From e4ae7f2ebc9d669d08f6db30e0caa635473ef227 Mon Sep 17 00:00:00 2001 From: Relintai Date: Mon, 29 Aug 2022 17:21:40 +0200 Subject: [PATCH] Renamed Environment to Environment3D, and WorldEnvironment to WorldEnvironment3D. --- doc/classes/Camera.xml | 4 +- doc/classes/Environment.xml | 22 +- doc/classes/GradientTexture.xml | 2 +- doc/classes/GradientTexture2D.xml | 2 +- doc/classes/Label3D.xml | 2 +- doc/classes/PanoramaSky.xml | 2 +- doc/classes/ProjectSettings.xml | 10 +- doc/classes/ReflectionProbe.xml | 4 +- doc/classes/RenderingServer.xml | 98 +-- doc/classes/SpriteBase3D.xml | 2 +- doc/classes/World.xml | 8 +- doc/classes/WorldEnvironment.xml | 12 +- doc/translations/classes.pot | 338 ++++----- doc/translations/hu.po | 338 ++++----- drivers/dummy/rasterizer_dummy.h | 14 +- drivers/gles2/rasterizer_scene_gles2.cpp | 68 +- drivers/gles2/rasterizer_scene_gles2.h | 36 +- editor/editor_node.cpp | 2 +- ...nvironment.svg => icon_environment_3d.svg} | 0 ...ment.svg => icon_world_environment_3d.svg} | 0 editor/plugins/material_editor_plugin.cpp | 4 +- editor/plugins/material_editor_plugin.h | 4 +- editor/plugins/spatial_editor_plugin.cpp | 6 +- editor/plugins/spatial_editor_plugin.h | 6 +- editor/project_manager.cpp | 6 +- editor/translations/editor.pot | 14 +- editor/translations/hu.po | 14 +- .../doc_classes/TerrainEnvironmentData.xml | 4 +- .../world/terrain_environment_data.cpp | 12 +- .../terraman/world/terrain_environment_data.h | 8 +- .../doc_classes/Terrain2DEnvironmentData.xml | 4 +- .../world/terrain_2d_environment_data.cpp | 12 +- .../world/terrain_2d_environment_data.h | 8 +- .../voxelman/doc_classes/EnvironmentData.xml | 4 +- modules/voxelman/world/environment_data.cpp | 12 +- modules/voxelman/world/environment_data.h | 8 +- scene/3d/camera.cpp | 6 +- scene/3d/camera.h | 8 +- scene/3d/world_environment.cpp | 34 +- scene/3d/world_environment.h | 14 +- scene/main/scene_tree.cpp | 6 +- scene/main/viewport.cpp | 4 +- scene/register_scene_types.cpp | 4 +- scene/resources/environment.cpp | 718 +++++++++--------- scene/resources/environment.h | 20 +- scene/resources/world.cpp | 12 +- scene/resources/world.h | 12 +- servers/rendering/rasterizer.h | 14 +- servers/rendering/rendering_server_raster.h | 12 +- servers/rendering/rendering_server_wrap_mt.h | 12 +- servers/rendering_server.h | 36 +- 51 files changed, 1001 insertions(+), 1001 deletions(-) rename editor/icons/{icon_environment.svg => icon_environment_3d.svg} (100%) rename editor/icons/{icon_world_environment.svg => icon_world_environment_3d.svg} (100%) diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml index f1fbda765..17f4e70a6 100644 --- a/doc/classes/Camera.xml +++ b/doc/classes/Camera.xml @@ -148,8 +148,8 @@ If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. The Doppler effect is only simulated for [AudioStreamPlayer3D] nodes that have [member AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED]. [b]Note:[/b] To toggle the Doppler effect preview in the editor, use the Perspective menu in the top-left corner of the 3D viewport and toggle [b]Enable Doppler[/b]. - - The [Environment] to use for this camera. + + The [Environment3D] to use for this camera. The distance to the far culling boundary for this camera relative to its local Z axis. diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index a8e6de9ce..93663c298 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -1,10 +1,10 @@ - + - Resource for environment nodes (like [WorldEnvironment]) that define multiple rendering options. + Resource for environment nodes (like [WorldEnvironment3D]) that define multiple rendering options. - Resource for environment nodes (like [WorldEnvironment]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is: + Resource for environment nodes (like [WorldEnvironment3D]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is: - Depth of Field Blur - Glow - Tonemap (Auto Exposure) @@ -16,7 +16,7 @@ Note that [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] has a mobile platform override to use "3D Without Effects" by default. It improves the performance on mobile devices, but at the same time affects the screen display on mobile devices. - $DOCS_URL/tutorials/3d/environment_and_post_processing.html + $DOCS_URL/tutorials/3d/environment_and_post_processing.html $DOCS_URL/tutorials/3d/high_dynamic_range.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 @@ -89,7 +89,7 @@ The power of the light emitted by the background. - + The background mode. See [enum BGMode] for possible values. @@ -116,7 +116,7 @@ If [code]true[/code], enables the depth-of-field far blur effect. - + The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower. @@ -131,7 +131,7 @@ If [code]true[/code], enables the depth-of-field near blur effect. - + The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower. @@ -183,7 +183,7 @@ Smooths out the blockiness created by sampling higher levels, at the cost of performance. [b]Note:[/b] When using the GLES2 renderer, this is only available if the GPU supports the [code]GL_EXT_gpu_shader4[/code] extension. - + The glow blending mode. @@ -257,7 +257,7 @@ The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion. - + The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values. @@ -278,7 +278,7 @@ The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than [code]0[/code] will make the SSAO effect visible in direct light. - + The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower. @@ -290,7 +290,7 @@ The default exposure used for tonemapping. - + The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a SDR display. (Godot doesn't support rendering on HDR displays yet.) diff --git a/doc/classes/GradientTexture.xml b/doc/classes/GradientTexture.xml index bafdf72c8..27ea30597 100644 --- a/doc/classes/GradientTexture.xml +++ b/doc/classes/GradientTexture.xml @@ -15,7 +15,7 @@ The [Gradient] that will be used to fill the texture. - If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format). + If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment3D.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format). The number of color samples that will be obtained from the [Gradient]. diff --git a/doc/classes/GradientTexture2D.xml b/doc/classes/GradientTexture2D.xml index f05ccf5ef..5fc35b9aa 100644 --- a/doc/classes/GradientTexture2D.xml +++ b/doc/classes/GradientTexture2D.xml @@ -31,7 +31,7 @@ The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture. - If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format). + If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment3D.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format). The number of horizontal color samples that will be obtained from the [Gradient], which also represents the texture's width. diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml index fb2768819..78f87e806 100644 --- a/doc/classes/Label3D.xml +++ b/doc/classes/Label3D.xml @@ -86,7 +86,7 @@ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). - If [code]true[/code], the [Light] in the [Environment] has effects on the label. + If [code]true[/code], the [Light] in the [Environment3D] has effects on the label. The text to display on screen. diff --git a/doc/classes/PanoramaSky.xml b/doc/classes/PanoramaSky.xml index c3a05c3b6..437c6732c 100644 --- a/doc/classes/PanoramaSky.xml +++ b/doc/classes/PanoramaSky.xml @@ -4,7 +4,7 @@ A type of [Sky] used to draw a background texture. - A resource referenced in an [Environment] that is used to draw a background. The Panorama sky functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map. + A resource referenced in an [Environment3D] that is used to draw a background. The Panorama sky functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map. Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3632477a3..e31d6e7ee 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1606,10 +1606,10 @@ Use the default unless correcting for a problem on particular hardware. - Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. + Default background clear color. Overridable per [Viewport] using its [Environment3D]. See [member Environment3D.background_mode] and [member Environment3D.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. - [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. + [Environment3D] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems. @@ -1713,11 +1713,11 @@ [b]Note:[/b] Generally you should only use this option if you encounter bugs when it is set to [code]false[/code], i.e. there are problems with the default method. - If [code]true[/code], allocates the root [Viewport]'s framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1. This must be set to [code]true[/code] for glow rendering to work if [member Environment.glow_hdr_threshold] is greater than or equal to [code]1.0[/code]. + If [code]true[/code], allocates the root [Viewport]'s framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1. This must be set to [code]true[/code] for glow rendering to work if [member Environment3D.glow_hdr_threshold] is greater than or equal to [code]1.0[/code]. [b]Note:[/b] Only available on the GLES3 backend. - Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support. This must be set to [code]true[/code] for glow rendering to work if [member Environment.glow_hdr_threshold] is greater than or equal to [code]1.0[/code]. + Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support. This must be set to [code]true[/code] for glow rendering to work if [member Environment3D.glow_hdr_threshold] is greater than or equal to [code]1.0[/code]. [b]Note:[/b] Only available on the GLES3 backend. @@ -1767,7 +1767,7 @@ If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. - Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects such as glow will not be available in [Environment]. + Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects such as glow will not be available in [Environment3D]. Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support. diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 4b7280942..4978e36e6 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -5,8 +5,8 @@ Capture its surroundings as a dual paraboloid image, and stores versions of it with increasing levels of blur to simulate different material roughnesses. - The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-space reflections ([member Environment.ss_reflections_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is. - [b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe]. + The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-space reflections ([member Environment3D.ss_reflections_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is. + [b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their environment from a [WorldEnvironment3D] node. If you specify an [Environment3D] resource within a [Camera] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe]. [b]Note:[/b] By default, Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in [member ProjectSettings.rendering/quality/reflections/atlas_subdiv]. [b]Note:[/b] The GLES2 backend will only display two reflection probes at the same time for a single mesh. If possible, split up large meshes that span over multiple reflection probes into smaller ones. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 8f77e758b..7996efe12 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -734,7 +734,7 @@ - Sets the values to be used with the "Adjustment" post-process effect. See [Environment] for more details. + Sets the values to be used with the "Adjustment" post-process effect. See [Environment3D] for more details. @@ -744,15 +744,15 @@ - Sets the ambient light parameters. See [Environment] for more details. + Sets the ambient light parameters. See [Environment3D] for more details. - + - Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment.background_mode]. + Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment3D.background_mode]. @@ -786,9 +786,9 @@ - + - Sets the values to be used with the "DoF Far Blur" post-process effect. See [Environment] for more details. + Sets the values to be used with the "DoF Far Blur" post-process effect. See [Environment3D] for more details. @@ -798,9 +798,9 @@ - + - Sets the values to be used with the "DoF Near Blur" post-process effect. See [Environment] for more details. + Sets the values to be used with the "DoF Near Blur" post-process effect. See [Environment3D] for more details. @@ -811,7 +811,7 @@ - Sets the variables to be used with the scene fog. See [Environment] for more details. + Sets the variables to be used with the scene fog. See [Environment3D] for more details. @@ -824,7 +824,7 @@ - Sets the variables to be used with the fog depth effect. See [Environment] for more details. + Sets the variables to be used with the fog depth effect. See [Environment3D] for more details. @@ -835,7 +835,7 @@ - Sets the variables to be used with the fog height effect. See [Environment] for more details. + Sets the variables to be used with the fog height effect. See [Environment3D] for more details. @@ -846,14 +846,14 @@ - + - Sets the variables to be used with the "glow" post-process effect. See [Environment] for more details. + Sets the variables to be used with the "glow" post-process effect. See [Environment3D] for more details. @@ -861,7 +861,7 @@ - Sets the [Sky] to be used as the environment's background when using [i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]. + Sets the [Sky] to be used as the environment's background when using [i]BGMode[/i] sky. Equivalent to [member Environment3D.background_sky]. @@ -869,7 +869,7 @@ - Sets a custom field of view for the background [Sky]. Equivalent to [member Environment.background_sky_custom_fov]. + Sets a custom field of view for the background [Sky]. Equivalent to [member Environment3D.background_sky_custom_fov]. @@ -877,7 +877,7 @@ - Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent to [member Environment.background_sky_orientation]. + Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent to [member Environment3D.background_sky_orientation]. @@ -892,11 +892,11 @@ - - + + - Sets the variables to be used with the "Screen Space Ambient Occlusion (SSAO)" post-process effect. See [Environment] for more details. + Sets the variables to be used with the "Screen Space Ambient Occlusion (SSAO)" post-process effect. See [Environment3D] for more details. @@ -909,13 +909,13 @@ - Sets the variables to be used with the "screen space reflections" post-process effect. See [Environment] for more details. + Sets the variables to be used with the "screen space reflections" post-process effect. See [Environment3D] for more details. - + @@ -924,7 +924,7 @@ - Sets the variables to be used with the "tonemap" post-process effect. See [Environment] for more details. + Sets the variables to be used with the "tonemap" post-process effect. See [Environment3D] for more details. @@ -3273,83 +3273,83 @@ Reflection probe will update each frame. This mode is necessary to capture moving objects. - + Use the clear color as background. - + Use a specified color as the background. - + Use a sky resource for the background. - + Use a custom color for background, but use a sky for shading and reflections. - + Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world. - + Do not clear the background, use whatever was rendered last frame as the background. - - Represents the size of the [enum EnvironmentBG] enum. + + Represents the size of the [enum Environment3DBG] enum. - + Use lowest blur quality. Fastest, but may look bad. - + Use medium blur quality. - + Used highest blur quality. Looks the best, but is the slowest. - + Add the effect of the glow on top of the scene. - + Blends the glow effect with the screen. Does not get as bright as additive. - + Produces a subtle color disturbance around objects. - + Shows the glow effect by itself without the underlying scene. - + Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors. - + Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. - + Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD]. - + Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC]. [b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]. - + Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC]. - + Lowest quality of screen space ambient occlusion. - + Medium quality screen space ambient occlusion. - + Highest quality screen space ambient occlusion. - + Disables the blur set for SSAO. Will make SSAO look noisier. - + Perform a 1x1 blur on the SSAO output. - + Performs a 2x2 blur on the SSAO output. - + Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO. diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index aa2b3d735..3526f4200 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -83,7 +83,7 @@ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). - If [code]true[/code], the [Light] in the [Environment] has effects on the sprite. + If [code]true[/code], the [Light] in the [Environment3D] has effects on the sprite. If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible. diff --git a/doc/classes/World.xml b/doc/classes/World.xml index 790704608..15374b143 100644 --- a/doc/classes/World.xml +++ b/doc/classes/World.xml @@ -15,11 +15,11 @@ Direct access to the world's physics 3D space state. Used for querying current and potential collisions. - - The World's [Environment]. + + The World's [Environment3D]. - - The World's fallback_environment will be used if the World's [Environment] fails or is missing. + + The World's fallback_environment will be used if the World's [Environment3D] fails or is missing. The [RID] of this world's navigation map. Used by the [NavigationServer]. diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 8cc81d9fd..25bbeac88 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -1,12 +1,12 @@ - + Default environment properties for the entire scene (post-processing effects, lighting and background settings). - The [WorldEnvironment] node is used to configure the default [Environment] for the scene. - The parameters defined in the [WorldEnvironment] can be overridden by an [Environment] node set on the current [Camera]. Additionally, only one [WorldEnvironment] may be instanced in a given scene at a time. - The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. + The [WorldEnvironment3D] node is used to configure the default [Environment3D] for the scene. + The parameters defined in the [WorldEnvironment3D] can be overridden by an [Environment3D] node set on the current [Camera]. Additionally, only one [WorldEnvironment3D] may be instanced in a given scene at a time. + The [WorldEnvironment3D] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. $DOCS_URL/tutorials/3d/environment_and_post_processing.html @@ -17,8 +17,8 @@ - - The [Environment] resource used by this [WorldEnvironment], defining the default properties. + + The [Environment3D] resource used by this [WorldEnvironment3D], defining the default properties. diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 22392ec84..5afd3068d 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -4955,12 +4955,12 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera.xml doc/classes/CollisionShape.xml -#: doc/classes/CylinderShape.xml doc/classes/Environment.xml +#: doc/classes/CylinderShape.xml doc/classes/Environment3D.xml #: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml #: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml #: doc/classes/Quaternion.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml -#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml +#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment3D.xml msgid "Third Person Shooter Demo" msgstr "" @@ -11638,7 +11638,7 @@ msgid "" msgstr "" #: doc/classes/Camera.xml -msgid "The [Environment] to use for this camera." +msgid "The [Environment3D3D] to use for this camera." msgstr "" #: doc/classes/Camera.xml @@ -11782,8 +11782,8 @@ msgstr "" msgid "2D Isometric Demo" msgstr "" -#: doc/classes/Camera2D.xml doc/classes/Environment.xml -#: doc/classes/WorldEnvironment.xml +#: doc/classes/Camera2D.xml doc/classes/Environment3D.xml +#: doc/classes/WorldEnvironment3D.xml msgid "2D HDR Demo" msgstr "" @@ -22674,15 +22674,15 @@ msgid "" "speed." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define " +"Resource for environment nodes (like [WorldEnvironment3D3D]) that define " "multiple rendering options." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define " +"Resource for environment nodes (like [WorldEnvironment3D3D]) that define " "multiple environment operations (such as background [Sky] or [Color], " "ambient light, fog, depth-of-field...). These parameters affect the final " "render of the scene. The order of these operations is:\n" @@ -22704,26 +22704,26 @@ msgid "" "the same time affects the screen display on mobile devices." msgstr "" -#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml -msgid "Environment and post-processing" +#: doc/classes/Environment3D.xml doc/classes/WorldEnvironment3D.xml +msgid "Environment3D and post-processing" msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Light transport in game engines" msgstr "" -#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml -#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml +#: doc/classes/Environment3D.xml doc/classes/Material.xml doc/classes/Mesh.xml +#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment3D.xml msgid "3D Material Testers Demo" msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Enables or disables the glow level at index [code]idx[/code]. Each level " "relies on the previous level. This means that enabling higher glow levels " @@ -22731,26 +22731,26 @@ msgid "" "enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Applies the provided [Texture] resource to affect the global color aspect of " "the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The global contrast value of the rendered scene (default value is 1). " "Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], enables the [code]adjustment_*[/code] properties " "provided by this resource. If [code]false[/code], modifications to the " @@ -22758,22 +22758,22 @@ msgid "" "scene." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The global color saturation value of the rendered scene (default value is " "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The ambient light's [Color]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] means that the sky's light emission has no effect on the " @@ -22785,7 +22785,7 @@ msgid "" "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " @@ -22793,156 +22793,156 @@ msgid "" "observed light." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The maximum luminance value for the auto exposure." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The minimum luminance value for the auto exposure." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The ID of the camera feed to show in the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The power of the light emitted by the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The background mode. See [enum BGMode] for possible values." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource defined as background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource's custom field of view." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The amount of far blur for the depth-of-field effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The depth-of-field far blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The length of the transition between the no-blur area and far blur." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The amount of near blur for the depth-of-field effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The depth-of-field near blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The length of the transition between the near blur and no-blur area." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The fog's [Color]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The fog's depth starting distance from the camera." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The fog depth's intensity curve. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The fog's depth end distance from the camera. If this value is set to 0, it " "will be equal to the current camera's [member Camera.far] value." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], fog effects are enabled. [member fog_height_enabled] " "and/or [member fog_depth_enabled] must be set to [code]true[/code] to " "actually display fog." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The height fog's intensity. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the height fog effect is enabled. When enabled, fog " "will appear in a defined height range, regardless of the distance from the " @@ -22950,44 +22950,44 @@ msgid "" "performance cost compared to a dedicated shader." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The Y coordinate where the height fog will be the most intense. If this " "value is greater than [member fog_height_min], fog will be displayed from " "bottom to top. Otherwise, it will be displayed from top to bottom." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The Y coordinate where the height fog will be the least intense. If this " "value is greater than [member fog_height_max], fog will be displayed from " "top to bottom. Otherwise, it will be displayed from bottom to top." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The intensity of the depth fog color transition when looking towards the " "sun. The sun's direction is determined automatically using the " "DirectionalLight node in the scene." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The depth fog's [Color] when looking towards the sun." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Enables fog's light transmission effect. If [code]true[/code], light will be " "more visible in the fog to simulate light scattering as in real life." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Smooths out the blockiness created by sampling higher levels, at the cost of " "performance.\n" @@ -22995,17 +22995,17 @@ msgid "" "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The glow blending mode." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the glow effect is enabled.\n" "[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/" @@ -23024,24 +23024,24 @@ msgid "" "override." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The bleed scale of the HDR glow." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The lower threshold of the HDR glow. When using the GLES2 renderer (which " "doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be " "visible. A value of [code]0.9[/code] works well in this case." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Takes more samples during downsample pass of glow. This ensures that single " "pixels are captured by glow which makes the glow look smoother and more " @@ -23049,55 +23049,55 @@ msgid "" "post process take twice as long." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The glow intensity. When using the GLES2 renderer, this should be increased " "to 1.5 to compensate for the lack of HDR rendering." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The glow strength. When using the GLES2 renderer, this should be increased " "to 1.3 to compensate for the lack of HDR rendering." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The depth tolerance for screen-space reflections." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], screen-space reflections are enabled. Screen-space " "reflections are more accurate than reflections from [GIProbe]s or " @@ -23105,58 +23105,58 @@ msgid "" "others." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The fade-out distance for screen-space reflections. Affects the area from " "the screen-space reflection to the \"global\" reflection." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion bias. This should be kept high enough to " "prevent \"smooth\" curves from being affected by ambient occlusion." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The screen-space ambient occlusion color." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The screen-space ambient occlusion edge sharpness." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " "This darkens objects' corners and cavities to simulate ambient light not " @@ -23167,19 +23167,19 @@ msgid "" "issues." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " "ambient occlusion only applies to indirect light, which means its effects " @@ -23187,17 +23187,17 @@ msgid "" "the SSAO effect visible in direct light." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion quality. Higher qualities will make " "better use of small objects for ambient occlusion, but are slower." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The primary screen-space ambient occlusion radius." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The secondary screen-space ambient occlusion radius. If set to a value " "higher than [code]0[/code], enables the secondary screen-space ambient " @@ -23205,24 +23205,24 @@ msgid "" "the cost of performance)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The default exposure used for tonemapping." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " "HDR values to be suitable for rendering on a LDR display. (Pandemonium doesn't " "support rendering on HDR displays yet.)" msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The white reference value for tonemapping. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Keeps on screen every pixel drawn in the background. This is the fastest " "background mode, but it can only be safely used in fully-interior scenes (no " @@ -23230,21 +23230,21 @@ msgid "" "is visible, \"ghost trail\" artifacts will be visible when moving the camera." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Clears the background using a custom clear color." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Displays a user-defined sky in the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Clears the background using a custom clear color and allows defining a sky " "for shading and reflection. This mode is slightly faster than [constant " @@ -23252,65 +23252,65 @@ msgid "" "but the sky itself never is (e.g. top-down camera)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Displays a [CanvasLayer] in the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Displays a camera feed in the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Represents the size of the [enum BGMode] enum." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " "colors by this formula: [code]color = color / (1 + color)[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Filmic tonemapper operator." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Academy Color Encoding System tonemapper operator. Performs an approximation " "of the ACES tonemapping curve." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "High quality Academy Color Encoding System tonemapper operator that matches " "the industry standard. Performs a more physically accurate curve fit which " @@ -23320,43 +23320,43 @@ msgid "" "camera sensor." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Low depth-of-field blur quality (fastest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Medium depth-of-field blur quality." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "High depth-of-field blur quality (slowest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Low quality for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Low quality for the screen-space ambient occlusion effect (slowest)." msgstr "" @@ -25671,7 +25671,7 @@ msgstr "" msgid "" "If [code]true[/code], the generated texture will support high dynamic range " "([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work " -"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/" +"if [member Environment3D.glow_enabled] is [code]true[/code]. If [code]false[/" "code], the generated texture will use low dynamic range; overbright colors " "will be clamped ([constant Image.FORMAT_RGBA8] format)." msgstr "" @@ -38766,7 +38766,7 @@ msgstr "" msgid "" "Returns the value of an environment variable. Returns an empty string if the " "environment variable doesn't exist.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39174,7 +39174,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the environment variable with the name " "[code]variable[/code] exists.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39392,7 +39392,7 @@ msgid "" "process and any process executed with [method execute] after running [method " "set_environment]. The environment variable will [i]not[/i] persist to " "processes run after the Pandemonium process was terminated.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -40262,7 +40262,7 @@ msgstr "" #: doc/classes/PanoramaSky.xml msgid "" -"A resource referenced in an [Environment] that is used to draw a background. " +"A resource referenced in an [Environment3D3D] that is used to draw a background. " "The Panorama sky functions similar to skyboxes in other engines, except it " "uses an equirectangular sky map instead of a cube map.\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " @@ -46996,14 +46996,14 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default background clear color. Overridable per [Viewport] using its " -"[Environment]. See [member Environment.background_mode] and [member " -"Environment.background_color] in particular. To change this default color " +"[Environment3D3D]. See [member Environment3D.background_mode] and [member " +"Environment3D.background_color] in particular. To change this default color " "programmatically, use [method RenderingServer.set_default_clear_color]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"[Environment] that will be used as a fallback environment in case a scene " +"[Environment3D3D] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " "at scene load time regardless of whether you have set an environment or not. " "If you do not rely on the fallback environment, it is best to delete " @@ -47288,7 +47288,7 @@ msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " "dynamic range. High dynamic range allows the use of [Color] values greater " "than 1. This must be set to [code]true[/code] for glow rendering to work if " -"[member Environment.glow_hdr_threshold] is greater than or equal to " +"[member Environment3D.glow_hdr_threshold] is greater than or equal to " "[code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47297,7 +47297,7 @@ msgstr "" msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " "devices, due to performance concerns or driver support. This must be set to " -"[code]true[/code] for glow rendering to work if [member Environment." +"[code]true[/code] for glow rendering to work if [member Environment3D." "glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47429,7 +47429,7 @@ msgid "" "Without Sampling\" or \"3D Without Effects\", sample buffers will not be " "allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/" "code] will not be available in shaders and post-processing effects such as " -"glow will not be available in [Environment]." +"glow will not be available in [Environment3D3D]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48572,13 +48572,13 @@ msgid "" "performance cost (when [member update_mode] is [constant UPDATE_ONCE]). " "[ReflectionProbe]s can be blended together and with the rest of the scene " "smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-" -"space reflections ([member Environment.ss_reflections_enabled]) to get more " +"space reflections ([member Environment3D.ss_reflections_enabled]) to get more " "accurate reflections in specific areas. [ReflectionProbe]s render all " "objects within their [member cull_mask], so updating them can be quite " "expensive. It is best to update them once with the important static objects " "and then leave them as-is.\n" "[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their " -"environment from a [WorldEnvironment] node. If you specify an [Environment] " +"environment from a [WorldEnvironment3D3D] node. If you specify an [Environment3D3D] " "resource within a [Camera] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\n" @@ -54497,7 +54497,7 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" -"If [code]true[/code], the [Light] in the [Environment] has effects on the " +"If [code]true[/code], the [Light] in the [Environment3D3D] has effects on the " "sprite." msgstr "" @@ -66075,16 +66075,16 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " -"[Environment] for more details." +"[Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Sets the ambient light parameters. See [Environment] for more details." +msgid "Sets the ambient light parameters. See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." +"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment3D." "background_mode]." msgstr "" @@ -66105,73 +66105,73 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the values to be used with the \"DoF Far Blur\" post-process effect. " -"See [Environment] for more details." +"See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the values to be used with the \"DoF Near Blur\" post-process effect. " -"See [Environment] for more details." +"See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the variables to be used with the scene fog. See [Environment] for more " +"Sets the variables to be used with the scene fog. See [Environment3D3D] for more " "details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the variables to be used with the fog depth effect. See [Environment] " +"Sets the variables to be used with the fog depth effect. See [Environment3D3D] " "for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the variables to be used with the fog height effect. See [Environment] " +"Sets the variables to be used with the fog height effect. See [Environment3D3D] " "for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " -"[Environment] for more details." +"[Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the [Sky] to be used as the environment's background when using " -"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." +"[i]BGMode[/i] sky. Equivalent to [member Environment3D.background_sky]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " -"Environment.background_sky_custom_fov]." +"Environment3D.background_sky_custom_fov]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " -"to [member Environment.background_sky_orientation]." +"to [member Environment3D.background_sky_orientation]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " -"(SSAO)\" post-process effect. See [Environment] for more details." +"(SSAO)\" post-process effect. See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" -"process effect. See [Environment] for more details." +"process effect. See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " -"[Environment] for more details." +"[Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml @@ -68595,7 +68595,7 @@ msgid "" msgstr "" #: doc/classes/RenderingServer.xml -msgid "Represents the size of the [enum EnvironmentBG] enum." +msgid "Represents the size of the [enum Environment3DBG] enum." msgstr "" #: doc/classes/RenderingServer.xml @@ -71655,12 +71655,12 @@ msgid "" msgstr "" #: doc/classes/World.xml -msgid "The World's [Environment]." +msgid "The World's [Environment3D3D]." msgstr "" #: doc/classes/World.xml msgid "" -"The World's fallback_environment will be used if the World's [Environment] " +"The World's fallback_environment will be used if the World's [Environment3D3D] " "fails or is missing." msgstr "" @@ -71702,29 +71702,29 @@ msgid "" "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" -#: doc/classes/WorldEnvironment.xml +#: doc/classes/WorldEnvironment3D.xml msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" -#: doc/classes/WorldEnvironment.xml +#: doc/classes/WorldEnvironment3D.xml msgid "" -"The [WorldEnvironment] node is used to configure the default [Environment] " +"The [WorldEnvironment3D3D] node is used to configure the default [Environment3D3D] " "for the scene.\n" -"The parameters defined in the [WorldEnvironment] can be overridden by an " -"[Environment] node set on the current [Camera]. Additionally, only one " -"[WorldEnvironment] may be instanced in a given scene at a time.\n" -"The [WorldEnvironment] allows the user to specify default lighting " +"The parameters defined in the [WorldEnvironment3D3D] can be overridden by an " +"[Environment3D3D] node set on the current [Camera]. Additionally, only one " +"[WorldEnvironment3D3D] may be instanced in a given scene at a time.\n" +"The [WorldEnvironment3D3D] allows the user to specify default lighting " "parameters (e.g. ambient lighting), various post-processing effects (e.g. " "SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " "skybox). Usually, these are added in order to improve the realism/color " "balance of the scene." msgstr "" -#: doc/classes/WorldEnvironment.xml +#: doc/classes/WorldEnvironment3D.xml msgid "" -"The [Environment] resource used by this [WorldEnvironment], defining the " +"The [Environment3D3D] resource used by this [WorldEnvironment3D3D], defining the " "default properties." msgstr "" diff --git a/doc/translations/hu.po b/doc/translations/hu.po index bcb454e11..ba65f0e2d 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -4980,12 +4980,12 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera.xml doc/classes/CollisionShape.xml -#: doc/classes/CylinderShape.xml doc/classes/Environment.xml +#: doc/classes/CylinderShape.xml doc/classes/Environment3D.xml #: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml #: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml #: doc/classes/Quaternion.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml -#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml +#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment3D.xml msgid "Third Person Shooter Demo" msgstr "" @@ -11663,7 +11663,7 @@ msgid "" msgstr "" #: doc/classes/Camera.xml -msgid "The [Environment] to use for this camera." +msgid "The [Environment3D3D] to use for this camera." msgstr "" #: doc/classes/Camera.xml @@ -11807,8 +11807,8 @@ msgstr "" msgid "2D Isometric Demo" msgstr "" -#: doc/classes/Camera2D.xml doc/classes/Environment.xml -#: doc/classes/WorldEnvironment.xml +#: doc/classes/Camera2D.xml doc/classes/Environment3D.xml +#: doc/classes/WorldEnvironment3D.xml msgid "2D HDR Demo" msgstr "" @@ -22698,15 +22698,15 @@ msgid "" "speed." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define " +"Resource for environment nodes (like [WorldEnvironment3D3D]) that define " "multiple rendering options." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define " +"Resource for environment nodes (like [WorldEnvironment3D3D]) that define " "multiple environment operations (such as background [Sky] or [Color], " "ambient light, fog, depth-of-field...). These parameters affect the final " "render of the scene. The order of these operations is:\n" @@ -22728,26 +22728,26 @@ msgid "" "the same time affects the screen display on mobile devices." msgstr "" -#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml -msgid "Environment and post-processing" +#: doc/classes/Environment3D.xml doc/classes/WorldEnvironment3D.xml +msgid "Environment3D and post-processing" msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Light transport in game engines" msgstr "" -#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml -#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml +#: doc/classes/Environment3D.xml doc/classes/Material.xml doc/classes/Mesh.xml +#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment3D.xml msgid "3D Material Testers Demo" msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Enables or disables the glow level at index [code]idx[/code]. Each level " "relies on the previous level. This means that enabling higher glow levels " @@ -22755,26 +22755,26 @@ msgid "" "enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Applies the provided [Texture] resource to affect the global color aspect of " "the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The global contrast value of the rendered scene (default value is 1). " "Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], enables the [code]adjustment_*[/code] properties " "provided by this resource. If [code]false[/code], modifications to the " @@ -22782,22 +22782,22 @@ msgid "" "scene." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The global color saturation value of the rendered scene (default value is " "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The ambient light's [Color]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] means that the sky's light emission has no effect on the " @@ -22809,7 +22809,7 @@ msgid "" "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " @@ -22817,156 +22817,156 @@ msgid "" "observed light." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The maximum luminance value for the auto exposure." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The minimum luminance value for the auto exposure." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The ID of the camera feed to show in the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The power of the light emitted by the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The background mode. See [enum BGMode] for possible values." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource defined as background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource's custom field of view." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The amount of far blur for the depth-of-field effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The depth-of-field far blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The length of the transition between the no-blur area and far blur." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The amount of near blur for the depth-of-field effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The depth-of-field near blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The length of the transition between the near blur and no-blur area." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The fog's [Color]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The fog's depth starting distance from the camera." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The fog depth's intensity curve. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The fog's depth end distance from the camera. If this value is set to 0, it " "will be equal to the current camera's [member Camera.far] value." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], fog effects are enabled. [member fog_height_enabled] " "and/or [member fog_depth_enabled] must be set to [code]true[/code] to " "actually display fog." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The height fog's intensity. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the height fog effect is enabled. When enabled, fog " "will appear in a defined height range, regardless of the distance from the " @@ -22974,44 +22974,44 @@ msgid "" "performance cost compared to a dedicated shader." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The Y coordinate where the height fog will be the most intense. If this " "value is greater than [member fog_height_min], fog will be displayed from " "bottom to top. Otherwise, it will be displayed from top to bottom." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The Y coordinate where the height fog will be the least intense. If this " "value is greater than [member fog_height_max], fog will be displayed from " "top to bottom. Otherwise, it will be displayed from bottom to top." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The intensity of the depth fog color transition when looking towards the " "sun. The sun's direction is determined automatically using the " "DirectionalLight node in the scene." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The depth fog's [Color] when looking towards the sun." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Enables fog's light transmission effect. If [code]true[/code], light will be " "more visible in the fog to simulate light scattering as in real life." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Smooths out the blockiness created by sampling higher levels, at the cost of " "performance.\n" @@ -23019,17 +23019,17 @@ msgid "" "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The glow blending mode." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the glow effect is enabled.\n" "[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/" @@ -23048,24 +23048,24 @@ msgid "" "override." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The bleed scale of the HDR glow." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The lower threshold of the HDR glow. When using the GLES2 renderer (which " "doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be " "visible. A value of [code]0.9[/code] works well in this case." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Takes more samples during downsample pass of glow. This ensures that single " "pixels are captured by glow which makes the glow look smoother and more " @@ -23073,55 +23073,55 @@ msgid "" "post process take twice as long." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The glow intensity. When using the GLES2 renderer, this should be increased " "to 1.5 to compensate for the lack of HDR rendering." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The glow strength. When using the GLES2 renderer, this should be increased " "to 1.3 to compensate for the lack of HDR rendering." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The depth tolerance for screen-space reflections." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], screen-space reflections are enabled. Screen-space " "reflections are more accurate than reflections from [GIProbe]s or " @@ -23129,58 +23129,58 @@ msgid "" "others." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The fade-out distance for screen-space reflections. Affects the area from " "the screen-space reflection to the \"global\" reflection." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion bias. This should be kept high enough to " "prevent \"smooth\" curves from being affected by ambient occlusion." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The screen-space ambient occlusion color." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The screen-space ambient occlusion edge sharpness." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " "This darkens objects' corners and cavities to simulate ambient light not " @@ -23191,19 +23191,19 @@ msgid "" "issues." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " "ambient occlusion only applies to indirect light, which means its effects " @@ -23211,17 +23211,17 @@ msgid "" "the SSAO effect visible in direct light." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The screen-space ambient occlusion quality. Higher qualities will make " "better use of small objects for ambient occlusion, but are slower." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The primary screen-space ambient occlusion radius." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The secondary screen-space ambient occlusion radius. If set to a value " "higher than [code]0[/code], enables the secondary screen-space ambient " @@ -23229,24 +23229,24 @@ msgid "" "the cost of performance)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "The default exposure used for tonemapping." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " "HDR values to be suitable for rendering on a LDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "The white reference value for tonemapping. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Keeps on screen every pixel drawn in the background. This is the fastest " "background mode, but it can only be safely used in fully-interior scenes (no " @@ -23254,21 +23254,21 @@ msgid "" "is visible, \"ghost trail\" artifacts will be visible when moving the camera." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Clears the background using a custom clear color." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Displays a user-defined sky in the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Clears the background using a custom clear color and allows defining a sky " "for shading and reflection. This mode is slightly faster than [constant " @@ -23276,65 +23276,65 @@ msgid "" "but the sky itself never is (e.g. top-down camera)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Displays a [CanvasLayer] in the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Displays a camera feed in the background." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Represents the size of the [enum BGMode] enum." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " "colors by this formula: [code]color = color / (1 + color)[/code]." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Filmic tonemapper operator." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "Academy Color Encoding System tonemapper operator. Performs an approximation " "of the ACES tonemapping curve." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "" "High quality Academy Color Encoding System tonemapper operator that matches " "the industry standard. Performs a more physically accurate curve fit which " @@ -23344,43 +23344,43 @@ msgid "" "camera sensor." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Low depth-of-field blur quality (fastest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Medium depth-of-field blur quality." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "High depth-of-field blur quality (slowest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Low quality for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment.xml +#: doc/classes/Environment3D.xml msgid "Low quality for the screen-space ambient occlusion effect (slowest)." msgstr "" @@ -25756,7 +25756,7 @@ msgstr "" msgid "" "If [code]true[/code], the generated texture will support high dynamic range " "([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work " -"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/" +"if [member Environment3D.glow_enabled] is [code]true[/code]. If [code]false[/" "code], the generated texture will use low dynamic range; overbright colors " "will be clamped ([constant Image.FORMAT_RGBA8] format)." msgstr "" @@ -38851,7 +38851,7 @@ msgstr "" msgid "" "Returns the value of an environment variable. Returns an empty string if the " "environment variable doesn't exist.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39259,7 +39259,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the environment variable with the name " "[code]variable[/code] exists.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39477,7 +39477,7 @@ msgid "" "process and any process executed with [method execute] after running [method " "set_environment]. The environment variable will [i]not[/i] persist to " "processes run after the Godot process was terminated.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -40347,7 +40347,7 @@ msgstr "" #: doc/classes/PanoramaSky.xml msgid "" -"A resource referenced in an [Environment] that is used to draw a background. " +"A resource referenced in an [Environment3D3D] that is used to draw a background. " "The Panorama sky functions similar to skyboxes in other engines, except it " "uses an equirectangular sky map instead of a cube map.\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " @@ -47081,14 +47081,14 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default background clear color. Overridable per [Viewport] using its " -"[Environment]. See [member Environment.background_mode] and [member " -"Environment.background_color] in particular. To change this default color " +"[Environment3D3D]. See [member Environment3D.background_mode] and [member " +"Environment3D.background_color] in particular. To change this default color " "programmatically, use [method RenderingServer.set_default_clear_color]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"[Environment] that will be used as a fallback environment in case a scene " +"[Environment3D3D] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " "at scene load time regardless of whether you have set an environment or not. " "If you do not rely on the fallback environment, it is best to delete " @@ -47373,7 +47373,7 @@ msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " "dynamic range. High dynamic range allows the use of [Color] values greater " "than 1. This must be set to [code]true[/code] for glow rendering to work if " -"[member Environment.glow_hdr_threshold] is greater than or equal to " +"[member Environment3D.glow_hdr_threshold] is greater than or equal to " "[code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47382,7 +47382,7 @@ msgstr "" msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " "devices, due to performance concerns or driver support. This must be set to " -"[code]true[/code] for glow rendering to work if [member Environment." +"[code]true[/code] for glow rendering to work if [member Environment3D." "glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47514,7 +47514,7 @@ msgid "" "Without Sampling\" or \"3D Without Effects\", sample buffers will not be " "allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/" "code] will not be available in shaders and post-processing effects such as " -"glow will not be available in [Environment]." +"glow will not be available in [Environment3D3D]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48657,13 +48657,13 @@ msgid "" "performance cost (when [member update_mode] is [constant UPDATE_ONCE]). " "[ReflectionProbe]s can be blended together and with the rest of the scene " "smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-" -"space reflections ([member Environment.ss_reflections_enabled]) to get more " +"space reflections ([member Environment3D.ss_reflections_enabled]) to get more " "accurate reflections in specific areas. [ReflectionProbe]s render all " "objects within their [member cull_mask], so updating them can be quite " "expensive. It is best to update them once with the important static objects " "and then leave them as-is.\n" "[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their " -"environment from a [WorldEnvironment] node. If you specify an [Environment] " +"environment from a [WorldEnvironment3D3D] node. If you specify an [Environment3D3D] " "resource within a [Camera] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\n" @@ -54582,7 +54582,7 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" -"If [code]true[/code], the [Light] in the [Environment] has effects on the " +"If [code]true[/code], the [Light] in the [Environment3D3D] has effects on the " "sprite." msgstr "" @@ -66160,16 +66160,16 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " -"[Environment] for more details." +"[Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Sets the ambient light parameters. See [Environment] for more details." +msgid "Sets the ambient light parameters. See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." +"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment3D." "background_mode]." msgstr "" @@ -66190,73 +66190,73 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the values to be used with the \"DoF Far Blur\" post-process effect. " -"See [Environment] for more details." +"See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the values to be used with the \"DoF Near Blur\" post-process effect. " -"See [Environment] for more details." +"See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the variables to be used with the scene fog. See [Environment] for more " +"Sets the variables to be used with the scene fog. See [Environment3D3D] for more " "details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the variables to be used with the fog depth effect. See [Environment] " +"Sets the variables to be used with the fog depth effect. See [Environment3D3D] " "for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the variables to be used with the fog height effect. See [Environment] " +"Sets the variables to be used with the fog height effect. See [Environment3D3D] " "for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " -"[Environment] for more details." +"[Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the [Sky] to be used as the environment's background when using " -"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." +"[i]BGMode[/i] sky. Equivalent to [member Environment3D.background_sky]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " -"Environment.background_sky_custom_fov]." +"Environment3D.background_sky_custom_fov]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " -"to [member Environment.background_sky_orientation]." +"to [member Environment3D.background_sky_orientation]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " -"(SSAO)\" post-process effect. See [Environment] for more details." +"(SSAO)\" post-process effect. See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" -"process effect. See [Environment] for more details." +"process effect. See [Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " -"[Environment] for more details." +"[Environment3D3D] for more details." msgstr "" #: doc/classes/RenderingServer.xml @@ -68680,7 +68680,7 @@ msgid "" msgstr "" #: doc/classes/RenderingServer.xml -msgid "Represents the size of the [enum EnvironmentBG] enum." +msgid "Represents the size of the [enum Environment3DBG] enum." msgstr "" #: doc/classes/RenderingServer.xml @@ -71740,12 +71740,12 @@ msgid "" msgstr "" #: doc/classes/World.xml -msgid "The World's [Environment]." +msgid "The World's [Environment3D3D]." msgstr "" #: doc/classes/World.xml msgid "" -"The World's fallback_environment will be used if the World's [Environment] " +"The World's fallback_environment will be used if the World's [Environment3D3D] " "fails or is missing." msgstr "" @@ -71787,29 +71787,29 @@ msgid "" "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" -#: doc/classes/WorldEnvironment.xml +#: doc/classes/WorldEnvironment3D.xml msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" -#: doc/classes/WorldEnvironment.xml +#: doc/classes/WorldEnvironment3D.xml msgid "" -"The [WorldEnvironment] node is used to configure the default [Environment] " +"The [WorldEnvironment3D3D] node is used to configure the default [Environment3D3D] " "for the scene.\n" -"The parameters defined in the [WorldEnvironment] can be overridden by an " -"[Environment] node set on the current [Camera]. Additionally, only one " -"[WorldEnvironment] may be instanced in a given scene at a time.\n" -"The [WorldEnvironment] allows the user to specify default lighting " +"The parameters defined in the [WorldEnvironment3D3D] can be overridden by an " +"[Environment3D3D] node set on the current [Camera]. Additionally, only one " +"[WorldEnvironment3D3D] may be instanced in a given scene at a time.\n" +"The [WorldEnvironment3D3D] allows the user to specify default lighting " "parameters (e.g. ambient lighting), various post-processing effects (e.g. " "SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " "skybox). Usually, these are added in order to improve the realism/color " "balance of the scene." msgstr "" -#: doc/classes/WorldEnvironment.xml +#: doc/classes/WorldEnvironment3D.xml msgid "" -"The [Environment] resource used by this [WorldEnvironment], defining the " +"The [Environment3D3D] resource used by this [WorldEnvironment3D3D], defining the " "default properties." msgstr "" diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h index d27c9dcd1..c1e1992b5 100644 --- a/drivers/dummy/rasterizer_dummy.h +++ b/drivers/dummy/rasterizer_dummy.h @@ -52,7 +52,7 @@ public: RID environment_create() { return RID(); } - void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {} + void environment_set_background(RID p_env, RS::Environment3DBG p_bg) {} void environment_set_sky(RID p_env, RID p_sky) {} void environment_set_sky_custom_fov(RID p_env, float p_scale) {} void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {} @@ -61,16 +61,16 @@ public: void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {} void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) {} - void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, RS::EnvironmentDOFBlurQuality p_quality) {} - void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, RS::EnvironmentDOFBlurQuality p_quality) {} - void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) {} + void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, RS::Environment3DDOFBlurQuality p_quality) {} + void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, RS::Environment3DDOFBlurQuality p_quality) {} + void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::Environment3DGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) {} void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {} void 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 p_roughness) {} - 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, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {} + 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, RS::Environment3DSSAOQuality p_quality, RS::Environment3DSSAOBlur p_blur, float p_bilateral_sharpness) {} - void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {} + void environment_set_tonemap(RID p_env, RS::Environment3DToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {} void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {} @@ -79,7 +79,7 @@ public: void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {} bool is_environment(RID p_env) { return false; } - RS::EnvironmentBG environment_get_background(RID p_env) { return RS::ENV_BG_KEEP; } + RS::Environment3DBG environment_get_background(RID p_env) { return RS::ENV_BG_KEEP; } int environment_get_canvas_max_layer(RID p_env) { return 0; } RID light_instance_create(RID p_light) { return RID(); } diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 463317de7..73b8ce5cb 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -738,61 +738,61 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst /* ENVIRONMENT API */ RID RasterizerSceneGLES2::environment_create() { - Environment *env = memnew(Environment); + Environment3D *env = memnew(Environment3D); return environment_owner.make_rid(env); } -void RasterizerSceneGLES2::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) { - Environment *env = environment_owner.getornull(p_env); +void RasterizerSceneGLES2::environment_set_background(RID p_env, RS::Environment3DBG p_bg) { + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->bg_mode = p_bg; } void RasterizerSceneGLES2::environment_set_sky(RID p_env, RID p_sky) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->sky = p_sky; } void RasterizerSceneGLES2::environment_set_sky_custom_fov(RID p_env, float p_scale) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->sky_custom_fov = p_scale; } void RasterizerSceneGLES2::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->sky_orientation = p_orientation; } void RasterizerSceneGLES2::environment_set_bg_color(RID p_env, const Color &p_color) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->bg_color = p_color; } void RasterizerSceneGLES2::environment_set_bg_energy(RID p_env, float p_energy) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->bg_energy = p_energy; } void RasterizerSceneGLES2::environment_set_canvas_max_layer(RID p_env, int p_max_layer) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->canvas_max_layer = p_max_layer; } void RasterizerSceneGLES2::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_sky_contribution) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->ambient_color = p_color; @@ -800,8 +800,8 @@ void RasterizerSceneGLES2::environment_set_ambient_light(RID p_env, const Color env->ambient_sky_contribution = p_sky_contribution; } -void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality) { - Environment *env = environment_owner.getornull(p_env); +void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::Environment3DDOFBlurQuality p_quality) { + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->dof_blur_far_enabled = p_enable; @@ -811,8 +811,8 @@ void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable env->dof_blur_far_quality = p_quality; } -void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality) { - Environment *env = environment_owner.getornull(p_env); +void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::Environment3DDOFBlurQuality p_quality) { + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->dof_blur_near_enabled = p_enable; @@ -822,8 +822,8 @@ void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enabl env->dof_blur_near_quality = p_quality; } -void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) { - Environment *env = environment_owner.getornull(p_env); +void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::Environment3DGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) { + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->glow_enabled = p_enable; @@ -840,27 +840,27 @@ void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_ } void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); } void RasterizerSceneGLES2::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) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); } -void RasterizerSceneGLES2::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, RS::EnvironmentSSAOQuality p_quality, RenderingServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) { - Environment *env = environment_owner.getornull(p_env); +void RasterizerSceneGLES2::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, RS::Environment3DSSAOQuality p_quality, RenderingServer::Environment3DSSAOBlur p_blur, float p_bilateral_sharpness) { + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); } -void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { - Environment *env = environment_owner.getornull(p_env); +void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, RS::Environment3DToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); } void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->adjustments_enabled = p_enable; @@ -871,7 +871,7 @@ void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, } void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->fog_enabled = p_enable; @@ -881,7 +881,7 @@ void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const C } void RasterizerSceneGLES2::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) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->fog_depth_enabled = p_enable; @@ -893,7 +893,7 @@ void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, f } void RasterizerSceneGLES2::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) { - Environment *env = environment_owner.getornull(p_env); + Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->fog_height_enabled = p_enable; @@ -905,15 +905,15 @@ bool RasterizerSceneGLES2::is_environment(RID p_env) { return environment_owner.owns(p_env); } -RS::EnvironmentBG RasterizerSceneGLES2::environment_get_background(RID p_env) { - const Environment *env = environment_owner.getornull(p_env); +RS::Environment3DBG RasterizerSceneGLES2::environment_get_background(RID p_env) { + const Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX); return env->bg_mode; } int RasterizerSceneGLES2::environment_get_canvas_max_layer(RID p_env) { - const Environment *env = environment_owner.getornull(p_env); + const Environment3D *env = environment_owner.getornull(p_env); ERR_FAIL_COND_V(!env, -1); return env->canvas_max_layer; @@ -2172,7 +2172,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado } } -void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env) { +void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment3D *p_env) { if (p_refprobe1) { state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_USE_BOX_PROJECT, p_refprobe1->probe_ptr->box_projection); state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_EXTENTS, p_refprobe1->probe_ptr->extents); @@ -2220,7 +2220,7 @@ void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1 } } -void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const Projection &p_projection, const int p_eye, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow) { +void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const Projection &p_projection, const int p_eye, RID p_shadow_atlas, Environment3D *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); Vector2 viewport_size = state.viewport_size; @@ -2708,7 +2708,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const P storage->shaders.copy.set_conditional(CopyShaderGLES2::OUTPUT_LINEAR, false); } -void RasterizerSceneGLES2::_post_process(Environment *env, const Projection &p_cam_projection) { +void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p_cam_projection) { //copy to front buffer glDepthMask(GL_FALSE); @@ -3164,7 +3164,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const storage->info.render.object_count += p_cull_count; GLuint current_fb = 0; - Environment *env = nullptr; + Environment3D *env = nullptr; int viewport_width, viewport_height; int viewport_x = 0; @@ -3831,7 +3831,7 @@ bool RasterizerSceneGLES2::free(RID p_rid) { memdelete(reflection_instance); } else if (environment_owner.owns(p_rid)) { - Environment *environment = environment_owner.get(p_rid); + Environment3D *environment = environment_owner.get(p_rid); environment_owner.free(p_rid); memdelete(environment); diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index cce423b26..391d97856 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -164,7 +164,7 @@ public: GLuint scene_ubo; - struct EnvironmentRadianceUBO { + struct Environment3DRadianceUBO { float transform[16]; float ambient_contribution; @@ -350,8 +350,8 @@ public: /* ENVIRONMENT API */ - struct Environment : public RID_Data { - RS::EnvironmentBG bg_mode; + struct Environment3D : public RID_Data { + RS::Environment3DBG bg_mode; RID sky; float sky_custom_fov; @@ -372,7 +372,7 @@ public: float glow_intensity; float glow_strength; float glow_bloom; - RS::EnvironmentGlowBlendMode glow_blend_mode; + RS::Environment3DGlowBlendMode glow_blend_mode; float glow_hdr_bleed_threshold; float glow_hdr_bleed_scale; float glow_hdr_luminance_cap; @@ -383,13 +383,13 @@ public: float dof_blur_far_distance; float dof_blur_far_transition; float dof_blur_far_amount; - RS::EnvironmentDOFBlurQuality dof_blur_far_quality; + RS::Environment3DDOFBlurQuality dof_blur_far_quality; bool dof_blur_near_enabled; float dof_blur_near_distance; float dof_blur_near_transition; float dof_blur_near_amount; - RS::EnvironmentDOFBlurQuality dof_blur_near_quality; + RS::Environment3DDOFBlurQuality dof_blur_near_quality; bool adjustments_enabled; float adjustments_brightness; @@ -413,7 +413,7 @@ public: float fog_height_max; float fog_height_curve; - Environment() : + Environment3D() : bg_mode(RS::ENV_BG_CLEAR_COLOR), sky_custom_fov(0.0), bg_energy(1.0), @@ -463,11 +463,11 @@ public: } }; - mutable RID_Owner environment_owner; + mutable RID_Owner environment_owner; virtual RID environment_create(); - virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg); + virtual void environment_set_background(RID p_env, RS::Environment3DBG p_bg); virtual void environment_set_sky(RID p_env, RID p_sky); virtual void environment_set_sky_custom_fov(RID p_env, float p_scale); virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation); @@ -476,16 +476,16 @@ public: virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer); virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0); - virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality); - virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::Environment3DDOFBlurQuality p_quality); + virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::Environment3DDOFBlurQuality p_quality); - virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality); + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::Environment3DGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality); virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture); 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); - 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, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); + 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, RS::Environment3DSSAOQuality p_quality, RS::Environment3DSSAOBlur p_blur, float p_bilateral_sharpness); - virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); + virtual void environment_set_tonemap(RID p_env, RS::Environment3DToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp); @@ -495,7 +495,7 @@ public: virtual bool is_environment(RID p_env); - virtual RS::EnvironmentBG environment_get_background(RID p_env); + virtual RS::Environment3DBG environment_get_background(RID p_env); virtual int environment_get_canvas_max_layer(RID p_env); /* LIGHT INSTANCE */ @@ -732,7 +732,7 @@ public: const Projection &p_projection, const int p_eye, RID p_shadow_atlas, - Environment *p_env, + Environment3D *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, @@ -747,10 +747,10 @@ public: _FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton); _FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas); _FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass); - _FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env); + _FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment3D *p_env); _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element); - void _post_process(Environment *env, const Projection &p_cam_projection); + void _post_process(Environment3D *env, const Projection &p_cam_projection); virtual void render_scene(const Transform &p_cam_transform, const Projection &p_cam_projection, const int p_eye, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass); virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count); diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index 642122b6f..188a9f157 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -1894,7 +1894,7 @@ void EditorNode::push_item(Object *p_object, const String &p_property, bool p_in } void EditorNode::_save_default_environment() { - Ref fallback = get_tree()->get_root()->get_world()->get_fallback_environment(); + Ref fallback = get_tree()->get_root()->get_world()->get_fallback_environment(); if (fallback.is_valid() && fallback->get_path().is_resource_file()) { Map processed; diff --git a/editor/icons/icon_environment.svg b/editor/icons/icon_environment_3d.svg similarity index 100% rename from editor/icons/icon_environment.svg rename to editor/icons/icon_environment_3d.svg diff --git a/editor/icons/icon_world_environment.svg b/editor/icons/icon_world_environment_3d.svg similarity index 100% rename from editor/icons/icon_world_environment.svg rename to editor/icons/icon_world_environment_3d.svg diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp index 3ceb2c90f..6c14e76c0 100644 --- a/editor/plugins/material_editor_plugin.cpp +++ b/editor/plugins/material_editor_plugin.cpp @@ -94,7 +94,7 @@ void MaterialEditor::_notification(int p_what) { } } -void MaterialEditor::edit(Ref p_material, const Ref &p_env) { +void MaterialEditor::edit(Ref p_material, const Ref &p_env) { material = p_material; camera->set_environment(p_env); if (!material.is_null()) { @@ -261,7 +261,7 @@ EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() { env.instance(); Ref proc_sky = memnew(ProceduralSky(true)); env->set_sky(proc_sky); - env->set_background(Environment::BG_COLOR_SKY); + env->set_background(Environment3D::BG_COLOR_SKY); } MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) { diff --git a/editor/plugins/material_editor_plugin.h b/editor/plugins/material_editor_plugin.h index 5c83c48d5..0b270243b 100644 --- a/editor/plugins/material_editor_plugin.h +++ b/editor/plugins/material_editor_plugin.h @@ -85,14 +85,14 @@ protected: static void _bind_methods(); public: - void edit(Ref p_material, const Ref &p_env); + void edit(Ref p_material, const Ref &p_env); MaterialEditor(); ~MaterialEditor(); }; class EditorInspectorPluginMaterial : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin); - Ref env; + Ref env; public: virtual bool can_handle(Object *p_object); diff --git a/editor/plugins/spatial_editor_plugin.cpp b/editor/plugins/spatial_editor_plugin.cpp index e0d13e531..c703306fc 100644 --- a/editor/plugins/spatial_editor_plugin.cpp +++ b/editor/plugins/spatial_editor_plugin.cpp @@ -4426,7 +4426,7 @@ SpatialEditorViewport::SpatialEditorViewport(SpatialEditor *p_spatial_editor, Ed view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_unshaded", TTR("Display Unshaded")), VIEW_DISPLAY_SHADELESS); view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_NORMAL), true); view_menu->get_popup()->add_separator(); - view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_environment", TTR("View Environment")), VIEW_ENVIRONMENT); + view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_environment", TTR("View Environment3D")), VIEW_ENVIRONMENT); view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_ENVIRONMENT), true); view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_gizmos", TTR("View Gizmos")), VIEW_GIZMOS); view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_GIZMOS), true); @@ -5292,7 +5292,7 @@ void SpatialEditor::set_state(const Dictionary &p_state) { } } -Ref SpatialEditor::get_viewport_environment() { +Ref SpatialEditor::get_viewport_environment() { return viewport_environment; } @@ -7042,7 +7042,7 @@ SpatialEditor::SpatialEditor(EditorNode *p_editor) { gizmo.visible = true; gizmo.scale = 1.0; - viewport_environment = Ref(memnew(Environment)); + viewport_environment = Ref(memnew(Environment3D)); undo_redo = p_editor->get_undo_redo(); VBoxContainer *vbc = this; diff --git a/editor/plugins/spatial_editor_plugin.h b/editor/plugins/spatial_editor_plugin.h index 610ad36a5..10f7ca99b 100644 --- a/editor/plugins/spatial_editor_plugin.h +++ b/editor/plugins/spatial_editor_plugin.h @@ -71,7 +71,7 @@ class EditorSpatialGizmoPlugin; class EditorSpatialGizmo; class ViewportContainer; class SpatialEditorViewport; -class Environment; +class Environment3D; class AcceptDialog; class CheckBox; class ConfirmationDialog; @@ -710,7 +710,7 @@ private: Object *_get_editor_data(Object *p_what); - Ref viewport_environment; + Ref viewport_environment; Spatial *selected; @@ -775,7 +775,7 @@ public: Dictionary get_state() const; void set_state(const Dictionary &p_state); - Ref get_viewport_environment(); + Ref get_viewport_environment(); UndoRedo *get_undo_redo() { return undo_redo; } diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index 8aa411f91..17eafc6fb 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -513,7 +513,7 @@ private: if (!f) { set_message(TTR("Couldn't create project.pandemonium in project path."), MESSAGE_ERROR); } else { - f->store_line("[gd_resource type=\"Environment\" load_steps=2 format=2]"); + f->store_line("[gd_resource type=\"Environment3D\" load_steps=2 format=2]"); f->store_line(""); f->store_line("[sub_resource type=\"ProceduralSky\" id=1]"); f->store_line(""); @@ -2248,7 +2248,7 @@ void ProjectManager::_language_selected(int p_id) { String lang = language_btn->get_item_metadata(p_id); EditorSettings::get_singleton()->set("interface/editor/editor_language", lang); language_btn->set_text(lang); - language_btn->set_icon(get_theme_icon("Environment", "EditorIcons")); + language_btn->set_icon(get_theme_icon("Environment3D", "EditorIcons")); language_restart_ask->set_text(TTR("Language changed.\nThe interface will update after restarting the editor or project manager.")); language_restart_ask->popup_centered(); @@ -2653,7 +2653,7 @@ ProjectManager::ProjectManager() { language_btn->set_text(lang); } } - language_btn->set_icon(get_theme_icon("Environment", "EditorIcons")); + language_btn->set_icon(get_theme_icon("Environment3D", "EditorIcons")); settings_hb->add_child(language_btn); language_btn->connect("item_selected", this, "_language_selected"); diff --git a/editor/translations/editor.pot b/editor/translations/editor.pot index 8d2783b85..a605ffa4f 100644 --- a/editor/translations/editor.pot +++ b/editor/translations/editor.pot @@ -7824,7 +7824,7 @@ msgid "Display Unshaded" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp -msgid "View Environment" +msgid "View Environment3D" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp @@ -14415,18 +14415,18 @@ msgstr "" #: scene/3d/world_environment.cpp msgid "" -"WorldEnvironment requires its \"Environment\" property to contain an " -"Environment to have a visible effect." +"WorldEnvironment3D requires its \"Environment3D\" property to contain an " +"Environment3D to have a visible effect." msgstr "" #: scene/3d/world_environment.cpp msgid "" -"Only one WorldEnvironment is allowed per scene (or set of instanced scenes)." +"Only one WorldEnvironment3D is allowed per scene (or set of instanced scenes)." msgstr "" #: scene/3d/world_environment.cpp msgid "" -"This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set " +"This WorldEnvironment3D is ignored. Either add a Camera (for 3D scenes) or set " "this environment's Background Mode to Canvas (for 2D scenes)." msgstr "" @@ -14562,8 +14562,8 @@ msgstr "" #: scene/main/scene_tree.cpp msgid "" -"Default Environment as specified in Project Settings (Rendering -> " -"Environment -> Default Environment) could not be loaded." +"Default Environment3D as specified in Project Settings (Rendering -> " +"Environment3D -> Default Environment3D) could not be loaded." msgstr "" #: scene/main/timer.cpp diff --git a/editor/translations/hu.po b/editor/translations/hu.po index 4833e44f2..bd6067df3 100644 --- a/editor/translations/hu.po +++ b/editor/translations/hu.po @@ -8190,7 +8190,7 @@ msgid "Display Unshaded" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp -msgid "View Environment" +msgid "View Environment3D" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp @@ -14981,18 +14981,18 @@ msgstr "" #: scene/3d/world_environment.cpp msgid "" -"WorldEnvironment requires its \"Environment\" property to contain an " -"Environment to have a visible effect." +"WorldEnvironment3D requires its \"Environment3D\" property to contain an " +"Environment3D to have a visible effect." msgstr "" #: scene/3d/world_environment.cpp msgid "" -"Only one WorldEnvironment is allowed per scene (or set of instanced scenes)." +"Only one WorldEnvironment3D is allowed per scene (or set of instanced scenes)." msgstr "" #: scene/3d/world_environment.cpp msgid "" -"This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set " +"This WorldEnvironment3D is ignored. Either add a Camera (for 3D scenes) or set " "this environment's Background Mode to Canvas (for 2D scenes)." msgstr "" @@ -15128,8 +15128,8 @@ msgstr "(Más)" #: scene/main/scene_tree.cpp msgid "" -"Default Environment as specified in Project Settings (Rendering -> " -"Environment -> Default Environment) could not be loaded." +"Default Environment3D as specified in Project Settings (Rendering -> " +"Environment3D -> Default Environment3D) could not be loaded." msgstr "" #: scene/main/timer.cpp diff --git a/modules/terraman/doc_classes/TerrainEnvironmentData.xml b/modules/terraman/doc_classes/TerrainEnvironmentData.xml index 289fecbef..814a4c31b 100644 --- a/modules/terraman/doc_classes/TerrainEnvironmentData.xml +++ b/modules/terraman/doc_classes/TerrainEnvironmentData.xml @@ -9,7 +9,7 @@ - + @@ -64,7 +64,7 @@ - + diff --git a/modules/terraman/world/terrain_environment_data.cpp b/modules/terraman/world/terrain_environment_data.cpp index 88a20cbce..1c3aadc56 100644 --- a/modules/terraman/world/terrain_environment_data.cpp +++ b/modules/terraman/world/terrain_environment_data.cpp @@ -24,10 +24,10 @@ SOFTWARE. #include "scene/resources/environment.h" -Ref TerrainEnvironmentData::get_environment() { +Ref TerrainEnvironmentData::get_environment() { return _environment; } -void TerrainEnvironmentData::set_environment(const Ref &value) { +void TerrainEnvironmentData::set_environment(const Ref &value) { _environment = value; } @@ -62,13 +62,13 @@ void TerrainEnvironmentData::set_indirect_energy(const int index, const float va _indirect_energies[index] = value; } -void TerrainEnvironmentData::setup(WorldEnvironment *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) { +void TerrainEnvironmentData::setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) { if (has_method("_setup")) { call("_setup", world_environment, primary_light, secondary_light); } } void TerrainEnvironmentData::setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light) { - setup(Object::cast_to(world_environment), Object::cast_to(primary_light), Object::cast_to(secondary_light)); + setup(Object::cast_to(world_environment), Object::cast_to(primary_light), Object::cast_to(secondary_light)); } TerrainEnvironmentData::TerrainEnvironmentData() { @@ -87,11 +87,11 @@ TerrainEnvironmentData::~TerrainEnvironmentData() { } void TerrainEnvironmentData::_bind_methods() { - BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"))); + BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment3D"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"))); ClassDB::bind_method(D_METHOD("get_environment"), &TerrainEnvironmentData::get_environment); ClassDB::bind_method(D_METHOD("set_environment", "value"), &TerrainEnvironmentData::set_environment); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment"); ClassDB::bind_method(D_METHOD("get_color", "index"), &TerrainEnvironmentData::get_color); ClassDB::bind_method(D_METHOD("set_color", "index", "value"), &TerrainEnvironmentData::set_color); diff --git a/modules/terraman/world/terrain_environment_data.h b/modules/terraman/world/terrain_environment_data.h index 7e2c6807e..408bd7462 100644 --- a/modules/terraman/world/terrain_environment_data.h +++ b/modules/terraman/world/terrain_environment_data.h @@ -36,8 +36,8 @@ class TerrainEnvironmentData : public Resource { GDCLASS(TerrainEnvironmentData, Resource); public: - Ref get_environment(); - void set_environment(const Ref &value); + Ref get_environment(); + void set_environment(const Ref &value); Color get_color(const int index); void set_color(const int index, const Color &value); @@ -46,7 +46,7 @@ public: float get_indirect_energy(const int index); void set_indirect_energy(const int index, const float value); - void setup(WorldEnvironment *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light); + void setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light); void setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light); TerrainEnvironmentData(); @@ -61,7 +61,7 @@ protected: static void _bind_methods(); private: - Ref _environment; + Ref _environment; Color _colors[LIGHT_COUNT]; float _energies[LIGHT_COUNT]; diff --git a/modules/terraman_2d/doc_classes/Terrain2DEnvironmentData.xml b/modules/terraman_2d/doc_classes/Terrain2DEnvironmentData.xml index eb4d3b011..cdc083116 100644 --- a/modules/terraman_2d/doc_classes/Terrain2DEnvironmentData.xml +++ b/modules/terraman_2d/doc_classes/Terrain2DEnvironmentData.xml @@ -9,7 +9,7 @@ - + @@ -64,7 +64,7 @@ - + diff --git a/modules/terraman_2d/world/terrain_2d_environment_data.cpp b/modules/terraman_2d/world/terrain_2d_environment_data.cpp index 3290c61c6..1543c0816 100644 --- a/modules/terraman_2d/world/terrain_2d_environment_data.cpp +++ b/modules/terraman_2d/world/terrain_2d_environment_data.cpp @@ -24,10 +24,10 @@ SOFTWARE. #include "scene/resources/environment.h" -Ref Terrain2DEnvironmentData::get_environment() { +Ref Terrain2DEnvironmentData::get_environment() { return _environment; } -void Terrain2DEnvironmentData::set_environment(const Ref &value) { +void Terrain2DEnvironmentData::set_environment(const Ref &value) { _environment = value; } @@ -62,13 +62,13 @@ void Terrain2DEnvironmentData::set_indirect_energy(const int index, const float _indirect_energies[index] = value; } -void Terrain2DEnvironmentData::setup(WorldEnvironment *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) { +void Terrain2DEnvironmentData::setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) { if (has_method("_setup")) { call("_setup", world_environment, primary_light, secondary_light); } } void Terrain2DEnvironmentData::setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light) { - setup(Object::cast_to(world_environment), Object::cast_to(primary_light), Object::cast_to(secondary_light)); + setup(Object::cast_to(world_environment), Object::cast_to(primary_light), Object::cast_to(secondary_light)); } Terrain2DEnvironmentData::Terrain2DEnvironmentData() { @@ -87,11 +87,11 @@ Terrain2DEnvironmentData::~Terrain2DEnvironmentData() { } void Terrain2DEnvironmentData::_bind_methods() { - BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"))); + BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment3D"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"))); ClassDB::bind_method(D_METHOD("get_environment"), &Terrain2DEnvironmentData::get_environment); ClassDB::bind_method(D_METHOD("set_environment", "value"), &Terrain2DEnvironmentData::set_environment); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment"); ClassDB::bind_method(D_METHOD("get_color", "index"), &Terrain2DEnvironmentData::get_color); ClassDB::bind_method(D_METHOD("set_color", "index", "value"), &Terrain2DEnvironmentData::set_color); diff --git a/modules/terraman_2d/world/terrain_2d_environment_data.h b/modules/terraman_2d/world/terrain_2d_environment_data.h index 17c44d048..e0ed44bc4 100644 --- a/modules/terraman_2d/world/terrain_2d_environment_data.h +++ b/modules/terraman_2d/world/terrain_2d_environment_data.h @@ -36,8 +36,8 @@ class Terrain2DEnvironmentData : public Resource { GDCLASS(Terrain2DEnvironmentData, Resource); public: - Ref get_environment(); - void set_environment(const Ref &value); + Ref get_environment(); + void set_environment(const Ref &value); Color get_color(const int index); void set_color(const int index, const Color &value); @@ -46,7 +46,7 @@ public: float get_indirect_energy(const int index); void set_indirect_energy(const int index, const float value); - void setup(WorldEnvironment *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light); + void setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light); void setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light); Terrain2DEnvironmentData(); @@ -61,7 +61,7 @@ protected: static void _bind_methods(); private: - Ref _environment; + Ref _environment; Color _colors[LIGHT_COUNT]; float _energies[LIGHT_COUNT]; diff --git a/modules/voxelman/doc_classes/EnvironmentData.xml b/modules/voxelman/doc_classes/EnvironmentData.xml index 49a61e68e..b433e4346 100644 --- a/modules/voxelman/doc_classes/EnvironmentData.xml +++ b/modules/voxelman/doc_classes/EnvironmentData.xml @@ -9,7 +9,7 @@ - + @@ -64,7 +64,7 @@ - + diff --git a/modules/voxelman/world/environment_data.cpp b/modules/voxelman/world/environment_data.cpp index 93bd077cd..2d38891da 100644 --- a/modules/voxelman/world/environment_data.cpp +++ b/modules/voxelman/world/environment_data.cpp @@ -24,10 +24,10 @@ SOFTWARE. #include "scene/resources/environment.h" -Ref EnvironmentData::get_environment() { +Ref EnvironmentData::get_environment() { return _environment; } -void EnvironmentData::set_environment(const Ref &value) { +void EnvironmentData::set_environment(const Ref &value) { _environment = value; } @@ -62,13 +62,13 @@ void EnvironmentData::set_indirect_energy(const int index, const float value) { _indirect_energies[index] = value; } -void EnvironmentData::setup(WorldEnvironment *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) { +void EnvironmentData::setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) { if (has_method("_setup")) { call("_setup", world_environment, primary_light, secondary_light); } } void EnvironmentData::setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light) { - setup(Object::cast_to(world_environment), Object::cast_to(primary_light), Object::cast_to(secondary_light)); + setup(Object::cast_to(world_environment), Object::cast_to(primary_light), Object::cast_to(secondary_light)); } EnvironmentData::EnvironmentData() { @@ -87,11 +87,11 @@ EnvironmentData::~EnvironmentData() { } void EnvironmentData::_bind_methods() { - BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"))); + BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment3D"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"))); ClassDB::bind_method(D_METHOD("get_environment"), &EnvironmentData::get_environment); ClassDB::bind_method(D_METHOD("set_environment", "value"), &EnvironmentData::set_environment); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment"); ClassDB::bind_method(D_METHOD("get_color", "index"), &EnvironmentData::get_color); ClassDB::bind_method(D_METHOD("set_color", "index", "value"), &EnvironmentData::set_color); diff --git a/modules/voxelman/world/environment_data.h b/modules/voxelman/world/environment_data.h index 5ca31d1bd..206f6c738 100644 --- a/modules/voxelman/world/environment_data.h +++ b/modules/voxelman/world/environment_data.h @@ -40,8 +40,8 @@ class EnvironmentData : public Resource { GDCLASS(EnvironmentData, Resource); public: - Ref get_environment(); - void set_environment(const Ref &value); + Ref get_environment(); + void set_environment(const Ref &value); Color get_color(const int index); void set_color(const int index, const Color &value); @@ -50,7 +50,7 @@ public: float get_indirect_energy(const int index); void set_indirect_energy(const int index, const float value); - void setup(WorldEnvironment *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light); + void setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light); void setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light); EnvironmentData(); @@ -65,7 +65,7 @@ protected: static void _bind_methods(); private: - Ref _environment; + Ref _environment; Color _colors[LIGHT_COUNT]; float _energies[LIGHT_COUNT]; diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp index bae140ad0..30c8e4d3b 100644 --- a/scene/3d/camera.cpp +++ b/scene/3d/camera.cpp @@ -430,7 +430,7 @@ void Camera::_camera_make_current(Node *p_camera) { } */ -void Camera::set_environment(const Ref &p_environment) { +void Camera::set_environment(const Ref &p_environment) { environment = p_environment; if (environment.is_valid()) { RS::get_singleton()->camera_set_environment(camera, environment->get_rid()); @@ -440,7 +440,7 @@ void Camera::set_environment(const Ref &p_environment) { _update_camera_mode(); } -Ref Camera::get_environment() const { +Ref Camera::get_environment() const { return environment; } @@ -523,7 +523,7 @@ void Camera::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "keep_aspect", PROPERTY_HINT_ENUM, "Keep Width,Keep Height"), "set_keep_aspect_mode", "get_keep_aspect_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset"); ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking"); diff --git a/scene/3d/camera.h b/scene/3d/camera.h index 7254c707f..16465b449 100644 --- a/scene/3d/camera.h +++ b/scene/3d/camera.h @@ -35,7 +35,7 @@ class SpatialVelocityTracker; class Viewport; -class Environment; +class Environment3D; class Camera : public Spatial { GDCLASS(Camera, Spatial); @@ -81,7 +81,7 @@ private: uint32_t layers; - Ref environment; + Ref environment; //void _camera_make_current(Node *p_camera); friend class Viewport; @@ -154,8 +154,8 @@ public: virtual Vector get_frustum() const; - void set_environment(const Ref &p_environment); - Ref get_environment() const; + void set_environment(const Ref &p_environment); + Ref get_environment() const; void set_keep_aspect_mode(KeepAspect p_aspect); KeepAspect get_keep_aspect_mode() const; diff --git a/scene/3d/world_environment.cpp b/scene/3d/world_environment.cpp index ed94c8b1c..2cd5e76ba 100644 --- a/scene/3d/world_environment.cpp +++ b/scene/3d/world_environment.cpp @@ -35,11 +35,11 @@ #include "scene/resources/environment.h" #include "scene/resources/world.h" -void WorldEnvironment::_notification(int p_what) { +void WorldEnvironment3D::_notification(int p_what) { if (p_what == Spatial::NOTIFICATION_ENTER_WORLD || p_what == Spatial::NOTIFICATION_ENTER_TREE) { if (environment.is_valid()) { if (get_viewport()->find_world()->get_environment().is_valid()) { - WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding."); + WARN_PRINT("World already has an environment (Another WorldEnvironment3D?), overriding."); } get_viewport()->find_world()->set_environment(environment); add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id())); @@ -47,15 +47,15 @@ void WorldEnvironment::_notification(int p_what) { } else if (p_what == Spatial::NOTIFICATION_EXIT_WORLD || p_what == Spatial::NOTIFICATION_EXIT_TREE) { if (environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) { - get_viewport()->find_world()->set_environment(Ref()); + get_viewport()->find_world()->set_environment(Ref()); remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id())); } } } -void WorldEnvironment::set_environment(const Ref &p_environment) { +void WorldEnvironment3D::set_environment(const Ref &p_environment) { if (is_inside_tree() && environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) { - get_viewport()->find_world()->set_environment(Ref()); + get_viewport()->find_world()->set_environment(Ref()); remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id())); //clean up } @@ -63,7 +63,7 @@ void WorldEnvironment::set_environment(const Ref &p_environment) { environment = p_environment; if (is_inside_tree() && environment.is_valid()) { if (get_viewport()->find_world()->get_environment().is_valid()) { - WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding."); + WARN_PRINT("World already has an environment (Another WorldEnvironment3D?), overriding."); } get_viewport()->find_world()->set_environment(environment); add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id())); @@ -72,17 +72,17 @@ void WorldEnvironment::set_environment(const Ref &p_environment) { update_configuration_warning(); } -Ref WorldEnvironment::get_environment() const { +Ref WorldEnvironment3D::get_environment() const { return environment; } -String WorldEnvironment::get_configuration_warning() const { +String WorldEnvironment3D::get_configuration_warning() const { String warning = Node::get_configuration_warning(); if (!environment.is_valid()) { if (warning != String()) { warning += "\n\n"; } - warning += TTR("WorldEnvironment requires its \"Environment\" property to contain an Environment to have a visible effect."); + warning += TTR("WorldEnvironment3D requires its \"Environment3D\" property to contain an Environment3D to have a visible effect."); return warning; } @@ -97,22 +97,22 @@ String WorldEnvironment::get_configuration_warning() const { if (warning != String()) { warning += "\n\n"; } - warning += TTR("Only one WorldEnvironment is allowed per scene (or set of instanced scenes)."); + warning += TTR("Only one WorldEnvironment3D is allowed per scene (or set of instanced scenes)."); } // Commenting this warning for now, I think it makes no sense. If anyone can figure out what its supposed to do, feedback welcome. Else it should be deprecated. - //if (environment.is_valid() && get_viewport() && !get_viewport()->get_camera() && environment->get_background() != Environment::BG_CANVAS) { - // return TTR("This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set this environment's Background Mode to Canvas (for 2D scenes)."); + //if (environment.is_valid() && get_viewport() && !get_viewport()->get_camera() && environment->get_background() != Environment3D::BG_CANVAS) { + // return TTR("This WorldEnvironment3D is ignored. Either add a Camera (for 3D scenes) or set this environment's Background Mode to Canvas (for 2D scenes)."); //} return warning; } -void WorldEnvironment::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_environment", "env"), &WorldEnvironment::set_environment); - ClassDB::bind_method(D_METHOD("get_environment"), &WorldEnvironment::get_environment); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); +void WorldEnvironment3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_environment", "env"), &WorldEnvironment3D::set_environment); + ClassDB::bind_method(D_METHOD("get_environment"), &WorldEnvironment3D::get_environment); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment"); } -WorldEnvironment::WorldEnvironment() { +WorldEnvironment3D::WorldEnvironment3D() { } diff --git a/scene/3d/world_environment.h b/scene/3d/world_environment.h index 506d31288..5e2634a06 100644 --- a/scene/3d/world_environment.h +++ b/scene/3d/world_environment.h @@ -33,24 +33,24 @@ #include "core/object/reference.h" #include "scene/main/node.h" -class Environment; +class Environment3D; -class WorldEnvironment : public Node { - GDCLASS(WorldEnvironment, Node); +class WorldEnvironment3D : public Node { + GDCLASS(WorldEnvironment3D, Node); - Ref environment; + Ref environment; protected: void _notification(int p_what); static void _bind_methods(); public: - void set_environment(const Ref &p_environment); - Ref get_environment() const; + void set_environment(const Ref &p_environment); + Ref get_environment() const; String get_configuration_warning() const; - WorldEnvironment(); + WorldEnvironment3D(); }; #endif diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 99e7293f4..ada2e9707 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -684,7 +684,7 @@ bool SceneTree::idle(float p_time) { String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment"); env_path = env_path.strip_edges(); //user may have added a space or two String cpath; - Ref fallback = get_root()->get_world()->get_fallback_environment(); + Ref fallback = get_root()->get_world()->get_fallback_environment(); if (fallback.is_valid()) { cpath = fallback->get_path(); } @@ -2260,7 +2260,7 @@ SceneTree::SceneTree() { { //load default fallback environment //get possible extensions List exts; - ResourceLoader::get_recognized_extensions_for_type("Environment", &exts); + ResourceLoader::get_recognized_extensions_for_type("Environment3D", &exts); String ext_hint; for (List::Element *E = exts.front(); E; E = E->next()) { if (ext_hint != String()) { @@ -2274,7 +2274,7 @@ SceneTree::SceneTree() { ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint)); env_path = env_path.strip_edges(); if (env_path != String()) { - Ref env = ResourceLoader::load(env_path); + Ref env = ResourceLoader::load(env_path); if (env.is_valid()) { root->get_world()->set_fallback_environment(env); } else { diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 87642e132..7246aff72 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -1059,7 +1059,7 @@ void Viewport::_propagate_enter_world(Node *p_node) { return; } - if (Object::cast_to(p_node) || Object::cast_to(p_node)) { + if (Object::cast_to(p_node) || Object::cast_to(p_node)) { p_node->notification(Spatial::NOTIFICATION_ENTER_WORLD); } else { Viewport *v = Object::cast_to(p_node); @@ -1093,7 +1093,7 @@ void Viewport::_propagate_exit_world(Node *p_node) { return; } - if (Object::cast_to(p_node) || Object::cast_to(p_node)) { + if (Object::cast_to(p_node) || Object::cast_to(p_node)) { p_node->notification(Spatial::NOTIFICATION_EXIT_WORLD); } else { Viewport *v = Object::cast_to(p_node); diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index fecbd97e5..1e69bddab 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -474,7 +474,7 @@ void register_scene_types() { ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); - ClassDB::register_class(); + ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_virtual_class(); @@ -602,7 +602,7 @@ void register_scene_types() { #endif ClassDB::register_class(); ClassDB::register_class(); - ClassDB::register_class(); + ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_virtual_class(); ClassDB::register_virtual_class(); diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index 28d8b3df7..1ed02c160 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -36,17 +36,17 @@ #include "servers/rendering_server.h" #include "texture.h" -RID Environment::get_rid() const { +RID Environment3D::get_rid() const { return environment; } -void Environment::set_background(BGMode p_bg) { +void Environment3D::set_background(BGMode p_bg) { bg_mode = p_bg; - RS::get_singleton()->environment_set_background(environment, RS::EnvironmentBG(p_bg)); + RS::get_singleton()->environment_set_background(environment, RS::Environment3DBG(p_bg)); _change_notify(); } -void Environment::set_sky(const Ref &p_sky) { +void Environment3D::set_sky(const Ref &p_sky) { bg_sky = p_sky; RID sb_rid; @@ -57,207 +57,207 @@ void Environment::set_sky(const Ref &p_sky) { RS::get_singleton()->environment_set_sky(environment, sb_rid); } -void Environment::set_sky_custom_fov(float p_scale) { +void Environment3D::set_sky_custom_fov(float p_scale) { bg_sky_custom_fov = p_scale; RS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale); } -void Environment::set_sky_orientation(const Basis &p_orientation) { +void Environment3D::set_sky_orientation(const Basis &p_orientation) { bg_sky_orientation = p_orientation; _change_notify("background_sky_rotation"); _change_notify("background_sky_rotation_degrees"); RS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); } -void Environment::set_sky_rotation(const Vector3 &p_euler_rad) { +void Environment3D::set_sky_rotation(const Vector3 &p_euler_rad) { bg_sky_orientation.set_euler(p_euler_rad); _change_notify("background_sky_orientation"); _change_notify("background_sky_rotation_degrees"); RS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); } -void Environment::set_sky_rotation_degrees(const Vector3 &p_euler_deg) { +void Environment3D::set_sky_rotation_degrees(const Vector3 &p_euler_deg) { set_sky_rotation(p_euler_deg * Math_PI / 180.0); _change_notify("background_sky_rotation"); } -void Environment::set_bg_color(const Color &p_color) { +void Environment3D::set_bg_color(const Color &p_color) { bg_color = p_color; RS::get_singleton()->environment_set_bg_color(environment, p_color); } -void Environment::set_bg_energy(float p_energy) { +void Environment3D::set_bg_energy(float p_energy) { bg_energy = p_energy; RS::get_singleton()->environment_set_bg_energy(environment, p_energy); } -void Environment::set_canvas_max_layer(int p_max_layer) { +void Environment3D::set_canvas_max_layer(int p_max_layer) { bg_canvas_max_layer = p_max_layer; RS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer); } -void Environment::set_ambient_light_color(const Color &p_color) { +void Environment3D::set_ambient_light_color(const Color &p_color) { ambient_color = p_color; RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); } -void Environment::set_ambient_light_energy(float p_energy) { +void Environment3D::set_ambient_light_energy(float p_energy) { ambient_energy = p_energy; RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); } -void Environment::set_ambient_light_sky_contribution(float p_energy) { +void Environment3D::set_ambient_light_sky_contribution(float p_energy) { // Sky contribution values outside the [0.0; 1.0] range don't make sense and // can result in negative colors. ambient_sky_contribution = CLAMP(p_energy, 0.0, 1.0); RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution); } -Environment::BGMode Environment::get_background() const { +Environment3D::BGMode Environment3D::get_background() const { return bg_mode; } -Ref Environment::get_sky() const { +Ref Environment3D::get_sky() const { return bg_sky; } -float Environment::get_sky_custom_fov() const { +float Environment3D::get_sky_custom_fov() const { return bg_sky_custom_fov; } -Basis Environment::get_sky_orientation() const { +Basis Environment3D::get_sky_orientation() const { return bg_sky_orientation; } -Vector3 Environment::get_sky_rotation() const { +Vector3 Environment3D::get_sky_rotation() const { // should we cache this? maybe overkill return bg_sky_orientation.get_euler(); } -Vector3 Environment::get_sky_rotation_degrees() const { +Vector3 Environment3D::get_sky_rotation_degrees() const { return get_sky_rotation() * 180.0 / Math_PI; } -Color Environment::get_bg_color() const { +Color Environment3D::get_bg_color() const { return bg_color; } -float Environment::get_bg_energy() const { +float Environment3D::get_bg_energy() const { return bg_energy; } -int Environment::get_canvas_max_layer() const { +int Environment3D::get_canvas_max_layer() const { return bg_canvas_max_layer; } -Color Environment::get_ambient_light_color() const { +Color Environment3D::get_ambient_light_color() const { return ambient_color; } -float Environment::get_ambient_light_energy() const { +float Environment3D::get_ambient_light_energy() const { return ambient_energy; } -float Environment::get_ambient_light_sky_contribution() const { +float Environment3D::get_ambient_light_sky_contribution() const { return ambient_sky_contribution; } -void Environment::set_tonemapper(ToneMapper p_tone_mapper) { +void Environment3D::set_tonemapper(ToneMapper p_tone_mapper) { tone_mapper = p_tone_mapper; - RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + RS::get_singleton()->environment_set_tonemap(environment, RS::Environment3DToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); _change_notify(); } -Environment::ToneMapper Environment::get_tonemapper() const { +Environment3D::ToneMapper Environment3D::get_tonemapper() const { return tone_mapper; } -void Environment::set_tonemap_exposure(float p_exposure) { +void Environment3D::set_tonemap_exposure(float p_exposure) { tonemap_exposure = p_exposure; - RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + RS::get_singleton()->environment_set_tonemap(environment, RS::Environment3DToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } -float Environment::get_tonemap_exposure() const { +float Environment3D::get_tonemap_exposure() const { return tonemap_exposure; } -void Environment::set_tonemap_white(float p_white) { +void Environment3D::set_tonemap_white(float p_white) { tonemap_white = p_white; - RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + RS::get_singleton()->environment_set_tonemap(environment, RS::Environment3DToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } -float Environment::get_tonemap_white() const { +float Environment3D::get_tonemap_white() const { return tonemap_white; } -void Environment::set_tonemap_auto_exposure(bool p_enabled) { +void Environment3D::set_tonemap_auto_exposure(bool p_enabled) { tonemap_auto_exposure = p_enabled; - RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + RS::get_singleton()->environment_set_tonemap(environment, RS::Environment3DToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); _change_notify(); } -bool Environment::get_tonemap_auto_exposure() const { +bool Environment3D::get_tonemap_auto_exposure() const { return tonemap_auto_exposure; } -void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) { +void Environment3D::set_tonemap_auto_exposure_max(float p_auto_exposure_max) { tonemap_auto_exposure_max = p_auto_exposure_max; - RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + RS::get_singleton()->environment_set_tonemap(environment, RS::Environment3DToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } -float Environment::get_tonemap_auto_exposure_max() const { +float Environment3D::get_tonemap_auto_exposure_max() const { return tonemap_auto_exposure_max; } -void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) { +void Environment3D::set_tonemap_auto_exposure_min(float p_auto_exposure_min) { tonemap_auto_exposure_min = p_auto_exposure_min; - RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + RS::get_singleton()->environment_set_tonemap(environment, RS::Environment3DToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } -float Environment::get_tonemap_auto_exposure_min() const { +float Environment3D::get_tonemap_auto_exposure_min() const { return tonemap_auto_exposure_min; } -void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) { +void Environment3D::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) { tonemap_auto_exposure_speed = p_auto_exposure_speed; - RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + RS::get_singleton()->environment_set_tonemap(environment, RS::Environment3DToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } -float Environment::get_tonemap_auto_exposure_speed() const { +float Environment3D::get_tonemap_auto_exposure_speed() const { return tonemap_auto_exposure_speed; } -void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) { +void Environment3D::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) { tonemap_auto_exposure_grey = p_auto_exposure_grey; - RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); + RS::get_singleton()->environment_set_tonemap(environment, RS::Environment3DToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey); } -float Environment::get_tonemap_auto_exposure_grey() const { +float Environment3D::get_tonemap_auto_exposure_grey() const { return tonemap_auto_exposure_grey; } -void Environment::set_adjustment_enable(bool p_enable) { +void Environment3D::set_adjustment_enable(bool p_enable) { adjustment_enabled = p_enable; RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); _change_notify(); } -bool Environment::is_adjustment_enabled() const { +bool Environment3D::is_adjustment_enabled() const { return adjustment_enabled; } -void Environment::set_adjustment_brightness(float p_brightness) { +void Environment3D::set_adjustment_brightness(float p_brightness) { adjustment_brightness = p_brightness; RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } -float Environment::get_adjustment_brightness() const { +float Environment3D::get_adjustment_brightness() const { return adjustment_brightness; } -void Environment::set_adjustment_contrast(float p_contrast) { +void Environment3D::set_adjustment_contrast(float p_contrast) { adjustment_contrast = p_contrast; RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } -float Environment::get_adjustment_contrast() const { +float Environment3D::get_adjustment_contrast() const { return adjustment_contrast; } -void Environment::set_adjustment_saturation(float p_saturation) { +void Environment3D::set_adjustment_saturation(float p_saturation) { adjustment_saturation = p_saturation; RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } -float Environment::get_adjustment_saturation() const { +float Environment3D::get_adjustment_saturation() const { return adjustment_saturation; } -void Environment::set_adjustment_color_correction(const Ref &p_ramp) { +void Environment3D::set_adjustment_color_correction(const Ref &p_ramp) { adjustment_color_correction = p_ramp; RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID()); } -Ref Environment::get_adjustment_color_correction() const { +Ref Environment3D::get_adjustment_color_correction() const { return adjustment_color_correction; } -void Environment::_validate_property(PropertyInfo &property) const { +void Environment3D::_validate_property(PropertyInfo &property) const { if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "background_sky_orientation" || property.name == "background_sky_rotation" || property.name == "background_sky_rotation_degrees" || property.name == "ambient_light/sky_contribution") { if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; @@ -332,169 +332,169 @@ void Environment::_validate_property(PropertyInfo &property) const { } } -void Environment::set_ssr_enabled(bool p_enable) { +void Environment3D::set_ssr_enabled(bool p_enable) { ssr_enabled = p_enable; RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); _change_notify(); } -bool Environment::is_ssr_enabled() const { +bool Environment3D::is_ssr_enabled() const { return ssr_enabled; } -void Environment::set_ssr_max_steps(int p_steps) { +void Environment3D::set_ssr_max_steps(int p_steps) { ssr_max_steps = p_steps; RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); } -int Environment::get_ssr_max_steps() const { +int Environment3D::get_ssr_max_steps() const { return ssr_max_steps; } -void Environment::set_ssr_fade_in(float p_fade_in) { +void Environment3D::set_ssr_fade_in(float p_fade_in) { ssr_fade_in = p_fade_in; RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); } -float Environment::get_ssr_fade_in() const { +float Environment3D::get_ssr_fade_in() const { return ssr_fade_in; } -void Environment::set_ssr_fade_out(float p_fade_out) { +void Environment3D::set_ssr_fade_out(float p_fade_out) { ssr_fade_out = p_fade_out; RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); } -float Environment::get_ssr_fade_out() const { +float Environment3D::get_ssr_fade_out() const { return ssr_fade_out; } -void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) { +void Environment3D::set_ssr_depth_tolerance(float p_depth_tolerance) { ssr_depth_tolerance = p_depth_tolerance; RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); } -float Environment::get_ssr_depth_tolerance() const { +float Environment3D::get_ssr_depth_tolerance() const { return ssr_depth_tolerance; } -void Environment::set_ssr_rough(bool p_enable) { +void Environment3D::set_ssr_rough(bool p_enable) { ssr_roughness = p_enable; RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness); } -bool Environment::is_ssr_rough() const { +bool Environment3D::is_ssr_rough() const { return ssr_roughness; } -void Environment::set_ssao_enabled(bool p_enable) { +void Environment3D::set_ssao_enabled(bool p_enable) { ssao_enabled = p_enable; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); _change_notify(); } -bool Environment::is_ssao_enabled() const { +bool Environment3D::is_ssao_enabled() const { return ssao_enabled; } -void Environment::set_ssao_radius(float p_radius) { +void Environment3D::set_ssao_radius(float p_radius) { ssao_radius = p_radius; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -float Environment::get_ssao_radius() const { +float Environment3D::get_ssao_radius() const { return ssao_radius; } -void Environment::set_ssao_intensity(float p_intensity) { +void Environment3D::set_ssao_intensity(float p_intensity) { ssao_intensity = p_intensity; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -float Environment::get_ssao_intensity() const { +float Environment3D::get_ssao_intensity() const { return ssao_intensity; } -void Environment::set_ssao_radius2(float p_radius) { +void Environment3D::set_ssao_radius2(float p_radius) { ssao_radius2 = p_radius; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -float Environment::get_ssao_radius2() const { +float Environment3D::get_ssao_radius2() const { return ssao_radius2; } -void Environment::set_ssao_intensity2(float p_intensity) { +void Environment3D::set_ssao_intensity2(float p_intensity) { ssao_intensity2 = p_intensity; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -float Environment::get_ssao_intensity2() const { +float Environment3D::get_ssao_intensity2() const { return ssao_intensity2; } -void Environment::set_ssao_bias(float p_bias) { +void Environment3D::set_ssao_bias(float p_bias) { ssao_bias = p_bias; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -float Environment::get_ssao_bias() const { +float Environment3D::get_ssao_bias() const { return ssao_bias; } -void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) { +void Environment3D::set_ssao_direct_light_affect(float p_direct_light_affect) { ssao_direct_light_affect = p_direct_light_affect; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -float Environment::get_ssao_direct_light_affect() const { +float Environment3D::get_ssao_direct_light_affect() const { return ssao_direct_light_affect; } -void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) { +void Environment3D::set_ssao_ao_channel_affect(float p_ao_channel_affect) { ssao_ao_channel_affect = p_ao_channel_affect; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -float Environment::get_ssao_ao_channel_affect() const { +float Environment3D::get_ssao_ao_channel_affect() const { return ssao_ao_channel_affect; } -void Environment::set_ssao_color(const Color &p_color) { +void Environment3D::set_ssao_color(const Color &p_color) { ssao_color = p_color; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -Color Environment::get_ssao_color() const { +Color Environment3D::get_ssao_color() const { return ssao_color; } -void Environment::set_ssao_blur(SSAOBlur p_blur) { +void Environment3D::set_ssao_blur(SSAOBlur p_blur) { ssao_blur = p_blur; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -Environment::SSAOBlur Environment::get_ssao_blur() const { +Environment3D::SSAOBlur Environment3D::get_ssao_blur() const { return ssao_blur; } -void Environment::set_ssao_quality(SSAOQuality p_quality) { +void Environment3D::set_ssao_quality(SSAOQuality p_quality) { ssao_quality = p_quality; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -Environment::SSAOQuality Environment::get_ssao_quality() const { +Environment3D::SSAOQuality Environment3D::get_ssao_quality() const { return ssao_quality; } -void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) { +void Environment3D::set_ssao_edge_sharpness(float p_edge_sharpness) { ssao_edge_sharpness = p_edge_sharpness; - RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::EnvironmentSSAOQuality(ssao_quality), RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, RS::Environment3DSSAOQuality(ssao_quality), RS::Environment3DSSAOBlur(ssao_blur), ssao_edge_sharpness); } -float Environment::get_ssao_edge_sharpness() const { +float Environment3D::get_ssao_edge_sharpness() const { return ssao_edge_sharpness; } -void Environment::set_glow_enabled(bool p_enabled) { +void Environment3D::set_glow_enabled(bool p_enabled) { glow_enabled = p_enabled; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); _change_notify(); } -bool Environment::is_glow_enabled() const { +bool Environment3D::is_glow_enabled() const { return glow_enabled; } -void Environment::set_glow_level(int p_level, bool p_enabled) { +void Environment3D::set_glow_level(int p_level, bool p_enabled) { ERR_FAIL_INDEX(p_level, RS::MAX_GLOW_LEVELS); if (p_enabled) { @@ -503,324 +503,324 @@ void Environment::set_glow_level(int p_level, bool p_enabled) { glow_levels &= ~(1 << p_level); } - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -bool Environment::is_glow_level_enabled(int p_level) const { +bool Environment3D::is_glow_level_enabled(int p_level) const { ERR_FAIL_INDEX_V(p_level, RS::MAX_GLOW_LEVELS, false); return glow_levels & (1 << p_level); } -void Environment::set_glow_intensity(float p_intensity) { +void Environment3D::set_glow_intensity(float p_intensity) { glow_intensity = p_intensity; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -float Environment::get_glow_intensity() const { +float Environment3D::get_glow_intensity() const { return glow_intensity; } -void Environment::set_glow_strength(float p_strength) { +void Environment3D::set_glow_strength(float p_strength) { glow_strength = p_strength; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -float Environment::get_glow_strength() const { +float Environment3D::get_glow_strength() const { return glow_strength; } -void Environment::set_glow_bloom(float p_threshold) { +void Environment3D::set_glow_bloom(float p_threshold) { glow_bloom = p_threshold; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -float Environment::get_glow_bloom() const { +float Environment3D::get_glow_bloom() const { return glow_bloom; } -void Environment::set_glow_blend_mode(GlowBlendMode p_mode) { +void Environment3D::set_glow_blend_mode(GlowBlendMode p_mode) { glow_blend_mode = p_mode; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -Environment::GlowBlendMode Environment::get_glow_blend_mode() const { +Environment3D::GlowBlendMode Environment3D::get_glow_blend_mode() const { return glow_blend_mode; } -void Environment::set_glow_hdr_bleed_threshold(float p_threshold) { +void Environment3D::set_glow_hdr_bleed_threshold(float p_threshold) { glow_hdr_bleed_threshold = p_threshold; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -float Environment::get_glow_hdr_bleed_threshold() const { +float Environment3D::get_glow_hdr_bleed_threshold() const { return glow_hdr_bleed_threshold; } -void Environment::set_glow_hdr_luminance_cap(float p_amount) { +void Environment3D::set_glow_hdr_luminance_cap(float p_amount) { glow_hdr_luminance_cap = p_amount; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -float Environment::get_glow_hdr_luminance_cap() const { +float Environment3D::get_glow_hdr_luminance_cap() const { return glow_hdr_luminance_cap; } -void Environment::set_glow_hdr_bleed_scale(float p_scale) { +void Environment3D::set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -float Environment::get_glow_hdr_bleed_scale() const { +float Environment3D::get_glow_hdr_bleed_scale() const { return glow_hdr_bleed_scale; } -void Environment::set_glow_bicubic_upscale(bool p_enable) { +void Environment3D::set_glow_bicubic_upscale(bool p_enable) { glow_bicubic_upscale = p_enable; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -bool Environment::is_glow_bicubic_upscale_enabled() const { +bool Environment3D::is_glow_bicubic_upscale_enabled() const { return glow_bicubic_upscale; } -void Environment::set_glow_high_quality(bool p_enable) { +void Environment3D::set_glow_high_quality(bool p_enable) { glow_high_quality = p_enable; - RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); + RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, RS::Environment3DGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality); } -bool Environment::is_glow_high_quality_enabled() const { +bool Environment3D::is_glow_high_quality_enabled() const { return glow_high_quality; } -void Environment::set_dof_blur_far_enabled(bool p_enable) { +void Environment3D::set_dof_blur_far_enabled(bool p_enable) { dof_blur_far_enabled = p_enable; - RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); + RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::Environment3DDOFBlurQuality(dof_blur_far_quality)); _change_notify(); } -bool Environment::is_dof_blur_far_enabled() const { +bool Environment3D::is_dof_blur_far_enabled() const { return dof_blur_far_enabled; } -void Environment::set_dof_blur_far_distance(float p_distance) { +void Environment3D::set_dof_blur_far_distance(float p_distance) { dof_blur_far_distance = p_distance; - RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); + RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::Environment3DDOFBlurQuality(dof_blur_far_quality)); } -float Environment::get_dof_blur_far_distance() const { +float Environment3D::get_dof_blur_far_distance() const { return dof_blur_far_distance; } -void Environment::set_dof_blur_far_transition(float p_distance) { +void Environment3D::set_dof_blur_far_transition(float p_distance) { dof_blur_far_transition = p_distance; - RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); + RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::Environment3DDOFBlurQuality(dof_blur_far_quality)); } -float Environment::get_dof_blur_far_transition() const { +float Environment3D::get_dof_blur_far_transition() const { return dof_blur_far_transition; } -void Environment::set_dof_blur_far_amount(float p_amount) { +void Environment3D::set_dof_blur_far_amount(float p_amount) { dof_blur_far_amount = p_amount; - RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); + RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::Environment3DDOFBlurQuality(dof_blur_far_quality)); } -float Environment::get_dof_blur_far_amount() const { +float Environment3D::get_dof_blur_far_amount() const { return dof_blur_far_amount; } -void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) { +void Environment3D::set_dof_blur_far_quality(DOFBlurQuality p_quality) { dof_blur_far_quality = p_quality; - RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); + RS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, RS::Environment3DDOFBlurQuality(dof_blur_far_quality)); } -Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const { +Environment3D::DOFBlurQuality Environment3D::get_dof_blur_far_quality() const { return dof_blur_far_quality; } -void Environment::set_dof_blur_near_enabled(bool p_enable) { +void Environment3D::set_dof_blur_near_enabled(bool p_enable) { dof_blur_near_enabled = p_enable; - RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); + RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::Environment3DDOFBlurQuality(dof_blur_near_quality)); _change_notify(); } -bool Environment::is_dof_blur_near_enabled() const { +bool Environment3D::is_dof_blur_near_enabled() const { return dof_blur_near_enabled; } -void Environment::set_dof_blur_near_distance(float p_distance) { +void Environment3D::set_dof_blur_near_distance(float p_distance) { dof_blur_near_distance = p_distance; - RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); + RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::Environment3DDOFBlurQuality(dof_blur_near_quality)); } -float Environment::get_dof_blur_near_distance() const { +float Environment3D::get_dof_blur_near_distance() const { return dof_blur_near_distance; } -void Environment::set_dof_blur_near_transition(float p_distance) { +void Environment3D::set_dof_blur_near_transition(float p_distance) { dof_blur_near_transition = p_distance; - RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); + RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::Environment3DDOFBlurQuality(dof_blur_near_quality)); } -float Environment::get_dof_blur_near_transition() const { +float Environment3D::get_dof_blur_near_transition() const { return dof_blur_near_transition; } -void Environment::set_dof_blur_near_amount(float p_amount) { +void Environment3D::set_dof_blur_near_amount(float p_amount) { dof_blur_near_amount = p_amount; - RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); + RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::Environment3DDOFBlurQuality(dof_blur_near_quality)); } -float Environment::get_dof_blur_near_amount() const { +float Environment3D::get_dof_blur_near_amount() const { return dof_blur_near_amount; } -void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) { +void Environment3D::set_dof_blur_near_quality(DOFBlurQuality p_quality) { dof_blur_near_quality = p_quality; - RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); + RS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, RS::Environment3DDOFBlurQuality(dof_blur_near_quality)); } -Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const { +Environment3D::DOFBlurQuality Environment3D::get_dof_blur_near_quality() const { return dof_blur_near_quality; } -void Environment::set_fog_enabled(bool p_enabled) { +void Environment3D::set_fog_enabled(bool p_enabled) { fog_enabled = p_enabled; RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount); _change_notify(); } -bool Environment::is_fog_enabled() const { +bool Environment3D::is_fog_enabled() const { return fog_enabled; } -void Environment::set_fog_color(const Color &p_color) { +void Environment3D::set_fog_color(const Color &p_color) { fog_color = p_color; RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount); } -Color Environment::get_fog_color() const { +Color Environment3D::get_fog_color() const { return fog_color; } -void Environment::set_fog_sun_color(const Color &p_color) { +void Environment3D::set_fog_sun_color(const Color &p_color) { fog_sun_color = p_color; RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount); } -Color Environment::get_fog_sun_color() const { +Color Environment3D::get_fog_sun_color() const { return fog_sun_color; } -void Environment::set_fog_sun_amount(float p_amount) { +void Environment3D::set_fog_sun_amount(float p_amount) { fog_sun_amount = p_amount; RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount); } -float Environment::get_fog_sun_amount() const { +float Environment3D::get_fog_sun_amount() const { return fog_sun_amount; } -void Environment::set_fog_depth_enabled(bool p_enabled) { +void Environment3D::set_fog_depth_enabled(bool p_enabled) { fog_depth_enabled = p_enabled; RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } -bool Environment::is_fog_depth_enabled() const { +bool Environment3D::is_fog_depth_enabled() const { return fog_depth_enabled; } -void Environment::set_fog_depth_begin(float p_distance) { +void Environment3D::set_fog_depth_begin(float p_distance) { fog_depth_begin = p_distance; RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } -float Environment::get_fog_depth_begin() const { +float Environment3D::get_fog_depth_begin() const { return fog_depth_begin; } -void Environment::set_fog_depth_end(float p_distance) { +void Environment3D::set_fog_depth_end(float p_distance) { fog_depth_end = p_distance; RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } -float Environment::get_fog_depth_end() const { +float Environment3D::get_fog_depth_end() const { return fog_depth_end; } -void Environment::set_fog_depth_curve(float p_curve) { +void Environment3D::set_fog_depth_curve(float p_curve) { fog_depth_curve = p_curve; RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } -float Environment::get_fog_depth_curve() const { +float Environment3D::get_fog_depth_curve() const { return fog_depth_curve; } -void Environment::set_fog_transmit_enabled(bool p_enabled) { +void Environment3D::set_fog_transmit_enabled(bool p_enabled) { fog_transmit_enabled = p_enabled; RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } -bool Environment::is_fog_transmit_enabled() const { +bool Environment3D::is_fog_transmit_enabled() const { return fog_transmit_enabled; } -void Environment::set_fog_transmit_curve(float p_curve) { +void Environment3D::set_fog_transmit_curve(float p_curve) { fog_transmit_curve = p_curve; RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } -float Environment::get_fog_transmit_curve() const { +float Environment3D::get_fog_transmit_curve() const { return fog_transmit_curve; } -void Environment::set_fog_height_enabled(bool p_enabled) { +void Environment3D::set_fog_height_enabled(bool p_enabled) { fog_height_enabled = p_enabled; RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve); } -bool Environment::is_fog_height_enabled() const { +bool Environment3D::is_fog_height_enabled() const { return fog_height_enabled; } -void Environment::set_fog_height_min(float p_distance) { +void Environment3D::set_fog_height_min(float p_distance) { fog_height_min = p_distance; RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve); } -float Environment::get_fog_height_min() const { +float Environment3D::get_fog_height_min() const { return fog_height_min; } -void Environment::set_fog_height_max(float p_distance) { +void Environment3D::set_fog_height_max(float p_distance) { fog_height_max = p_distance; RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve); } -float Environment::get_fog_height_max() const { +float Environment3D::get_fog_height_max() const { return fog_height_max; } -void Environment::set_fog_height_curve(float p_distance) { +void Environment3D::set_fog_height_curve(float p_distance) { fog_height_curve = p_distance; RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve); } -float Environment::get_fog_height_curve() const { +float Environment3D::get_fog_height_curve() const { return fog_height_curve; } -void Environment::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background); - ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky); - ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov); - ClassDB::bind_method(D_METHOD("set_sky_orientation", "orientation"), &Environment::set_sky_orientation); - ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation); - ClassDB::bind_method(D_METHOD("set_sky_rotation_degrees", "euler_degrees"), &Environment::set_sky_rotation_degrees); - ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color); - ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy); - ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer); - ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color); - ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy); - ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "energy"), &Environment::set_ambient_light_sky_contribution); +void Environment3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment3D::set_background); + ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment3D::set_sky); + ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment3D::set_sky_custom_fov); + ClassDB::bind_method(D_METHOD("set_sky_orientation", "orientation"), &Environment3D::set_sky_orientation); + ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment3D::set_sky_rotation); + ClassDB::bind_method(D_METHOD("set_sky_rotation_degrees", "euler_degrees"), &Environment3D::set_sky_rotation_degrees); + ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment3D::set_bg_color); + ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment3D::set_bg_energy); + ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment3D::set_canvas_max_layer); + ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment3D::set_ambient_light_color); + ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment3D::set_ambient_light_energy); + ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "energy"), &Environment3D::set_ambient_light_sky_contribution); - ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background); - ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky); - ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov); - ClassDB::bind_method(D_METHOD("get_sky_orientation"), &Environment::get_sky_orientation); - ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation); - ClassDB::bind_method(D_METHOD("get_sky_rotation_degrees"), &Environment::get_sky_rotation_degrees); - ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color); - ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy); - ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer); - ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color); - ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy); - ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution); + ClassDB::bind_method(D_METHOD("get_background"), &Environment3D::get_background); + ClassDB::bind_method(D_METHOD("get_sky"), &Environment3D::get_sky); + ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment3D::get_sky_custom_fov); + ClassDB::bind_method(D_METHOD("get_sky_orientation"), &Environment3D::get_sky_orientation); + ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment3D::get_sky_rotation); + ClassDB::bind_method(D_METHOD("get_sky_rotation_degrees"), &Environment3D::get_sky_rotation_degrees); + ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment3D::get_bg_color); + ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment3D::get_bg_energy); + ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment3D::get_canvas_max_layer); + ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment3D::get_ambient_light_color); + ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment3D::get_ambient_light_energy); + ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment3D::get_ambient_light_sky_contribution); ADD_GROUP("Background", "background_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep,Camera Feed"), "set_background", "get_background"); @@ -839,47 +839,47 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_sky_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_sky_contribution", "get_ambient_light_sky_contribution"); - ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled); - ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled); + ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment3D::set_fog_enabled); + ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment3D::is_fog_enabled); - ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment::set_fog_color); - ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment::get_fog_color); + ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment3D::set_fog_color); + ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment3D::get_fog_color); - ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment::set_fog_sun_color); - ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment::get_fog_sun_color); + ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment3D::set_fog_sun_color); + ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment3D::get_fog_sun_color); - ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment::set_fog_sun_amount); - ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment::get_fog_sun_amount); + ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment3D::set_fog_sun_amount); + ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment3D::get_fog_sun_amount); - ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment::set_fog_depth_enabled); - ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment::is_fog_depth_enabled); + ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment3D::set_fog_depth_enabled); + ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment3D::is_fog_depth_enabled); - ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin); - ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin); + ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment3D::set_fog_depth_begin); + ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment3D::get_fog_depth_begin); - ClassDB::bind_method(D_METHOD("set_fog_depth_end", "distance"), &Environment::set_fog_depth_end); - ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end); + ClassDB::bind_method(D_METHOD("set_fog_depth_end", "distance"), &Environment3D::set_fog_depth_end); + ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment3D::get_fog_depth_end); - ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve); - ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve); + ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment3D::set_fog_depth_curve); + ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment3D::get_fog_depth_curve); - ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment::set_fog_transmit_enabled); - ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment::is_fog_transmit_enabled); + ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment3D::set_fog_transmit_enabled); + ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment3D::is_fog_transmit_enabled); - ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment::set_fog_transmit_curve); - ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment::get_fog_transmit_curve); + ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment3D::set_fog_transmit_curve); + ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment3D::get_fog_transmit_curve); - ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment::set_fog_height_enabled); - ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment::is_fog_height_enabled); + ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment3D::set_fog_height_enabled); + ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment3D::is_fog_height_enabled); - ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment::set_fog_height_min); - ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment::get_fog_height_min); + ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment3D::set_fog_height_min); + ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment3D::get_fog_height_min); - ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment::set_fog_height_max); - ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment::get_fog_height_max); + ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment3D::set_fog_height_max); + ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment3D::get_fog_height_max); - ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment::set_fog_height_curve); - ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment::get_fog_height_curve); + ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment3D::set_fog_height_curve); + ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment3D::get_fog_height_curve); ADD_GROUP("Fog", "fog_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled"); @@ -897,29 +897,29 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_max", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_max", "get_fog_height_max"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_curve", PROPERTY_HINT_EXP_EASING), "set_fog_height_curve", "get_fog_height_curve"); - ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment::set_tonemapper); - ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment::get_tonemapper); + ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment3D::set_tonemapper); + ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment3D::get_tonemapper); - ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment::set_tonemap_exposure); - ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment::get_tonemap_exposure); + ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment3D::set_tonemap_exposure); + ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment3D::get_tonemap_exposure); - ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment::set_tonemap_white); - ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white); + ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment3D::set_tonemap_white); + ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment3D::get_tonemap_white); - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment::set_tonemap_auto_exposure); - ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment::get_tonemap_auto_exposure); + ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment3D::set_tonemap_auto_exposure); + ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment3D::get_tonemap_auto_exposure); - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment::set_tonemap_auto_exposure_max); - ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment::get_tonemap_auto_exposure_max); + ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment3D::set_tonemap_auto_exposure_max); + ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment3D::get_tonemap_auto_exposure_max); - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment::set_tonemap_auto_exposure_min); - ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment::get_tonemap_auto_exposure_min); + ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment3D::set_tonemap_auto_exposure_min); + ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment3D::get_tonemap_auto_exposure_min); - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment::set_tonemap_auto_exposure_speed); - ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment::get_tonemap_auto_exposure_speed); + ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment3D::set_tonemap_auto_exposure_speed); + ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment3D::get_tonemap_auto_exposure_speed); - ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment::set_tonemap_auto_exposure_grey); - ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey); + ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment3D::set_tonemap_auto_exposure_grey); + ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment3D::get_tonemap_auto_exposure_grey); ADD_GROUP("Tonemap", "tonemap_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,ACES,ACES Fitted"), "set_tonemapper", "get_tonemapper"); @@ -932,23 +932,23 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_max_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_max", "get_tonemap_auto_exposure_max"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_speed", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_speed", "get_tonemap_auto_exposure_speed"); - ClassDB::bind_method(D_METHOD("set_ssr_enabled", "enabled"), &Environment::set_ssr_enabled); - ClassDB::bind_method(D_METHOD("is_ssr_enabled"), &Environment::is_ssr_enabled); + ClassDB::bind_method(D_METHOD("set_ssr_enabled", "enabled"), &Environment3D::set_ssr_enabled); + ClassDB::bind_method(D_METHOD("is_ssr_enabled"), &Environment3D::is_ssr_enabled); - ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment::set_ssr_max_steps); - ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment::get_ssr_max_steps); + ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment3D::set_ssr_max_steps); + ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment3D::get_ssr_max_steps); - ClassDB::bind_method(D_METHOD("set_ssr_fade_in", "fade_in"), &Environment::set_ssr_fade_in); - ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment::get_ssr_fade_in); + ClassDB::bind_method(D_METHOD("set_ssr_fade_in", "fade_in"), &Environment3D::set_ssr_fade_in); + ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment3D::get_ssr_fade_in); - ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment::set_ssr_fade_out); - ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment::get_ssr_fade_out); + ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment3D::set_ssr_fade_out); + ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment3D::get_ssr_fade_out); - ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance); - ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance); + ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment3D::set_ssr_depth_tolerance); + ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment3D::get_ssr_depth_tolerance); - ClassDB::bind_method(D_METHOD("set_ssr_rough", "rough"), &Environment::set_ssr_rough); - ClassDB::bind_method(D_METHOD("is_ssr_rough"), &Environment::is_ssr_rough); + ClassDB::bind_method(D_METHOD("set_ssr_rough", "rough"), &Environment3D::set_ssr_rough); + ClassDB::bind_method(D_METHOD("is_ssr_rough"), &Environment3D::is_ssr_rough); ADD_GROUP("SS Reflections", "ss_reflections_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled"); @@ -958,41 +958,41 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_roughness"), "set_ssr_rough", "is_ssr_rough"); - ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled); - ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled); + ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment3D::set_ssao_enabled); + ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment3D::is_ssao_enabled); - ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius); - ClassDB::bind_method(D_METHOD("get_ssao_radius"), &Environment::get_ssao_radius); + ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment3D::set_ssao_radius); + ClassDB::bind_method(D_METHOD("get_ssao_radius"), &Environment3D::get_ssao_radius); - ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity); - ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity); + ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment3D::set_ssao_intensity); + ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment3D::get_ssao_intensity); - ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment::set_ssao_radius2); - ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment::get_ssao_radius2); + ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment3D::set_ssao_radius2); + ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment3D::get_ssao_radius2); - ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment::set_ssao_intensity2); - ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment::get_ssao_intensity2); + ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment3D::set_ssao_intensity2); + ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment3D::get_ssao_intensity2); - ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias); - ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias); + ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment3D::set_ssao_bias); + ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment3D::get_ssao_bias); - ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment::set_ssao_direct_light_affect); - ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment::get_ssao_direct_light_affect); + ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment3D::set_ssao_direct_light_affect); + ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment3D::get_ssao_direct_light_affect); - ClassDB::bind_method(D_METHOD("set_ssao_ao_channel_affect", "amount"), &Environment::set_ssao_ao_channel_affect); - ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment::get_ssao_ao_channel_affect); + ClassDB::bind_method(D_METHOD("set_ssao_ao_channel_affect", "amount"), &Environment3D::set_ssao_ao_channel_affect); + ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment3D::get_ssao_ao_channel_affect); - ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment::set_ssao_color); - ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment::get_ssao_color); + ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment3D::set_ssao_color); + ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment3D::get_ssao_color); - ClassDB::bind_method(D_METHOD("set_ssao_blur", "mode"), &Environment::set_ssao_blur); - ClassDB::bind_method(D_METHOD("get_ssao_blur"), &Environment::get_ssao_blur); + ClassDB::bind_method(D_METHOD("set_ssao_blur", "mode"), &Environment3D::set_ssao_blur); + ClassDB::bind_method(D_METHOD("get_ssao_blur"), &Environment3D::get_ssao_blur); - ClassDB::bind_method(D_METHOD("set_ssao_quality", "quality"), &Environment::set_ssao_quality); - ClassDB::bind_method(D_METHOD("get_ssao_quality"), &Environment::get_ssao_quality); + ClassDB::bind_method(D_METHOD("set_ssao_quality", "quality"), &Environment3D::set_ssao_quality); + ClassDB::bind_method(D_METHOD("get_ssao_quality"), &Environment3D::get_ssao_quality); - ClassDB::bind_method(D_METHOD("set_ssao_edge_sharpness", "edge_sharpness"), &Environment::set_ssao_edge_sharpness); - ClassDB::bind_method(D_METHOD("get_ssao_edge_sharpness"), &Environment::get_ssao_edge_sharpness); + ClassDB::bind_method(D_METHOD("set_ssao_edge_sharpness", "edge_sharpness"), &Environment3D::set_ssao_edge_sharpness); + ClassDB::bind_method(D_METHOD("get_ssao_edge_sharpness"), &Environment3D::get_ssao_edge_sharpness); ADD_GROUP("SSAO", "ssao_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled"); @@ -1008,35 +1008,35 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness"); - ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment::set_dof_blur_far_enabled); - ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment::is_dof_blur_far_enabled); + ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment3D::set_dof_blur_far_enabled); + ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment3D::is_dof_blur_far_enabled); - ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &Environment::set_dof_blur_far_distance); - ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &Environment::get_dof_blur_far_distance); + ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &Environment3D::set_dof_blur_far_distance); + ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &Environment3D::get_dof_blur_far_distance); - ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &Environment::set_dof_blur_far_transition); - ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &Environment::get_dof_blur_far_transition); + ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &Environment3D::set_dof_blur_far_transition); + ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &Environment3D::get_dof_blur_far_transition); - ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount", "intensity"), &Environment::set_dof_blur_far_amount); - ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"), &Environment::get_dof_blur_far_amount); + ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount", "intensity"), &Environment3D::set_dof_blur_far_amount); + ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"), &Environment3D::get_dof_blur_far_amount); - ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality", "intensity"), &Environment::set_dof_blur_far_quality); - ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"), &Environment::get_dof_blur_far_quality); + ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality", "intensity"), &Environment3D::set_dof_blur_far_quality); + ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"), &Environment3D::get_dof_blur_far_quality); - ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &Environment::set_dof_blur_near_enabled); - ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &Environment::is_dof_blur_near_enabled); + ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &Environment3D::set_dof_blur_near_enabled); + ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &Environment3D::is_dof_blur_near_enabled); - ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &Environment::set_dof_blur_near_distance); - ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &Environment::get_dof_blur_near_distance); + ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &Environment3D::set_dof_blur_near_distance); + ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &Environment3D::get_dof_blur_near_distance); - ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &Environment::set_dof_blur_near_transition); - ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &Environment::get_dof_blur_near_transition); + ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &Environment3D::set_dof_blur_near_transition); + ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &Environment3D::get_dof_blur_near_transition); - ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount", "intensity"), &Environment::set_dof_blur_near_amount); - ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"), &Environment::get_dof_blur_near_amount); + ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount", "intensity"), &Environment3D::set_dof_blur_near_amount); + ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"), &Environment3D::get_dof_blur_near_amount); - ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality", "level"), &Environment::set_dof_blur_near_quality); - ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"), &Environment::get_dof_blur_near_quality); + ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality", "level"), &Environment3D::set_dof_blur_near_quality); + ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"), &Environment3D::get_dof_blur_near_quality); ADD_GROUP("DOF Far Blur", "dof_blur_far_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled"); @@ -1052,38 +1052,38 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_near_amount", "get_dof_blur_near_amount"); ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_near_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_near_quality", "get_dof_blur_near_quality"); - ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment::set_glow_enabled); - ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment::is_glow_enabled); + ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment3D::set_glow_enabled); + ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment3D::is_glow_enabled); - ClassDB::bind_method(D_METHOD("set_glow_level", "idx", "enabled"), &Environment::set_glow_level); - ClassDB::bind_method(D_METHOD("is_glow_level_enabled", "idx"), &Environment::is_glow_level_enabled); + ClassDB::bind_method(D_METHOD("set_glow_level", "idx", "enabled"), &Environment3D::set_glow_level); + ClassDB::bind_method(D_METHOD("is_glow_level_enabled", "idx"), &Environment3D::is_glow_level_enabled); - ClassDB::bind_method(D_METHOD("set_glow_intensity", "intensity"), &Environment::set_glow_intensity); - ClassDB::bind_method(D_METHOD("get_glow_intensity"), &Environment::get_glow_intensity); + ClassDB::bind_method(D_METHOD("set_glow_intensity", "intensity"), &Environment3D::set_glow_intensity); + ClassDB::bind_method(D_METHOD("get_glow_intensity"), &Environment3D::get_glow_intensity); - ClassDB::bind_method(D_METHOD("set_glow_strength", "strength"), &Environment::set_glow_strength); - ClassDB::bind_method(D_METHOD("get_glow_strength"), &Environment::get_glow_strength); + ClassDB::bind_method(D_METHOD("set_glow_strength", "strength"), &Environment3D::set_glow_strength); + ClassDB::bind_method(D_METHOD("get_glow_strength"), &Environment3D::get_glow_strength); - ClassDB::bind_method(D_METHOD("set_glow_bloom", "amount"), &Environment::set_glow_bloom); - ClassDB::bind_method(D_METHOD("get_glow_bloom"), &Environment::get_glow_bloom); + ClassDB::bind_method(D_METHOD("set_glow_bloom", "amount"), &Environment3D::set_glow_bloom); + ClassDB::bind_method(D_METHOD("get_glow_bloom"), &Environment3D::get_glow_bloom); - ClassDB::bind_method(D_METHOD("set_glow_blend_mode", "mode"), &Environment::set_glow_blend_mode); - ClassDB::bind_method(D_METHOD("get_glow_blend_mode"), &Environment::get_glow_blend_mode); + ClassDB::bind_method(D_METHOD("set_glow_blend_mode", "mode"), &Environment3D::set_glow_blend_mode); + ClassDB::bind_method(D_METHOD("get_glow_blend_mode"), &Environment3D::get_glow_blend_mode); - ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold); - ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold); + ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment3D::set_glow_hdr_bleed_threshold); + ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment3D::get_glow_hdr_bleed_threshold); - ClassDB::bind_method(D_METHOD("set_glow_hdr_luminance_cap", "amount"), &Environment::set_glow_hdr_luminance_cap); - ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment::get_glow_hdr_luminance_cap); + ClassDB::bind_method(D_METHOD("set_glow_hdr_luminance_cap", "amount"), &Environment3D::set_glow_hdr_luminance_cap); + ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment3D::get_glow_hdr_luminance_cap); - ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale); - ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale); + ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment3D::set_glow_hdr_bleed_scale); + ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment3D::get_glow_hdr_bleed_scale); - ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale", "enabled"), &Environment::set_glow_bicubic_upscale); - ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"), &Environment::is_glow_bicubic_upscale_enabled); + ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale", "enabled"), &Environment3D::set_glow_bicubic_upscale); + ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"), &Environment3D::is_glow_bicubic_upscale_enabled); - ClassDB::bind_method(D_METHOD("set_glow_high_quality", "enabled"), &Environment::set_glow_high_quality); - ClassDB::bind_method(D_METHOD("is_glow_high_quality_enabled"), &Environment::is_glow_high_quality_enabled); + ClassDB::bind_method(D_METHOD("set_glow_high_quality", "enabled"), &Environment3D::set_glow_high_quality); + ClassDB::bind_method(D_METHOD("is_glow_high_quality_enabled"), &Environment3D::is_glow_high_quality_enabled); ADD_GROUP("Glow", "glow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_enabled"), "set_glow_enabled", "is_glow_enabled"); @@ -1105,20 +1105,20 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_high_quality"), "set_glow_high_quality", "is_glow_high_quality_enabled"); - ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment::set_adjustment_enable); - ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled); + ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment3D::set_adjustment_enable); + ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment3D::is_adjustment_enabled); - ClassDB::bind_method(D_METHOD("set_adjustment_brightness", "brightness"), &Environment::set_adjustment_brightness); - ClassDB::bind_method(D_METHOD("get_adjustment_brightness"), &Environment::get_adjustment_brightness); + ClassDB::bind_method(D_METHOD("set_adjustment_brightness", "brightness"), &Environment3D::set_adjustment_brightness); + ClassDB::bind_method(D_METHOD("get_adjustment_brightness"), &Environment3D::get_adjustment_brightness); - ClassDB::bind_method(D_METHOD("set_adjustment_contrast", "contrast"), &Environment::set_adjustment_contrast); - ClassDB::bind_method(D_METHOD("get_adjustment_contrast"), &Environment::get_adjustment_contrast); + ClassDB::bind_method(D_METHOD("set_adjustment_contrast", "contrast"), &Environment3D::set_adjustment_contrast); + ClassDB::bind_method(D_METHOD("get_adjustment_contrast"), &Environment3D::get_adjustment_contrast); - ClassDB::bind_method(D_METHOD("set_adjustment_saturation", "saturation"), &Environment::set_adjustment_saturation); - ClassDB::bind_method(D_METHOD("get_adjustment_saturation"), &Environment::get_adjustment_saturation); + ClassDB::bind_method(D_METHOD("set_adjustment_saturation", "saturation"), &Environment3D::set_adjustment_saturation); + ClassDB::bind_method(D_METHOD("get_adjustment_saturation"), &Environment3D::get_adjustment_saturation); - ClassDB::bind_method(D_METHOD("set_adjustment_color_correction", "color_correction"), &Environment::set_adjustment_color_correction); - ClassDB::bind_method(D_METHOD("get_adjustment_color_correction"), &Environment::get_adjustment_color_correction); + ClassDB::bind_method(D_METHOD("set_adjustment_color_correction", "color_correction"), &Environment3D::set_adjustment_color_correction); + ClassDB::bind_method(D_METHOD("get_adjustment_color_correction"), &Environment3D::get_adjustment_color_correction); ADD_GROUP("Adjustments", "adjustment_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled"), "set_adjustment_enable", "is_adjustment_enabled"); @@ -1161,7 +1161,7 @@ void Environment::_bind_methods() { BIND_ENUM_CONSTANT(SSAO_QUALITY_HIGH); } -Environment::Environment() : +Environment3D::Environment3D() : bg_mode(BG_CLEAR_COLOR), tone_mapper(TONE_MAPPER_LINEAR), ssao_blur(SSAO_BLUR_3x3), @@ -1264,6 +1264,6 @@ Environment::Environment() : set_fog_sun_color(Color(1.0, 0.9, 0.7)); } -Environment::~Environment() { +Environment3D::~Environment3D() { RS::get_singleton()->free(environment); } diff --git a/scene/resources/environment.h b/scene/resources/environment.h index cf57c8518..485cd5702 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -35,8 +35,8 @@ class Sky; class Texture; -class Environment : public Resource { - GDCLASS(Environment, Resource); +class Environment3D : public Resource { + GDCLASS(Environment3D, Resource); public: enum BGMode { @@ -407,15 +407,15 @@ public: virtual RID get_rid() const; - Environment(); - ~Environment(); + Environment3D(); + ~Environment3D(); }; -VARIANT_ENUM_CAST(Environment::BGMode) -VARIANT_ENUM_CAST(Environment::ToneMapper) -VARIANT_ENUM_CAST(Environment::GlowBlendMode) -VARIANT_ENUM_CAST(Environment::DOFBlurQuality) -VARIANT_ENUM_CAST(Environment::SSAOQuality) -VARIANT_ENUM_CAST(Environment::SSAOBlur) +VARIANT_ENUM_CAST(Environment3D::BGMode) +VARIANT_ENUM_CAST(Environment3D::ToneMapper) +VARIANT_ENUM_CAST(Environment3D::GlowBlendMode) +VARIANT_ENUM_CAST(Environment3D::DOFBlurQuality) +VARIANT_ENUM_CAST(Environment3D::SSAOQuality) +VARIANT_ENUM_CAST(Environment3D::SSAOBlur) #endif // ENVIRONMENT_H diff --git a/scene/resources/world.cpp b/scene/resources/world.cpp index bc1450a4f..6c01f8a79 100644 --- a/scene/resources/world.cpp +++ b/scene/resources/world.cpp @@ -266,7 +266,7 @@ RID World3D::get_navigation_map() const { return navigation_map; } -void World3D::set_environment(const Ref &p_environment) { +void World3D::set_environment(const Ref &p_environment) { if (environment == p_environment) { return; } @@ -281,11 +281,11 @@ void World3D::set_environment(const Ref &p_environment) { emit_changed(); } -Ref World3D::get_environment() const { +Ref World3D::get_environment() const { return environment; } -void World3D::set_fallback_environment(const Ref &p_environment) { +void World3D::set_fallback_environment(const Ref &p_environment) { if (fallback_environment == p_environment) { return; } @@ -300,7 +300,7 @@ void World3D::set_fallback_environment(const Ref &p_environment) { emit_changed(); } -Ref World3D::get_fallback_environment() const { +Ref World3D::get_fallback_environment() const { return fallback_environment; } @@ -323,8 +323,8 @@ void World3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World3D::set_fallback_environment); ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World3D::get_fallback_environment); ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World3D::get_direct_space_state); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_fallback_environment", "get_fallback_environment"); ADD_PROPERTY(PropertyInfo(Variant::RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space"); ADD_PROPERTY(PropertyInfo(Variant::RID, "scenario", PROPERTY_HINT_NONE, "", 0), "", "get_scenario"); ADD_PROPERTY(PropertyInfo(Variant::RID, "navigation_map", PROPERTY_HINT_NONE, "", 0), "", "get_navigation_map"); diff --git a/scene/resources/world.h b/scene/resources/world.h index c9de8f5c4..939768150 100644 --- a/scene/resources/world.h +++ b/scene/resources/world.h @@ -49,8 +49,8 @@ private: RID scenario; RID navigation_map; SpatialIndexer *indexer; - Ref environment; - Ref fallback_environment; + Ref environment; + Ref fallback_environment; protected: static void _bind_methods(); @@ -73,11 +73,11 @@ public: RID get_scenario() const; RID get_navigation_map() const; - void set_environment(const Ref &p_environment); - Ref get_environment() const; + void set_environment(const Ref &p_environment); + Ref get_environment() const; - void set_fallback_environment(const Ref &p_environment); - Ref get_fallback_environment() const; + void set_fallback_environment(const Ref &p_environment); + Ref get_fallback_environment() const; void get_camera_list(List *r_cameras); diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h index 4cb1658a9..b5beb0895 100644 --- a/servers/rendering/rasterizer.h +++ b/servers/rendering/rasterizer.h @@ -52,7 +52,7 @@ public: virtual RID environment_create() = 0; - virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0; + virtual void environment_set_background(RID p_env, RS::Environment3DBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0; @@ -61,15 +61,15 @@ public: virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0; - virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, RS::EnvironmentDOFBlurQuality p_quality) = 0; - virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, RS::EnvironmentDOFBlurQuality p_quality) = 0; - virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) = 0; + virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, RS::Environment3DDOFBlurQuality p_quality) = 0; + virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, RS::Environment3DDOFBlurQuality p_quality) = 0; + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::Environment3DGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0; virtual void 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 p_roughness) = 0; - 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, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0; + 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, RS::Environment3DSSAOQuality p_quality, RS::Environment3DSSAOBlur p_blur, float p_bilateral_sharpness) = 0; - virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0; + virtual void environment_set_tonemap(RID p_env, RS::Environment3DToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0; virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; @@ -78,7 +78,7 @@ public: virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; virtual bool is_environment(RID p_env) = 0; - virtual RS::EnvironmentBG environment_get_background(RID p_env) = 0; + virtual RS::Environment3DBG environment_get_background(RID p_env) = 0; virtual int environment_get_canvas_max_layer(RID p_env) = 0; struct InstanceBase : RID_Data { diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h index 6565513d6..22557dc08 100644 --- a/servers/rendering/rendering_server_raster.h +++ b/servers/rendering/rendering_server_raster.h @@ -432,7 +432,7 @@ public: BIND0R(RID, environment_create) - BIND2(environment_set_background, RID, EnvironmentBG) + BIND2(environment_set_background, RID, Environment3DBG) BIND2(environment_set_sky, RID, RID) BIND2(environment_set_sky_custom_fov, RID, float) BIND2(environment_set_sky_orientation, RID, const Basis &) @@ -441,13 +441,13 @@ public: BIND2(environment_set_canvas_max_layer, RID, int) BIND4(environment_set_ambient_light, RID, const Color &, float, float) BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool) - BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float) + BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, Environment3DSSAOQuality, Environment3DSSAOBlur, float) - BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality) - BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality) - BIND12(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool, bool) + BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, Environment3DDOFBlurQuality) + BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, Environment3DDOFBlurQuality) + BIND12(environment_set_glow, RID, bool, int, float, float, float, Environment3DGlowBlendMode, float, float, float, bool, bool) - BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float) + BIND9(environment_set_tonemap, RID, Environment3DToneMapper, float, float, bool, float, float, float, float) BIND6(environment_set_adjustment, RID, bool, float, float, float, RID) diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h index f47e5475c..400d3c768 100644 --- a/servers/rendering/rendering_server_wrap_mt.h +++ b/servers/rendering/rendering_server_wrap_mt.h @@ -354,7 +354,7 @@ public: FUNCRID(environment) - FUNC2(environment_set_background, RID, EnvironmentBG) + FUNC2(environment_set_background, RID, Environment3DBG) FUNC2(environment_set_sky, RID, RID) FUNC2(environment_set_sky_custom_fov, RID, float) FUNC2(environment_set_sky_orientation, RID, const Basis &) @@ -363,13 +363,13 @@ public: FUNC2(environment_set_canvas_max_layer, RID, int) FUNC4(environment_set_ambient_light, RID, const Color &, float, float) FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool) - FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float) + FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, Environment3DSSAOQuality, Environment3DSSAOBlur, float) - FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality) - FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality) - FUNC12(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool, bool) + FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, Environment3DDOFBlurQuality) + FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, Environment3DDOFBlurQuality) + FUNC12(environment_set_glow, RID, bool, int, float, float, float, Environment3DGlowBlendMode, float, float, float, bool, bool) - FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float) + FUNC9(environment_set_tonemap, RID, Environment3DToneMapper, float, float, bool, float, float, float, float) FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID) diff --git a/servers/rendering_server.h b/servers/rendering_server.h index 5835947e2..742ecbcb6 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -644,7 +644,7 @@ public: virtual RID environment_create() = 0; - enum EnvironmentBG { + enum Environment3DBG { ENV_BG_CLEAR_COLOR, ENV_BG_COLOR, @@ -656,7 +656,7 @@ public: ENV_BG_MAX }; - virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0; + virtual void environment_set_background(RID p_env, Environment3DBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0; @@ -669,24 +669,24 @@ public: //set default SSR options //set default SSSSS options - enum EnvironmentDOFBlurQuality { + enum Environment3DDOFBlurQuality { ENV_DOF_BLUR_QUALITY_LOW, ENV_DOF_BLUR_QUALITY_MEDIUM, ENV_DOF_BLUR_QUALITY_HIGH, }; - virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0; - virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0; + virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, Environment3DDOFBlurQuality p_quality) = 0; + virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, Environment3DDOFBlurQuality p_quality) = 0; - enum EnvironmentGlowBlendMode { + enum Environment3DGlowBlendMode { GLOW_BLEND_MODE_ADDITIVE, GLOW_BLEND_MODE_SCREEN, GLOW_BLEND_MODE_SOFTLIGHT, GLOW_BLEND_MODE_REPLACE, }; - virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) = 0; + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, Environment3DGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) = 0; - enum EnvironmentToneMapper { + enum Environment3DToneMapper { ENV_TONE_MAPPER_LINEAR, ENV_TONE_MAPPER_REINHARD, ENV_TONE_MAPPER_FILMIC, @@ -694,25 +694,25 @@ public: ENV_TONE_MAPPER_ACES_FITTED }; - virtual void environment_set_tonemap(RID p_env, EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_grey) = 0; + virtual void environment_set_tonemap(RID p_env, Environment3DToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_grey) = 0; virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; 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; - enum EnvironmentSSAOQuality { + enum Environment3DSSAOQuality { ENV_SSAO_QUALITY_LOW, ENV_SSAO_QUALITY_MEDIUM, ENV_SSAO_QUALITY_HIGH, }; - enum EnvironmentSSAOBlur { + enum Environment3DSSAOBlur { ENV_SSAO_BLUR_DISABLED, ENV_SSAO_BLUR_1x1, ENV_SSAO_BLUR_2x2, ENV_SSAO_BLUR_3x3, }; - 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; + 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, Environment3DSSAOQuality p_quality, Environment3DSSAOBlur p_blur, float p_bilateral_sharpness) = 0; 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; 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; @@ -1125,12 +1125,12 @@ VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowDetail); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowDepthRangeMode); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode); -VARIANT_ENUM_CAST(RenderingServer::EnvironmentBG); -VARIANT_ENUM_CAST(RenderingServer::EnvironmentDOFBlurQuality); -VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode); -VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper); -VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality); -VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOBlur); +VARIANT_ENUM_CAST(RenderingServer::Environment3DBG); +VARIANT_ENUM_CAST(RenderingServer::Environment3DDOFBlurQuality); +VARIANT_ENUM_CAST(RenderingServer::Environment3DGlowBlendMode); +VARIANT_ENUM_CAST(RenderingServer::Environment3DToneMapper); +VARIANT_ENUM_CAST(RenderingServer::Environment3DSSAOQuality); +VARIANT_ENUM_CAST(RenderingServer::Environment3DSSAOBlur); VARIANT_ENUM_CAST(RenderingServer::InstanceFlags); VARIANT_ENUM_CAST(RenderingServer::ShadowCastingSetting); VARIANT_ENUM_CAST(RenderingServer::TextureType);