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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
231 lines
7.1 KiB
C++
231 lines
7.1 KiB
C++
/**************************************************************************/
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/* sky_material.h */
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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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#ifndef SKY_MATERIAL_H
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#define SKY_MATERIAL_H
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#include "core/templates/rid.h"
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#include "scene/resources/material.h"
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class ProceduralSkyMaterial : public Material {
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GDCLASS(ProceduralSkyMaterial, Material);
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private:
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Color sky_top_color;
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Color sky_horizon_color;
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float sky_curve = 0.0f;
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float sky_energy_multiplier = 0.0f;
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Ref<Texture2D> sky_cover;
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Color sky_cover_modulate;
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Color ground_bottom_color;
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Color ground_horizon_color;
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float ground_curve = 0.0f;
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float ground_energy_multiplier = 0.0f;
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float sun_angle_max = 0.0f;
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float sun_curve = 0.0f;
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bool use_debanding = true;
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static Mutex shader_mutex;
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static RID shader_cache[2];
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static void _update_shader();
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mutable bool shader_set = false;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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void set_sky_top_color(const Color &p_sky_top);
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Color get_sky_top_color() const;
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void set_sky_horizon_color(const Color &p_sky_horizon);
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Color get_sky_horizon_color() const;
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void set_sky_curve(float p_curve);
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float get_sky_curve() const;
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void set_sky_energy_multiplier(float p_multiplier);
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float get_sky_energy_multiplier() const;
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void set_sky_cover(const Ref<Texture2D> &p_sky_cover);
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Ref<Texture2D> get_sky_cover() const;
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void set_sky_cover_modulate(const Color &p_sky_cover_modulate);
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Color get_sky_cover_modulate() const;
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void set_ground_bottom_color(const Color &p_ground_bottom);
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Color get_ground_bottom_color() const;
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void set_ground_horizon_color(const Color &p_ground_horizon);
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Color get_ground_horizon_color() const;
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void set_ground_curve(float p_curve);
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float get_ground_curve() const;
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void set_ground_energy_multiplier(float p_energy);
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float get_ground_energy_multiplier() const;
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void set_sun_angle_max(float p_angle);
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float get_sun_angle_max() const;
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void set_sun_curve(float p_curve);
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float get_sun_curve() const;
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void set_use_debanding(bool p_use_debanding);
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bool get_use_debanding() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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virtual RID get_rid() const override;
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static void cleanup_shader();
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ProceduralSkyMaterial();
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~ProceduralSkyMaterial();
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};
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//////////////////////////////////////////////////////
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/* PanoramaSkyMaterial */
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class PanoramaSkyMaterial : public Material {
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GDCLASS(PanoramaSkyMaterial, Material);
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private:
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Ref<Texture2D> panorama;
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static Mutex shader_mutex;
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static RID shader_cache[2];
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static void _update_shader();
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mutable bool shader_set = false;
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bool filter = true;
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protected:
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static void _bind_methods();
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public:
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void set_panorama(const Ref<Texture2D> &p_panorama);
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Ref<Texture2D> get_panorama() const;
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void set_filtering_enabled(bool p_enabled);
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bool is_filtering_enabled() const;
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void set_energy_multiplier(float p_multiplier);
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float get_energy_multiplier() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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virtual RID get_rid() const override;
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static void cleanup_shader();
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PanoramaSkyMaterial();
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~PanoramaSkyMaterial();
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};
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//////////////////////////////////////////////////////
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/* PanoramaSkyMaterial */
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class PhysicalSkyMaterial : public Material {
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GDCLASS(PhysicalSkyMaterial, Material);
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private:
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static Mutex shader_mutex;
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static RID shader_cache[2];
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float rayleigh = 0.0f;
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Color rayleigh_color;
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float mie = 0.0f;
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float mie_eccentricity = 0.0f;
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Color mie_color;
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float turbidity = 0.0f;
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float sun_disk_scale = 0.0f;
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Color ground_color;
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float energy_multiplier = 1.0f;
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bool use_debanding = true;
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Ref<Texture2D> night_sky;
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static void _update_shader();
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mutable bool shader_set = false;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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void set_rayleigh_coefficient(float p_rayleigh);
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float get_rayleigh_coefficient() const;
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void set_rayleigh_color(Color p_rayleigh_color);
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Color get_rayleigh_color() const;
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void set_turbidity(float p_turbidity);
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float get_turbidity() const;
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void set_mie_coefficient(float p_mie);
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float get_mie_coefficient() const;
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void set_mie_eccentricity(float p_eccentricity);
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float get_mie_eccentricity() const;
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void set_mie_color(Color p_mie_color);
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Color get_mie_color() const;
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void set_sun_disk_scale(float p_sun_disk_scale);
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float get_sun_disk_scale() const;
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void set_ground_color(Color p_ground_color);
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Color get_ground_color() const;
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void set_energy_multiplier(float p_multiplier);
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float get_energy_multiplier() const;
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void set_exposure_value(float p_exposure);
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float get_exposure_value() const;
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void set_use_debanding(bool p_use_debanding);
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bool get_use_debanding() const;
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void set_night_sky(const Ref<Texture2D> &p_night_sky);
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Ref<Texture2D> get_night_sky() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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static void cleanup_shader();
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virtual RID get_rid() const override;
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PhysicalSkyMaterial();
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~PhysicalSkyMaterial();
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};
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#endif // SKY_MATERIAL_H
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