Re-implemented screen space ambient occlusion
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@ -664,6 +664,7 @@ public:
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VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS,
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VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
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VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
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VIEWPORT_DEBUG_DRAW_SSAO,
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};
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@ -718,7 +719,7 @@ public:
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virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
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virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
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virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
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virtual void environment_set_ambient_light(RID p_env, const Color &p_color, EnvironmentAmbientSource p_ambient = ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, EnvironmentReflectionSource p_reflection_source = ENV_REFLECTION_SOURCE_BG) = 0;
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virtual void environment_set_ambient_light(RID p_env, const Color &p_color, EnvironmentAmbientSource p_ambient = ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, EnvironmentReflectionSource p_reflection_source = ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
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@ -745,12 +746,6 @@ public:
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virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;
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enum EnvironmentSSAOQuality {
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ENV_SSAO_QUALITY_LOW,
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ENV_SSAO_QUALITY_MEDIUM,
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ENV_SSAO_QUALITY_HIGH,
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};
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enum EnvironmentSSAOBlur {
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ENV_SSAO_BLUR_DISABLED,
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ENV_SSAO_BLUR_1x1,
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@ -758,7 +753,16 @@ public:
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ENV_SSAO_BLUR_3x3,
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};
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virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, EnvironmentSSAOQuality p_quality, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
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virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
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enum EnvironmentSSAOQuality {
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ENV_SSAO_QUALITY_LOW,
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ENV_SSAO_QUALITY_MEDIUM,
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ENV_SSAO_QUALITY_HIGH,
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ENV_SSAO_QUALITY_ULTRA,
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};
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virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
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virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
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