c273ddc3ee
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
222 lines
6.7 KiB
C++
222 lines
6.7 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/templates/rid.h"
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#include "scene/resources/material.h"
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#ifndef SKY_MATERIAL_H
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#define SKY_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 = 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 = 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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float dither_strength = 0.0f;
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static Mutex shader_mutex;
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static RID shader;
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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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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(float p_energy);
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float get_sky_energy() 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(float p_energy);
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float get_ground_energy() 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_dither_strength(float p_dither_strength);
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float get_dither_strength() 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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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;
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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 exposure = 0.0f;
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float dither_strength = 0.0f;
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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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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_exposure(float p_exposure);
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float get_exposure() const;
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void set_dither_strength(float p_dither_strength);
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float get_dither_strength() 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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