {
  1078. VS::get_singleton()->free(camera_effects);
  1079. }