#include "renderer_scene_render.h"
void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter, const uint32_t p_visible_layers) { … }
void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect) { … }
RID RendererSceneRender::compositor_effect_allocate() { … }
void RendererSceneRender::compositor_effect_initialize(RID p_rid) { … }
void RendererSceneRender::compositor_effect_free(RID p_rid) { … }
bool RendererSceneRender::is_compositor_effect(RID p_effect) const { … }
void RendererSceneRender::compositor_effect_set_enabled(RID p_effect, bool p_enabled) { … }
void RendererSceneRender::compositor_effect_set_callback(RID p_effect, RS::CompositorEffectCallbackType p_callback_type, const Callable &p_callback) { … }
void RendererSceneRender::compositor_effect_set_flag(RID p_effect, RS::CompositorEffectFlags p_flag, bool p_set) { … }
RID RendererSceneRender::compositor_allocate() { … }
void RendererSceneRender::compositor_initialize(RID p_rid) { … }
void RendererSceneRender::compositor_free(RID p_rid) { … }
bool RendererSceneRender::is_compositor(RID p_rid) const { … }
void RendererSceneRender::compositor_set_compositor_effects(RID p_compositor, const TypedArray<RID> &p_effects) { … }
RID RendererSceneRender::environment_allocate() { … }
void RendererSceneRender::environment_initialize(RID p_rid) { … }
void RendererSceneRender::environment_free(RID p_rid) { … }
bool RendererSceneRender::is_environment(RID p_rid) const { … }
void RendererSceneRender::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) { … }
void RendererSceneRender::environment_set_sky(RID p_env, RID p_sky) { … }
void RendererSceneRender::environment_set_sky_custom_fov(RID p_env, float p_scale) { … }
void RendererSceneRender::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) { … }
void RendererSceneRender::environment_set_bg_color(RID p_env, const Color &p_color) { … }
void RendererSceneRender::environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value) { … }
void RendererSceneRender::environment_set_canvas_max_layer(RID p_env, int p_max_layer) { … }
void RendererSceneRender::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) { … }
RS::EnvironmentBG RendererSceneRender::environment_get_background(RID p_env) const { … }
RID RendererSceneRender::environment_get_sky(RID p_env) const { … }
float RendererSceneRender::environment_get_sky_custom_fov(RID p_env) const { … }
Basis RendererSceneRender::environment_get_sky_orientation(RID p_env) const { … }
Color RendererSceneRender::environment_get_bg_color(RID p_env) const { … }
float RendererSceneRender::environment_get_bg_energy_multiplier(RID p_env) const { … }
float RendererSceneRender::environment_get_bg_intensity(RID p_env) const { … }
int RendererSceneRender::environment_get_canvas_max_layer(RID p_env) const { … }
RS::EnvironmentAmbientSource RendererSceneRender::environment_get_ambient_source(RID p_env) const { … }
Color RendererSceneRender::environment_get_ambient_light(RID p_env) const { … }
float RendererSceneRender::environment_get_ambient_light_energy(RID p_env) const { … }
float RendererSceneRender::environment_get_ambient_sky_contribution(RID p_env) const { … }
RS::EnvironmentReflectionSource RendererSceneRender::environment_get_reflection_source(RID p_env) const { … }
void RendererSceneRender::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) { … }
RS::EnvironmentToneMapper RendererSceneRender::environment_get_tone_mapper(RID p_env) const { … }
float RendererSceneRender::environment_get_exposure(RID p_env) const { … }
float RendererSceneRender::environment_get_white(RID p_env) const { … }
void RendererSceneRender::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) { … }
bool RendererSceneRender::environment_get_fog_enabled(RID p_env) const { … }
RS::EnvironmentFogMode RendererSceneRender::environment_get_fog_mode(RID p_env) const { … }
Color RendererSceneRender::environment_get_fog_light_color(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_light_energy(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_sun_scatter(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_density(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_sky_affect(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_height(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_height_density(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_aerial_perspective(RID p_env) const { … }
void RendererSceneRender::environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end) { … }
float RendererSceneRender::environment_get_fog_depth_curve(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_depth_begin(RID p_env) const { … }
float RendererSceneRender::environment_get_fog_depth_end(RID p_env) const { … }
void RendererSceneRender::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) { … }
bool RendererSceneRender::environment_get_volumetric_fog_enabled(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_density(RID p_env) const { … }
Color RendererSceneRender::environment_get_volumetric_fog_scattering(RID p_env) const { … }
Color RendererSceneRender::environment_get_volumetric_fog_emission(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_emission_energy(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_anisotropy(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_length(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_detail_spread(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_gi_inject(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_sky_affect(RID p_env) const { … }
bool RendererSceneRender::environment_get_volumetric_fog_temporal_reprojection(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const { … }
float RendererSceneRender::environment_get_volumetric_fog_ambient_inject(RID p_env) const { … }
void RendererSceneRender::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) { … }
bool RendererSceneRender::environment_get_glow_enabled(RID p_env) const { … }
Vector<float> RendererSceneRender::environment_get_glow_levels(RID p_env) const { … }
float RendererSceneRender::environment_get_glow_intensity(RID p_env) const { … }
float RendererSceneRender::environment_get_glow_strength(RID p_env) const { … }
float RendererSceneRender::environment_get_glow_bloom(RID p_env) const { … }
float RendererSceneRender::environment_get_glow_mix(RID p_env) const { … }
RS::EnvironmentGlowBlendMode RendererSceneRender::environment_get_glow_blend_mode(RID p_env) const { … }
float RendererSceneRender::environment_get_glow_hdr_bleed_threshold(RID p_env) const { … }
float RendererSceneRender::environment_get_glow_hdr_luminance_cap(RID p_env) const { … }
float RendererSceneRender::environment_get_glow_hdr_bleed_scale(RID p_env) const { … }
float RendererSceneRender::environment_get_glow_map_strength(RID p_env) const { … }
RID RendererSceneRender::environment_get_glow_map(RID p_env) const { … }
void RendererSceneRender::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) { … }
bool RendererSceneRender::environment_get_ssr_enabled(RID p_env) const { … }
int RendererSceneRender::environment_get_ssr_max_steps(RID p_env) const { … }
float RendererSceneRender::environment_get_ssr_fade_in(RID p_env) const { … }
float RendererSceneRender::environment_get_ssr_fade_out(RID p_env) const { … }
float RendererSceneRender::environment_get_ssr_depth_tolerance(RID p_env) const { … }
void RendererSceneRender::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) { … }
bool RendererSceneRender::environment_get_ssao_enabled(RID p_env) const { … }
float RendererSceneRender::environment_get_ssao_radius(RID p_env) const { … }
float RendererSceneRender::environment_get_ssao_intensity(RID p_env) const { … }
float RendererSceneRender::environment_get_ssao_power(RID p_env) const { … }
float RendererSceneRender::environment_get_ssao_detail(RID p_env) const { … }
float RendererSceneRender::environment_get_ssao_horizon(RID p_env) const { … }
float RendererSceneRender::environment_get_ssao_sharpness(RID p_env) const { … }
float RendererSceneRender::environment_get_ssao_direct_light_affect(RID p_env) const { … }
float RendererSceneRender::environment_get_ssao_ao_channel_affect(RID p_env) const { … }
void RendererSceneRender::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) { … }
bool RendererSceneRender::environment_get_ssil_enabled(RID p_env) const { … }
float RendererSceneRender::environment_get_ssil_radius(RID p_env) const { … }
float RendererSceneRender::environment_get_ssil_intensity(RID p_env) const { … }
float RendererSceneRender::environment_get_ssil_sharpness(RID p_env) const { … }
float RendererSceneRender::environment_get_ssil_normal_rejection(RID p_env) const { … }
void RendererSceneRender::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) { … }
bool RendererSceneRender::environment_get_sdfgi_enabled(RID p_env) const { … }
int RendererSceneRender::environment_get_sdfgi_cascades(RID p_env) const { … }
float RendererSceneRender::environment_get_sdfgi_min_cell_size(RID p_env) const { … }
bool RendererSceneRender::environment_get_sdfgi_use_occlusion(RID p_env) const { … }
float RendererSceneRender::environment_get_sdfgi_bounce_feedback(RID p_env) const { … }
bool RendererSceneRender::environment_get_sdfgi_read_sky_light(RID p_env) const { … }
float RendererSceneRender::environment_get_sdfgi_energy(RID p_env) const { … }
float RendererSceneRender::environment_get_sdfgi_normal_bias(RID p_env) const { … }
float RendererSceneRender::environment_get_sdfgi_probe_bias(RID p_env) const { … }
RS::EnvironmentSDFGIYScale RendererSceneRender::environment_get_sdfgi_y_scale(RID p_env) const { … }
void RendererSceneRender::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) { … }
bool RendererSceneRender::environment_get_adjustments_enabled(RID p_env) const { … }
float RendererSceneRender::environment_get_adjustments_brightness(RID p_env) const { … }
float RendererSceneRender::environment_get_adjustments_contrast(RID p_env) const { … }
float RendererSceneRender::environment_get_adjustments_saturation(RID p_env) const { … }
bool RendererSceneRender::environment_get_use_1d_color_correction(RID p_env) const { … }
RID RendererSceneRender::environment_get_color_correction(RID p_env) const { … }