environment_storage.h 15 KB

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  1. /**************************************************************************/
  2. /* environment_storage.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #ifndef ENVIRONMENT_STORAGE_H
  31. #define ENVIRONMENT_STORAGE_H
  32. #include "core/templates/rid_owner.h"
  33. #include "servers/rendering_server.h"
  34. class RendererEnvironmentStorage {
  35. private:
  36. static RendererEnvironmentStorage *singleton;
  37. // Environment
  38. struct Environment {
  39. // Note, we capture and store all environment parameters received from Godot here.
  40. // Not all renderers support all effects and should just ignore the bits they don't support.
  41. // Background
  42. RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
  43. RID sky;
  44. float sky_custom_fov = 0.0;
  45. Basis sky_orientation;
  46. Color bg_color;
  47. float bg_energy_multiplier = 1.0;
  48. float bg_intensity = 1.0; // Measured in nits or candela/m^2. Default to 1.0 so this doesn't impact rendering when Physical Light Units disabled.
  49. int canvas_max_layer = 0;
  50. RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
  51. Color ambient_light;
  52. float ambient_light_energy = 1.0;
  53. float ambient_sky_contribution = 1.0;
  54. RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
  55. int camera_feed_id = 0;
  56. // Tonemap
  57. RS::EnvironmentToneMapper tone_mapper;
  58. float exposure = 1.0;
  59. float white = 1.0;
  60. // Fog
  61. bool fog_enabled = false;
  62. RS::EnvironmentFogMode fog_mode = RS::EnvironmentFogMode::ENV_FOG_MODE_EXPONENTIAL;
  63. Color fog_light_color = Color(0.518, 0.553, 0.608);
  64. float fog_light_energy = 1.0;
  65. float fog_sun_scatter = 0.0;
  66. float fog_density = 0.01;
  67. float fog_sky_affect = 1.0;
  68. float fog_height = 0.0;
  69. float fog_height_density = 0.0; //can be negative to invert effect
  70. float fog_aerial_perspective = 0.0;
  71. // Depth Fog
  72. float fog_depth_curve = 1.0;
  73. float fog_depth_begin = 10.0;
  74. float fog_depth_end = 100.0;
  75. // Volumetric Fog
  76. bool volumetric_fog_enabled = false;
  77. float volumetric_fog_density = 0.01;
  78. Color volumetric_fog_scattering = Color(1, 1, 1);
  79. Color volumetric_fog_emission = Color(0, 0, 0);
  80. float volumetric_fog_emission_energy = 0.0;
  81. float volumetric_fog_anisotropy = 0.2;
  82. float volumetric_fog_length = 64.0;
  83. float volumetric_fog_detail_spread = 2.0;
  84. float volumetric_fog_gi_inject = 1.0;
  85. float volumetric_fog_ambient_inject = 0.0;
  86. float volumetric_fog_sky_affect = 1.0;
  87. bool volumetric_fog_temporal_reprojection = true;
  88. float volumetric_fog_temporal_reprojection_amount = 0.9;
  89. // Glow
  90. bool glow_enabled = false;
  91. Vector<float> glow_levels;
  92. float glow_intensity = 0.8;
  93. float glow_strength = 1.0;
  94. float glow_bloom = 0.0;
  95. float glow_mix = 0.01;
  96. RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
  97. float glow_hdr_bleed_threshold = 1.0;
  98. float glow_hdr_luminance_cap = 12.0;
  99. float glow_hdr_bleed_scale = 2.0;
  100. float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
  101. RID glow_map;
  102. // SSR
  103. bool ssr_enabled = false;
  104. int ssr_max_steps = 64;
  105. float ssr_fade_in = 0.15;
  106. float ssr_fade_out = 2.0;
  107. float ssr_depth_tolerance = 0.2;
  108. // SSAO
  109. bool ssao_enabled = false;
  110. float ssao_radius = 1.0;
  111. float ssao_intensity = 2.0;
  112. float ssao_power = 1.5;
  113. float ssao_detail = 0.5;
  114. float ssao_horizon = 0.06;
  115. float ssao_sharpness = 0.98;
  116. float ssao_direct_light_affect = 0.0;
  117. float ssao_ao_channel_affect = 0.0;
  118. // SSIL
  119. bool ssil_enabled = false;
  120. float ssil_radius = 5.0;
  121. float ssil_intensity = 1.0;
  122. float ssil_sharpness = 0.98;
  123. float ssil_normal_rejection = 1.0;
  124. // SDFGI
  125. bool sdfgi_enabled = false;
  126. int sdfgi_cascades = 4;
  127. float sdfgi_min_cell_size = 0.2;
  128. bool sdfgi_use_occlusion = false;
  129. float sdfgi_bounce_feedback = 0.5;
  130. bool sdfgi_read_sky_light = true;
  131. float sdfgi_energy = 1.0;
  132. float sdfgi_normal_bias = 1.1;
  133. float sdfgi_probe_bias = 1.1;
  134. RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
  135. // Adjustments
  136. bool adjustments_enabled = false;
  137. float adjustments_brightness = 1.0f;
  138. float adjustments_contrast = 1.0f;
  139. float adjustments_saturation = 1.0f;
  140. bool use_1d_color_correction = false;
  141. RID color_correction;
  142. };
  143. mutable RID_Owner<Environment, true> environment_owner;
  144. public:
  145. static RendererEnvironmentStorage *get_singleton() { return singleton; }
  146. RendererEnvironmentStorage();
  147. virtual ~RendererEnvironmentStorage();
  148. // Environment
  149. RID environment_allocate();
  150. void environment_initialize(RID p_rid);
  151. void environment_free(RID p_rid);
  152. bool is_environment(RID p_environment) const {
  153. return environment_owner.owns(p_environment);
  154. }
  155. // Background
  156. void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
  157. void environment_set_sky(RID p_env, RID p_sky);
  158. void environment_set_sky_custom_fov(RID p_env, float p_scale);
  159. void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
  160. void environment_set_bg_color(RID p_env, const Color &p_color);
  161. void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
  162. void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
  163. void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG);
  164. void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
  165. int environment_get_camera_feed_id(RID p_env) const;
  166. RS::EnvironmentBG environment_get_background(RID p_env) const;
  167. RID environment_get_sky(RID p_env) const;
  168. float environment_get_sky_custom_fov(RID p_env) const;
  169. Basis environment_get_sky_orientation(RID p_env) const;
  170. Color environment_get_bg_color(RID p_env) const;
  171. float environment_get_bg_energy_multiplier(RID p_env) const;
  172. float environment_get_bg_intensity(RID p_env) const;
  173. int environment_get_canvas_max_layer(RID p_env) const;
  174. RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
  175. Color environment_get_ambient_light(RID p_env) const;
  176. float environment_get_ambient_light_energy(RID p_env) const;
  177. float environment_get_ambient_sky_contribution(RID p_env) const;
  178. RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
  179. // Tonemap
  180. void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
  181. RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
  182. float environment_get_exposure(RID p_env) const;
  183. float environment_get_white(RID p_env) const;
  184. // Fog
  185. void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode);
  186. bool environment_get_fog_enabled(RID p_env) const;
  187. RS::EnvironmentFogMode environment_get_fog_mode(RID p_env) const;
  188. Color environment_get_fog_light_color(RID p_env) const;
  189. float environment_get_fog_light_energy(RID p_env) const;
  190. float environment_get_fog_sun_scatter(RID p_env) const;
  191. float environment_get_fog_density(RID p_env) const;
  192. float environment_get_fog_sky_affect(RID p_env) const;
  193. float environment_get_fog_height(RID p_env) const;
  194. float environment_get_fog_height_density(RID p_env) const;
  195. float environment_get_fog_aerial_perspective(RID p_env) const;
  196. // Depth Fog
  197. void environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end);
  198. float environment_get_fog_depth_curve(RID p_env) const;
  199. float environment_get_fog_depth_begin(RID p_env) const;
  200. float environment_get_fog_depth_end(RID p_env) const;
  201. // Volumetric Fog
  202. void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect);
  203. bool environment_get_volumetric_fog_enabled(RID p_env) const;
  204. float environment_get_volumetric_fog_density(RID p_env) const;
  205. Color environment_get_volumetric_fog_scattering(RID p_env) const;
  206. Color environment_get_volumetric_fog_emission(RID p_env) const;
  207. float environment_get_volumetric_fog_emission_energy(RID p_env) const;
  208. float environment_get_volumetric_fog_anisotropy(RID p_env) const;
  209. float environment_get_volumetric_fog_length(RID p_env) const;
  210. float environment_get_volumetric_fog_detail_spread(RID p_env) const;
  211. float environment_get_volumetric_fog_gi_inject(RID p_env) const;
  212. float environment_get_volumetric_fog_sky_affect(RID p_env) const;
  213. bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const;
  214. float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const;
  215. float environment_get_volumetric_fog_ambient_inject(RID p_env) const;
  216. // GLOW
  217. void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map);
  218. bool environment_get_glow_enabled(RID p_env) const;
  219. Vector<float> environment_get_glow_levels(RID p_env) const;
  220. float environment_get_glow_intensity(RID p_env) const;
  221. float environment_get_glow_strength(RID p_env) const;
  222. float environment_get_glow_bloom(RID p_env) const;
  223. float environment_get_glow_mix(RID p_env) const;
  224. RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const;
  225. float environment_get_glow_hdr_bleed_threshold(RID p_env) const;
  226. float environment_get_glow_hdr_luminance_cap(RID p_env) const;
  227. float environment_get_glow_hdr_bleed_scale(RID p_env) const;
  228. float environment_get_glow_map_strength(RID p_env) const;
  229. RID environment_get_glow_map(RID p_env) const;
  230. // SSR
  231. void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
  232. bool environment_get_ssr_enabled(RID p_env) const;
  233. int environment_get_ssr_max_steps(RID p_env) const;
  234. float environment_get_ssr_fade_in(RID p_env) const;
  235. float environment_get_ssr_fade_out(RID p_env) const;
  236. float environment_get_ssr_depth_tolerance(RID p_env) const;
  237. // SSAO
  238. void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
  239. bool environment_get_ssao_enabled(RID p_env) const;
  240. float environment_get_ssao_radius(RID p_env) const;
  241. float environment_get_ssao_intensity(RID p_env) const;
  242. float environment_get_ssao_power(RID p_env) const;
  243. float environment_get_ssao_detail(RID p_env) const;
  244. float environment_get_ssao_horizon(RID p_env) const;
  245. float environment_get_ssao_sharpness(RID p_env) const;
  246. float environment_get_ssao_direct_light_affect(RID p_env) const;
  247. float environment_get_ssao_ao_channel_affect(RID p_env) const;
  248. // SSIL
  249. void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection);
  250. bool environment_get_ssil_enabled(RID p_env) const;
  251. float environment_get_ssil_radius(RID p_env) const;
  252. float environment_get_ssil_intensity(RID p_env) const;
  253. float environment_get_ssil_sharpness(RID p_env) const;
  254. float environment_get_ssil_normal_rejection(RID p_env) const;
  255. // SDFGI
  256. void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
  257. bool environment_get_sdfgi_enabled(RID p_env) const;
  258. int environment_get_sdfgi_cascades(RID p_env) const;
  259. float environment_get_sdfgi_min_cell_size(RID p_env) const;
  260. bool environment_get_sdfgi_use_occlusion(RID p_env) const;
  261. float environment_get_sdfgi_bounce_feedback(RID p_env) const;
  262. bool environment_get_sdfgi_read_sky_light(RID p_env) const;
  263. float environment_get_sdfgi_energy(RID p_env) const;
  264. float environment_get_sdfgi_normal_bias(RID p_env) const;
  265. float environment_get_sdfgi_probe_bias(RID p_env) const;
  266. RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const;
  267. // Adjustment
  268. void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
  269. bool environment_get_adjustments_enabled(RID p_env) const;
  270. float environment_get_adjustments_brightness(RID p_env) const;
  271. float environment_get_adjustments_contrast(RID p_env) const;
  272. float environment_get_adjustments_saturation(RID p_env) const;
  273. bool environment_get_use_1d_color_correction(RID p_env) const;
  274. RID environment_get_color_correction(RID p_env) const;
  275. };
  276. #endif // ENVIRONMENT_STORAGE_H