environment.cpp 64 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 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_sky_orientation(const Basis &p_orientation) {
  54. bg_sky_orientation = p_orientation;
  55. _change_notify("background_sky_rotation");
  56. _change_notify("background_sky_rotation_degrees");
  57. VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation);
  58. }
  59. void Environment::set_sky_rotation(const Vector3 &p_euler_rad) {
  60. bg_sky_orientation.set_euler(p_euler_rad);
  61. _change_notify("background_sky_orientation");
  62. _change_notify("background_sky_rotation_degrees");
  63. VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation);
  64. }
  65. void Environment::set_sky_rotation_degrees(const Vector3 &p_euler_deg) {
  66. set_sky_rotation(p_euler_deg * Math_PI / 180.0);
  67. _change_notify("background_sky_rotation");
  68. }
  69. void Environment::set_bg_color(const Color &p_color) {
  70. bg_color = p_color;
  71. VS::get_singleton()->environment_set_bg_color(environment, p_color);
  72. }
  73. void Environment::set_bg_energy(float p_energy) {
  74. bg_energy = p_energy;
  75. VS::get_singleton()->environment_set_bg_energy(environment, p_energy);
  76. }
  77. void Environment::set_canvas_max_layer(int p_max_layer) {
  78. bg_canvas_max_layer = p_max_layer;
  79. VS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer);
  80. }
  81. void Environment::set_ambient_light_color(const Color &p_color) {
  82. ambient_color = p_color;
  83. VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution);
  84. }
  85. void Environment::set_ambient_light_energy(float p_energy) {
  86. ambient_energy = p_energy;
  87. VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution);
  88. }
  89. void Environment::set_ambient_light_sky_contribution(float p_energy) {
  90. ambient_sky_contribution = p_energy;
  91. VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution);
  92. }
  93. Environment::BGMode Environment::get_background() const {
  94. return bg_mode;
  95. }
  96. Ref<Sky> Environment::get_sky() const {
  97. return bg_sky;
  98. }
  99. float Environment::get_sky_custom_fov() const {
  100. return bg_sky_custom_fov;
  101. }
  102. Basis Environment::get_sky_orientation() const {
  103. return bg_sky_orientation;
  104. }
  105. Vector3 Environment::get_sky_rotation() const {
  106. // should we cache this? maybe overkill
  107. return bg_sky_orientation.get_euler();
  108. }
  109. Vector3 Environment::get_sky_rotation_degrees() const {
  110. return get_sky_rotation() * 180.0 / Math_PI;
  111. }
  112. Color Environment::get_bg_color() const {
  113. return bg_color;
  114. }
  115. float Environment::get_bg_energy() const {
  116. return bg_energy;
  117. }
  118. int Environment::get_canvas_max_layer() const {
  119. return bg_canvas_max_layer;
  120. }
  121. Color Environment::get_ambient_light_color() const {
  122. return ambient_color;
  123. }
  124. float Environment::get_ambient_light_energy() const {
  125. return ambient_energy;
  126. }
  127. float Environment::get_ambient_light_sky_contribution() const {
  128. return ambient_sky_contribution;
  129. }
  130. void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
  131. tone_mapper = p_tone_mapper;
  132. 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);
  133. }
  134. Environment::ToneMapper Environment::get_tonemapper() const {
  135. return tone_mapper;
  136. }
  137. void Environment::set_tonemap_exposure(float p_exposure) {
  138. tonemap_exposure = p_exposure;
  139. 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);
  140. }
  141. float Environment::get_tonemap_exposure() const {
  142. return tonemap_exposure;
  143. }
  144. void Environment::set_tonemap_white(float p_white) {
  145. tonemap_white = p_white;
  146. 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);
  147. }
  148. float Environment::get_tonemap_white() const {
  149. return tonemap_white;
  150. }
  151. void Environment::set_tonemap_auto_exposure(bool p_enabled) {
  152. tonemap_auto_exposure = p_enabled;
  153. 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);
  154. _change_notify();
  155. }
  156. bool Environment::get_tonemap_auto_exposure() const {
  157. return tonemap_auto_exposure;
  158. }
  159. void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
  160. tonemap_auto_exposure_max = p_auto_exposure_max;
  161. 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);
  162. }
  163. float Environment::get_tonemap_auto_exposure_max() const {
  164. return tonemap_auto_exposure_max;
  165. }
  166. void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
  167. tonemap_auto_exposure_min = p_auto_exposure_min;
  168. 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);
  169. }
  170. float Environment::get_tonemap_auto_exposure_min() const {
  171. return tonemap_auto_exposure_min;
  172. }
  173. void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
  174. tonemap_auto_exposure_speed = p_auto_exposure_speed;
  175. 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);
  176. }
  177. float Environment::get_tonemap_auto_exposure_speed() const {
  178. return tonemap_auto_exposure_speed;
  179. }
  180. void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) {
  181. tonemap_auto_exposure_grey = p_auto_exposure_grey;
  182. 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);
  183. }
  184. float Environment::get_tonemap_auto_exposure_grey() const {
  185. return tonemap_auto_exposure_grey;
  186. }
  187. void Environment::set_adjustment_enable(bool p_enable) {
  188. adjustment_enabled = p_enable;
  189. 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());
  190. _change_notify();
  191. }
  192. bool Environment::is_adjustment_enabled() const {
  193. return adjustment_enabled;
  194. }
  195. void Environment::set_adjustment_brightness(float p_brightness) {
  196. adjustment_brightness = p_brightness;
  197. 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());
  198. }
  199. float Environment::get_adjustment_brightness() const {
  200. return adjustment_brightness;
  201. }
  202. void Environment::set_adjustment_contrast(float p_contrast) {
  203. adjustment_contrast = p_contrast;
  204. 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());
  205. }
  206. float Environment::get_adjustment_contrast() const {
  207. return adjustment_contrast;
  208. }
  209. void Environment::set_adjustment_saturation(float p_saturation) {
  210. adjustment_saturation = p_saturation;
  211. 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());
  212. }
  213. float Environment::get_adjustment_saturation() const {
  214. return adjustment_saturation;
  215. }
  216. void Environment::set_adjustment_color_correction(const Ref<Texture> &p_ramp) {
  217. adjustment_color_correction = p_ramp;
  218. 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());
  219. }
  220. Ref<Texture> Environment::get_adjustment_color_correction() const {
  221. return adjustment_color_correction;
  222. }
  223. void Environment::_validate_property(PropertyInfo &property) const {
  224. if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "background_sky_orientation" || property.name == "background_sky_rotation" || property.name == "background_sky_rotation_degrees" || property.name == "ambient_light/sky_contribution") {
  225. if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) {
  226. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  227. }
  228. }
  229. if (property.name == "background_color") {
  230. if (bg_mode != BG_COLOR && bg_mode != BG_COLOR_SKY) {
  231. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  232. }
  233. }
  234. if (property.name == "background_canvas_max_layer") {
  235. if (bg_mode != BG_CANVAS) {
  236. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  237. }
  238. }
  239. static const char *hide_prefixes[] = {
  240. "fog_",
  241. "auto_exposure_",
  242. "ss_reflections_",
  243. "ssao_",
  244. "dof_blur_far_",
  245. "dof_blur_near_",
  246. "glow_",
  247. "adjustment_",
  248. NULL
  249. };
  250. static const char *high_end_prefixes[] = {
  251. "auto_exposure_",
  252. "tonemap_",
  253. "ss_reflections_",
  254. "ssao_",
  255. "dof_blur_far_",
  256. "dof_blur_near_",
  257. "glow_",
  258. "adjustment_",
  259. NULL
  260. };
  261. const char **prefixes = hide_prefixes;
  262. while (*prefixes) {
  263. String prefix = String(*prefixes);
  264. String enabled = prefix + "enabled";
  265. if (property.name.begins_with(prefix) && property.name != enabled && !bool(get(enabled))) {
  266. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  267. return;
  268. }
  269. prefixes++;
  270. }
  271. if (VisualServer::get_singleton()->is_low_end()) {
  272. prefixes = high_end_prefixes;
  273. while (*prefixes) {
  274. String prefix = String(*prefixes);
  275. if (property.name.begins_with(prefix)) {
  276. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  277. return;
  278. }
  279. prefixes++;
  280. }
  281. }
  282. }
  283. void Environment::set_ssr_enabled(bool p_enable) {
  284. ssr_enabled = p_enable;
  285. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  286. _change_notify();
  287. }
  288. bool Environment::is_ssr_enabled() const {
  289. return ssr_enabled;
  290. }
  291. void Environment::set_ssr_max_steps(int p_steps) {
  292. ssr_max_steps = p_steps;
  293. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  294. }
  295. int Environment::get_ssr_max_steps() const {
  296. return ssr_max_steps;
  297. }
  298. void Environment::set_ssr_fade_in(float p_fade_in) {
  299. ssr_fade_in = p_fade_in;
  300. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  301. }
  302. float Environment::get_ssr_fade_in() const {
  303. return ssr_fade_in;
  304. }
  305. void Environment::set_ssr_fade_out(float p_fade_out) {
  306. ssr_fade_out = p_fade_out;
  307. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  308. }
  309. float Environment::get_ssr_fade_out() const {
  310. return ssr_fade_out;
  311. }
  312. void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) {
  313. ssr_depth_tolerance = p_depth_tolerance;
  314. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  315. }
  316. float Environment::get_ssr_depth_tolerance() const {
  317. return ssr_depth_tolerance;
  318. }
  319. void Environment::set_ssr_rough(bool p_enable) {
  320. ssr_roughness = p_enable;
  321. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  322. }
  323. bool Environment::is_ssr_rough() const {
  324. return ssr_roughness;
  325. }
  326. void Environment::set_ssao_enabled(bool p_enable) {
  327. ssao_enabled = p_enable;
  328. 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);
  329. _change_notify();
  330. }
  331. bool Environment::is_ssao_enabled() const {
  332. return ssao_enabled;
  333. }
  334. void Environment::set_ssao_radius(float p_radius) {
  335. ssao_radius = p_radius;
  336. 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);
  337. }
  338. float Environment::get_ssao_radius() const {
  339. return ssao_radius;
  340. }
  341. void Environment::set_ssao_intensity(float p_intensity) {
  342. ssao_intensity = p_intensity;
  343. 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);
  344. }
  345. float Environment::get_ssao_intensity() const {
  346. return ssao_intensity;
  347. }
  348. void Environment::set_ssao_radius2(float p_radius) {
  349. ssao_radius2 = p_radius;
  350. 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);
  351. }
  352. float Environment::get_ssao_radius2() const {
  353. return ssao_radius2;
  354. }
  355. void Environment::set_ssao_intensity2(float p_intensity) {
  356. ssao_intensity2 = p_intensity;
  357. 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);
  358. }
  359. float Environment::get_ssao_intensity2() const {
  360. return ssao_intensity2;
  361. }
  362. void Environment::set_ssao_bias(float p_bias) {
  363. ssao_bias = p_bias;
  364. 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);
  365. }
  366. float Environment::get_ssao_bias() const {
  367. return ssao_bias;
  368. }
  369. void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
  370. ssao_direct_light_affect = p_direct_light_affect;
  371. 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);
  372. }
  373. float Environment::get_ssao_direct_light_affect() const {
  374. return ssao_direct_light_affect;
  375. }
  376. void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {
  377. ssao_ao_channel_affect = p_ao_channel_affect;
  378. 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);
  379. }
  380. float Environment::get_ssao_ao_channel_affect() const {
  381. return ssao_ao_channel_affect;
  382. }
  383. void Environment::set_ssao_color(const Color &p_color) {
  384. ssao_color = p_color;
  385. 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);
  386. }
  387. Color Environment::get_ssao_color() const {
  388. return ssao_color;
  389. }
  390. void Environment::set_ssao_blur(SSAOBlur p_blur) {
  391. ssao_blur = p_blur;
  392. 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);
  393. }
  394. Environment::SSAOBlur Environment::get_ssao_blur() const {
  395. return ssao_blur;
  396. }
  397. void Environment::set_ssao_quality(SSAOQuality p_quality) {
  398. ssao_quality = p_quality;
  399. 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);
  400. }
  401. Environment::SSAOQuality Environment::get_ssao_quality() const {
  402. return ssao_quality;
  403. }
  404. void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
  405. ssao_edge_sharpness = p_edge_sharpness;
  406. 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);
  407. }
  408. float Environment::get_ssao_edge_sharpness() const {
  409. return ssao_edge_sharpness;
  410. }
  411. void Environment::set_glow_enabled(bool p_enabled) {
  412. glow_enabled = p_enabled;
  413. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  414. _change_notify();
  415. }
  416. bool Environment::is_glow_enabled() const {
  417. return glow_enabled;
  418. }
  419. void Environment::set_glow_level(int p_level, bool p_enabled) {
  420. ERR_FAIL_INDEX(p_level, VS::MAX_GLOW_LEVELS);
  421. if (p_enabled)
  422. glow_levels |= (1 << p_level);
  423. else
  424. glow_levels &= ~(1 << p_level);
  425. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  426. }
  427. bool Environment::is_glow_level_enabled(int p_level) const {
  428. ERR_FAIL_INDEX_V(p_level, VS::MAX_GLOW_LEVELS, false);
  429. return glow_levels & (1 << p_level);
  430. }
  431. void Environment::set_glow_intensity(float p_intensity) {
  432. glow_intensity = p_intensity;
  433. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  434. }
  435. float Environment::get_glow_intensity() const {
  436. return glow_intensity;
  437. }
  438. void Environment::set_glow_strength(float p_strength) {
  439. glow_strength = p_strength;
  440. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  441. }
  442. float Environment::get_glow_strength() const {
  443. return glow_strength;
  444. }
  445. void Environment::set_glow_bloom(float p_threshold) {
  446. glow_bloom = p_threshold;
  447. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  448. }
  449. float Environment::get_glow_bloom() const {
  450. return glow_bloom;
  451. }
  452. void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
  453. glow_blend_mode = p_mode;
  454. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  455. }
  456. Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
  457. return glow_blend_mode;
  458. }
  459. void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
  460. glow_hdr_bleed_threshold = p_threshold;
  461. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  462. }
  463. float Environment::get_glow_hdr_bleed_threshold() const {
  464. return glow_hdr_bleed_threshold;
  465. }
  466. void Environment::set_glow_hdr_luminance_cap(float p_amount) {
  467. glow_hdr_luminance_cap = p_amount;
  468. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  469. }
  470. float Environment::get_glow_hdr_luminance_cap() const {
  471. return glow_hdr_luminance_cap;
  472. }
  473. void Environment::set_glow_hdr_bleed_scale(float p_scale) {
  474. glow_hdr_bleed_scale = p_scale;
  475. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  476. }
  477. float Environment::get_glow_hdr_bleed_scale() const {
  478. return glow_hdr_bleed_scale;
  479. }
  480. void Environment::set_glow_bicubic_upscale(bool p_enable) {
  481. glow_bicubic_upscale = p_enable;
  482. VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
  483. }
  484. bool Environment::is_glow_bicubic_upscale_enabled() const {
  485. return glow_bicubic_upscale;
  486. }
  487. void Environment::set_dof_blur_far_enabled(bool p_enable) {
  488. dof_blur_far_enabled = p_enable;
  489. VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
  490. _change_notify();
  491. }
  492. bool Environment::is_dof_blur_far_enabled() const {
  493. return dof_blur_far_enabled;
  494. }
  495. void Environment::set_dof_blur_far_distance(float p_distance) {
  496. dof_blur_far_distance = p_distance;
  497. VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
  498. }
  499. float Environment::get_dof_blur_far_distance() const {
  500. return dof_blur_far_distance;
  501. }
  502. void Environment::set_dof_blur_far_transition(float p_distance) {
  503. dof_blur_far_transition = p_distance;
  504. VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
  505. }
  506. float Environment::get_dof_blur_far_transition() const {
  507. return dof_blur_far_transition;
  508. }
  509. void Environment::set_dof_blur_far_amount(float p_amount) {
  510. dof_blur_far_amount = p_amount;
  511. VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
  512. }
  513. float Environment::get_dof_blur_far_amount() const {
  514. return dof_blur_far_amount;
  515. }
  516. void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) {
  517. dof_blur_far_quality = p_quality;
  518. VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
  519. }
  520. Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const {
  521. return dof_blur_far_quality;
  522. }
  523. void Environment::set_dof_blur_near_enabled(bool p_enable) {
  524. dof_blur_near_enabled = p_enable;
  525. VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
  526. _change_notify();
  527. }
  528. bool Environment::is_dof_blur_near_enabled() const {
  529. return dof_blur_near_enabled;
  530. }
  531. void Environment::set_dof_blur_near_distance(float p_distance) {
  532. dof_blur_near_distance = p_distance;
  533. VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
  534. }
  535. float Environment::get_dof_blur_near_distance() const {
  536. return dof_blur_near_distance;
  537. }
  538. void Environment::set_dof_blur_near_transition(float p_distance) {
  539. dof_blur_near_transition = p_distance;
  540. VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
  541. }
  542. float Environment::get_dof_blur_near_transition() const {
  543. return dof_blur_near_transition;
  544. }
  545. void Environment::set_dof_blur_near_amount(float p_amount) {
  546. dof_blur_near_amount = p_amount;
  547. VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
  548. }
  549. float Environment::get_dof_blur_near_amount() const {
  550. return dof_blur_near_amount;
  551. }
  552. void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) {
  553. dof_blur_near_quality = p_quality;
  554. VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
  555. }
  556. Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const {
  557. return dof_blur_near_quality;
  558. }
  559. void Environment::set_fog_enabled(bool p_enabled) {
  560. fog_enabled = p_enabled;
  561. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  562. _change_notify();
  563. }
  564. bool Environment::is_fog_enabled() const {
  565. return fog_enabled;
  566. }
  567. void Environment::set_fog_color(const Color &p_color) {
  568. fog_color = p_color;
  569. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  570. }
  571. Color Environment::get_fog_color() const {
  572. return fog_color;
  573. }
  574. void Environment::set_fog_sun_color(const Color &p_color) {
  575. fog_sun_color = p_color;
  576. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  577. }
  578. Color Environment::get_fog_sun_color() const {
  579. return fog_sun_color;
  580. }
  581. void Environment::set_fog_sun_amount(float p_amount) {
  582. fog_sun_amount = p_amount;
  583. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  584. }
  585. float Environment::get_fog_sun_amount() const {
  586. return fog_sun_amount;
  587. }
  588. void Environment::set_fog_depth_enabled(bool p_enabled) {
  589. fog_depth_enabled = p_enabled;
  590. 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);
  591. }
  592. bool Environment::is_fog_depth_enabled() const {
  593. return fog_depth_enabled;
  594. }
  595. void Environment::set_fog_depth_begin(float p_distance) {
  596. fog_depth_begin = p_distance;
  597. 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);
  598. }
  599. float Environment::get_fog_depth_begin() const {
  600. return fog_depth_begin;
  601. }
  602. void Environment::set_fog_depth_end(float p_distance) {
  603. fog_depth_end = p_distance;
  604. 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);
  605. }
  606. float Environment::get_fog_depth_end() const {
  607. return fog_depth_end;
  608. }
  609. void Environment::set_fog_depth_curve(float p_curve) {
  610. fog_depth_curve = p_curve;
  611. 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);
  612. }
  613. float Environment::get_fog_depth_curve() const {
  614. return fog_depth_curve;
  615. }
  616. void Environment::set_fog_transmit_enabled(bool p_enabled) {
  617. fog_transmit_enabled = p_enabled;
  618. 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);
  619. }
  620. bool Environment::is_fog_transmit_enabled() const {
  621. return fog_transmit_enabled;
  622. }
  623. void Environment::set_fog_transmit_curve(float p_curve) {
  624. fog_transmit_curve = p_curve;
  625. 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);
  626. }
  627. float Environment::get_fog_transmit_curve() const {
  628. return fog_transmit_curve;
  629. }
  630. void Environment::set_fog_height_enabled(bool p_enabled) {
  631. fog_height_enabled = p_enabled;
  632. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  633. }
  634. bool Environment::is_fog_height_enabled() const {
  635. return fog_height_enabled;
  636. }
  637. void Environment::set_fog_height_min(float p_distance) {
  638. fog_height_min = p_distance;
  639. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  640. }
  641. float Environment::get_fog_height_min() const {
  642. return fog_height_min;
  643. }
  644. void Environment::set_fog_height_max(float p_distance) {
  645. fog_height_max = p_distance;
  646. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  647. }
  648. float Environment::get_fog_height_max() const {
  649. return fog_height_max;
  650. }
  651. void Environment::set_fog_height_curve(float p_distance) {
  652. fog_height_curve = p_distance;
  653. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  654. }
  655. float Environment::get_fog_height_curve() const {
  656. return fog_height_curve;
  657. }
  658. void Environment::_bind_methods() {
  659. ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background);
  660. ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky);
  661. ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov);
  662. ClassDB::bind_method(D_METHOD("set_sky_orientation", "orientation"), &Environment::set_sky_orientation);
  663. ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation);
  664. ClassDB::bind_method(D_METHOD("set_sky_rotation_degrees", "euler_degrees"), &Environment::set_sky_rotation_degrees);
  665. ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color);
  666. ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy);
  667. ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer);
  668. ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color);
  669. ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy);
  670. ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "energy"), &Environment::set_ambient_light_sky_contribution);
  671. ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background);
  672. ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky);
  673. ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov);
  674. ClassDB::bind_method(D_METHOD("get_sky_orientation"), &Environment::get_sky_orientation);
  675. ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation);
  676. ClassDB::bind_method(D_METHOD("get_sky_rotation_degrees"), &Environment::get_sky_rotation_degrees);
  677. ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color);
  678. ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy);
  679. ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer);
  680. ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color);
  681. ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy);
  682. ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution);
  683. ADD_GROUP("Background", "background_");
  684. ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep"), "set_background", "get_background");
  685. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky");
  686. ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov");
  687. ADD_PROPERTY(PropertyInfo(Variant::BASIS, "background_sky_orientation"), "set_sky_orientation", "get_sky_orientation");
  688. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation", "get_sky_rotation");
  689. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation_degrees", "get_sky_rotation_degrees");
  690. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color");
  691. ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy");
  692. ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer");
  693. ADD_GROUP("Ambient Light", "ambient_light_");
  694. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color");
  695. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy");
  696. 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");
  697. ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled);
  698. ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled);
  699. ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment::set_fog_color);
  700. ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment::get_fog_color);
  701. ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment::set_fog_sun_color);
  702. ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment::get_fog_sun_color);
  703. ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment::set_fog_sun_amount);
  704. ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment::get_fog_sun_amount);
  705. ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment::set_fog_depth_enabled);
  706. ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment::is_fog_depth_enabled);
  707. ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin);
  708. ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin);
  709. ClassDB::bind_method(D_METHOD("set_fog_depth_end", "distance"), &Environment::set_fog_depth_end);
  710. ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end);
  711. ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve);
  712. ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve);
  713. ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment::set_fog_transmit_enabled);
  714. ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment::is_fog_transmit_enabled);
  715. ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment::set_fog_transmit_curve);
  716. ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment::get_fog_transmit_curve);
  717. ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment::set_fog_height_enabled);
  718. ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment::is_fog_height_enabled);
  719. ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment::set_fog_height_min);
  720. ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment::get_fog_height_min);
  721. ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment::set_fog_height_max);
  722. ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment::get_fog_height_max);
  723. ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment::set_fog_height_curve);
  724. ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment::get_fog_height_curve);
  725. ADD_GROUP("Fog", "fog_");
  726. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
  727. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_color"), "set_fog_color", "get_fog_color");
  728. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_sun_color"), "set_fog_sun_color", "get_fog_sun_color");
  729. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_sun_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fog_sun_amount", "get_fog_sun_amount");
  730. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_depth_enabled"), "set_fog_depth_enabled", "is_fog_depth_enabled");
  731. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1"), "set_fog_depth_begin", "get_fog_depth_begin");
  732. 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");
  733. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve");
  734. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_transmit_enabled"), "set_fog_transmit_enabled", "is_fog_transmit_enabled");
  735. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_transmit_curve", PROPERTY_HINT_EXP_EASING), "set_fog_transmit_curve", "get_fog_transmit_curve");
  736. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_height_enabled"), "set_fog_height_enabled", "is_fog_height_enabled");
  737. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_min", PROPERTY_HINT_RANGE, "-4000,4000,0.1"), "set_fog_height_min", "get_fog_height_min");
  738. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_max", PROPERTY_HINT_RANGE, "-4000,4000,0.1"), "set_fog_height_max", "get_fog_height_max");
  739. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_curve", PROPERTY_HINT_EXP_EASING), "set_fog_height_curve", "get_fog_height_curve");
  740. ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment::set_tonemapper);
  741. ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment::get_tonemapper);
  742. ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment::set_tonemap_exposure);
  743. ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment::get_tonemap_exposure);
  744. ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment::set_tonemap_white);
  745. ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white);
  746. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment::set_tonemap_auto_exposure);
  747. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment::get_tonemap_auto_exposure);
  748. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment::set_tonemap_auto_exposure_max);
  749. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment::get_tonemap_auto_exposure_max);
  750. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment::set_tonemap_auto_exposure_min);
  751. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment::get_tonemap_auto_exposure_min);
  752. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment::set_tonemap_auto_exposure_speed);
  753. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment::get_tonemap_auto_exposure_speed);
  754. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment::set_tonemap_auto_exposure_grey);
  755. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey);
  756. ADD_GROUP("Tonemap", "tonemap_");
  757. ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,Aces"), "set_tonemapper", "get_tonemapper");
  758. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
  759. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
  760. ADD_GROUP("Auto Exposure", "auto_exposure_");
  761. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_exposure_enabled"), "set_tonemap_auto_exposure", "get_tonemap_auto_exposure");
  762. 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");
  763. 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");
  764. 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");
  765. 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");
  766. ClassDB::bind_method(D_METHOD("set_ssr_enabled", "enabled"), &Environment::set_ssr_enabled);
  767. ClassDB::bind_method(D_METHOD("is_ssr_enabled"), &Environment::is_ssr_enabled);
  768. ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment::set_ssr_max_steps);
  769. ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment::get_ssr_max_steps);
  770. ClassDB::bind_method(D_METHOD("set_ssr_fade_in", "fade_in"), &Environment::set_ssr_fade_in);
  771. ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment::get_ssr_fade_in);
  772. ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment::set_ssr_fade_out);
  773. ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment::get_ssr_fade_out);
  774. ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance);
  775. ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance);
  776. ClassDB::bind_method(D_METHOD("set_ssr_rough", "rough"), &Environment::set_ssr_rough);
  777. ClassDB::bind_method(D_METHOD("is_ssr_rough"), &Environment::is_ssr_rough);
  778. ADD_GROUP("SS Reflections", "ss_reflections_");
  779. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled");
  780. ADD_PROPERTY(PropertyInfo(Variant::INT, "ss_reflections_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps");
  781. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in");
  782. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out");
  783. 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");
  784. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_roughness"), "set_ssr_rough", "is_ssr_rough");
  785. ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);
  786. ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled);
  787. ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius);
  788. ClassDB::bind_method(D_METHOD("get_ssao_radius"), &Environment::get_ssao_radius);
  789. ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity);
  790. ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity);
  791. ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment::set_ssao_radius2);
  792. ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment::get_ssao_radius2);
  793. ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment::set_ssao_intensity2);
  794. ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment::get_ssao_intensity2);
  795. ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias);
  796. ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias);
  797. ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment::set_ssao_direct_light_affect);
  798. ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment::get_ssao_direct_light_affect);
  799. ClassDB::bind_method(D_METHOD("set_ssao_ao_channel_affect", "amount"), &Environment::set_ssao_ao_channel_affect);
  800. ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment::get_ssao_ao_channel_affect);
  801. ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment::set_ssao_color);
  802. ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment::get_ssao_color);
  803. ClassDB::bind_method(D_METHOD("set_ssao_blur", "mode"), &Environment::set_ssao_blur);
  804. ClassDB::bind_method(D_METHOD("get_ssao_blur"), &Environment::get_ssao_blur);
  805. ClassDB::bind_method(D_METHOD("set_ssao_quality", "quality"), &Environment::set_ssao_quality);
  806. ClassDB::bind_method(D_METHOD("get_ssao_quality"), &Environment::get_ssao_quality);
  807. ClassDB::bind_method(D_METHOD("set_ssao_edge_sharpness", "edge_sharpness"), &Environment::set_ssao_edge_sharpness);
  808. ClassDB::bind_method(D_METHOD("get_ssao_edge_sharpness"), &Environment::get_ssao_edge_sharpness);
  809. ADD_GROUP("SSAO", "ssao_");
  810. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled");
  811. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssao_radius", "get_ssao_radius");
  812. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity", "get_ssao_intensity");
  813. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_radius2", "get_ssao_radius2");
  814. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity2", "get_ssao_intensity2");
  815. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias");
  816. 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");
  817. 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");
  818. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ssao_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ssao_color", "get_ssao_color");
  819. ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_ssao_quality", "get_ssao_quality");
  820. ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur");
  821. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness");
  822. ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment::set_dof_blur_far_enabled);
  823. ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment::is_dof_blur_far_enabled);
  824. ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &Environment::set_dof_blur_far_distance);
  825. ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &Environment::get_dof_blur_far_distance);
  826. ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &Environment::set_dof_blur_far_transition);
  827. ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &Environment::get_dof_blur_far_transition);
  828. ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount", "intensity"), &Environment::set_dof_blur_far_amount);
  829. ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"), &Environment::get_dof_blur_far_amount);
  830. ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality", "intensity"), &Environment::set_dof_blur_far_quality);
  831. ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"), &Environment::get_dof_blur_far_quality);
  832. ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &Environment::set_dof_blur_near_enabled);
  833. ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &Environment::is_dof_blur_near_enabled);
  834. ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &Environment::set_dof_blur_near_distance);
  835. ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &Environment::get_dof_blur_near_distance);
  836. ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &Environment::set_dof_blur_near_transition);
  837. ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &Environment::get_dof_blur_near_transition);
  838. ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount", "intensity"), &Environment::set_dof_blur_near_amount);
  839. ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"), &Environment::get_dof_blur_near_amount);
  840. ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality", "level"), &Environment::set_dof_blur_near_quality);
  841. ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"), &Environment::get_dof_blur_near_quality);
  842. ADD_GROUP("DOF Far Blur", "dof_blur_far_");
  843. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled");
  844. 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");
  845. 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");
  846. ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_far_amount", "get_dof_blur_far_amount");
  847. ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_far_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_far_quality", "get_dof_blur_far_quality");
  848. ADD_GROUP("DOF Near Blur", "dof_blur_near_");
  849. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled");
  850. 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");
  851. 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");
  852. ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_near_amount", "get_dof_blur_near_amount");
  853. ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_near_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_near_quality", "get_dof_blur_near_quality");
  854. ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment::set_glow_enabled);
  855. ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment::is_glow_enabled);
  856. ClassDB::bind_method(D_METHOD("set_glow_level", "idx", "enabled"), &Environment::set_glow_level);
  857. ClassDB::bind_method(D_METHOD("is_glow_level_enabled", "idx"), &Environment::is_glow_level_enabled);
  858. ClassDB::bind_method(D_METHOD("set_glow_intensity", "intensity"), &Environment::set_glow_intensity);
  859. ClassDB::bind_method(D_METHOD("get_glow_intensity"), &Environment::get_glow_intensity);
  860. ClassDB::bind_method(D_METHOD("set_glow_strength", "strength"), &Environment::set_glow_strength);
  861. ClassDB::bind_method(D_METHOD("get_glow_strength"), &Environment::get_glow_strength);
  862. ClassDB::bind_method(D_METHOD("set_glow_bloom", "amount"), &Environment::set_glow_bloom);
  863. ClassDB::bind_method(D_METHOD("get_glow_bloom"), &Environment::get_glow_bloom);
  864. ClassDB::bind_method(D_METHOD("set_glow_blend_mode", "mode"), &Environment::set_glow_blend_mode);
  865. ClassDB::bind_method(D_METHOD("get_glow_blend_mode"), &Environment::get_glow_blend_mode);
  866. ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold);
  867. ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold);
  868. ClassDB::bind_method(D_METHOD("set_glow_hdr_luminance_cap", "amount"), &Environment::set_glow_hdr_luminance_cap);
  869. ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment::get_glow_hdr_luminance_cap);
  870. ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale);
  871. ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale);
  872. ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale", "enabled"), &Environment::set_glow_bicubic_upscale);
  873. ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"), &Environment::is_glow_bicubic_upscale_enabled);
  874. ADD_GROUP("Glow", "glow_");
  875. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_enabled"), "set_glow_enabled", "is_glow_enabled");
  876. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/1"), "set_glow_level", "is_glow_level_enabled", 0);
  877. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/2"), "set_glow_level", "is_glow_level_enabled", 1);
  878. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/3"), "set_glow_level", "is_glow_level_enabled", 2);
  879. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/4"), "set_glow_level", "is_glow_level_enabled", 3);
  880. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/5"), "set_glow_level", "is_glow_level_enabled", 4);
  881. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/6"), "set_glow_level", "is_glow_level_enabled", 5);
  882. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/7"), "set_glow_level", "is_glow_level_enabled", 6);
  883. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity");
  884. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength");
  885. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom");
  886. ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace"), "set_glow_blend_mode", "get_glow_blend_mode");
  887. 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");
  888. 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");
  889. 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");
  890. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled");
  891. ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment::set_adjustment_enable);
  892. ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled);
  893. ClassDB::bind_method(D_METHOD("set_adjustment_brightness", "brightness"), &Environment::set_adjustment_brightness);
  894. ClassDB::bind_method(D_METHOD("get_adjustment_brightness"), &Environment::get_adjustment_brightness);
  895. ClassDB::bind_method(D_METHOD("set_adjustment_contrast", "contrast"), &Environment::set_adjustment_contrast);
  896. ClassDB::bind_method(D_METHOD("get_adjustment_contrast"), &Environment::get_adjustment_contrast);
  897. ClassDB::bind_method(D_METHOD("set_adjustment_saturation", "saturation"), &Environment::set_adjustment_saturation);
  898. ClassDB::bind_method(D_METHOD("get_adjustment_saturation"), &Environment::get_adjustment_saturation);
  899. ClassDB::bind_method(D_METHOD("set_adjustment_color_correction", "color_correction"), &Environment::set_adjustment_color_correction);
  900. ClassDB::bind_method(D_METHOD("get_adjustment_color_correction"), &Environment::get_adjustment_color_correction);
  901. ADD_GROUP("Adjustments", "adjustment_");
  902. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled"), "set_adjustment_enable", "is_adjustment_enabled");
  903. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness");
  904. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast");
  905. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
  906. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_adjustment_color_correction", "get_adjustment_color_correction");
  907. BIND_ENUM_CONSTANT(BG_KEEP);
  908. BIND_ENUM_CONSTANT(BG_CLEAR_COLOR);
  909. BIND_ENUM_CONSTANT(BG_COLOR);
  910. BIND_ENUM_CONSTANT(BG_SKY);
  911. BIND_ENUM_CONSTANT(BG_COLOR_SKY);
  912. BIND_ENUM_CONSTANT(BG_CANVAS);
  913. BIND_ENUM_CONSTANT(BG_MAX);
  914. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
  915. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
  916. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
  917. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
  918. BIND_ENUM_CONSTANT(TONE_MAPPER_LINEAR);
  919. BIND_ENUM_CONSTANT(TONE_MAPPER_REINHARDT);
  920. BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC);
  921. BIND_ENUM_CONSTANT(TONE_MAPPER_ACES);
  922. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
  923. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
  924. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
  925. BIND_ENUM_CONSTANT(SSAO_BLUR_DISABLED);
  926. BIND_ENUM_CONSTANT(SSAO_BLUR_1x1);
  927. BIND_ENUM_CONSTANT(SSAO_BLUR_2x2);
  928. BIND_ENUM_CONSTANT(SSAO_BLUR_3x3);
  929. BIND_ENUM_CONSTANT(SSAO_QUALITY_LOW);
  930. BIND_ENUM_CONSTANT(SSAO_QUALITY_MEDIUM);
  931. BIND_ENUM_CONSTANT(SSAO_QUALITY_HIGH);
  932. }
  933. Environment::Environment() :
  934. bg_mode(BG_CLEAR_COLOR),
  935. tone_mapper(TONE_MAPPER_LINEAR),
  936. ssao_blur(SSAO_BLUR_DISABLED),
  937. ssao_quality(SSAO_QUALITY_LOW),
  938. glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE),
  939. dof_blur_far_quality(DOF_BLUR_QUALITY_LOW),
  940. dof_blur_near_quality(DOF_BLUR_QUALITY_LOW) {
  941. environment = VS::get_singleton()->environment_create();
  942. bg_mode = BG_CLEAR_COLOR;
  943. bg_sky_custom_fov = 0;
  944. bg_sky_orientation = Basis();
  945. bg_energy = 1.0;
  946. bg_canvas_max_layer = 0;
  947. ambient_energy = 1.0;
  948. //ambient_sky_contribution = 1.0;
  949. set_ambient_light_sky_contribution(1.0);
  950. tone_mapper = TONE_MAPPER_LINEAR;
  951. tonemap_exposure = 1.0;
  952. tonemap_white = 1.0;
  953. tonemap_auto_exposure = false;
  954. tonemap_auto_exposure_max = 8;
  955. tonemap_auto_exposure_min = 0.05;
  956. tonemap_auto_exposure_speed = 0.5;
  957. tonemap_auto_exposure_grey = 0.4;
  958. set_tonemapper(tone_mapper); //update
  959. adjustment_enabled = false;
  960. adjustment_contrast = 1.0;
  961. adjustment_saturation = 1.0;
  962. adjustment_brightness = 1.0;
  963. set_adjustment_enable(adjustment_enabled); //update
  964. ssr_enabled = false;
  965. ssr_max_steps = 64;
  966. ssr_fade_in = 0.15;
  967. ssr_fade_out = 2.0;
  968. ssr_depth_tolerance = 0.2;
  969. ssr_roughness = true;
  970. ssao_enabled = false;
  971. ssao_radius = 1;
  972. ssao_intensity = 1;
  973. ssao_radius2 = 0;
  974. ssao_intensity2 = 1;
  975. ssao_bias = 0.01;
  976. ssao_direct_light_affect = 0.0;
  977. ssao_ao_channel_affect = 0.0;
  978. ssao_blur = SSAO_BLUR_3x3;
  979. set_ssao_edge_sharpness(4);
  980. set_ssao_quality(SSAO_QUALITY_LOW);
  981. glow_enabled = false;
  982. glow_levels = (1 << 2) | (1 << 4);
  983. glow_intensity = 0.8;
  984. glow_strength = 1.0;
  985. glow_bloom = 0.0;
  986. glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT;
  987. glow_hdr_bleed_threshold = 1.0;
  988. glow_hdr_luminance_cap = 12.0;
  989. glow_hdr_bleed_scale = 2.0;
  990. glow_bicubic_upscale = false;
  991. dof_blur_far_enabled = false;
  992. dof_blur_far_distance = 10;
  993. dof_blur_far_transition = 5;
  994. dof_blur_far_amount = 0.1;
  995. dof_blur_far_quality = DOF_BLUR_QUALITY_MEDIUM;
  996. dof_blur_near_enabled = false;
  997. dof_blur_near_distance = 2;
  998. dof_blur_near_transition = 1;
  999. dof_blur_near_amount = 0.1;
  1000. dof_blur_near_quality = DOF_BLUR_QUALITY_MEDIUM;
  1001. fog_enabled = false;
  1002. fog_color = Color(0.5, 0.5, 0.5);
  1003. fog_sun_color = Color(0.8, 0.8, 0.0);
  1004. fog_sun_amount = 0;
  1005. fog_depth_enabled = true;
  1006. fog_depth_begin = 10;
  1007. fog_depth_end = 0;
  1008. fog_depth_curve = 1;
  1009. fog_transmit_enabled = false;
  1010. fog_transmit_curve = 1;
  1011. fog_height_enabled = false;
  1012. fog_height_min = 0;
  1013. fog_height_max = 100;
  1014. fog_height_curve = 1;
  1015. set_fog_color(Color(0.5, 0.6, 0.7));
  1016. set_fog_sun_color(Color(1.0, 0.9, 0.7));
  1017. }
  1018. Environment::~Environment() {
  1019. VS::get_singleton()->free(environment);
  1020. }