diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-04-17 18:35:45 +0200 |
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committer | GitHub <noreply@github.com> | 2020-04-17 18:35:45 +0200 |
commit | cfda0e377004a9399255105132ccb1a906e9f12e (patch) | |
tree | 8900e14e977f19c5e20755b36856a8a7110b82ae /scene | |
parent | 364cb2ce9260c186262122a3ebd3d7a4410e30b1 (diff) | |
parent | 7cd2ff309c5f1c512ed871998157f3fd19aa23ec (diff) |
Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size
Add light size to Sky Shaders
Diffstat (limited to 'scene')
-rw-r--r-- | scene/resources/sky_material.cpp | 39 | ||||
-rw-r--r-- | scene/resources/sky_material.h | 4 |
2 files changed, 11 insertions, 32 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index 37b88cccea..a0b6ab1e30 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -111,16 +111,6 @@ float ProceduralSkyMaterial::get_ground_energy() const { return ground_energy; } -void ProceduralSkyMaterial::set_sun_angle_min(float p_angle) { - - sun_angle_min = p_angle; - RS::get_singleton()->material_set_param(_get_material(), "sun_angle_min", Math::deg2rad(sun_angle_min)); -} -float ProceduralSkyMaterial::get_sun_angle_min() const { - - return sun_angle_min; -} - void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) { sun_angle_max = p_angle; @@ -181,9 +171,6 @@ void ProceduralSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy); ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy); - ClassDB::bind_method(D_METHOD("set_sun_angle_min", "degrees"), &ProceduralSkyMaterial::set_sun_angle_min); - ClassDB::bind_method(D_METHOD("get_sun_angle_min"), &ProceduralSkyMaterial::get_sun_angle_min); - ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max); ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max); @@ -203,7 +190,6 @@ void ProceduralSkyMaterial::_bind_methods() { 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::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"); } @@ -220,8 +206,7 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() { code += "uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);\n"; code += "uniform float ground_curve : hint_range(0, 1) = 0.02;\n"; code += "uniform float ground_energy = 1.0;\n\n"; - code += "uniform float sun_angle_min = 0.01;\n"; - code += "uniform float sun_angle_max = 1.0;\n"; + code += "uniform float sun_angle_max = 1.74;\n"; code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n"; code += "const float PI = 3.1415926535897932384626433833;\n\n"; code += "void fragment() {\n"; @@ -231,37 +216,37 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() { code += "\tsky *= sky_energy;\n"; code += "\tif (LIGHT0_ENABLED) {\n"; code += "\t\tfloat sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));\n"; - code += "\t\tif (sun_angle < sun_angle_min) {\n"; + code += "\t\tif (sun_angle < LIGHT0_SIZE) {\n"; code += "\t\t\tsky = LIGHT0_COLOR * LIGHT0_ENERGY;\n"; code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; - code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; + code += "\t\t\tfloat c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);\n"; code += "\t\t\tsky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; code += "\t\t}\n"; code += "\t}\n"; code += "\tif (LIGHT1_ENABLED) {\n"; code += "\t\tfloat sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));\n"; - code += "\t\tif (sun_angle < sun_angle_min) {\n"; + code += "\t\tif (sun_angle < LIGHT1_SIZE) {\n"; code += "\t\t\tsky = LIGHT1_COLOR * LIGHT1_ENERGY;\n"; code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; - code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; + code += "\t\t\tfloat c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);\n"; code += "\t\t\tsky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; code += "\t\t}\n"; code += "\t}\n"; code += "\tif (LIGHT2_ENABLED) {\n"; code += "\t\tfloat sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));\n"; - code += "\t\tif (sun_angle < sun_angle_min) {\n"; + code += "\t\tif (sun_angle < LIGHT2_SIZE) {\n"; code += "\t\t\tsky = LIGHT2_COLOR * LIGHT2_ENERGY;\n"; code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; - code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; + code += "\t\t\tfloat c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);\n"; code += "\t\t\tsky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; code += "\t\t}\n"; code += "\t}\n"; code += "\tif (LIGHT3_ENABLED) {\n"; code += "\t\tfloat sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));\n"; - code += "\t\tif (sun_angle < sun_angle_min) {\n"; + code += "\t\tif (sun_angle < LIGHT3_SIZE) {\n"; code += "\t\t\tsky = LIGHT3_COLOR * LIGHT3_ENERGY;\n"; code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; - code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; + code += "\t\t\tfloat c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);\n"; code += "\t\t\tsky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; code += "\t\t}\n"; code += "\t}\n"; @@ -287,7 +272,6 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() { set_ground_curve(0.02); set_ground_energy(1.0); - set_sun_angle_min(1.0); set_sun_angle_max(100.0); set_sun_curve(0.05); } @@ -535,7 +519,6 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() { code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n"; code += "// Sun constants\n"; - code += "const float SOL_SIZE = 0.00872663806;\n"; code += "const float SUN_ENERGY = 1000.0;\n\n"; code += "// optical length at zenith for molecules\n"; @@ -591,8 +574,8 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() { code += "\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n"; code += "\t// Solar disk and out-scattering\n"; - code += "\tfloat sunAngularDiameterCos = cos(SOL_SIZE * sun_disk_scale);\n"; - code += "\tfloat sunAngularDiameterCos2 = cos(SOL_SIZE * sun_disk_scale*0.5);\n"; + code += "\tfloat sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);\n"; + code += "\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n"; code += "\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n"; code += "\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n"; code += "\t// Note: Add nightime here: L0 += night_sky * extinction\n\n"; diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h index 515706b0c5..9bd9d7ec8b 100644 --- a/scene/resources/sky_material.h +++ b/scene/resources/sky_material.h @@ -49,7 +49,6 @@ private: float ground_curve; float ground_energy; - float sun_angle_min; float sun_angle_max; float sun_curve; @@ -84,9 +83,6 @@ public: void set_ground_energy(float p_energy); float get_ground_energy() const; - void set_sun_angle_min(float p_angle); - float get_sun_angle_min() const; - void set_sun_angle_max(float p_angle); float get_sun_angle_max() const; |