environment.cpp 58 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) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 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 "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, ambient_energy, ambient_sky_contribution);
  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, ambient_energy, ambient_sky_contribution);
  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, ambient_energy, ambient_sky_contribution);
  76. }
  77. Environment::BGMode Environment::get_background() const {
  78. return bg_mode;
  79. }
  80. Ref<Sky> Environment::get_sky() const {
  81. return bg_sky;
  82. }
  83. float Environment::get_sky_custom_fov() const {
  84. return bg_sky_custom_fov;
  85. }
  86. Color Environment::get_bg_color() const {
  87. return bg_color;
  88. }
  89. float Environment::get_bg_energy() const {
  90. return bg_energy;
  91. }
  92. int Environment::get_canvas_max_layer() const {
  93. return bg_canvas_max_layer;
  94. }
  95. Color Environment::get_ambient_light_color() const {
  96. return ambient_color;
  97. }
  98. float Environment::get_ambient_light_energy() const {
  99. return ambient_energy;
  100. }
  101. float Environment::get_ambient_light_sky_contribution() const {
  102. return ambient_sky_contribution;
  103. }
  104. void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
  105. tone_mapper = p_tone_mapper;
  106. 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);
  107. }
  108. Environment::ToneMapper Environment::get_tonemapper() const {
  109. return tone_mapper;
  110. }
  111. void Environment::set_tonemap_exposure(float p_exposure) {
  112. tonemap_exposure = p_exposure;
  113. 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);
  114. }
  115. float Environment::get_tonemap_exposure() const {
  116. return tonemap_exposure;
  117. }
  118. void Environment::set_tonemap_white(float p_white) {
  119. tonemap_white = p_white;
  120. 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);
  121. }
  122. float Environment::get_tonemap_white() const {
  123. return tonemap_white;
  124. }
  125. void Environment::set_tonemap_auto_exposure(bool p_enabled) {
  126. tonemap_auto_exposure = p_enabled;
  127. 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);
  128. _change_notify();
  129. }
  130. bool Environment::get_tonemap_auto_exposure() const {
  131. return tonemap_auto_exposure;
  132. }
  133. void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
  134. tonemap_auto_exposure_max = p_auto_exposure_max;
  135. 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);
  136. }
  137. float Environment::get_tonemap_auto_exposure_max() const {
  138. return tonemap_auto_exposure_max;
  139. }
  140. void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
  141. tonemap_auto_exposure_min = p_auto_exposure_min;
  142. 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);
  143. }
  144. float Environment::get_tonemap_auto_exposure_min() const {
  145. return tonemap_auto_exposure_min;
  146. }
  147. void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
  148. tonemap_auto_exposure_speed = p_auto_exposure_speed;
  149. 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);
  150. }
  151. float Environment::get_tonemap_auto_exposure_speed() const {
  152. return tonemap_auto_exposure_speed;
  153. }
  154. void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) {
  155. tonemap_auto_exposure_grey = p_auto_exposure_grey;
  156. 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);
  157. }
  158. float Environment::get_tonemap_auto_exposure_grey() const {
  159. return tonemap_auto_exposure_grey;
  160. }
  161. void Environment::set_adjustment_enable(bool p_enable) {
  162. adjustment_enabled = p_enable;
  163. 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());
  164. _change_notify();
  165. }
  166. bool Environment::is_adjustment_enabled() const {
  167. return adjustment_enabled;
  168. }
  169. void Environment::set_adjustment_brightness(float p_brightness) {
  170. adjustment_brightness = p_brightness;
  171. 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());
  172. }
  173. float Environment::get_adjustment_brightness() const {
  174. return adjustment_brightness;
  175. }
  176. void Environment::set_adjustment_contrast(float p_contrast) {
  177. adjustment_contrast = p_contrast;
  178. 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());
  179. }
  180. float Environment::get_adjustment_contrast() const {
  181. return adjustment_contrast;
  182. }
  183. void Environment::set_adjustment_saturation(float p_saturation) {
  184. adjustment_saturation = p_saturation;
  185. 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());
  186. }
  187. float Environment::get_adjustment_saturation() const {
  188. return adjustment_saturation;
  189. }
  190. void Environment::set_adjustment_color_correction(const Ref<Texture> &p_ramp) {
  191. adjustment_color_correction = p_ramp;
  192. 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());
  193. }
  194. Ref<Texture> Environment::get_adjustment_color_correction() const {
  195. return adjustment_color_correction;
  196. }
  197. void Environment::_validate_property(PropertyInfo &property) const {
  198. if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "ambient_light/sky_contribution") {
  199. if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) {
  200. property.usage = PROPERTY_USAGE_NOEDITOR;
  201. }
  202. }
  203. if (property.name == "background_color") {
  204. if (bg_mode != BG_COLOR && bg_mode != BG_COLOR_SKY) {
  205. property.usage = PROPERTY_USAGE_NOEDITOR;
  206. }
  207. }
  208. if (property.name == "background_canvas_max_layer") {
  209. if (bg_mode != BG_CANVAS) {
  210. property.usage = PROPERTY_USAGE_NOEDITOR;
  211. }
  212. }
  213. static const char *hide_prefixes[] = {
  214. "fog_",
  215. "auto_exposure_",
  216. "ss_reflections_",
  217. "ssao_",
  218. "dof_blur_far_",
  219. "dof_blur_near_",
  220. "glow_",
  221. "adjustment_",
  222. NULL
  223. };
  224. const char **prefixes = hide_prefixes;
  225. while (*prefixes) {
  226. String prefix = String(*prefixes);
  227. String enabled = prefix + "enabled";
  228. if (property.name.begins_with(prefix) && property.name != enabled && !bool(get(enabled))) {
  229. property.usage = PROPERTY_USAGE_NOEDITOR;
  230. return;
  231. }
  232. prefixes++;
  233. }
  234. }
  235. void Environment::set_ssr_enabled(bool p_enable) {
  236. ssr_enabled = p_enable;
  237. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  238. _change_notify();
  239. }
  240. bool Environment::is_ssr_enabled() const {
  241. return ssr_enabled;
  242. }
  243. void Environment::set_ssr_max_steps(int p_steps) {
  244. ssr_max_steps = p_steps;
  245. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  246. }
  247. int Environment::get_ssr_max_steps() const {
  248. return ssr_max_steps;
  249. }
  250. void Environment::set_ssr_fade_in(float p_fade_in) {
  251. ssr_fade_in = p_fade_in;
  252. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  253. }
  254. float Environment::get_ssr_fade_in() const {
  255. return ssr_fade_in;
  256. }
  257. void Environment::set_ssr_fade_out(float p_fade_out) {
  258. ssr_fade_out = p_fade_out;
  259. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  260. }
  261. float Environment::get_ssr_fade_out() const {
  262. return ssr_fade_out;
  263. }
  264. void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) {
  265. ssr_depth_tolerance = p_depth_tolerance;
  266. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  267. }
  268. float Environment::get_ssr_depth_tolerance() const {
  269. return ssr_depth_tolerance;
  270. }
  271. void Environment::set_ssr_rough(bool p_enable) {
  272. ssr_roughness = p_enable;
  273. VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
  274. }
  275. bool Environment::is_ssr_rough() const {
  276. return ssr_roughness;
  277. }
  278. void Environment::set_ssao_enabled(bool p_enable) {
  279. ssao_enabled = p_enable;
  280. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  281. _change_notify();
  282. }
  283. bool Environment::is_ssao_enabled() const {
  284. return ssao_enabled;
  285. }
  286. void Environment::set_ssao_radius(float p_radius) {
  287. ssao_radius = p_radius;
  288. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  289. }
  290. float Environment::get_ssao_radius() const {
  291. return ssao_radius;
  292. }
  293. void Environment::set_ssao_intensity(float p_intensity) {
  294. ssao_intensity = p_intensity;
  295. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  296. }
  297. float Environment::get_ssao_intensity() const {
  298. return ssao_intensity;
  299. }
  300. void Environment::set_ssao_radius2(float p_radius) {
  301. ssao_radius2 = p_radius;
  302. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  303. }
  304. float Environment::get_ssao_radius2() const {
  305. return ssao_radius2;
  306. }
  307. void Environment::set_ssao_intensity2(float p_intensity) {
  308. ssao_intensity2 = p_intensity;
  309. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  310. }
  311. float Environment::get_ssao_intensity2() const {
  312. return ssao_intensity2;
  313. }
  314. void Environment::set_ssao_bias(float p_bias) {
  315. ssao_bias = p_bias;
  316. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  317. }
  318. float Environment::get_ssao_bias() const {
  319. return ssao_bias;
  320. }
  321. void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
  322. ssao_direct_light_affect = p_direct_light_affect;
  323. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  324. }
  325. float Environment::get_ssao_direct_light_affect() const {
  326. return ssao_direct_light_affect;
  327. }
  328. void Environment::set_ssao_color(const Color &p_color) {
  329. ssao_color = p_color;
  330. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  331. }
  332. Color Environment::get_ssao_color() const {
  333. return ssao_color;
  334. }
  335. void Environment::set_ssao_blur(SSAOBlur p_blur) {
  336. ssao_blur = p_blur;
  337. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  338. }
  339. Environment::SSAOBlur Environment::get_ssao_blur() const {
  340. return ssao_blur;
  341. }
  342. void Environment::set_ssao_quality(SSAOQuality p_quality) {
  343. ssao_quality = p_quality;
  344. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  345. }
  346. Environment::SSAOQuality Environment::get_ssao_quality() const {
  347. return ssao_quality;
  348. }
  349. void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
  350. ssao_edge_sharpness = p_edge_sharpness;
  351. VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
  352. }
  353. float Environment::get_ssao_edge_sharpness() const {
  354. return ssao_edge_sharpness;
  355. }
  356. void Environment::set_glow_enabled(bool p_enabled) {
  357. glow_enabled = p_enabled;
  358. 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_bicubic_upscale);
  359. _change_notify();
  360. }
  361. bool Environment::is_glow_enabled() const {
  362. return glow_enabled;
  363. }
  364. void Environment::set_glow_level(int p_level, bool p_enabled) {
  365. ERR_FAIL_INDEX(p_level, VS::MAX_GLOW_LEVELS);
  366. if (p_enabled)
  367. glow_levels |= (1 << p_level);
  368. else
  369. glow_levels &= ~(1 << p_level);
  370. 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_bicubic_upscale);
  371. }
  372. bool Environment::is_glow_level_enabled(int p_level) const {
  373. ERR_FAIL_INDEX_V(p_level, VS::MAX_GLOW_LEVELS, false);
  374. return glow_levels & (1 << p_level);
  375. }
  376. void Environment::set_glow_intensity(float p_intensity) {
  377. glow_intensity = p_intensity;
  378. 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_bicubic_upscale);
  379. }
  380. float Environment::get_glow_intensity() const {
  381. return glow_intensity;
  382. }
  383. void Environment::set_glow_strength(float p_strength) {
  384. glow_strength = p_strength;
  385. 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_bicubic_upscale);
  386. }
  387. float Environment::get_glow_strength() const {
  388. return glow_strength;
  389. }
  390. void Environment::set_glow_bloom(float p_threshold) {
  391. glow_bloom = p_threshold;
  392. 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_bicubic_upscale);
  393. }
  394. float Environment::get_glow_bloom() const {
  395. return glow_bloom;
  396. }
  397. void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
  398. glow_blend_mode = p_mode;
  399. 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_bicubic_upscale);
  400. }
  401. Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
  402. return glow_blend_mode;
  403. }
  404. void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
  405. glow_hdr_bleed_threshold = p_threshold;
  406. 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_bicubic_upscale);
  407. }
  408. float Environment::get_glow_hdr_bleed_threshold() const {
  409. return glow_hdr_bleed_threshold;
  410. }
  411. void Environment::set_glow_hdr_bleed_scale(float p_scale) {
  412. glow_hdr_bleed_scale = p_scale;
  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_bicubic_upscale);
  414. }
  415. float Environment::get_glow_hdr_bleed_scale() const {
  416. return glow_hdr_bleed_scale;
  417. }
  418. void Environment::set_glow_bicubic_upscale(bool p_enable) {
  419. glow_bicubic_upscale = p_enable;
  420. 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_bicubic_upscale);
  421. }
  422. bool Environment::is_glow_bicubic_upscale_enabled() const {
  423. return glow_bicubic_upscale;
  424. }
  425. void Environment::set_dof_blur_far_enabled(bool p_enable) {
  426. dof_blur_far_enabled = p_enable;
  427. 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));
  428. _change_notify();
  429. }
  430. bool Environment::is_dof_blur_far_enabled() const {
  431. return dof_blur_far_enabled;
  432. }
  433. void Environment::set_dof_blur_far_distance(float p_distance) {
  434. dof_blur_far_distance = p_distance;
  435. 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));
  436. }
  437. float Environment::get_dof_blur_far_distance() const {
  438. return dof_blur_far_distance;
  439. }
  440. void Environment::set_dof_blur_far_transition(float p_distance) {
  441. dof_blur_far_transition = p_distance;
  442. 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));
  443. }
  444. float Environment::get_dof_blur_far_transition() const {
  445. return dof_blur_far_transition;
  446. }
  447. void Environment::set_dof_blur_far_amount(float p_amount) {
  448. dof_blur_far_amount = p_amount;
  449. 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));
  450. }
  451. float Environment::get_dof_blur_far_amount() const {
  452. return dof_blur_far_amount;
  453. }
  454. void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) {
  455. dof_blur_far_quality = p_quality;
  456. 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));
  457. }
  458. Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const {
  459. return dof_blur_far_quality;
  460. }
  461. void Environment::set_dof_blur_near_enabled(bool p_enable) {
  462. dof_blur_near_enabled = p_enable;
  463. 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));
  464. _change_notify();
  465. }
  466. bool Environment::is_dof_blur_near_enabled() const {
  467. return dof_blur_near_enabled;
  468. }
  469. void Environment::set_dof_blur_near_distance(float p_distance) {
  470. dof_blur_near_distance = p_distance;
  471. 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));
  472. }
  473. float Environment::get_dof_blur_near_distance() const {
  474. return dof_blur_near_distance;
  475. }
  476. void Environment::set_dof_blur_near_transition(float p_distance) {
  477. dof_blur_near_transition = p_distance;
  478. 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));
  479. }
  480. float Environment::get_dof_blur_near_transition() const {
  481. return dof_blur_near_transition;
  482. }
  483. void Environment::set_dof_blur_near_amount(float p_amount) {
  484. dof_blur_near_amount = p_amount;
  485. 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));
  486. }
  487. float Environment::get_dof_blur_near_amount() const {
  488. return dof_blur_near_amount;
  489. }
  490. void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) {
  491. dof_blur_near_quality = p_quality;
  492. 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));
  493. }
  494. Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const {
  495. return dof_blur_near_quality;
  496. }
  497. void Environment::set_fog_enabled(bool p_enabled) {
  498. fog_enabled = p_enabled;
  499. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  500. _change_notify();
  501. }
  502. bool Environment::is_fog_enabled() const {
  503. return fog_enabled;
  504. }
  505. void Environment::set_fog_color(const Color &p_color) {
  506. fog_color = p_color;
  507. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  508. }
  509. Color Environment::get_fog_color() const {
  510. return fog_color;
  511. }
  512. void Environment::set_fog_sun_color(const Color &p_color) {
  513. fog_sun_color = p_color;
  514. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  515. }
  516. Color Environment::get_fog_sun_color() const {
  517. return fog_sun_color;
  518. }
  519. void Environment::set_fog_sun_amount(float p_amount) {
  520. fog_sun_amount = p_amount;
  521. VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
  522. }
  523. float Environment::get_fog_sun_amount() const {
  524. return fog_sun_amount;
  525. }
  526. void Environment::set_fog_depth_enabled(bool p_enabled) {
  527. fog_depth_enabled = p_enabled;
  528. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  529. }
  530. bool Environment::is_fog_depth_enabled() const {
  531. return fog_depth_enabled;
  532. }
  533. void Environment::set_fog_depth_begin(float p_distance) {
  534. fog_depth_begin = p_distance;
  535. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  536. }
  537. float Environment::get_fog_depth_begin() const {
  538. return fog_depth_begin;
  539. }
  540. void Environment::set_fog_depth_curve(float p_curve) {
  541. fog_depth_curve = p_curve;
  542. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  543. }
  544. float Environment::get_fog_depth_curve() const {
  545. return fog_depth_curve;
  546. }
  547. void Environment::set_fog_transmit_enabled(bool p_enabled) {
  548. fog_transmit_enabled = p_enabled;
  549. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  550. }
  551. bool Environment::is_fog_transmit_enabled() const {
  552. return fog_transmit_enabled;
  553. }
  554. void Environment::set_fog_transmit_curve(float p_curve) {
  555. fog_transmit_curve = p_curve;
  556. VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
  557. }
  558. float Environment::get_fog_transmit_curve() const {
  559. return fog_transmit_curve;
  560. }
  561. void Environment::set_fog_height_enabled(bool p_enabled) {
  562. fog_height_enabled = p_enabled;
  563. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  564. }
  565. bool Environment::is_fog_height_enabled() const {
  566. return fog_height_enabled;
  567. }
  568. void Environment::set_fog_height_min(float p_distance) {
  569. fog_height_min = p_distance;
  570. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  571. }
  572. float Environment::get_fog_height_min() const {
  573. return fog_height_min;
  574. }
  575. void Environment::set_fog_height_max(float p_distance) {
  576. fog_height_max = p_distance;
  577. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  578. }
  579. float Environment::get_fog_height_max() const {
  580. return fog_height_max;
  581. }
  582. void Environment::set_fog_height_curve(float p_distance) {
  583. fog_height_curve = p_distance;
  584. VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
  585. }
  586. float Environment::get_fog_height_curve() const {
  587. return fog_height_curve;
  588. }
  589. void Environment::_bind_methods() {
  590. ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background);
  591. ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky);
  592. ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov);
  593. ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color);
  594. ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy);
  595. ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer);
  596. ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color);
  597. ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy);
  598. ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "energy"), &Environment::set_ambient_light_sky_contribution);
  599. ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background);
  600. ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky);
  601. ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov);
  602. ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color);
  603. ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy);
  604. ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer);
  605. ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color);
  606. ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy);
  607. ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution);
  608. ADD_GROUP("Background", "background_");
  609. ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep"), "set_background", "get_background");
  610. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky");
  611. ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov");
  612. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color");
  613. ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy");
  614. ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer");
  615. ADD_GROUP("Ambient Light", "ambient_light_");
  616. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color");
  617. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy");
  618. 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");
  619. ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled);
  620. ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled);
  621. ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment::set_fog_color);
  622. ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment::get_fog_color);
  623. ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment::set_fog_sun_color);
  624. ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment::get_fog_sun_color);
  625. ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment::set_fog_sun_amount);
  626. ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment::get_fog_sun_amount);
  627. ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment::set_fog_depth_enabled);
  628. ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment::is_fog_depth_enabled);
  629. ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin);
  630. ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin);
  631. ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve);
  632. ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve);
  633. ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment::set_fog_transmit_enabled);
  634. ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment::is_fog_transmit_enabled);
  635. ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment::set_fog_transmit_curve);
  636. ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment::get_fog_transmit_curve);
  637. ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment::set_fog_height_enabled);
  638. ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment::is_fog_height_enabled);
  639. ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment::set_fog_height_min);
  640. ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment::get_fog_height_min);
  641. ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment::set_fog_height_max);
  642. ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment::get_fog_height_max);
  643. ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment::set_fog_height_curve);
  644. ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment::get_fog_height_curve);
  645. ADD_GROUP("Fog", "fog_");
  646. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
  647. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_color"), "set_fog_color", "get_fog_color");
  648. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_sun_color"), "set_fog_sun_color", "get_fog_sun_color");
  649. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_sun_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fog_sun_amount", "get_fog_sun_amount");
  650. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_depth_enabled"), "set_fog_depth_enabled", "is_fog_depth_enabled");
  651. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1"), "set_fog_depth_begin", "get_fog_depth_begin");
  652. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve");
  653. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_transmit_enabled"), "set_fog_transmit_enabled", "is_fog_transmit_enabled");
  654. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_transmit_curve", PROPERTY_HINT_EXP_EASING), "set_fog_transmit_curve", "get_fog_transmit_curve");
  655. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_height_enabled"), "set_fog_height_enabled", "is_fog_height_enabled");
  656. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_min", PROPERTY_HINT_RANGE, "-4000,4000,0.1"), "set_fog_height_min", "get_fog_height_min");
  657. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_max", PROPERTY_HINT_RANGE, "-4000,4000,0.1"), "set_fog_height_max", "get_fog_height_max");
  658. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_curve", PROPERTY_HINT_EXP_EASING), "set_fog_height_curve", "get_fog_height_curve");
  659. ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment::set_tonemapper);
  660. ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment::get_tonemapper);
  661. ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment::set_tonemap_exposure);
  662. ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment::get_tonemap_exposure);
  663. ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment::set_tonemap_white);
  664. ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white);
  665. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment::set_tonemap_auto_exposure);
  666. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment::get_tonemap_auto_exposure);
  667. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment::set_tonemap_auto_exposure_max);
  668. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment::get_tonemap_auto_exposure_max);
  669. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment::set_tonemap_auto_exposure_min);
  670. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment::get_tonemap_auto_exposure_min);
  671. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment::set_tonemap_auto_exposure_speed);
  672. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment::get_tonemap_auto_exposure_speed);
  673. ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment::set_tonemap_auto_exposure_grey);
  674. ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey);
  675. ADD_GROUP("Tonemap", "tonemap_");
  676. ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reindhart,Filmic,Aces"), "set_tonemapper", "get_tonemapper");
  677. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
  678. ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
  679. ADD_GROUP("Auto Exposure", "auto_exposure_");
  680. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_exposure_enabled"), "set_tonemap_auto_exposure", "get_tonemap_auto_exposure");
  681. 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");
  682. 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");
  683. 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");
  684. 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");
  685. ClassDB::bind_method(D_METHOD("set_ssr_enabled", "enabled"), &Environment::set_ssr_enabled);
  686. ClassDB::bind_method(D_METHOD("is_ssr_enabled"), &Environment::is_ssr_enabled);
  687. ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment::set_ssr_max_steps);
  688. ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment::get_ssr_max_steps);
  689. ClassDB::bind_method(D_METHOD("set_ssr_fade_in", "fade_in"), &Environment::set_ssr_fade_in);
  690. ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment::get_ssr_fade_in);
  691. ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment::set_ssr_fade_out);
  692. ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment::get_ssr_fade_out);
  693. ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance);
  694. ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance);
  695. ClassDB::bind_method(D_METHOD("set_ssr_rough", "rough"), &Environment::set_ssr_rough);
  696. ClassDB::bind_method(D_METHOD("is_ssr_rough"), &Environment::is_ssr_rough);
  697. ADD_GROUP("SS Reflections", "ss_reflections_");
  698. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled");
  699. ADD_PROPERTY(PropertyInfo(Variant::INT, "ss_reflections_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps");
  700. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in");
  701. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out");
  702. 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");
  703. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_roughness"), "set_ssr_rough", "is_ssr_rough");
  704. ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);
  705. ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled);
  706. ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius);
  707. ClassDB::bind_method(D_METHOD("get_ssao_radius"), &Environment::get_ssao_radius);
  708. ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity);
  709. ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity);
  710. ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment::set_ssao_radius2);
  711. ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment::get_ssao_radius2);
  712. ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment::set_ssao_intensity2);
  713. ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment::get_ssao_intensity2);
  714. ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias);
  715. ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias);
  716. ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment::set_ssao_direct_light_affect);
  717. ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment::get_ssao_direct_light_affect);
  718. ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment::set_ssao_color);
  719. ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment::get_ssao_color);
  720. ClassDB::bind_method(D_METHOD("set_ssao_blur", "mode"), &Environment::set_ssao_blur);
  721. ClassDB::bind_method(D_METHOD("get_ssao_blur"), &Environment::get_ssao_blur);
  722. ClassDB::bind_method(D_METHOD("set_ssao_quality", "quality"), &Environment::set_ssao_quality);
  723. ClassDB::bind_method(D_METHOD("get_ssao_quality"), &Environment::get_ssao_quality);
  724. ClassDB::bind_method(D_METHOD("set_ssao_edge_sharpness", "edge_sharpness"), &Environment::set_ssao_edge_sharpness);
  725. ClassDB::bind_method(D_METHOD("get_ssao_edge_sharpness"), &Environment::get_ssao_edge_sharpness);
  726. ADD_GROUP("SSAO", "ssao_");
  727. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled");
  728. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssao_radius", "get_ssao_radius");
  729. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity", "get_ssao_intensity");
  730. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_radius2", "get_ssao_radius2");
  731. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity2", "get_ssao_intensity2");
  732. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias");
  733. 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");
  734. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ssao_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ssao_color", "get_ssao_color");
  735. ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_ssao_quality", "get_ssao_quality");
  736. ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur");
  737. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness");
  738. ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment::set_dof_blur_far_enabled);
  739. ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment::is_dof_blur_far_enabled);
  740. ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &Environment::set_dof_blur_far_distance);
  741. ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &Environment::get_dof_blur_far_distance);
  742. ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &Environment::set_dof_blur_far_transition);
  743. ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &Environment::get_dof_blur_far_transition);
  744. ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount", "intensity"), &Environment::set_dof_blur_far_amount);
  745. ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"), &Environment::get_dof_blur_far_amount);
  746. ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality", "intensity"), &Environment::set_dof_blur_far_quality);
  747. ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"), &Environment::get_dof_blur_far_quality);
  748. ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &Environment::set_dof_blur_near_enabled);
  749. ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &Environment::is_dof_blur_near_enabled);
  750. ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &Environment::set_dof_blur_near_distance);
  751. ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &Environment::get_dof_blur_near_distance);
  752. ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &Environment::set_dof_blur_near_transition);
  753. ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &Environment::get_dof_blur_near_transition);
  754. ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount", "intensity"), &Environment::set_dof_blur_near_amount);
  755. ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"), &Environment::get_dof_blur_near_amount);
  756. ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality", "level"), &Environment::set_dof_blur_near_quality);
  757. ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"), &Environment::get_dof_blur_near_quality);
  758. ADD_GROUP("DOF Far Blur", "dof_blur_far_");
  759. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled");
  760. 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");
  761. 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");
  762. 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");
  763. 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");
  764. ADD_GROUP("DOF Near Blur", "dof_blur_near_");
  765. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled");
  766. 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");
  767. 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");
  768. 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");
  769. 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");
  770. ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment::set_glow_enabled);
  771. ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment::is_glow_enabled);
  772. ClassDB::bind_method(D_METHOD("set_glow_level", "idx", "enabled"), &Environment::set_glow_level);
  773. ClassDB::bind_method(D_METHOD("is_glow_level_enabled", "idx"), &Environment::is_glow_level_enabled);
  774. ClassDB::bind_method(D_METHOD("set_glow_intensity", "intensity"), &Environment::set_glow_intensity);
  775. ClassDB::bind_method(D_METHOD("get_glow_intensity"), &Environment::get_glow_intensity);
  776. ClassDB::bind_method(D_METHOD("set_glow_strength", "strength"), &Environment::set_glow_strength);
  777. ClassDB::bind_method(D_METHOD("get_glow_strength"), &Environment::get_glow_strength);
  778. ClassDB::bind_method(D_METHOD("set_glow_bloom", "amount"), &Environment::set_glow_bloom);
  779. ClassDB::bind_method(D_METHOD("get_glow_bloom"), &Environment::get_glow_bloom);
  780. ClassDB::bind_method(D_METHOD("set_glow_blend_mode", "mode"), &Environment::set_glow_blend_mode);
  781. ClassDB::bind_method(D_METHOD("get_glow_blend_mode"), &Environment::get_glow_blend_mode);
  782. ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold);
  783. ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold);
  784. ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale);
  785. ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale);
  786. ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale", "enabled"), &Environment::set_glow_bicubic_upscale);
  787. ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"), &Environment::is_glow_bicubic_upscale_enabled);
  788. ADD_GROUP("Glow", "glow_");
  789. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_enabled"), "set_glow_enabled", "is_glow_enabled");
  790. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/1"), "set_glow_level", "is_glow_level_enabled", 0);
  791. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/2"), "set_glow_level", "is_glow_level_enabled", 1);
  792. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/3"), "set_glow_level", "is_glow_level_enabled", 2);
  793. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/4"), "set_glow_level", "is_glow_level_enabled", 3);
  794. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/5"), "set_glow_level", "is_glow_level_enabled", 4);
  795. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/6"), "set_glow_level", "is_glow_level_enabled", 5);
  796. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/7"), "set_glow_level", "is_glow_level_enabled", 6);
  797. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity");
  798. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength");
  799. ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom");
  800. ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace"), "set_glow_blend_mode", "get_glow_blend_mode");
  801. 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");
  802. 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");
  803. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled");
  804. ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment::set_adjustment_enable);
  805. ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled);
  806. ClassDB::bind_method(D_METHOD("set_adjustment_brightness", "brightness"), &Environment::set_adjustment_brightness);
  807. ClassDB::bind_method(D_METHOD("get_adjustment_brightness"), &Environment::get_adjustment_brightness);
  808. ClassDB::bind_method(D_METHOD("set_adjustment_contrast", "contrast"), &Environment::set_adjustment_contrast);
  809. ClassDB::bind_method(D_METHOD("get_adjustment_contrast"), &Environment::get_adjustment_contrast);
  810. ClassDB::bind_method(D_METHOD("set_adjustment_saturation", "saturation"), &Environment::set_adjustment_saturation);
  811. ClassDB::bind_method(D_METHOD("get_adjustment_saturation"), &Environment::get_adjustment_saturation);
  812. ClassDB::bind_method(D_METHOD("set_adjustment_color_correction", "color_correction"), &Environment::set_adjustment_color_correction);
  813. ClassDB::bind_method(D_METHOD("get_adjustment_color_correction"), &Environment::get_adjustment_color_correction);
  814. ADD_GROUP("Adjustments", "adjustment_");
  815. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled"), "set_adjustment_enable", "is_adjustment_enabled");
  816. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness");
  817. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast");
  818. ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
  819. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_adjustment_color_correction", "get_adjustment_color_correction");
  820. BIND_ENUM_CONSTANT(BG_KEEP);
  821. BIND_ENUM_CONSTANT(BG_CLEAR_COLOR);
  822. BIND_ENUM_CONSTANT(BG_COLOR);
  823. BIND_ENUM_CONSTANT(BG_SKY);
  824. BIND_ENUM_CONSTANT(BG_COLOR_SKY);
  825. BIND_ENUM_CONSTANT(BG_CANVAS);
  826. BIND_ENUM_CONSTANT(BG_MAX);
  827. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
  828. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
  829. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
  830. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
  831. BIND_ENUM_CONSTANT(TONE_MAPPER_LINEAR);
  832. BIND_ENUM_CONSTANT(TONE_MAPPER_REINHARDT);
  833. BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC);
  834. BIND_ENUM_CONSTANT(TONE_MAPPER_ACES);
  835. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
  836. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
  837. BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
  838. BIND_ENUM_CONSTANT(SSAO_BLUR_DISABLED);
  839. BIND_ENUM_CONSTANT(SSAO_BLUR_1x1);
  840. BIND_ENUM_CONSTANT(SSAO_BLUR_2x2);
  841. BIND_ENUM_CONSTANT(SSAO_BLUR_3x3);
  842. BIND_ENUM_CONSTANT(SSAO_QUALITY_LOW);
  843. BIND_ENUM_CONSTANT(SSAO_QUALITY_MEDIUM);
  844. BIND_ENUM_CONSTANT(SSAO_QUALITY_HIGH);
  845. }
  846. Environment::Environment() {
  847. environment = VS::get_singleton()->environment_create();
  848. bg_mode = BG_CLEAR_COLOR;
  849. bg_sky_custom_fov = 0;
  850. bg_energy = 1.0;
  851. bg_canvas_max_layer = 0;
  852. ambient_energy = 1.0;
  853. ambient_sky_contribution = 1.0;
  854. tone_mapper = TONE_MAPPER_LINEAR;
  855. tonemap_exposure = 1.0;
  856. tonemap_white = 1.0;
  857. tonemap_auto_exposure = false;
  858. tonemap_auto_exposure_max = 8;
  859. tonemap_auto_exposure_min = 0.05;
  860. tonemap_auto_exposure_speed = 0.5;
  861. tonemap_auto_exposure_grey = 0.4;
  862. set_tonemapper(tone_mapper); //update
  863. adjustment_enabled = false;
  864. adjustment_contrast = 1.0;
  865. adjustment_saturation = 1.0;
  866. adjustment_brightness = 1.0;
  867. set_adjustment_enable(adjustment_enabled); //update
  868. ssr_enabled = false;
  869. ssr_max_steps = 64;
  870. ssr_fade_in = 0.15;
  871. ssr_fade_out = 2.0;
  872. ssr_depth_tolerance = 0.2;
  873. ssr_roughness = true;
  874. ssao_enabled = false;
  875. ssao_radius = 1;
  876. ssao_intensity = 1;
  877. ssao_radius2 = 0;
  878. ssao_intensity2 = 1;
  879. ssao_bias = 0.01;
  880. ssao_direct_light_affect = false;
  881. ssao_blur = SSAO_BLUR_3x3;
  882. set_ssao_edge_sharpness(4);
  883. set_ssao_quality(SSAO_QUALITY_LOW);
  884. glow_enabled = false;
  885. glow_levels = (1 << 2) | (1 << 4);
  886. glow_intensity = 0.8;
  887. glow_strength = 1.0;
  888. glow_bloom = 0.0;
  889. glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT;
  890. glow_hdr_bleed_threshold = 1.0;
  891. glow_hdr_bleed_scale = 2.0;
  892. glow_bicubic_upscale = false;
  893. dof_blur_far_enabled = false;
  894. dof_blur_far_distance = 10;
  895. dof_blur_far_transition = 5;
  896. dof_blur_far_amount = 0.1;
  897. dof_blur_far_quality = DOF_BLUR_QUALITY_MEDIUM;
  898. dof_blur_near_enabled = false;
  899. dof_blur_near_distance = 2;
  900. dof_blur_near_transition = 1;
  901. dof_blur_near_amount = 0.1;
  902. dof_blur_near_quality = DOF_BLUR_QUALITY_MEDIUM;
  903. fog_enabled = false;
  904. fog_color = Color(0.5, 0.5, 0.5);
  905. fog_sun_color = Color(0.8, 0.8, 0.0);
  906. fog_sun_amount = 0;
  907. fog_depth_enabled = true;
  908. fog_depth_begin = 10;
  909. fog_depth_curve = 1;
  910. fog_transmit_enabled = false;
  911. fog_transmit_curve = 1;
  912. fog_height_enabled = false;
  913. fog_height_min = 0;
  914. fog_height_max = 100;
  915. fog_height_curve = 1;
  916. set_fog_color(Color(0.5, 0.6, 0.7));
  917. set_fog_sun_color(Color(1.0, 0.9, 0.7));
  918. }
  919. Environment::~Environment() {
  920. VS::get_singleton()->free(environment);
  921. }