#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 { … }
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 { … }
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() { … }
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() { … }
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() { … }
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() { … }
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() { … }
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() { … }
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() { … }
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() { … }
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() { … }
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 { … }
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() { … }
void Environment::_validate_property(PropertyInfo &p_property) const { … }
#ifndef DISABLE_DEPRECATED
bool Environment::_set(const StringName &p_name, const Variant &p_value) { … }
#endif
void Environment::_bind_methods() { … }
Environment::Environment() { … }
Environment::~Environment() { … }