0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
185 lines
5.5 KiB
C++
185 lines
5.5 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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/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;
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float sky_energy;
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Color ground_bottom_color;
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Color ground_horizon_color;
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float ground_curve;
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float ground_energy;
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float sun_angle_max;
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float sun_curve;
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RID shader;
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protected:
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static void _bind_methods();
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virtual bool _can_do_next_pass() 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(float p_energy);
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float get_sky_energy() 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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virtual Shader::Mode get_shader_mode() const;
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RID get_shader_rid() const;
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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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RID shader;
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protected:
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static void _bind_methods();
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virtual bool _can_do_next_pass() const;
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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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virtual Shader::Mode get_shader_mode() const;
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RID get_shader_rid() const;
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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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RID shader;
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float rayleigh;
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Color rayleigh_color;
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float mie;
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float mie_eccentricity;
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Color mie_color;
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float turbidity;
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float sun_disk_scale;
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Color ground_color;
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float exposure;
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float dither_strength;
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protected:
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static void _bind_methods();
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virtual bool _can_do_next_pass() 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_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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virtual Shader::Mode get_shader_mode() const;
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RID get_shader_rid() const;
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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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