virtualx-engine/scene/resources/sky.cpp
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00

586 lines
18 KiB
C++

/*************************************************************************/
/* sky.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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;
static const int size[RADIANCE_SIZE_MAX] = {
32, 64, 128, 256, 512, 1024, 2048
};
VS::get_singleton()->sky_set_radiance_size(sky, size[radiance_size]);
}
Sky::RadianceSize Sky::get_radiance_size() const {
return radiance_size;
}
void Sky::set_process_mode(ProcessMode p_mode) {
mode = p_mode;
VS::get_singleton()->sky_set_mode(sky, VS::SkyMode(mode));
}
Sky::ProcessMode Sky::get_process_mode() const {
return mode;
}
RID Sky::get_rid() const {
return sky;
}
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);
ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Sky::set_process_mode);
ClassDB::bind_method(D_METHOD("get_process_mode"), &Sky::get_process_mode);
ADD_PROPERTY(PropertyInfo(Variant::INT, "radiance_size", PROPERTY_HINT_ENUM, "32,64,128,256,512,1024,2048"), "set_radiance_size", "get_radiance_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "HighQuality,RealTime"), "set_process_mode", "get_process_mode");
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);
BIND_ENUM_CONSTANT(PROCESS_MODE_QUALITY);
BIND_ENUM_CONSTANT(PROCESS_MODE_REALTIME);
}
Sky::Sky() {
mode = PROCESS_MODE_QUALITY;
radiance_size = RADIANCE_SIZE_128;
sky = VS::get_singleton()->sky_create();
}
Sky::~Sky() {
VS::get_singleton()->free(sky);
}
/////////////////////////////////////////
void PanoramaSky::set_panorama(const Ref<Texture2D> &p_panorama) {
panorama = p_panorama;
RID rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID();
VS::get_singleton()->sky_set_texture(get_rid(), rid);
}
Ref<Texture2D> PanoramaSky::get_panorama() const {
return panorama;
}
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, "Texture2D"), "set_panorama", "get_panorama");
}
PanoramaSky::PanoramaSky() {
}
PanoramaSky::~PanoramaSky() {
}
//////////////////////////////////
Ref<Image> ProceduralSky::_generate_sky() {
update_queued = false;
Vector<uint8_t> 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
{
uint8_t *dataw = imgdata.ptrw();
uint32_t *ptr = (uint32_t *)dataw;
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;
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;
}
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) {
sky_thread = Thread::create(_thread_function, this);
regen_queued = false;
} else {
regen_queued = true;
}
} else {
Ref<Image> image = _generate_sky();
if (texture.is_valid()) {
RID new_texture = VS::get_singleton()->texture_2d_create(image);
VS::get_singleton()->texture_replace(texture, new_texture);
} else {
texture = VS::get_singleton()->texture_2d_create(image);
}
VS::get_singleton()->sky_set_texture(get_rid(), texture);
}
}
void ProceduralSky::_queue_update() {
if (update_queued)
return;
update_queued = true;
call_deferred("_update_sky");
}
void ProceduralSky::_thread_done(const Ref<Image> &p_image) {
if (texture.is_valid()) {
RID new_texture = VS::get_singleton()->texture_2d_create(p_image);
VS::get_singleton()->texture_replace(texture, new_texture);
} else {
texture = VS::get_singleton()->texture_2d_create(p_image);
}
VS::get_singleton()->sky_set_texture(get_rid(), texture);
Thread::wait_to_finish(sky_thread);
memdelete(sky_thread);
sky_thread = NULL;
if (regen_queued) {
sky_thread = Thread::create(_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::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::FLOAT, "sun_latitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_latitude", "get_sun_latitude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_longitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_longitude", "get_sun_longitude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_min", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_min", "get_sun_angle_min");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sun_energy", "get_sun_energy");
ADD_GROUP("Texture2D", "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) {
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;
sky_thread = NULL;
regen_queued = false;
first_time = true;
_queue_update();
}
ProceduralSky::~ProceduralSky() {
if (sky_thread) {
Thread::wait_to_finish(sky_thread);
memdelete(sky_thread);
sky_thread = NULL;
}
if (texture.is_valid()) {
VS::get_singleton()->free(texture);
}
}