godot/scene/resources/environment.cpp

/**************************************************************************/
/*  environment.cpp                                                       */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "environment.h"

#include "core/config/project_settings.h"
#include "scene/resources/gradient_texture.h"
#include "servers/rendering_server.h"

RID Environment::get_rid() const {}

// Background

void Environment::set_background(BGMode p_bg) {}

Environment::BGMode Environment::get_background() const {}

void Environment::set_sky(const Ref<Sky> &p_sky) {}

Ref<Sky> Environment::get_sky() const {}

void Environment::set_sky_custom_fov(float p_scale) {}

float Environment::get_sky_custom_fov() const {}

void Environment::set_sky_rotation(const Vector3 &p_rotation) {}

Vector3 Environment::get_sky_rotation() const {}

void Environment::set_bg_color(const Color &p_color) {}

Color Environment::get_bg_color() const {}

void Environment::set_bg_energy_multiplier(float p_multiplier) {}

float Environment::get_bg_energy_multiplier() const {}

void Environment::set_bg_intensity(float p_exposure_value) {}

float Environment::get_bg_intensity() const {}

void Environment::_update_bg_energy() {}

void Environment::set_canvas_max_layer(int p_max_layer) {}

int Environment::get_canvas_max_layer() const {}

void Environment::set_camera_feed_id(int p_id) {}

int Environment::get_camera_feed_id() const {}

// Ambient light

void Environment::set_ambient_light_color(const Color &p_color) {}

Color Environment::get_ambient_light_color() const {}

void Environment::set_ambient_source(AmbientSource p_source) {}

Environment::AmbientSource Environment::get_ambient_source() const {}

void Environment::set_ambient_light_energy(float p_energy) {}

float Environment::get_ambient_light_energy() const {}

void Environment::set_ambient_light_sky_contribution(float p_ratio) {}

float Environment::get_ambient_light_sky_contribution() const {}

void Environment::set_reflection_source(ReflectionSource p_source) {}

Environment::ReflectionSource Environment::get_reflection_source() const {}

void Environment::_update_ambient_light() {}

// Tonemap

void Environment::set_tonemapper(ToneMapper p_tone_mapper) {}

Environment::ToneMapper Environment::get_tonemapper() const {}

void Environment::set_tonemap_exposure(float p_exposure) {}

float Environment::get_tonemap_exposure() const {}

void Environment::set_tonemap_white(float p_white) {}

float Environment::get_tonemap_white() const {}

void Environment::_update_tonemap() {}

// SSR

void Environment::set_ssr_enabled(bool p_enabled) {}

bool Environment::is_ssr_enabled() const {}

void Environment::set_ssr_max_steps(int p_steps) {}

int Environment::get_ssr_max_steps() const {}

void Environment::set_ssr_fade_in(float p_fade_in) {}

float Environment::get_ssr_fade_in() const {}

void Environment::set_ssr_fade_out(float p_fade_out) {}

float Environment::get_ssr_fade_out() const {}

void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) {}

float Environment::get_ssr_depth_tolerance() const {}

void Environment::_update_ssr() {}

// SSAO

void Environment::set_ssao_enabled(bool p_enabled) {}

bool Environment::is_ssao_enabled() const {}

void Environment::set_ssao_radius(float p_radius) {}

float Environment::get_ssao_radius() const {}

void Environment::set_ssao_intensity(float p_intensity) {}

float Environment::get_ssao_intensity() const {}

void Environment::set_ssao_power(float p_power) {}

float Environment::get_ssao_power() const {}

void Environment::set_ssao_detail(float p_detail) {}

float Environment::get_ssao_detail() const {}

void Environment::set_ssao_horizon(float p_horizon) {}

float Environment::get_ssao_horizon() const {}

void Environment::set_ssao_sharpness(float p_sharpness) {}

float Environment::get_ssao_sharpness() const {}

void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {}

float Environment::get_ssao_direct_light_affect() const {}

void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {}

float Environment::get_ssao_ao_channel_affect() const {}

void Environment::_update_ssao() {}

// SSIL

void Environment::set_ssil_enabled(bool p_enabled) {}

bool Environment::is_ssil_enabled() const {}

void Environment::set_ssil_radius(float p_radius) {}

float Environment::get_ssil_radius() const {}

void Environment::set_ssil_intensity(float p_intensity) {}

float Environment::get_ssil_intensity() const {}

void Environment::set_ssil_sharpness(float p_sharpness) {}

float Environment::get_ssil_sharpness() const {}

void Environment::set_ssil_normal_rejection(float p_normal_rejection) {}

float Environment::get_ssil_normal_rejection() const {}

void Environment::_update_ssil() {}

// SDFGI

void Environment::set_sdfgi_enabled(bool p_enabled) {}

bool Environment::is_sdfgi_enabled() const {}

void Environment::set_sdfgi_cascades(int p_cascades) {}

int Environment::get_sdfgi_cascades() const {}

void Environment::set_sdfgi_min_cell_size(float p_size) {}

float Environment::get_sdfgi_min_cell_size() const {}

void Environment::set_sdfgi_max_distance(float p_distance) {}

float Environment::get_sdfgi_max_distance() const {}

void Environment::set_sdfgi_cascade0_distance(float p_distance) {}

float Environment::get_sdfgi_cascade0_distance() const {}

void Environment::set_sdfgi_y_scale(SDFGIYScale p_y_scale) {}

Environment::SDFGIYScale Environment::get_sdfgi_y_scale() const {}

void Environment::set_sdfgi_use_occlusion(bool p_enabled) {}

bool Environment::is_sdfgi_using_occlusion() const {}

void Environment::set_sdfgi_bounce_feedback(float p_amount) {}
float Environment::get_sdfgi_bounce_feedback() const {}

void Environment::set_sdfgi_read_sky_light(bool p_enabled) {}

bool Environment::is_sdfgi_reading_sky_light() const {}

void Environment::set_sdfgi_energy(float p_energy) {}

float Environment::get_sdfgi_energy() const {}

void Environment::set_sdfgi_normal_bias(float p_bias) {}

float Environment::get_sdfgi_normal_bias() const {}

void Environment::set_sdfgi_probe_bias(float p_bias) {}

float Environment::get_sdfgi_probe_bias() const {}

void Environment::_update_sdfgi() {}

// Glow

void Environment::set_glow_enabled(bool p_enabled) {}

bool Environment::is_glow_enabled() const {}

void Environment::set_glow_level(int p_level, float p_intensity) {}

float Environment::get_glow_level(int p_level) const {}

void Environment::set_glow_normalized(bool p_normalized) {}

bool Environment::is_glow_normalized() const {}

void Environment::set_glow_intensity(float p_intensity) {}

float Environment::get_glow_intensity() const {}

void Environment::set_glow_strength(float p_strength) {}

float Environment::get_glow_strength() const {}

void Environment::set_glow_mix(float p_mix) {}

float Environment::get_glow_mix() const {}

void Environment::set_glow_bloom(float p_threshold) {}

float Environment::get_glow_bloom() const {}

void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {}

Environment::GlowBlendMode Environment::get_glow_blend_mode() const {}

void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {}

float Environment::get_glow_hdr_bleed_threshold() const {}

void Environment::set_glow_hdr_bleed_scale(float p_scale) {}

float Environment::get_glow_hdr_bleed_scale() const {}

void Environment::set_glow_hdr_luminance_cap(float p_amount) {}

float Environment::get_glow_hdr_luminance_cap() const {}

void Environment::set_glow_map_strength(float p_strength) {}

float Environment::get_glow_map_strength() const {}

void Environment::set_glow_map(Ref<Texture> p_glow_map) {}

Ref<Texture> Environment::get_glow_map() const {}

void Environment::_update_glow() {}

// Fog

void Environment::set_fog_enabled(bool p_enabled) {}

bool Environment::is_fog_enabled() const {}

void Environment::set_fog_mode(FogMode p_mode) {}

Environment::FogMode Environment::get_fog_mode() const {}

void Environment::set_fog_light_color(const Color &p_light_color) {}
Color Environment::get_fog_light_color() const {}
void Environment::set_fog_light_energy(float p_amount) {}
float Environment::get_fog_light_energy() const {}
void Environment::set_fog_sun_scatter(float p_amount) {}
float Environment::get_fog_sun_scatter() const {}
void Environment::set_fog_density(float p_amount) {}
float Environment::get_fog_density() const {}
void Environment::set_fog_height(float p_amount) {}
float Environment::get_fog_height() const {}
void Environment::set_fog_height_density(float p_amount) {}
float Environment::get_fog_height_density() const {}

void Environment::set_fog_aerial_perspective(float p_aerial_perspective) {}
float Environment::get_fog_aerial_perspective() const {}

void Environment::set_fog_sky_affect(float p_sky_affect) {}

float Environment::get_fog_sky_affect() const {}

void Environment::_update_fog() {}

// Depth Fog

void Environment::set_fog_depth_curve(float p_curve) {}

float Environment::get_fog_depth_curve() const {}

void Environment::set_fog_depth_begin(float p_begin) {}

float Environment::get_fog_depth_begin() const {}

void Environment::set_fog_depth_end(float p_end) {}

float Environment::get_fog_depth_end() const {}

void Environment::_update_fog_depth() {}

// Volumetric Fog

void Environment::_update_volumetric_fog() {}

void Environment::set_volumetric_fog_enabled(bool p_enable) {}

bool Environment::is_volumetric_fog_enabled() const {}
void Environment::set_volumetric_fog_density(float p_density) {}
float Environment::get_volumetric_fog_density() const {}
void Environment::set_volumetric_fog_albedo(Color p_color) {}
Color Environment::get_volumetric_fog_albedo() const {}
void Environment::set_volumetric_fog_emission(Color p_color) {}
Color Environment::get_volumetric_fog_emission() const {}
void Environment::set_volumetric_fog_emission_energy(float p_begin) {}
float Environment::get_volumetric_fog_emission_energy() const {}
void Environment::set_volumetric_fog_anisotropy(float p_anisotropy) {}
float Environment::get_volumetric_fog_anisotropy() const {}
void Environment::set_volumetric_fog_length(float p_length) {}
float Environment::get_volumetric_fog_length() const {}
void Environment::set_volumetric_fog_detail_spread(float p_detail_spread) {}
float Environment::get_volumetric_fog_detail_spread() const {}

void Environment::set_volumetric_fog_gi_inject(float p_gi_inject) {}
float Environment::get_volumetric_fog_gi_inject() const {}
void Environment::set_volumetric_fog_ambient_inject(float p_ambient_inject) {}
float Environment::get_volumetric_fog_ambient_inject() const {}

void Environment::set_volumetric_fog_sky_affect(float p_sky_affect) {}

float Environment::get_volumetric_fog_sky_affect() const {}

void Environment::set_volumetric_fog_temporal_reprojection_enabled(bool p_enable) {}
bool Environment::is_volumetric_fog_temporal_reprojection_enabled() const {}
void Environment::set_volumetric_fog_temporal_reprojection_amount(float p_amount) {}

float Environment::get_volumetric_fog_temporal_reprojection_amount() const {}

// Adjustment

void Environment::set_adjustment_enabled(bool p_enabled) {}

bool Environment::is_adjustment_enabled() const {}

void Environment::set_adjustment_brightness(float p_brightness) {}

float Environment::get_adjustment_brightness() const {}

void Environment::set_adjustment_contrast(float p_contrast) {}

float Environment::get_adjustment_contrast() const {}

void Environment::set_adjustment_saturation(float p_saturation) {}

float Environment::get_adjustment_saturation() const {}

void Environment::set_adjustment_color_correction(Ref<Texture> p_color_correction) {}

Ref<Texture> Environment::get_adjustment_color_correction() const {}

void Environment::_update_adjustment() {}

// Private methods, constructor and destructor

void Environment::_validate_property(PropertyInfo &p_property) const {}

#ifndef DISABLE_DEPRECATED
// Kept for compatibility from 3.x to 4.0.
bool Environment::_set(const StringName &p_name, const Variant &p_value) {}
#endif

void Environment::_bind_methods() {}

Environment::Environment() {}

Environment::~Environment() {}