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