09563e4bd8
This makes radiance map updates much faster, which improves performance when rotating the sun in the editor or at run-time. This real-time filter is also much less prone to "fireflies" that can appear when using a sky with a bright sun.
88 lines
3.2 KiB
C++
88 lines
3.2 KiB
C++
/*************************************************************************/
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/* sky.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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#ifndef SKY_H
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#define SKY_H
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#include "core/os/thread.h"
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#include "scene/resources/material.h"
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#include "scene/resources/texture.h"
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class Sky : public Resource {
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GDCLASS(Sky, Resource);
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public:
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enum RadianceSize {
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RADIANCE_SIZE_32,
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RADIANCE_SIZE_64,
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RADIANCE_SIZE_128,
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RADIANCE_SIZE_256,
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RADIANCE_SIZE_512,
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RADIANCE_SIZE_1024,
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RADIANCE_SIZE_2048,
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RADIANCE_SIZE_MAX
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};
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enum ProcessMode {
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PROCESS_MODE_AUTOMATIC,
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PROCESS_MODE_QUALITY,
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PROCESS_MODE_INCREMENTAL,
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PROCESS_MODE_REALTIME
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};
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private:
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RID sky;
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ProcessMode mode = PROCESS_MODE_REALTIME;
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RadianceSize radiance_size = RADIANCE_SIZE_256;
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Ref<Material> sky_material;
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protected:
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static void _bind_methods();
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public:
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void set_radiance_size(RadianceSize p_size);
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RadianceSize get_radiance_size() const;
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void set_process_mode(ProcessMode p_mode);
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ProcessMode get_process_mode() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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virtual RID get_rid() const override;
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Sky();
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~Sky();
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};
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VARIANT_ENUM_CAST(Sky::RadianceSize)
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VARIANT_ENUM_CAST(Sky::ProcessMode)
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#endif // SKY_H
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