diff options
author | Bastiaan Olij <mux213@gmail.com> | 2018-12-15 16:27:03 +1100 |
---|---|---|
committer | Bastiaan Olij <mux213@gmail.com> | 2018-12-15 19:41:34 +1100 |
commit | f3dd3c0830e620b20ba6d0364537bf6e9235a8fb (patch) | |
tree | 8f1436334ce4e0493afdeafc9ea95f2cd1733a75 | |
parent | 5f32fc82087404ac2c803770dc9d1e3711fc14fd (diff) |
Adding option to re-orient our sky
-rw-r--r-- | doc/classes/Environment.xml | 9 | ||||
-rw-r--r-- | drivers/dummy/rasterizer_dummy.h | 1 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 23 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 10 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 23 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 6 | ||||
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 10 | ||||
-rw-r--r-- | scene/resources/environment.cpp | 47 | ||||
-rw-r--r-- | scene/resources/environment.h | 7 | ||||
-rw-r--r-- | servers/visual/rasterizer.h | 1 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.h | 1 | ||||
-rw-r--r-- | servers/visual/visual_server_wrap_mt.h | 1 | ||||
-rw-r--r-- | servers/visual_server.cpp | 1 | ||||
-rw-r--r-- | servers/visual_server.h | 1 |
15 files changed, 131 insertions, 14 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 80281a603a..ced9ab7269 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -77,6 +77,15 @@ <member name="background_sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov"> [Sky] resource's custom field of view. </member> + <member name="background_sky_orientation" type="Basis" setter="set_sky_orientation" getter="get_sky_orientation"> + [Sky] resource's rotation expressed as a [Basis] + </member> + <member name="background_sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation"> + [Sky] resource's rotation expressed as euler angles in radians + </member> + <member name="background_sky_rotation_degrees" type="Vector3" setter="set_sky_rotation_degrees" getter="get_sky_rotation_degrees"> + [Sky] resource's rotation expressed as euler angles in degrees + </member> <member name="dof_blur_far_amount" type="float" setter="set_dof_blur_far_amount" getter="get_dof_blur_far_amount"> Amount of far blur. </member> diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h index dfdb3a6bba..5f46c1d053 100644 --- a/drivers/dummy/rasterizer_dummy.h +++ b/drivers/dummy/rasterizer_dummy.h @@ -56,6 +56,7 @@ public: void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {} void environment_set_sky(RID p_env, RID p_sky) {} void environment_set_sky_custom_fov(RID p_env, float p_scale) {} + void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {} void environment_set_bg_color(RID p_env, const Color &p_color) {} void environment_set_bg_energy(RID p_env, float p_energy) {} void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {} diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 25d7df8ebc..47108e1fa5 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -668,6 +668,13 @@ void RasterizerSceneGLES2::environment_set_sky_custom_fov(RID p_env, float p_sca env->sky_custom_fov = p_scale; } +void RasterizerSceneGLES2::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) { + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->sky_orientation = p_orientation; +} + void RasterizerSceneGLES2::environment_set_bg_color(RID p_env, const Color &p_color) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -2283,7 +2290,13 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, } } else { if (use_radiance_map) { - state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform); + if (p_env) { + Transform sky_orientation(p_env->sky_orientation, Vector3(0.0, 0.0, 0.0)); + state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, sky_orientation.affine_inverse() * p_view_transform); + } else { + // would be a bit weird if we dont have this... + state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform); + } } if (p_env) { @@ -2393,7 +2406,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false); } -void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) { +void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) { ERR_FAIL_COND(!p_sky); RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(p_sky->panorama); @@ -2473,6 +2486,10 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false); storage->shaders.copy.bind(); storage->shaders.copy.set_uniform(CopyShaderGLES2::MULTIPLIER, p_energy); + + // don't know why but I always have problems setting a uniform mat3, so we're using a transform + storage->shaders.copy.set_uniform(CopyShaderGLES2::SKY_TRANSFORM, Transform(p_sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse()); + if (asymmetrical) { // pack the bits we need from our projection matrix storage->shaders.copy.set_uniform(CopyShaderGLES2::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]); @@ -2648,7 +2665,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) { if (sky && sky->panorama.is_valid()) { - _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy); + _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation); } } diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 4236554d9d..9cb87bb019 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -344,6 +344,7 @@ public: RID sky; float sky_custom_fov; + Basis sky_orientation; Color bg_color; float bg_energy; @@ -403,6 +404,7 @@ public: virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); virtual void environment_set_sky(RID p_env, RID p_sky); virtual void environment_set_sky_custom_fov(RID p_env, float p_scale); + virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation); virtual void environment_set_bg_color(RID p_env, const Color &p_color); virtual void environment_set_bg_energy(RID p_env, float p_energy); virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer); @@ -654,7 +656,7 @@ public: bool p_alpha_pass, bool p_shadow); - void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy); + void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation); _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0)); _FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton); diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index 0b8da4f875..97a24212a5 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -92,6 +92,7 @@ uniform float custom_alpha; #endif #if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) +uniform highp mat4 sky_transform; vec4 texturePanorama(sampler2D pano, vec3 normal) { @@ -113,7 +114,12 @@ void main() { #ifdef USE_PANORAMA - vec4 color = texturePanorama(source, normalize(cube_interp)); + vec3 cube_normal = normalize(cube_interp); + cube_normal.z = -cube_normal.z; + cube_normal = mat3(sky_transform) * cube_normal; + cube_normal.z = -cube_normal.z; + + vec4 color = texturePanorama(source, cube_normal); #elif defined(USE_ASYM_PANO) @@ -125,7 +131,7 @@ void main() { cube_normal.z = -1000000.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; - cube_normal = mat3(pano_transform) * cube_normal; + cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; cube_normal.z = -cube_normal.z; vec4 color = texturePanorama(source, normalize(cube_normal.xyz)); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index ffe9e1c831..183fe8c5f8 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -791,6 +791,14 @@ void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_sca env->sky_custom_fov = p_scale; } +void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->sky_orientation = p_orientation; +} + void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) { Environment *env = environment_owner.getornull(p_env); @@ -2427,7 +2435,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G } } -void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) { +void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) { ERR_FAIL_COND(!p_sky); @@ -2519,7 +2527,12 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, !asymmetrical); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true); storage->shaders.copy.bind(); + storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy); + + // don't know why but I always have problems setting a uniform mat3, so we're using a transform + storage->shaders.copy.set_uniform(CopyShaderGLES3::SKY_TRANSFORM, Transform(p_sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse()); + if (asymmetrical) { // pack the bits we need from our projection matrix storage->shaders.copy.set_uniform(CopyShaderGLES3::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]); @@ -2538,6 +2551,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C } void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) { + Transform sky_orientation; //store camera into ubo store_camera(p_cam_projection, state.ubo_data.projection_matrix); @@ -2578,6 +2592,9 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.ubo_data.bg_color[2] = bg_color.b; state.ubo_data.bg_color[3] = bg_color.a; + //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe? + sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse(); + state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution; state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect; state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect; @@ -2646,7 +2663,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr //fill up environment - store_transform(p_cam_transform, state.env_radiance_data.transform); + store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform); glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data); @@ -4389,7 +4406,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const */ if (sky && sky->panorama.is_valid()) - _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy); + _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation); } //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 1d84fb487b..a198168da8 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -114,7 +114,7 @@ public: TonemapShaderGLES3 tonemap_shader; struct SceneDataUBO { - //this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes + //this is a std140 compatible struct. Please read the OpenGL 3.3 Specification spec before doing any changes float projection_matrix[16]; float inv_projection_matrix[16]; float camera_inverse_matrix[16]; @@ -365,6 +365,7 @@ public: RID sky; float sky_custom_fov; + Basis sky_orientation; Color bg_color; float bg_energy; @@ -531,6 +532,7 @@ public: virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); virtual void environment_set_sky(RID p_env, RID p_sky); virtual void environment_set_sky_custom_fov(RID p_env, float p_scale); + virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation); virtual void environment_set_bg_color(RID p_env, const Color &p_color); virtual void environment_set_bg_energy(RID p_env, float p_energy); virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer); @@ -823,7 +825,7 @@ public: _FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_shadow_pass); - void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy); + void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation); void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog = false); void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows); diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index a5637537d2..3b36bc7cc1 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -79,6 +79,7 @@ uniform float multiplier; #endif #if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) +uniform highp mat4 sky_transform; vec4 texturePanorama(vec3 normal, sampler2D pano) { @@ -121,7 +122,12 @@ void main() { #ifdef USE_PANORAMA - vec4 color = texturePanorama(normalize(cube_interp), source); + vec3 cube_normal = normalize(cube_interp); + cube_normal.z = -cube_normal.z; + cube_normal = mat3(sky_transform) * cube_normal; + cube_normal.z = -cube_normal.z; + + vec4 color = texturePanorama(cube_normal, source); #elif defined(USE_ASYM_PANO) @@ -133,7 +139,7 @@ void main() { cube_normal.z = -1000000.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; - cube_normal = mat3(pano_transform) * cube_normal; + cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; cube_normal.z = -cube_normal.z; vec4 color = texturePanorama(normalize(cube_normal.xyz), source); diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index 90552ebb47..9754ba736e 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -61,6 +61,25 @@ void Environment::set_sky_custom_fov(float p_scale) { bg_sky_custom_fov = p_scale; VS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale); } +void Environment::set_sky_orientation(const Basis &p_orientation) { + + bg_sky_orientation = p_orientation; + _change_notify("background_sky_rotation"); + _change_notify("background_sky_rotation_degrees"); + VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); +} +void Environment::set_sky_rotation(const Vector3 &p_euler_rad) { + + bg_sky_orientation.set_euler(p_euler_rad); + _change_notify("background_sky_orientation"); + _change_notify("background_sky_rotation_degrees"); + VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); +} +void Environment::set_sky_rotation_degrees(const Vector3 &p_euler_deg) { + + set_sky_rotation(p_euler_deg * Math_PI / 180.0); + _change_notify("background_sky_rotation"); +} void Environment::set_bg_color(const Color &p_color) { bg_color = p_color; @@ -106,6 +125,22 @@ float Environment::get_sky_custom_fov() const { return bg_sky_custom_fov; } +Basis Environment::get_sky_orientation() const { + + return bg_sky_orientation; +} + +Vector3 Environment::get_sky_rotation() const { + + // should we cache this? maybe overkill + return bg_sky_orientation.get_euler(); +} + +Vector3 Environment::get_sky_rotation_degrees() const { + + return get_sky_rotation() * 180.0 / Math_PI; +} + Color Environment::get_bg_color() const { return bg_color; @@ -268,7 +303,7 @@ Ref<Texture> Environment::get_adjustment_color_correction() const { void Environment::_validate_property(PropertyInfo &property) const { - if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "ambient_light/sky_contribution") { + if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "background_sky_orientation" || property.name == "ambient_light/sky_contribution") { if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } @@ -875,6 +910,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background); ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky); ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov); + ClassDB::bind_method(D_METHOD("set_sky_orientation", "orientation"), &Environment::set_sky_orientation); + ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation); + ClassDB::bind_method(D_METHOD("set_sky_rotation_degrees", "euler_degrees"), &Environment::set_sky_rotation_degrees); ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color); ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy); ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer); @@ -885,6 +923,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background); ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky); ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov); + ClassDB::bind_method(D_METHOD("get_sky_orientation"), &Environment::get_sky_orientation); + ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation); + ClassDB::bind_method(D_METHOD("get_sky_rotation_degrees"), &Environment::get_sky_rotation_degrees); ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color); ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy); ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer); @@ -896,6 +937,9 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep"), "set_background", "get_background"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov"); + ADD_PROPERTY(PropertyInfo(Variant::BASIS, "background_sky_orientation"), "set_sky_orientation", "get_sky_orientation"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation", "get_sky_rotation"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation_degrees", "get_sky_rotation_degrees"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer"); @@ -1226,6 +1270,7 @@ Environment::Environment() { bg_mode = BG_CLEAR_COLOR; bg_sky_custom_fov = 0; + bg_sky_orientation = Basis(); bg_energy = 1.0; bg_canvas_max_layer = 0; ambient_energy = 1.0; diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 55d96bc5bd..8d6436487b 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -91,6 +91,7 @@ private: BGMode bg_mode; Ref<Sky> bg_sky; float bg_sky_custom_fov; + Basis bg_sky_orientation; Color bg_color; float bg_energy; int bg_canvas_max_layer; @@ -182,6 +183,9 @@ public: void set_background(BGMode p_bg); void set_sky(const Ref<Sky> &p_sky); void set_sky_custom_fov(float p_scale); + void set_sky_orientation(const Basis &p_orientation); + void set_sky_rotation(const Vector3 &p_euler_rad); + void set_sky_rotation_degrees(const Vector3 &p_euler_deg); void set_bg_color(const Color &p_color); void set_bg_energy(float p_energy); void set_canvas_max_layer(int p_max_layer); @@ -192,6 +196,9 @@ public: BGMode get_background() const; Ref<Sky> get_sky() const; float get_sky_custom_fov() const; + Basis get_sky_orientation() const; + Vector3 get_sky_rotation() const; + Vector3 get_sky_rotation_degrees() const; Color get_bg_color() const; float get_bg_energy() const; int get_canvas_max_layer() const; diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index f78b4aaf5f..2c0feffebb 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -55,6 +55,7 @@ public: virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index f3a442be99..2d5e974657 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -495,6 +495,7 @@ public: BIND2(environment_set_background, RID, EnvironmentBG) BIND2(environment_set_sky, RID, RID) BIND2(environment_set_sky_custom_fov, RID, float) + BIND2(environment_set_sky_orientation, RID, const Basis &) BIND2(environment_set_bg_color, RID, const Color &) BIND2(environment_set_bg_energy, RID, float) BIND2(environment_set_canvas_max_layer, RID, int) diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index 37f6323b8f..87542b03d9 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -421,6 +421,7 @@ public: FUNC2(environment_set_background, RID, EnvironmentBG) FUNC2(environment_set_sky, RID, RID) FUNC2(environment_set_sky_custom_fov, RID, float) + FUNC2(environment_set_sky_orientation, RID, const Basis &) FUNC2(environment_set_bg_color, RID, const Color &) FUNC2(environment_set_bg_energy, RID, float) FUNC2(environment_set_canvas_max_layer, RID, int) diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index 34cc1cbd66..a92e4efcd6 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -1903,6 +1903,7 @@ void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &VisualServer::environment_set_background); ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &VisualServer::environment_set_sky); ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &VisualServer::environment_set_sky_custom_fov); + ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &VisualServer::environment_set_sky_orientation); ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color); ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy); ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer); diff --git a/servers/visual_server.h b/servers/visual_server.h index ad2819a95a..7314c801ef 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -709,6 +709,7 @@ public: virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; |