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Merge pull request #51491 from Calinou/glow-add-high-quality-mode-3.x
Add high quality glow mode (3.x)
This commit is contained in:
commit
06fc2378de
16 changed files with 106 additions and 22 deletions
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@ -489,7 +489,7 @@ float Environment::get_ssao_edge_sharpness() const {
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void Environment::set_glow_enabled(bool p_enabled) {
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glow_enabled = p_enabled;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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_change_notify();
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}
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@ -506,7 +506,7 @@ void Environment::set_glow_level(int p_level, bool p_enabled) {
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glow_levels &= ~(1 << p_level);
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}
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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bool Environment::is_glow_level_enabled(int p_level) const {
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ERR_FAIL_INDEX_V(p_level, VS::MAX_GLOW_LEVELS, false);
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@ -517,7 +517,7 @@ bool Environment::is_glow_level_enabled(int p_level) const {
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void Environment::set_glow_intensity(float p_intensity) {
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glow_intensity = p_intensity;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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float Environment::get_glow_intensity() const {
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return glow_intensity;
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@ -525,7 +525,7 @@ float Environment::get_glow_intensity() const {
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void Environment::set_glow_strength(float p_strength) {
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glow_strength = p_strength;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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float Environment::get_glow_strength() const {
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return glow_strength;
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@ -534,7 +534,7 @@ float Environment::get_glow_strength() const {
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void Environment::set_glow_bloom(float p_threshold) {
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glow_bloom = p_threshold;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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float Environment::get_glow_bloom() const {
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return glow_bloom;
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@ -543,7 +543,7 @@ float Environment::get_glow_bloom() const {
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void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
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glow_blend_mode = p_mode;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
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return glow_blend_mode;
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@ -552,7 +552,7 @@ Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
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void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
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glow_hdr_bleed_threshold = p_threshold;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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float Environment::get_glow_hdr_bleed_threshold() const {
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return glow_hdr_bleed_threshold;
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@ -561,7 +561,7 @@ float Environment::get_glow_hdr_bleed_threshold() const {
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void Environment::set_glow_hdr_luminance_cap(float p_amount) {
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glow_hdr_luminance_cap = p_amount;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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float Environment::get_glow_hdr_luminance_cap() const {
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return glow_hdr_luminance_cap;
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@ -570,7 +570,7 @@ float Environment::get_glow_hdr_luminance_cap() const {
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void Environment::set_glow_hdr_bleed_scale(float p_scale) {
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glow_hdr_bleed_scale = p_scale;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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float Environment::get_glow_hdr_bleed_scale() const {
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return glow_hdr_bleed_scale;
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@ -578,13 +578,22 @@ float Environment::get_glow_hdr_bleed_scale() const {
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void Environment::set_glow_bicubic_upscale(bool p_enable) {
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glow_bicubic_upscale = p_enable;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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bool Environment::is_glow_bicubic_upscale_enabled() const {
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return glow_bicubic_upscale;
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}
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void Environment::set_glow_high_quality(bool p_enable) {
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glow_high_quality = p_enable;
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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_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
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}
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bool Environment::is_glow_high_quality_enabled() const {
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return glow_high_quality;
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}
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void Environment::set_dof_blur_far_enabled(bool p_enable) {
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dof_blur_far_enabled = p_enable;
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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));
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@ -1079,6 +1088,9 @@ void Environment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale", "enabled"), &Environment::set_glow_bicubic_upscale);
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ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"), &Environment::is_glow_bicubic_upscale_enabled);
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ClassDB::bind_method(D_METHOD("set_glow_high_quality", "enabled"), &Environment::set_glow_high_quality);
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ClassDB::bind_method(D_METHOD("is_glow_high_quality_enabled"), &Environment::is_glow_high_quality_enabled);
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ADD_GROUP("Glow", "glow_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_enabled"), "set_glow_enabled", "is_glow_enabled");
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/1"), "set_glow_level", "is_glow_level_enabled", 0);
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@ -1097,6 +1109,7 @@ void Environment::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_luminance_cap", PROPERTY_HINT_RANGE, "0.0,256.0,0.01"), "set_glow_hdr_luminance_cap", "get_glow_hdr_luminance_cap");
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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");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_high_quality"), "set_glow_high_quality", "is_glow_high_quality_enabled");
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ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment::set_adjustment_enable);
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ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled);
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@ -1221,6 +1234,7 @@ Environment::Environment() :
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glow_hdr_luminance_cap = 12.0;
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glow_hdr_bleed_scale = 2.0;
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glow_bicubic_upscale = false;
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glow_high_quality = false;
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dof_blur_far_enabled = false;
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dof_blur_far_distance = 10;
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