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- /**************************************************************************/
- /* sky_material.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef SKY_MATERIAL_H
- #define SKY_MATERIAL_H
- #include "core/templates/rid.h"
- #include "scene/resources/material.h"
- class ProceduralSkyMaterial : public Material {
- GDCLASS(ProceduralSkyMaterial, Material);
- private:
- Color sky_top_color;
- Color sky_horizon_color;
- float sky_curve = 0.0f;
- float sky_energy_multiplier = 0.0f;
- Ref<Texture2D> sky_cover;
- Color sky_cover_modulate;
- Color ground_bottom_color;
- Color ground_horizon_color;
- float ground_curve = 0.0f;
- float ground_energy_multiplier = 0.0f;
- float sun_angle_max = 0.0f;
- float sun_curve = 0.0f;
- bool use_debanding = true;
- float global_energy_multiplier = 1.0f;
- static Mutex shader_mutex;
- static RID shader_cache[2];
- static void _update_shader();
- mutable bool shader_set = false;
- protected:
- static void _bind_methods();
- void _validate_property(PropertyInfo &property) const;
- public:
- void set_sky_top_color(const Color &p_sky_top);
- Color get_sky_top_color() const;
- void set_sky_horizon_color(const Color &p_sky_horizon);
- Color get_sky_horizon_color() const;
- void set_sky_curve(float p_curve);
- float get_sky_curve() const;
- void set_sky_energy_multiplier(float p_multiplier);
- float get_sky_energy_multiplier() const;
- void set_sky_cover(const Ref<Texture2D> &p_sky_cover);
- Ref<Texture2D> get_sky_cover() const;
- void set_sky_cover_modulate(const Color &p_sky_cover_modulate);
- Color get_sky_cover_modulate() const;
- void set_ground_bottom_color(const Color &p_ground_bottom);
- Color get_ground_bottom_color() const;
- void set_ground_horizon_color(const Color &p_ground_horizon);
- Color get_ground_horizon_color() const;
- void set_ground_curve(float p_curve);
- float get_ground_curve() const;
- void set_ground_energy_multiplier(float p_energy);
- float get_ground_energy_multiplier() const;
- void set_sun_angle_max(float p_angle);
- float get_sun_angle_max() const;
- void set_sun_curve(float p_curve);
- float get_sun_curve() const;
- void set_use_debanding(bool p_use_debanding);
- bool get_use_debanding() const;
- void set_energy_multiplier(float p_multiplier);
- float get_energy_multiplier() const;
- virtual Shader::Mode get_shader_mode() const override;
- virtual RID get_shader_rid() const override;
- virtual RID get_rid() const override;
- static void cleanup_shader();
- ProceduralSkyMaterial();
- ~ProceduralSkyMaterial();
- };
- //////////////////////////////////////////////////////
- /* PanoramaSkyMaterial */
- class PanoramaSkyMaterial : public Material {
- GDCLASS(PanoramaSkyMaterial, Material);
- private:
- Ref<Texture2D> panorama;
- float energy_multiplier = 1.0f;
- static Mutex shader_mutex;
- static RID shader_cache[2];
- static void _update_shader();
- mutable bool shader_set = false;
- bool filter = true;
- protected:
- static void _bind_methods();
- public:
- void set_panorama(const Ref<Texture2D> &p_panorama);
- Ref<Texture2D> get_panorama() const;
- void set_filtering_enabled(bool p_enabled);
- bool is_filtering_enabled() const;
- void set_energy_multiplier(float p_multiplier);
- float get_energy_multiplier() const;
- virtual Shader::Mode get_shader_mode() const override;
- virtual RID get_shader_rid() const override;
- virtual RID get_rid() const override;
- static void cleanup_shader();
- PanoramaSkyMaterial();
- ~PanoramaSkyMaterial();
- };
- //////////////////////////////////////////////////////
- /* PanoramaSkyMaterial */
- class PhysicalSkyMaterial : public Material {
- GDCLASS(PhysicalSkyMaterial, Material);
- private:
- static Mutex shader_mutex;
- static RID shader_cache[2];
- float rayleigh = 0.0f;
- Color rayleigh_color;
- float mie = 0.0f;
- float mie_eccentricity = 0.0f;
- Color mie_color;
- float turbidity = 0.0f;
- float sun_disk_scale = 0.0f;
- Color ground_color;
- float energy_multiplier = 1.0f;
- bool use_debanding = true;
- Ref<Texture2D> night_sky;
- static void _update_shader();
- mutable bool shader_set = false;
- protected:
- static void _bind_methods();
- void _validate_property(PropertyInfo &property) const;
- public:
- void set_rayleigh_coefficient(float p_rayleigh);
- float get_rayleigh_coefficient() const;
- void set_rayleigh_color(Color p_rayleigh_color);
- Color get_rayleigh_color() const;
- void set_turbidity(float p_turbidity);
- float get_turbidity() const;
- void set_mie_coefficient(float p_mie);
- float get_mie_coefficient() const;
- void set_mie_eccentricity(float p_eccentricity);
- float get_mie_eccentricity() const;
- void set_mie_color(Color p_mie_color);
- Color get_mie_color() const;
- void set_sun_disk_scale(float p_sun_disk_scale);
- float get_sun_disk_scale() const;
- void set_ground_color(Color p_ground_color);
- Color get_ground_color() const;
- void set_energy_multiplier(float p_multiplier);
- float get_energy_multiplier() const;
- void set_exposure_value(float p_exposure);
- float get_exposure_value() const;
- void set_use_debanding(bool p_use_debanding);
- bool get_use_debanding() const;
- void set_night_sky(const Ref<Texture2D> &p_night_sky);
- Ref<Texture2D> get_night_sky() const;
- virtual Shader::Mode get_shader_mode() const override;
- virtual RID get_shader_rid() const override;
- static void cleanup_shader();
- virtual RID get_rid() const override;
- PhysicalSkyMaterial();
- ~PhysicalSkyMaterial();
- };
- #endif // SKY_MATERIAL_H
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