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Expose VisualServer.viewport_set_use_32_bpc_depth() to the scripting API #63336

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2 changes: 1 addition & 1 deletion doc/classes/Environment.xml
Original file line number Diff line number Diff line change
Expand Up @@ -294,7 +294,7 @@
The default exposure used for tonemapping.
</member>
<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
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.)
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.)
</member>
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
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12 changes: 11 additions & 1 deletion doc/classes/VisualServer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -3028,7 +3028,8 @@
<argument index="0" name="viewport" type="RID" />
<argument index="1" name="enabled" type="bool" />
<description>
If [code]true[/code], the viewport renders to hdr.
If [code]true[/code], the viewport renders to high dynamic range (HDR) instead of standard dynamic range (SDR). See also [method viewport_set_use_32_bpc_depth].
[b]Note:[/b] Only available on the GLES3 backend.
</description>
</method>
<method name="viewport_set_hide_canvas">
Expand Down Expand Up @@ -3138,6 +3139,15 @@
Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for options.
</description>
</method>
<method name="viewport_set_use_32_bpc_depth">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
<argument index="1" name="enabled" type="bool" />
<description>
If [code]true[/code], allocates the viewport's framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used on the same [Viewport] to set HDR to [code]true[/code].
[b]Note:[/b] Only available on the GLES3 backend.
</description>
</method>
<method name="viewport_set_use_arvr">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
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1 change: 1 addition & 0 deletions servers/visual_server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2095,6 +2095,7 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "debanding"), &VisualServer::viewport_set_use_debanding);
ClassDB::bind_method(D_METHOD("viewport_set_sharpen_intensity", "viewport", "intensity"), &VisualServer::viewport_set_sharpen_intensity);
ClassDB::bind_method(D_METHOD("viewport_set_hdr", "viewport", "enabled"), &VisualServer::viewport_set_hdr);
ClassDB::bind_method(D_METHOD("viewport_set_use_32_bpc_depth", "viewport", "enabled"), &VisualServer::viewport_set_use_32_bpc_depth);
ClassDB::bind_method(D_METHOD("viewport_set_usage", "viewport", "usage"), &VisualServer::viewport_set_usage);
ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &VisualServer::viewport_get_render_info);
ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &VisualServer::viewport_set_debug_draw);
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