695 lines
27 KiB
C++
695 lines
27 KiB
C++
/*************************************************************************/
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/* sky_material.cpp */
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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 "sky_material.h"
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#include "core/version.h"
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Mutex ProceduralSkyMaterial::shader_mutex;
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RID ProceduralSkyMaterial::shader;
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void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
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sky_top_color = p_sky_top;
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RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color);
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}
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Color ProceduralSkyMaterial::get_sky_top_color() const {
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return sky_top_color;
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}
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void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {
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sky_horizon_color = p_sky_horizon;
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RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color);
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}
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Color ProceduralSkyMaterial::get_sky_horizon_color() const {
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return sky_horizon_color;
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}
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void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
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sky_curve = p_curve;
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RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
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}
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float ProceduralSkyMaterial::get_sky_curve() const {
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return sky_curve;
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}
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void ProceduralSkyMaterial::set_sky_energy(float p_energy) {
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sky_energy = p_energy;
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RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
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}
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float ProceduralSkyMaterial::get_sky_energy() const {
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return sky_energy;
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}
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void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {
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ground_bottom_color = p_ground_bottom;
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RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color);
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}
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Color ProceduralSkyMaterial::get_ground_bottom_color() const {
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return ground_bottom_color;
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}
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void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {
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ground_horizon_color = p_ground_horizon;
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RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color);
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}
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Color ProceduralSkyMaterial::get_ground_horizon_color() const {
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return ground_horizon_color;
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}
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void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
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ground_curve = p_curve;
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RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
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}
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float ProceduralSkyMaterial::get_ground_curve() const {
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return ground_curve;
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}
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void ProceduralSkyMaterial::set_ground_energy(float p_energy) {
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ground_energy = p_energy;
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RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
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}
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float ProceduralSkyMaterial::get_ground_energy() const {
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return ground_energy;
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}
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void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
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sun_angle_max = p_angle;
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RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
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}
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float ProceduralSkyMaterial::get_sun_angle_max() const {
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return sun_angle_max;
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}
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void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
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sun_curve = p_curve;
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RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
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}
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float ProceduralSkyMaterial::get_sun_curve() const {
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return sun_curve;
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}
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Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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RID ProceduralSkyMaterial::get_rid() const {
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_update_shader();
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if (!shader_set) {
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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shader_set = true;
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}
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return _get_material();
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}
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RID ProceduralSkyMaterial::get_shader_rid() const {
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_update_shader();
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return shader;
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}
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void ProceduralSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color);
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ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color);
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ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color);
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ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color);
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ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve);
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ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve);
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ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSkyMaterial::set_sky_energy);
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ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSkyMaterial::get_sky_energy);
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ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color);
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ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color);
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ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color);
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ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color);
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ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve);
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ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve);
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ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy);
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ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy);
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ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max);
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ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max);
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ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
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ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
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ADD_GROUP("Sky", "sky_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
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ADD_GROUP("Ground", "ground_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_bottom_color", "get_ground_bottom_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_horizon_color", "get_ground_horizon_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
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ADD_GROUP("Sun", "sun_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
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}
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void ProceduralSkyMaterial::cleanup_shader() {
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if (shader.is_valid()) {
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RS::get_singleton()->free(shader);
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}
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}
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void ProceduralSkyMaterial::_update_shader() {
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shader_mutex.lock();
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if (shader.is_null()) {
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shader = RS::get_singleton()->shader_create();
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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RS::get_singleton()->shader_set_code(shader, R"(
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// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial.
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shader_type sky;
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uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
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uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);
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uniform float sky_curve : hint_range(0, 1) = 0.09;
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uniform float sky_energy = 1.0;
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uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);
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uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);
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uniform float ground_curve : hint_range(0, 1) = 0.02;
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uniform float ground_energy = 1.0;
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uniform float sun_angle_max = 1.74;
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uniform float sun_curve : hint_range(0, 1) = 0.05;
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void sky() {
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float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
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float c = (1.0 - v_angle / (PI * 0.5));
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vec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));
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sky *= sky_energy;
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if (LIGHT0_ENABLED) {
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float sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));
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if (sun_angle < LIGHT0_SIZE) {
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sky = LIGHT0_COLOR * LIGHT0_ENERGY;
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} else if (sun_angle < sun_angle_max) {
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float c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);
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sky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
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}
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}
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if (LIGHT1_ENABLED) {
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float sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));
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if (sun_angle < LIGHT1_SIZE) {
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sky = LIGHT1_COLOR * LIGHT1_ENERGY;
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} else if (sun_angle < sun_angle_max) {
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float c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);
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sky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
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}
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}
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if (LIGHT2_ENABLED) {
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float sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));
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if (sun_angle < LIGHT2_SIZE) {
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sky = LIGHT2_COLOR * LIGHT2_ENERGY;
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} else if (sun_angle < sun_angle_max) {
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float c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);
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sky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
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}
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}
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if (LIGHT3_ENABLED) {
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float sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));
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if (sun_angle < LIGHT3_SIZE) {
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sky = LIGHT3_COLOR * LIGHT3_ENERGY;
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} else if (sun_angle < sun_angle_max) {
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float c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);
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sky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
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}
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}
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c = (v_angle - (PI * 0.5)) / (PI * 0.5);
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vec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));
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ground *= ground_energy;
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COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
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}
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)");
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}
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shader_mutex.unlock();
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}
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ProceduralSkyMaterial::ProceduralSkyMaterial() {
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set_sky_top_color(Color(0.35, 0.46, 0.71));
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set_sky_horizon_color(Color(0.55, 0.69, 0.81));
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set_sky_curve(0.09);
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set_sky_energy(1.0);
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set_ground_bottom_color(Color(0.12, 0.12, 0.13));
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set_ground_horizon_color(Color(0.37, 0.33, 0.31));
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set_ground_curve(0.02);
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set_ground_energy(1.0);
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set_sun_angle_max(100.0);
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set_sun_curve(0.05);
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}
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ProceduralSkyMaterial::~ProceduralSkyMaterial() {
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}
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/////////////////////////////////////////
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/* PanoramaSkyMaterial */
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void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
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panorama = p_panorama;
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RID tex_rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID();
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RS::get_singleton()->material_set_param(_get_material(), "source_panorama", tex_rid);
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}
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Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
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return panorama;
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}
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void PanoramaSkyMaterial::set_filtering_enabled(bool p_enabled) {
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filter = p_enabled;
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notify_property_list_changed();
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_update_shader();
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// Only set if shader already compiled
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if (shader_set) {
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RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
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}
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}
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bool PanoramaSkyMaterial::is_filtering_enabled() const {
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return filter;
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}
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Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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RID PanoramaSkyMaterial::get_rid() const {
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_update_shader();
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// Don't compile shaders until first use, then compile both
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if (!shader_set) {
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RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(filter)]);
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RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
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shader_set = true;
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}
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return _get_material();
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}
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RID PanoramaSkyMaterial::get_shader_rid() const {
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_update_shader();
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return shader_cache[int(filter)];
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}
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void PanoramaSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama);
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ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama);
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ClassDB::bind_method(D_METHOD("set_filtering_enabled", "enabled"), &PanoramaSkyMaterial::set_filtering_enabled);
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ClassDB::bind_method(D_METHOD("is_filtering_enabled"), &PanoramaSkyMaterial::is_filtering_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter"), "set_filtering_enabled", "is_filtering_enabled");
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}
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Mutex PanoramaSkyMaterial::shader_mutex;
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RID PanoramaSkyMaterial::shader_cache[2];
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void PanoramaSkyMaterial::cleanup_shader() {
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if (shader_cache[0].is_valid()) {
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RS::get_singleton()->free(shader_cache[0]);
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RS::get_singleton()->free(shader_cache[1]);
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}
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}
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void PanoramaSkyMaterial::_update_shader() {
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shader_mutex.lock();
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if (shader_cache[0].is_null()) {
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for (int i = 0; i < 2; i++) {
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shader_cache[i] = RS::get_singleton()->shader_create();
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"(
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// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial.
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shader_type sky;
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uniform sampler2D source_panorama : %s, hint_albedo;
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void sky() {
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COLOR = texture(source_panorama, SKY_COORDS).rgb;
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}
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)",
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i ? "filter_linear" : "filter_nearest"));
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}
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}
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shader_mutex.unlock();
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}
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PanoramaSkyMaterial::PanoramaSkyMaterial() {
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}
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PanoramaSkyMaterial::~PanoramaSkyMaterial() {
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}
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//////////////////////////////////
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/* PhysicalSkyMaterial */
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void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
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rayleigh = p_rayleigh;
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RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
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}
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float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
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return rayleigh;
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}
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void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
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rayleigh_color = p_rayleigh_color;
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RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
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}
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|
|
Color PhysicalSkyMaterial::get_rayleigh_color() const {
|
|
return rayleigh_color;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {
|
|
mie = p_mie;
|
|
RS::get_singleton()->material_set_param(_get_material(), "mie", mie);
|
|
}
|
|
|
|
float PhysicalSkyMaterial::get_mie_coefficient() const {
|
|
return mie;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {
|
|
mie_eccentricity = p_eccentricity;
|
|
RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
|
|
}
|
|
|
|
float PhysicalSkyMaterial::get_mie_eccentricity() const {
|
|
return mie_eccentricity;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {
|
|
mie_color = p_mie_color;
|
|
RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
|
|
}
|
|
|
|
Color PhysicalSkyMaterial::get_mie_color() const {
|
|
return mie_color;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {
|
|
turbidity = p_turbidity;
|
|
RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
|
|
}
|
|
|
|
float PhysicalSkyMaterial::get_turbidity() const {
|
|
return turbidity;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {
|
|
sun_disk_scale = p_sun_disk_scale;
|
|
RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
|
|
}
|
|
|
|
float PhysicalSkyMaterial::get_sun_disk_scale() const {
|
|
return sun_disk_scale;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {
|
|
ground_color = p_ground_color;
|
|
RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
|
|
}
|
|
|
|
Color PhysicalSkyMaterial::get_ground_color() const {
|
|
return ground_color;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_exposure(float p_exposure) {
|
|
exposure = p_exposure;
|
|
RS::get_singleton()->material_set_param(_get_material(), "exposure", exposure);
|
|
}
|
|
|
|
float PhysicalSkyMaterial::get_exposure() const {
|
|
return exposure;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) {
|
|
dither_strength = p_dither_strength;
|
|
RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
|
|
}
|
|
|
|
float PhysicalSkyMaterial::get_dither_strength() const {
|
|
return dither_strength;
|
|
}
|
|
|
|
void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
|
|
night_sky = p_night_sky;
|
|
RID tex_rid = p_night_sky.is_valid() ? p_night_sky->get_rid() : RID();
|
|
RS::get_singleton()->material_set_param(_get_material(), "night_sky", tex_rid);
|
|
}
|
|
|
|
Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {
|
|
return night_sky;
|
|
}
|
|
|
|
Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
|
|
return Shader::MODE_SKY;
|
|
}
|
|
|
|
RID PhysicalSkyMaterial::get_rid() const {
|
|
_update_shader();
|
|
if (!shader_set) {
|
|
RS::get_singleton()->material_set_shader(_get_material(), shader);
|
|
shader_set = true;
|
|
}
|
|
return _get_material();
|
|
}
|
|
|
|
RID PhysicalSkyMaterial::get_shader_rid() const {
|
|
_update_shader();
|
|
return shader;
|
|
}
|
|
|
|
Mutex PhysicalSkyMaterial::shader_mutex;
|
|
RID PhysicalSkyMaterial::shader;
|
|
|
|
void PhysicalSkyMaterial::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
|
|
ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color);
|
|
ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient);
|
|
ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity);
|
|
ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color);
|
|
ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity);
|
|
ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale);
|
|
ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color);
|
|
ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure);
|
|
ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength);
|
|
ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky);
|
|
ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky);
|
|
|
|
ADD_GROUP("Rayleigh", "rayleigh_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_rayleigh_color", "get_rayleigh_color");
|
|
|
|
ADD_GROUP("Mie", "mie_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_mie_color", "get_mie_color");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_color", "get_ground_color");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
|
|
}
|
|
|
|
void PhysicalSkyMaterial::cleanup_shader() {
|
|
if (shader.is_valid()) {
|
|
RS::get_singleton()->free(shader);
|
|
}
|
|
}
|
|
|
|
void PhysicalSkyMaterial::_update_shader() {
|
|
shader_mutex.lock();
|
|
if (shader.is_null()) {
|
|
shader = RS::get_singleton()->shader_create();
|
|
|
|
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
|
|
RS::get_singleton()->shader_set_code(shader, R"(
|
|
// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial.
|
|
|
|
shader_type sky;
|
|
|
|
uniform float rayleigh : hint_range(0, 64) = 2.0;
|
|
uniform vec4 rayleigh_color : hint_color = vec4(0.26, 0.41, 0.58, 1.0);
|
|
uniform float mie : hint_range(0, 1) = 0.005;
|
|
uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
|
|
uniform vec4 mie_color : hint_color = vec4(0.63, 0.77, 0.92, 1.0);
|
|
|
|
uniform float turbidity : hint_range(0, 1000) = 10.0;
|
|
uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
|
|
uniform vec4 ground_color : hint_color = vec4(1.0);
|
|
uniform float exposure : hint_range(0, 128) = 0.1;
|
|
uniform float dither_strength : hint_range(0, 10) = 1.0;
|
|
|
|
uniform sampler2D night_sky : hint_black_albedo;
|
|
|
|
const vec3 UP = vec3( 0.0, 1.0, 0.0 );
|
|
|
|
// Sun constants
|
|
const float SUN_ENERGY = 1000.0;
|
|
|
|
// Optical length at zenith for molecules.
|
|
const float rayleigh_zenith_size = 8.4e3;
|
|
const float mie_zenith_size = 1.25e3;
|
|
|
|
float henyey_greenstein(float cos_theta, float g) {
|
|
const float k = 0.0795774715459;
|
|
return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
|
|
}
|
|
|
|
// From: https://www.shadertoy.com/view/4sfGzS credit to iq
|
|
float hash(vec3 p) {
|
|
p = fract( p * 0.3183099 + 0.1 );
|
|
p *= 17.0;
|
|
return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
|
|
}
|
|
|
|
void sky() {
|
|
if (LIGHT0_ENABLED) {
|
|
float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
|
|
float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;
|
|
float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);
|
|
|
|
// Rayleigh coefficients.
|
|
float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );
|
|
vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;
|
|
// mie coefficients from Preetham
|
|
vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;
|
|
|
|
// Optical length.
|
|
float zenith = acos(max(0.0, dot(UP, EYEDIR)));
|
|
float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));
|
|
float rayleigh_scatter = rayleigh_zenith_size * optical_mass;
|
|
float mie_scatter = mie_zenith_size * optical_mass;
|
|
|
|
// Light extinction based on thickness of atmosphere.
|
|
vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));
|
|
|
|
// In scattering.
|
|
float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));
|
|
|
|
float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));
|
|
vec3 betaRTheta = rayleigh_beta * rayleigh_phase;
|
|
|
|
float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);
|
|
vec3 betaMTheta = mie_beta * mie_phase;
|
|
|
|
vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));
|
|
// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js
|
|
Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));
|
|
|
|
// Hack in the ground color.
|
|
Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));
|
|
|
|
// Solar disk and out-scattering.
|
|
float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
|
|
float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);
|
|
float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);
|
|
vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;
|
|
L0 += texture(night_sky, SKY_COORDS).xyz * extinction;
|
|
|
|
vec3 color = (Lin + L0) * 0.04;
|
|
COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
|
|
COLOR *= exposure;
|
|
// Make optional, eliminates banding.
|
|
COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;
|
|
} else {
|
|
// There is no sun, so display night_sky and nothing else.
|
|
COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
|
|
COLOR *= exposure;
|
|
}
|
|
}
|
|
)");
|
|
}
|
|
|
|
shader_mutex.unlock();
|
|
}
|
|
|
|
PhysicalSkyMaterial::PhysicalSkyMaterial() {
|
|
set_rayleigh_coefficient(2.0);
|
|
set_rayleigh_color(Color(0.26, 0.41, 0.58));
|
|
set_mie_coefficient(0.005);
|
|
set_mie_eccentricity(0.8);
|
|
set_mie_color(Color(0.63, 0.77, 0.92));
|
|
set_turbidity(10.0);
|
|
set_sun_disk_scale(1.0);
|
|
set_ground_color(Color(1.0, 1.0, 1.0));
|
|
set_exposure(0.1);
|
|
set_dither_strength(1.0);
|
|
}
|
|
|
|
PhysicalSkyMaterial::~PhysicalSkyMaterial() {
|
|
}
|