Merge pull request #37179 from clayjohn/VULKAN-sky-shader
Implement Sky Shaders
This commit is contained in:
@@ -158,6 +158,7 @@
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#include "scene/resources/resource_format_text.h"
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#include "scene/resources/segment_shape_2d.h"
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#include "scene/resources/sky.h"
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#include "scene/resources/sky_material.h"
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#include "scene/resources/sphere_shape.h"
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#include "scene/resources/surface_tool.h"
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#include "scene/resources/text_file.h"
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@@ -609,6 +610,10 @@ void register_scene_types() {
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SceneTree::add_idle_callback(ParticlesMaterial::flush_changes);
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ParticlesMaterial::init_shaders();
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ClassDB::register_class<ProceduralSkyMaterial>();
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ClassDB::register_class<PanoramaSkyMaterial>();
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ClassDB::register_class<PhysicalSkyMaterial>();
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ClassDB::register_virtual_class<Mesh>();
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ClassDB::register_class<ArrayMesh>();
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ClassDB::register_class<MultiMesh>();
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@@ -659,9 +664,7 @@ void register_scene_types() {
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ClassDB::register_class<World2D>();
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ClassDB::register_virtual_class<Texture>();
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ClassDB::register_virtual_class<Texture2D>();
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ClassDB::register_virtual_class<Sky>();
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ClassDB::register_class<PanoramaSky>();
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ClassDB::register_class<ProceduralSky>();
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ClassDB::register_class<Sky>();
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ClassDB::register_class<StreamTexture>();
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ClassDB::register_class<ImageTexture>();
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ClassDB::register_class<AtlasTexture>();
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@@ -48,6 +48,8 @@ void Shader::set_code(const String &p_code) {
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mode = MODE_CANVAS_ITEM;
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} else if (type == "particles") {
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mode = MODE_PARTICLES;
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} else if (type == "sky") {
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mode = MODE_SKY;
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} else {
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mode = MODE_SPATIAL;
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}
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@@ -158,6 +160,7 @@ void Shader::_bind_methods() {
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BIND_ENUM_CONSTANT(MODE_SPATIAL);
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BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
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BIND_ENUM_CONSTANT(MODE_PARTICLES);
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BIND_ENUM_CONSTANT(MODE_SKY);
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}
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Shader::Shader() {
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@@ -47,6 +47,7 @@ public:
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MODE_SPATIAL,
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MODE_CANVAS_ITEM,
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MODE_PARTICLES,
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MODE_SKY,
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MODE_MAX
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};
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+18
-491
@@ -56,6 +56,18 @@ Sky::ProcessMode Sky::get_process_mode() const {
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return mode;
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}
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void Sky::set_material(const Ref<Material> &p_material) {
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sky_material = p_material;
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RID material_rid;
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if (sky_material.is_valid())
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material_rid = sky_material->get_rid();
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VS::get_singleton()->sky_set_material(sky, material_rid);
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}
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Ref<Material> Sky::get_material() const {
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return sky_material;
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}
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RID Sky::get_rid() const {
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return sky;
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@@ -69,6 +81,10 @@ void Sky::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Sky::set_process_mode);
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ClassDB::bind_method(D_METHOD("get_process_mode"), &Sky::get_process_mode);
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ClassDB::bind_method(D_METHOD("set_material", "material"), &Sky::set_material);
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ClassDB::bind_method(D_METHOD("get_material"), &Sky::get_material);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,PanoramaSkyMaterial,ProceduralSkyMaterial,PhysicalSkyMaterial"), "set_material", "get_material");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "radiance_size", PROPERTY_HINT_ENUM, "32,64,128,256,512,1024,2048"), "set_radiance_size", "get_radiance_size");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "HighQuality,RealTime"), "set_process_mode", "get_process_mode");
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@@ -87,500 +103,11 @@ void Sky::_bind_methods() {
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Sky::Sky() {
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mode = PROCESS_MODE_QUALITY;
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radiance_size = RADIANCE_SIZE_128;
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radiance_size = RADIANCE_SIZE_256;
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sky = VS::get_singleton()->sky_create();
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}
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Sky::~Sky() {
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VS::get_singleton()->free(sky);
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}
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/////////////////////////////////////////
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void PanoramaSky::set_panorama(const Ref<Texture2D> &p_panorama) {
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panorama = p_panorama;
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RID rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID();
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VS::get_singleton()->sky_set_texture(get_rid(), rid);
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}
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Ref<Texture2D> PanoramaSky::get_panorama() const {
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return panorama;
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}
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void PanoramaSky::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSky::set_panorama);
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ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSky::get_panorama);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
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}
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PanoramaSky::PanoramaSky() {
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}
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PanoramaSky::~PanoramaSky() {
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}
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//////////////////////////////////
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Ref<Image> ProceduralSky::_generate_sky() {
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update_queued = false;
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Vector<uint8_t> imgdata;
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static const int size[TEXTURE_SIZE_MAX] = {
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256, 512, 1024, 2048, 4096
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};
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int w = size[texture_size];
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int h = w / 2;
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imgdata.resize(w * h * 4); //RGBE
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{
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uint8_t *dataw = imgdata.ptrw();
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uint32_t *ptr = (uint32_t *)dataw;
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Color sky_top_linear = sky_top_color.to_linear();
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Color sky_horizon_linear = sky_horizon_color.to_linear();
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Color ground_bottom_linear = ground_bottom_color.to_linear();
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Color ground_horizon_linear = ground_horizon_color.to_linear();
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Color sun_linear;
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sun_linear.r = sun_color.r * sun_energy;
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sun_linear.g = sun_color.g * sun_energy;
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sun_linear.b = sun_color.b * sun_energy;
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Vector3 sun(0, 0, -1);
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sun = Basis(Vector3(1, 0, 0), Math::deg2rad(sun_latitude)).xform(sun);
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sun = Basis(Vector3(0, 1, 0), Math::deg2rad(sun_longitude)).xform(sun);
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sun.normalize();
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for (int i = 0; i < w; i++) {
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float u = float(i) / (w - 1);
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float phi = u * 2.0 * Math_PI;
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for (int j = 0; j < h; j++) {
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float v = float(j) / (h - 1);
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float theta = v * Math_PI;
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Vector3 normal(
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Math::sin(phi) * Math::sin(theta) * -1.0,
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Math::cos(theta),
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Math::cos(phi) * Math::sin(theta) * -1.0);
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normal.normalize();
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float v_angle = Math::acos(CLAMP(normal.y, -1.0, 1.0));
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Color color;
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if (normal.y < 0) {
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//ground
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float c = (v_angle - (Math_PI * 0.5)) / (Math_PI * 0.5);
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color = ground_horizon_linear.linear_interpolate(ground_bottom_linear, Math::ease(c, ground_curve));
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color.r *= ground_energy;
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color.g *= ground_energy;
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color.b *= ground_energy;
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} else {
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float c = v_angle / (Math_PI * 0.5);
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color = sky_horizon_linear.linear_interpolate(sky_top_linear, Math::ease(1.0 - c, sky_curve));
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color.r *= sky_energy;
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color.g *= sky_energy;
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color.b *= sky_energy;
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float sun_angle = Math::rad2deg(Math::acos(CLAMP(sun.dot(normal), -1.0, 1.0)));
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if (sun_angle < sun_angle_min) {
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color = color.blend(sun_linear);
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} else if (sun_angle < sun_angle_max) {
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float c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);
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c2 = Math::ease(c2, sun_curve);
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color = color.blend(sun_linear).linear_interpolate(color, c2);
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}
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}
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ptr[j * w + i] = color.to_rgbe9995();
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}
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}
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}
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Ref<Image> image;
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image.instance();
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image->create(w, h, false, Image::FORMAT_RGBE9995, imgdata);
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return image;
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}
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void ProceduralSky::set_sky_top_color(const Color &p_sky_top) {
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sky_top_color = p_sky_top;
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_queue_update();
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}
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Color ProceduralSky::get_sky_top_color() const {
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return sky_top_color;
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}
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void ProceduralSky::set_sky_horizon_color(const Color &p_sky_horizon) {
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sky_horizon_color = p_sky_horizon;
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_queue_update();
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}
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Color ProceduralSky::get_sky_horizon_color() const {
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return sky_horizon_color;
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}
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void ProceduralSky::set_sky_curve(float p_curve) {
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sky_curve = p_curve;
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_queue_update();
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}
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float ProceduralSky::get_sky_curve() const {
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return sky_curve;
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}
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void ProceduralSky::set_sky_energy(float p_energy) {
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sky_energy = p_energy;
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_queue_update();
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}
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float ProceduralSky::get_sky_energy() const {
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return sky_energy;
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}
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void ProceduralSky::set_ground_bottom_color(const Color &p_ground_bottom) {
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ground_bottom_color = p_ground_bottom;
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_queue_update();
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}
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Color ProceduralSky::get_ground_bottom_color() const {
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return ground_bottom_color;
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}
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void ProceduralSky::set_ground_horizon_color(const Color &p_ground_horizon) {
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ground_horizon_color = p_ground_horizon;
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_queue_update();
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}
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Color ProceduralSky::get_ground_horizon_color() const {
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return ground_horizon_color;
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}
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void ProceduralSky::set_ground_curve(float p_curve) {
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ground_curve = p_curve;
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_queue_update();
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}
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float ProceduralSky::get_ground_curve() const {
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return ground_curve;
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}
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void ProceduralSky::set_ground_energy(float p_energy) {
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ground_energy = p_energy;
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_queue_update();
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}
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float ProceduralSky::get_ground_energy() const {
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return ground_energy;
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}
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void ProceduralSky::set_sun_color(const Color &p_sun) {
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sun_color = p_sun;
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_queue_update();
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}
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Color ProceduralSky::get_sun_color() const {
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return sun_color;
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}
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void ProceduralSky::set_sun_latitude(float p_angle) {
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sun_latitude = p_angle;
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_queue_update();
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}
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float ProceduralSky::get_sun_latitude() const {
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return sun_latitude;
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}
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void ProceduralSky::set_sun_longitude(float p_angle) {
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sun_longitude = p_angle;
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_queue_update();
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}
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float ProceduralSky::get_sun_longitude() const {
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return sun_longitude;
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}
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void ProceduralSky::set_sun_angle_min(float p_angle) {
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sun_angle_min = p_angle;
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_queue_update();
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}
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float ProceduralSky::get_sun_angle_min() const {
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return sun_angle_min;
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}
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void ProceduralSky::set_sun_angle_max(float p_angle) {
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sun_angle_max = p_angle;
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_queue_update();
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}
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float ProceduralSky::get_sun_angle_max() const {
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return sun_angle_max;
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}
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void ProceduralSky::set_sun_curve(float p_curve) {
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sun_curve = p_curve;
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_queue_update();
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}
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float ProceduralSky::get_sun_curve() const {
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return sun_curve;
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}
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void ProceduralSky::set_sun_energy(float p_energy) {
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sun_energy = p_energy;
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_queue_update();
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}
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float ProceduralSky::get_sun_energy() const {
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return sun_energy;
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}
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void ProceduralSky::set_texture_size(TextureSize p_size) {
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ERR_FAIL_INDEX(p_size, TEXTURE_SIZE_MAX);
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texture_size = p_size;
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_queue_update();
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}
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ProceduralSky::TextureSize ProceduralSky::get_texture_size() const {
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return texture_size;
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}
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void ProceduralSky::_update_sky() {
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bool use_thread = true;
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if (first_time) {
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use_thread = false;
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first_time = false;
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}
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#ifdef NO_THREADS
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use_thread = false;
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#endif
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if (use_thread) {
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if (!sky_thread) {
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sky_thread = Thread::create(_thread_function, this);
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regen_queued = false;
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} else {
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regen_queued = true;
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}
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} else {
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Ref<Image> image = _generate_sky();
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if (texture.is_valid()) {
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RID new_texture = VS::get_singleton()->texture_2d_create(image);
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VS::get_singleton()->texture_replace(texture, new_texture);
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} else {
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texture = VS::get_singleton()->texture_2d_create(image);
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}
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VS::get_singleton()->sky_set_texture(get_rid(), texture);
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}
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}
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void ProceduralSky::_queue_update() {
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if (update_queued)
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return;
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update_queued = true;
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call_deferred("_update_sky");
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}
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void ProceduralSky::_thread_done(const Ref<Image> &p_image) {
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if (texture.is_valid()) {
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RID new_texture = VS::get_singleton()->texture_2d_create(p_image);
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VS::get_singleton()->texture_replace(texture, new_texture);
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} else {
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texture = VS::get_singleton()->texture_2d_create(p_image);
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}
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VS::get_singleton()->sky_set_texture(get_rid(), texture);
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Thread::wait_to_finish(sky_thread);
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memdelete(sky_thread);
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sky_thread = NULL;
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if (regen_queued) {
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sky_thread = Thread::create(_thread_function, this);
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regen_queued = false;
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}
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}
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void ProceduralSky::_thread_function(void *p_ud) {
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ProceduralSky *psky = (ProceduralSky *)p_ud;
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psky->call_deferred("_thread_done", psky->_generate_sky());
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}
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void ProceduralSky::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_sky"), &ProceduralSky::_update_sky);
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ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSky::set_sky_top_color);
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ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSky::get_sky_top_color);
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ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSky::set_sky_horizon_color);
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ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSky::get_sky_horizon_color);
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ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSky::set_sky_curve);
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ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSky::get_sky_curve);
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ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSky::set_sky_energy);
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ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSky::get_sky_energy);
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ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSky::set_ground_bottom_color);
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ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSky::get_ground_bottom_color);
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ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSky::set_ground_horizon_color);
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ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSky::get_ground_horizon_color);
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ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSky::set_ground_curve);
|
||||
ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSky::get_ground_curve);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSky::set_ground_energy);
|
||||
ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSky::get_ground_energy);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_color", "color"), &ProceduralSky::set_sun_color);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_color"), &ProceduralSky::get_sun_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_latitude", "degrees"), &ProceduralSky::set_sun_latitude);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_latitude"), &ProceduralSky::get_sun_latitude);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_longitude", "degrees"), &ProceduralSky::set_sun_longitude);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_longitude"), &ProceduralSky::get_sun_longitude);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_angle_min", "degrees"), &ProceduralSky::set_sun_angle_min);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_angle_min"), &ProceduralSky::get_sun_angle_min);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSky::set_sun_angle_max);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSky::get_sun_angle_max);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSky::set_sun_curve);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSky::get_sun_curve);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_energy", "energy"), &ProceduralSky::set_sun_energy);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_energy"), &ProceduralSky::get_sun_energy);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_texture_size", "size"), &ProceduralSky::set_texture_size);
|
||||
ClassDB::bind_method(D_METHOD("get_texture_size"), &ProceduralSky::get_texture_size);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_thread_done", "image"), &ProceduralSky::_thread_done);
|
||||
|
||||
ADD_GROUP("Sky", "sky_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "set_sky_horizon_color", "get_sky_horizon_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
|
||||
|
||||
ADD_GROUP("Ground", "ground_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "set_ground_horizon_color", "get_ground_horizon_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
|
||||
|
||||
ADD_GROUP("Sun", "sun_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sun_color"), "set_sun_color", "get_sun_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_latitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_latitude", "get_sun_latitude");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_longitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_longitude", "get_sun_longitude");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_min", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_min", "get_sun_angle_min");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sun_energy", "get_sun_energy");
|
||||
|
||||
ADD_GROUP("Texture2D", "texture_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_size", PROPERTY_HINT_ENUM, "256,512,1024,2048,4096"), "set_texture_size", "get_texture_size");
|
||||
|
||||
BIND_ENUM_CONSTANT(TEXTURE_SIZE_256);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_SIZE_512);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_SIZE_1024);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_SIZE_2048);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_SIZE_4096);
|
||||
BIND_ENUM_CONSTANT(TEXTURE_SIZE_MAX);
|
||||
}
|
||||
|
||||
ProceduralSky::ProceduralSky(bool p_desaturate) {
|
||||
|
||||
update_queued = false;
|
||||
sky_top_color = Color::hex(0xa5d6f1ff);
|
||||
sky_horizon_color = Color::hex(0xd6eafaff);
|
||||
sky_curve = 0.09;
|
||||
sky_energy = 1;
|
||||
|
||||
ground_bottom_color = Color::hex(0x282f36ff);
|
||||
ground_horizon_color = Color::hex(0x6c655fff);
|
||||
ground_curve = 0.02;
|
||||
ground_energy = 1;
|
||||
|
||||
if (p_desaturate) {
|
||||
sky_top_color.set_hsv(sky_top_color.get_h(), 0, sky_top_color.get_v());
|
||||
sky_horizon_color.set_hsv(sky_horizon_color.get_h(), 0, sky_horizon_color.get_v());
|
||||
ground_bottom_color.set_hsv(ground_bottom_color.get_h(), 0, ground_bottom_color.get_v());
|
||||
ground_horizon_color.set_hsv(ground_horizon_color.get_h(), 0, ground_horizon_color.get_v());
|
||||
}
|
||||
sun_color = Color(1, 1, 1);
|
||||
sun_latitude = 35;
|
||||
sun_longitude = 0;
|
||||
sun_angle_min = 1;
|
||||
sun_angle_max = 100;
|
||||
sun_curve = 0.05;
|
||||
sun_energy = 1;
|
||||
|
||||
texture_size = TEXTURE_SIZE_1024;
|
||||
sky_thread = NULL;
|
||||
regen_queued = false;
|
||||
first_time = true;
|
||||
|
||||
_queue_update();
|
||||
}
|
||||
|
||||
ProceduralSky::~ProceduralSky() {
|
||||
|
||||
if (sky_thread) {
|
||||
Thread::wait_to_finish(sky_thread);
|
||||
memdelete(sky_thread);
|
||||
sky_thread = NULL;
|
||||
}
|
||||
if (texture.is_valid()) {
|
||||
VS::get_singleton()->free(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
+5
-125
@@ -32,6 +32,7 @@
|
||||
#define SKY_H
|
||||
|
||||
#include "core/os/thread.h"
|
||||
#include "scene/resources/material.h"
|
||||
#include "scene/resources/texture.h"
|
||||
|
||||
class Sky : public Resource {
|
||||
@@ -58,6 +59,7 @@ private:
|
||||
RID sky;
|
||||
ProcessMode mode;
|
||||
RadianceSize radiance_size;
|
||||
Ref<Material> sky_material;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
@@ -69,6 +71,9 @@ public:
|
||||
void set_process_mode(ProcessMode p_mode);
|
||||
ProcessMode get_process_mode() const;
|
||||
|
||||
void set_material(const Ref<Material> &p_material);
|
||||
Ref<Material> get_material() const;
|
||||
|
||||
virtual RID get_rid() const;
|
||||
|
||||
Sky();
|
||||
@@ -78,129 +83,4 @@ public:
|
||||
VARIANT_ENUM_CAST(Sky::RadianceSize)
|
||||
VARIANT_ENUM_CAST(Sky::ProcessMode)
|
||||
|
||||
class PanoramaSky : public Sky {
|
||||
GDCLASS(PanoramaSky, Sky);
|
||||
|
||||
private:
|
||||
Ref<Texture2D> panorama;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_panorama(const Ref<Texture2D> &p_panorama);
|
||||
Ref<Texture2D> get_panorama() const;
|
||||
|
||||
PanoramaSky();
|
||||
~PanoramaSky();
|
||||
};
|
||||
|
||||
class ProceduralSky : public Sky {
|
||||
GDCLASS(ProceduralSky, Sky);
|
||||
|
||||
public:
|
||||
enum TextureSize {
|
||||
TEXTURE_SIZE_256,
|
||||
TEXTURE_SIZE_512,
|
||||
TEXTURE_SIZE_1024,
|
||||
TEXTURE_SIZE_2048,
|
||||
TEXTURE_SIZE_4096,
|
||||
TEXTURE_SIZE_MAX
|
||||
};
|
||||
|
||||
private:
|
||||
Thread *sky_thread;
|
||||
Color sky_top_color;
|
||||
Color sky_horizon_color;
|
||||
float sky_curve;
|
||||
float sky_energy;
|
||||
|
||||
Color ground_bottom_color;
|
||||
Color ground_horizon_color;
|
||||
float ground_curve;
|
||||
float ground_energy;
|
||||
|
||||
Color sun_color;
|
||||
float sun_latitude;
|
||||
float sun_longitude;
|
||||
float sun_angle_min;
|
||||
float sun_angle_max;
|
||||
float sun_curve;
|
||||
float sun_energy;
|
||||
|
||||
TextureSize texture_size;
|
||||
|
||||
RID texture;
|
||||
|
||||
bool update_queued;
|
||||
bool regen_queued;
|
||||
|
||||
bool first_time;
|
||||
|
||||
void _thread_done(const Ref<Image> &p_image);
|
||||
static void _thread_function(void *p_ud);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
Ref<Image> _generate_sky();
|
||||
void _update_sky();
|
||||
|
||||
void _queue_update();
|
||||
|
||||
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(float p_energy);
|
||||
float get_sky_energy() 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(float p_energy);
|
||||
float get_ground_energy() const;
|
||||
|
||||
void set_sun_color(const Color &p_sun);
|
||||
Color get_sun_color() const;
|
||||
|
||||
void set_sun_latitude(float p_angle);
|
||||
float get_sun_latitude() const;
|
||||
|
||||
void set_sun_longitude(float p_angle);
|
||||
float get_sun_longitude() const;
|
||||
|
||||
void set_sun_angle_min(float p_angle);
|
||||
float get_sun_angle_min() 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_sun_energy(float p_energy);
|
||||
float get_sun_energy() const;
|
||||
|
||||
void set_texture_size(TextureSize p_size);
|
||||
TextureSize get_texture_size() const;
|
||||
|
||||
ProceduralSky(bool p_desaturate = false);
|
||||
~ProceduralSky();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(ProceduralSky::TextureSize)
|
||||
|
||||
#endif // SKY_H
|
||||
|
||||
@@ -0,0 +1,626 @@
|
||||
/*************************************************************************/
|
||||
/* sky_material.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
|
||||
/* */
|
||||
/* 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "sky_material.h"
|
||||
|
||||
void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
|
||||
|
||||
sky_top_color = p_sky_top;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear());
|
||||
}
|
||||
|
||||
Color ProceduralSkyMaterial::get_sky_top_color() const {
|
||||
|
||||
return sky_top_color;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {
|
||||
|
||||
sky_horizon_color = p_sky_horizon;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear());
|
||||
}
|
||||
Color ProceduralSkyMaterial::get_sky_horizon_color() const {
|
||||
|
||||
return sky_horizon_color;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
|
||||
|
||||
sky_curve = p_curve;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
|
||||
}
|
||||
float ProceduralSkyMaterial::get_sky_curve() const {
|
||||
|
||||
return sky_curve;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_sky_energy(float p_energy) {
|
||||
|
||||
sky_energy = p_energy;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
|
||||
}
|
||||
float ProceduralSkyMaterial::get_sky_energy() const {
|
||||
|
||||
return sky_energy;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {
|
||||
|
||||
ground_bottom_color = p_ground_bottom;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear());
|
||||
}
|
||||
Color ProceduralSkyMaterial::get_ground_bottom_color() const {
|
||||
|
||||
return ground_bottom_color;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {
|
||||
|
||||
ground_horizon_color = p_ground_horizon;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear());
|
||||
}
|
||||
Color ProceduralSkyMaterial::get_ground_horizon_color() const {
|
||||
|
||||
return ground_horizon_color;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
|
||||
|
||||
ground_curve = p_curve;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
|
||||
}
|
||||
float ProceduralSkyMaterial::get_ground_curve() const {
|
||||
|
||||
return ground_curve;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_ground_energy(float p_energy) {
|
||||
|
||||
ground_energy = p_energy;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
|
||||
}
|
||||
float ProceduralSkyMaterial::get_ground_energy() const {
|
||||
|
||||
return ground_energy;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_sun_angle_min(float p_angle) {
|
||||
|
||||
sun_angle_min = p_angle;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "sun_angle_min", Math::deg2rad(sun_angle_min));
|
||||
}
|
||||
float ProceduralSkyMaterial::get_sun_angle_min() const {
|
||||
|
||||
return sun_angle_min;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
|
||||
|
||||
sun_angle_max = p_angle;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
|
||||
}
|
||||
float ProceduralSkyMaterial::get_sun_angle_max() const {
|
||||
|
||||
return sun_angle_max;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
|
||||
|
||||
sun_curve = p_curve;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
|
||||
}
|
||||
float ProceduralSkyMaterial::get_sun_curve() const {
|
||||
|
||||
return sun_curve;
|
||||
}
|
||||
|
||||
bool ProceduralSkyMaterial::_can_do_next_pass() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
|
||||
|
||||
return Shader::MODE_SKY;
|
||||
}
|
||||
|
||||
RID ProceduralSkyMaterial::get_shader_rid() const {
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
void ProceduralSkyMaterial::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color);
|
||||
ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color);
|
||||
ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve);
|
||||
ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSkyMaterial::set_sky_energy);
|
||||
ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSkyMaterial::get_sky_energy);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color);
|
||||
ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color);
|
||||
ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve);
|
||||
ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy);
|
||||
ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_angle_min", "degrees"), &ProceduralSkyMaterial::set_sun_angle_min);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_angle_min"), &ProceduralSkyMaterial::get_sun_angle_min);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
|
||||
|
||||
ADD_GROUP("Sky", "sky_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "set_sky_horizon_color", "get_sky_horizon_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
|
||||
|
||||
ADD_GROUP("Ground", "ground_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "set_ground_horizon_color", "get_ground_horizon_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
|
||||
|
||||
ADD_GROUP("Sun", "sun_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_min", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_min", "get_sun_angle_min");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
|
||||
}
|
||||
|
||||
ProceduralSkyMaterial::ProceduralSkyMaterial() {
|
||||
|
||||
String code = "shader_type sky;\n\n";
|
||||
|
||||
code += "uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);\n";
|
||||
code += "uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);\n";
|
||||
code += "uniform float sky_curve : hint_range(0, 1) = 0.09;\n";
|
||||
code += "uniform float sky_energy = 1.0;\n\n";
|
||||
code += "uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);\n";
|
||||
code += "uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);\n";
|
||||
code += "uniform float ground_curve : hint_range(0, 1) = 0.02;\n";
|
||||
code += "uniform float ground_energy = 1.0;\n\n";
|
||||
code += "uniform float sun_angle_min = 0.01;\n";
|
||||
code += "uniform float sun_angle_max = 1.0;\n";
|
||||
code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n";
|
||||
code += "const float PI = 3.1415926535897932384626433833;\n\n";
|
||||
code += "void fragment() {\n";
|
||||
code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n";
|
||||
code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n";
|
||||
code += "\tvec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));\n";
|
||||
code += "\tsky *= sky_energy;\n";
|
||||
code += "\tif (LIGHT0_ENABLED) {\n";
|
||||
code += "\t\tfloat sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));\n";
|
||||
code += "\t\tif (sun_angle < sun_angle_min) {\n";
|
||||
code += "\t\t\tsky = LIGHT0_COLOR * LIGHT0_ENERGY;\n";
|
||||
code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
|
||||
code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n";
|
||||
code += "\t\t\tsky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
|
||||
code += "\t\t}\n";
|
||||
code += "\t}\n";
|
||||
code += "\tif (LIGHT1_ENABLED) {\n";
|
||||
code += "\t\tfloat sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));\n";
|
||||
code += "\t\tif (sun_angle < sun_angle_min) {\n";
|
||||
code += "\t\t\tsky = LIGHT1_COLOR * LIGHT1_ENERGY;\n";
|
||||
code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
|
||||
code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n";
|
||||
code += "\t\t\tsky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
|
||||
code += "\t\t}\n";
|
||||
code += "\t}\n";
|
||||
code += "\tif (LIGHT2_ENABLED) {\n";
|
||||
code += "\t\tfloat sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));\n";
|
||||
code += "\t\tif (sun_angle < sun_angle_min) {\n";
|
||||
code += "\t\t\tsky = LIGHT2_COLOR * LIGHT2_ENERGY;\n";
|
||||
code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
|
||||
code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n";
|
||||
code += "\t\t\tsky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
|
||||
code += "\t\t}\n";
|
||||
code += "\t}\n";
|
||||
code += "\tif (LIGHT3_ENABLED) {\n";
|
||||
code += "\t\tfloat sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));\n";
|
||||
code += "\t\tif (sun_angle < sun_angle_min) {\n";
|
||||
code += "\t\t\tsky = LIGHT3_COLOR * LIGHT3_ENERGY;\n";
|
||||
code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
|
||||
code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n";
|
||||
code += "\t\t\tsky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
|
||||
code += "\t\t}\n";
|
||||
code += "\t}\n";
|
||||
code += "\tc = (v_angle - (PI * 0.5)) / (PI * 0.5);\n";
|
||||
code += "\tvec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));\n";
|
||||
code += "\tground *= ground_energy;\n";
|
||||
code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n";
|
||||
code += "}\n";
|
||||
|
||||
shader = VS::get_singleton()->shader_create();
|
||||
|
||||
VS::get_singleton()->shader_set_code(shader, code);
|
||||
|
||||
VS::get_singleton()->material_set_shader(_get_material(), shader);
|
||||
|
||||
set_sky_top_color(Color(0.35, 0.46, 0.71));
|
||||
set_sky_horizon_color(Color(0.55, 0.69, 0.81));
|
||||
set_sky_curve(0.09);
|
||||
set_sky_energy(1.0);
|
||||
|
||||
set_ground_bottom_color(Color(0.12, 0.12, 0.13));
|
||||
set_ground_horizon_color(Color(0.37, 0.33, 0.31));
|
||||
set_ground_curve(0.02);
|
||||
set_ground_energy(1.0);
|
||||
|
||||
set_sun_angle_min(1.0);
|
||||
set_sun_angle_max(100.0);
|
||||
set_sun_curve(0.05);
|
||||
}
|
||||
|
||||
ProceduralSkyMaterial::~ProceduralSkyMaterial() {
|
||||
}
|
||||
|
||||
/////////////////////////////////////////
|
||||
/* PanoramaSkyMaterial */
|
||||
|
||||
void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
|
||||
|
||||
panorama = p_panorama;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama);
|
||||
}
|
||||
|
||||
Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
|
||||
|
||||
return panorama;
|
||||
}
|
||||
|
||||
bool PanoramaSkyMaterial::_can_do_next_pass() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
|
||||
|
||||
return Shader::MODE_SKY;
|
||||
}
|
||||
|
||||
RID PanoramaSkyMaterial::get_shader_rid() const {
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
void PanoramaSkyMaterial::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama);
|
||||
ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
|
||||
}
|
||||
|
||||
PanoramaSkyMaterial::PanoramaSkyMaterial() {
|
||||
String code = "shader_type sky;\n\n";
|
||||
|
||||
code += "uniform sampler2D source_panorama : filter_linear;\n";
|
||||
code += "void fragment() {\n";
|
||||
code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n";
|
||||
code += "}";
|
||||
|
||||
shader = VS::get_singleton()->shader_create();
|
||||
|
||||
VS::get_singleton()->shader_set_code(shader, code);
|
||||
|
||||
VS::get_singleton()->material_set_shader(_get_material(), shader);
|
||||
}
|
||||
|
||||
PanoramaSkyMaterial::~PanoramaSkyMaterial() {
|
||||
VS::get_singleton()->free(shader);
|
||||
VS::get_singleton()->material_set_shader(_get_material(), RID());
|
||||
}
|
||||
//////////////////////////////////
|
||||
/* PhysicalSkyMaterial */
|
||||
|
||||
void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
|
||||
|
||||
rayleigh = p_rayleigh;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
|
||||
}
|
||||
float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
|
||||
|
||||
return rayleigh;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
|
||||
|
||||
rayleigh_color = p_rayleigh_color;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
|
||||
}
|
||||
Color PhysicalSkyMaterial::get_rayleigh_color() const {
|
||||
|
||||
return rayleigh_color;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {
|
||||
|
||||
mie = p_mie;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "mie", mie);
|
||||
}
|
||||
float PhysicalSkyMaterial::get_mie_coefficient() const {
|
||||
|
||||
return mie;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {
|
||||
|
||||
mie_eccentricity = p_eccentricity;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
|
||||
}
|
||||
float PhysicalSkyMaterial::get_mie_eccentricity() const {
|
||||
|
||||
return mie_eccentricity;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {
|
||||
|
||||
mie_color = p_mie_color;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
|
||||
}
|
||||
Color PhysicalSkyMaterial::get_mie_color() const {
|
||||
return mie_color;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {
|
||||
|
||||
turbidity = p_turbidity;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
|
||||
}
|
||||
float PhysicalSkyMaterial::get_turbidity() const {
|
||||
|
||||
return turbidity;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {
|
||||
|
||||
sun_disk_scale = p_sun_disk_scale;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
|
||||
}
|
||||
float PhysicalSkyMaterial::get_sun_disk_scale() const {
|
||||
|
||||
return sun_disk_scale;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {
|
||||
|
||||
ground_color = p_ground_color;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
|
||||
}
|
||||
Color PhysicalSkyMaterial::get_ground_color() const {
|
||||
|
||||
return ground_color;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_exposure(float p_exposure) {
|
||||
|
||||
exposure = p_exposure;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "exposure", exposure);
|
||||
}
|
||||
float PhysicalSkyMaterial::get_exposure() const {
|
||||
|
||||
return exposure;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) {
|
||||
|
||||
dither_strength = p_dither_strength;
|
||||
VS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
|
||||
}
|
||||
float PhysicalSkyMaterial::get_dither_strength() const {
|
||||
|
||||
return dither_strength;
|
||||
}
|
||||
|
||||
bool PhysicalSkyMaterial::_can_do_next_pass() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
|
||||
|
||||
return Shader::MODE_SKY;
|
||||
}
|
||||
|
||||
RID PhysicalSkyMaterial::get_shader_rid() const {
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
void PhysicalSkyMaterial::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
|
||||
ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color);
|
||||
ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient);
|
||||
ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity);
|
||||
ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color);
|
||||
ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity);
|
||||
ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale);
|
||||
ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color);
|
||||
ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure);
|
||||
ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength);
|
||||
ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength);
|
||||
|
||||
ADD_GROUP("Rayleigh", "rayleigh_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color"), "set_rayleigh_color", "get_rayleigh_color");
|
||||
|
||||
ADD_GROUP("Mie", "mie_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color"), "set_mie_color", "get_mie_color");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color"), "set_ground_color", "get_ground_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
|
||||
}
|
||||
|
||||
PhysicalSkyMaterial::PhysicalSkyMaterial() {
|
||||
String code = "shader_type sky;\n\n";
|
||||
|
||||
code += "uniform float rayleigh : hint_range(0, 64) = 2.0;\n";
|
||||
code += "uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);\n";
|
||||
code += "uniform float mie : hint_range(0, 1) = 0.005;\n";
|
||||
code += "uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;\n";
|
||||
code += "uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);\n\n";
|
||||
|
||||
code += "uniform float turbidity : hint_range(0, 1000) = 10.0;\n";
|
||||
code += "uniform float sun_disk_scale : hint_range(0, 360) = 1.0;\n";
|
||||
code += "uniform vec4 ground_color : hint_color = vec4(1.0);\n";
|
||||
code += "uniform float exposure : hint_range(0, 128) = 0.1;\n";
|
||||
code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n";
|
||||
|
||||
code += "const float PI = 3.141592653589793238462643383279502884197169;\n";
|
||||
code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n";
|
||||
|
||||
code += "// Sun constants\n";
|
||||
code += "const float SOL_SIZE = 0.00872663806;\n";
|
||||
code += "const float SUN_ENERGY = 1000.0;\n\n";
|
||||
|
||||
code += "// optical length at zenith for molecules\n";
|
||||
code += "const float rayleigh_zenith_size = 8.4e3;\n";
|
||||
code += "const float mie_zenith_size = 1.25e3;\n\n";
|
||||
|
||||
code += "float henyey_greenstein(float cos_theta, float g) {\n";
|
||||
code += "\tconst float k = 0.0795774715459;\n";
|
||||
code += "\treturn k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "// From: https://www.shadertoy.com/view/4sfGzS credit to iq\n";
|
||||
code += "float hash(vec3 p) {\n";
|
||||
code += "\tp = fract( p * 0.3183099 + 0.1 );\n";
|
||||
code += "\tp *= 17.0;\n";
|
||||
code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "void fragment() {\n";
|
||||
code += "\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n";
|
||||
code += "\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n";
|
||||
code += "\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n";
|
||||
|
||||
code += "\t// rayleigh coefficients\n";
|
||||
code += "\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n";
|
||||
code += "\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n";
|
||||
code += "\t// mie coefficients from Preetham\n";
|
||||
code += "\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n";
|
||||
|
||||
code += "\t// optical length\n";
|
||||
code += "\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n";
|
||||
code += "\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n";
|
||||
code += "\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n";
|
||||
code += "\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n";
|
||||
|
||||
code += "\t// light extinction based on thickness of atmosphere\n";
|
||||
code += "\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n";
|
||||
|
||||
code += "\t// in scattering\n";
|
||||
code += "\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n";
|
||||
|
||||
code += "\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n";
|
||||
code += "\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n";
|
||||
|
||||
code += "\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n";
|
||||
code += "\tvec3 betaMTheta = mie_beta * mie_phase;\n\n";
|
||||
|
||||
code += "\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n";
|
||||
code += "\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n";
|
||||
code += "\tLin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));\n\n";
|
||||
|
||||
code += "\t// Hack in the ground color\n";
|
||||
code += "\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n";
|
||||
|
||||
code += "\t// Solar disk and out-scattering\n";
|
||||
code += "\tfloat sunAngularDiameterCos = cos(SOL_SIZE * sun_disk_scale);\n";
|
||||
code += "\tfloat sunAngularDiameterCos2 = cos(SOL_SIZE * sun_disk_scale*0.5);\n";
|
||||
code += "\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n";
|
||||
code += "\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n";
|
||||
code += "\t// Note: Add nightime here: L0 += night_sky * extinction\n\n";
|
||||
|
||||
code += "\tvec3 color = (Lin + L0) * 0.04;\n";
|
||||
code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
|
||||
code += "\tCOLOR *= exposure;\n";
|
||||
code += "\t// Make optional, eliminates banding\n";
|
||||
code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n";
|
||||
code += "}\n";
|
||||
|
||||
shader = VS::get_singleton()->shader_create();
|
||||
|
||||
VS::get_singleton()->shader_set_code(shader, code);
|
||||
|
||||
VS::get_singleton()->material_set_shader(_get_material(), shader);
|
||||
|
||||
set_rayleigh_coefficient(2.0);
|
||||
set_rayleigh_color(Color(0.056, 0.14, 0.3));
|
||||
set_mie_coefficient(0.005);
|
||||
set_mie_eccentricity(0.8);
|
||||
set_mie_color(Color(0.36, 0.56, 0.82));
|
||||
set_turbidity(10.0);
|
||||
set_sun_disk_scale(1.0);
|
||||
set_ground_color(Color(1.0, 1.0, 1.0));
|
||||
set_exposure(0.1);
|
||||
set_dither_strength(1.0);
|
||||
}
|
||||
|
||||
PhysicalSkyMaterial::~PhysicalSkyMaterial() {
|
||||
VS::get_singleton()->free(shader);
|
||||
VS::get_singleton()->material_set_shader(_get_material(), RID());
|
||||
}
|
||||
@@ -0,0 +1,190 @@
|
||||
/*************************************************************************/
|
||||
/* sky_material.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
|
||||
/* */
|
||||
/* 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "core/rid.h"
|
||||
#include "scene/resources/material.h"
|
||||
|
||||
#ifndef SKY_MATERIAL_H
|
||||
#define SKY_MATERIAL_H
|
||||
|
||||
class ProceduralSkyMaterial : public Material {
|
||||
|
||||
GDCLASS(ProceduralSkyMaterial, Material);
|
||||
|
||||
private:
|
||||
Color sky_top_color;
|
||||
Color sky_horizon_color;
|
||||
float sky_curve;
|
||||
float sky_energy;
|
||||
|
||||
Color ground_bottom_color;
|
||||
Color ground_horizon_color;
|
||||
float ground_curve;
|
||||
float ground_energy;
|
||||
|
||||
float sun_angle_min;
|
||||
float sun_angle_max;
|
||||
float sun_curve;
|
||||
|
||||
RID shader;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
virtual bool _can_do_next_pass() 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(float p_energy);
|
||||
float get_sky_energy() 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(float p_energy);
|
||||
float get_ground_energy() const;
|
||||
|
||||
void set_sun_angle_min(float p_angle);
|
||||
float get_sun_angle_min() 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;
|
||||
|
||||
virtual Shader::Mode get_shader_mode() const;
|
||||
RID get_shader_rid() const;
|
||||
|
||||
ProceduralSkyMaterial();
|
||||
~ProceduralSkyMaterial();
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
/* PanoramaSkyMaterial */
|
||||
|
||||
class PanoramaSkyMaterial : public Material {
|
||||
GDCLASS(PanoramaSkyMaterial, Material);
|
||||
|
||||
private:
|
||||
Ref<Texture2D> panorama;
|
||||
RID shader;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
virtual bool _can_do_next_pass() const;
|
||||
|
||||
public:
|
||||
void set_panorama(const Ref<Texture2D> &p_panorama);
|
||||
Ref<Texture2D> get_panorama() const;
|
||||
|
||||
virtual Shader::Mode get_shader_mode() const;
|
||||
RID get_shader_rid() const;
|
||||
|
||||
PanoramaSkyMaterial();
|
||||
~PanoramaSkyMaterial();
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
/* PanoramaSkyMaterial */
|
||||
|
||||
class PhysicalSkyMaterial : public Material {
|
||||
GDCLASS(PhysicalSkyMaterial, Material);
|
||||
|
||||
private:
|
||||
RID shader;
|
||||
|
||||
float rayleigh;
|
||||
Color rayleigh_color;
|
||||
float mie;
|
||||
float mie_eccentricity;
|
||||
Color mie_color;
|
||||
float turbidity;
|
||||
float sun_disk_scale;
|
||||
Color ground_color;
|
||||
float exposure;
|
||||
float dither_strength;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
virtual bool _can_do_next_pass() 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_exposure(float p_exposure);
|
||||
float get_exposure() const;
|
||||
|
||||
void set_dither_strength(float p_dither_strength);
|
||||
float get_dither_strength() const;
|
||||
|
||||
virtual Shader::Mode get_shader_mode() const;
|
||||
RID get_shader_rid() const;
|
||||
|
||||
PhysicalSkyMaterial();
|
||||
~PhysicalSkyMaterial();
|
||||
};
|
||||
|
||||
#endif /* !SKY_MATERIAL_H */
|
||||
Reference in New Issue
Block a user