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ShaderMaterial is the "advanced" option, while the "basic" options should be listed first for easier accessibility (and because they're generally used more often). This makes sky and particle materials consistent with canvas/spatial/fog materials on this aspect.
112 lines
4.8 KiB
C++
112 lines
4.8 KiB
C++
/**************************************************************************/
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/* sky.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "sky.h"
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#include "core/io/image_loader.h"
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void Sky::set_radiance_size(RadianceSize p_size) {
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ERR_FAIL_INDEX(p_size, RADIANCE_SIZE_MAX);
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radiance_size = p_size;
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static const int size[RADIANCE_SIZE_MAX] = {
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32, 64, 128, 256, 512, 1024, 2048
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};
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RS::get_singleton()->sky_set_radiance_size(sky, size[radiance_size]);
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}
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Sky::RadianceSize Sky::get_radiance_size() const {
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return radiance_size;
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}
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void Sky::set_process_mode(ProcessMode p_mode) {
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mode = p_mode;
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RS::get_singleton()->sky_set_mode(sky, RS::SkyMode(mode));
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}
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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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}
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RS::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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}
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void Sky::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radiance_size", "size"), &Sky::set_radiance_size);
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ClassDB::bind_method(D_METHOD("get_radiance_size"), &Sky::get_radiance_size);
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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, "PanoramaSkyMaterial,ProceduralSkyMaterial,PhysicalSkyMaterial,ShaderMaterial"), "set_material", "get_material");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Automatic,High-Quality,High-Quality Incremental,Real-Time"), "set_process_mode", "get_process_mode");
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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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BIND_ENUM_CONSTANT(RADIANCE_SIZE_32);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_64);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_128);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_256);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_512);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_1024);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_2048);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_MAX);
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BIND_ENUM_CONSTANT(PROCESS_MODE_AUTOMATIC);
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BIND_ENUM_CONSTANT(PROCESS_MODE_QUALITY);
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BIND_ENUM_CONSTANT(PROCESS_MODE_INCREMENTAL);
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BIND_ENUM_CONSTANT(PROCESS_MODE_REALTIME);
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}
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Sky::Sky() {
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sky = RS::get_singleton()->sky_create();
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}
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Sky::~Sky() {
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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RS::get_singleton()->free(sky);
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}
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