/**************************************************************************/ /* sky.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "sky.h" #include "core/io/image_loader.h" void Sky::set_radiance_size(RadianceSize p_size) { ERR_FAIL_INDEX(p_size, RADIANCE_SIZE_MAX); radiance_size = p_size; _radiance_changed(); } Sky::RadianceSize Sky::get_radiance_size() const { return radiance_size; } void Sky::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radiance_size", "size"), &Sky::set_radiance_size); ClassDB::bind_method(D_METHOD("get_radiance_size"), &Sky::get_radiance_size); // Don't expose 1024 and 2048 in the property hint as these sizes will cause GPU hangs on many systems. ADD_PROPERTY(PropertyInfo(Variant::INT, "radiance_size", PROPERTY_HINT_ENUM, "32,64,128,256,512"), "set_radiance_size", "get_radiance_size"); BIND_ENUM_CONSTANT(RADIANCE_SIZE_32); BIND_ENUM_CONSTANT(RADIANCE_SIZE_64); BIND_ENUM_CONSTANT(RADIANCE_SIZE_128); BIND_ENUM_CONSTANT(RADIANCE_SIZE_256); BIND_ENUM_CONSTANT(RADIANCE_SIZE_512); BIND_ENUM_CONSTANT(RADIANCE_SIZE_1024); BIND_ENUM_CONSTANT(RADIANCE_SIZE_2048); BIND_ENUM_CONSTANT(RADIANCE_SIZE_MAX); } Sky::Sky() { radiance_size = RADIANCE_SIZE_128; } ///////////////////////////////////////// void PanoramaSky::_radiance_changed() { if (panorama.is_valid()) { static const int size[RADIANCE_SIZE_MAX] = { 32, 64, 128, 256, 512, 1024, 2048 }; VS::get_singleton()->sky_set_texture(sky, panorama->get_rid(), size[get_radiance_size()]); } } void PanoramaSky::set_panorama(const Ref &p_panorama) { panorama = p_panorama; if (panorama.is_valid()) { _radiance_changed(); } else { VS::get_singleton()->sky_set_texture(sky, RID(), 0); } } Ref PanoramaSky::get_panorama() const { return panorama; } RID PanoramaSky::get_rid() const { return sky; } void PanoramaSky::_bind_methods() { ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSky::set_panorama); ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSky::get_panorama); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_panorama", "get_panorama"); } PanoramaSky::PanoramaSky() { sky = VS::get_singleton()->sky_create(); } PanoramaSky::~PanoramaSky() { VS::get_singleton()->free(sky); } ////////////////////////////////// void ProceduralSky::_radiance_changed() { if (update_queued) { return; //do nothing yet } static const int size[RADIANCE_SIZE_MAX] = { 32, 64, 128, 256, 512, 1024, 2048 }; VS::get_singleton()->sky_set_texture(sky, texture, size[get_radiance_size()]); } Ref ProceduralSky::_generate_sky() { update_queued = false; PoolVector imgdata; static const int size[TEXTURE_SIZE_MAX] = { 256, 512, 1024, 2048, 4096 }; int w = size[texture_size]; int h = w / 2; imgdata.resize(w * h * 4); //RGBE { PoolVector::Write dataw = imgdata.write(); uint32_t *ptr = (uint32_t *)dataw.ptr(); Color sky_top_linear = sky_top_color.to_linear(); Color sky_horizon_linear = sky_horizon_color.to_linear(); Color ground_bottom_linear = ground_bottom_color.to_linear(); Color ground_horizon_linear = ground_horizon_color.to_linear(); Color sun_linear; sun_linear.r = sun_color.r * sun_energy; sun_linear.g = sun_color.g * sun_energy; sun_linear.b = sun_color.b * sun_energy; Vector3 sun(0, 0, -1); sun = Basis(Vector3(1, 0, 0), Math::deg2rad(sun_latitude)).xform(sun); sun = Basis(Vector3(0, 1, 0), Math::deg2rad(sun_longitude)).xform(sun); sun.normalize(); for (int i = 0; i < w; i++) { float u = float(i) / (w - 1); float phi = u * 2.0 * Math_PI; for (int j = 0; j < h; j++) { float v = float(j) / (h - 1); float theta = v * Math_PI; Vector3 normal( Math::sin(phi) * Math::sin(theta) * -1.0, Math::cos(theta), Math::cos(phi) * Math::sin(theta) * -1.0); normal.normalize(); float v_angle = Math::acos(CLAMP(normal.y, -1.0, 1.0)); Color color; if (normal.y < 0) { //ground float c = (v_angle - (Math_PI * 0.5)) / (Math_PI * 0.5); color = ground_horizon_linear.linear_interpolate(ground_bottom_linear, Math::ease(c, ground_curve)); color.r *= ground_energy; color.g *= ground_energy; color.b *= ground_energy; } else { float c = v_angle / (Math_PI * 0.5); color = sky_horizon_linear.linear_interpolate(sky_top_linear, Math::ease(1.0 - c, sky_curve)); color.r *= sky_energy; color.g *= sky_energy; color.b *= sky_energy; float sun_angle = Math::rad2deg(Math::acos(CLAMP(sun.dot(normal), -1.0, 1.0))); if (sun_angle < sun_angle_min) { color = color.blend(sun_linear); } else if (sun_angle < sun_angle_max) { float c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min); c2 = Math::ease(c2, sun_curve); color = color.blend(sun_linear).linear_interpolate(color, c2); } } ptr[j * w + i] = color.to_rgbe9995(); } } } Ref image; image.instance(); image->create(w, h, false, Image::FORMAT_RGBE9995, imgdata); return image; } void ProceduralSky::set_sky_top_color(const Color &p_sky_top) { sky_top_color = p_sky_top; _queue_update(); } Color ProceduralSky::get_sky_top_color() const { return sky_top_color; } void ProceduralSky::set_sky_horizon_color(const Color &p_sky_horizon) { sky_horizon_color = p_sky_horizon; _queue_update(); } Color ProceduralSky::get_sky_horizon_color() const { return sky_horizon_color; } void ProceduralSky::set_sky_curve(float p_curve) { sky_curve = p_curve; _queue_update(); } float ProceduralSky::get_sky_curve() const { return sky_curve; } void ProceduralSky::set_sky_energy(float p_energy) { sky_energy = p_energy; _queue_update(); } float ProceduralSky::get_sky_energy() const { return sky_energy; } void ProceduralSky::set_ground_bottom_color(const Color &p_ground_bottom) { ground_bottom_color = p_ground_bottom; _queue_update(); } Color ProceduralSky::get_ground_bottom_color() const { return ground_bottom_color; } void ProceduralSky::set_ground_horizon_color(const Color &p_ground_horizon) { ground_horizon_color = p_ground_horizon; _queue_update(); } Color ProceduralSky::get_ground_horizon_color() const { return ground_horizon_color; } void ProceduralSky::set_ground_curve(float p_curve) { ground_curve = p_curve; _queue_update(); } float ProceduralSky::get_ground_curve() const { return ground_curve; } void ProceduralSky::set_ground_energy(float p_energy) { ground_energy = p_energy; _queue_update(); } float ProceduralSky::get_ground_energy() const { return ground_energy; } void ProceduralSky::set_sun_color(const Color &p_sun) { sun_color = p_sun; _queue_update(); } Color ProceduralSky::get_sun_color() const { return sun_color; } void ProceduralSky::set_sun_latitude(float p_angle) { sun_latitude = p_angle; _queue_update(); } float ProceduralSky::get_sun_latitude() const { return sun_latitude; } void ProceduralSky::set_sun_longitude(float p_angle) { sun_longitude = p_angle; _queue_update(); } float ProceduralSky::get_sun_longitude() const { return sun_longitude; } void ProceduralSky::set_sun_angle_min(float p_angle) { sun_angle_min = p_angle; _queue_update(); } float ProceduralSky::get_sun_angle_min() const { return sun_angle_min; } void ProceduralSky::set_sun_angle_max(float p_angle) { sun_angle_max = p_angle; _queue_update(); } float ProceduralSky::get_sun_angle_max() const { return sun_angle_max; } void ProceduralSky::set_sun_curve(float p_curve) { sun_curve = p_curve; _queue_update(); } float ProceduralSky::get_sun_curve() const { return sun_curve; } void ProceduralSky::set_sun_energy(float p_energy) { sun_energy = p_energy; _queue_update(); } float ProceduralSky::get_sun_energy() const { return sun_energy; } void ProceduralSky::set_texture_size(TextureSize p_size) { ERR_FAIL_INDEX(p_size, TEXTURE_SIZE_MAX); texture_size = p_size; _queue_update(); } ProceduralSky::TextureSize ProceduralSky::get_texture_size() const { return texture_size; } Ref ProceduralSky::get_data() const { return panorama->duplicate(); } RID ProceduralSky::get_rid() const { return sky; } void ProceduralSky::_update_sky() { bool use_thread = true; if (first_time) { use_thread = false; first_time = false; } #ifdef NO_THREADS use_thread = false; #endif if (use_thread) { if (!sky_thread.is_started()) { sky_thread.start(_thread_function, this); regen_queued = false; } else { regen_queued = true; } } else { panorama = _generate_sky(); VS::get_singleton()->texture_allocate(texture, panorama->get_width(), panorama->get_height(), 0, Image::FORMAT_RGBE9995, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT); VS::get_singleton()->texture_set_data(texture, panorama); _radiance_changed(); } } void ProceduralSky::_queue_update() { if (update_queued) { return; } update_queued = true; call_deferred("_update_sky"); } void ProceduralSky::_thread_done(const Ref &p_image) { ERR_FAIL_COND(p_image.is_null()); panorama = p_image; VS::get_singleton()->texture_allocate(texture, panorama->get_width(), panorama->get_height(), 0, Image::FORMAT_RGBE9995, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT); VS::get_singleton()->texture_set_data(texture, panorama); _radiance_changed(); sky_thread.wait_to_finish(); if (regen_queued) { sky_thread.start(_thread_function, this); regen_queued = false; } } void ProceduralSky::_thread_function(void *p_ud) { ProceduralSky *psky = (ProceduralSky *)p_ud; psky->call_deferred("_thread_done", psky->_generate_sky()); } void ProceduralSky::_bind_methods() { ClassDB::bind_method(D_METHOD("_update_sky"), &ProceduralSky::_update_sky); ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSky::set_sky_top_color); ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSky::get_sky_top_color); ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSky::set_sky_horizon_color); ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSky::get_sky_horizon_color); ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSky::set_sky_curve); ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSky::get_sky_curve); ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSky::set_sky_energy); ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSky::get_sky_energy); ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSky::set_ground_bottom_color); ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSky::get_ground_bottom_color); ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSky::set_ground_horizon_color); ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSky::get_ground_horizon_color); 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::REAL, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "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::REAL, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "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::REAL, "sun_latitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_latitude", "get_sun_latitude"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_longitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_longitude", "get_sun_longitude"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_angle_min", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_min", "get_sun_angle_min"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sun_energy", "get_sun_energy"); ADD_GROUP("Texture", "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) { sky = VS::get_singleton()->sky_create(); texture = RID_PRIME(VS::get_singleton()->texture_create()); 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; regen_queued = false; first_time = true; _queue_update(); } ProceduralSky::~ProceduralSky() { if (sky_thread.is_started()) { sky_thread.wait_to_finish(); } VS::get_singleton()->free(sky); VS::get_singleton()->free(texture); }