diff options
Diffstat (limited to 'scene/resources/sky_material.cpp')
-rw-r--r-- | scene/resources/sky_material.cpp | 111 |
1 files changed, 48 insertions, 63 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index 5d8ceacbf2..a0b6ab1e30 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -6,7 +6,7 @@ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */ +/* 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 */ @@ -33,7 +33,7 @@ void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) { sky_top_color = p_sky_top; - VS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear()); + RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear()); } Color ProceduralSkyMaterial::get_sky_top_color() const { @@ -44,7 +44,7 @@ Color ProceduralSkyMaterial::get_sky_top_color() const { void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) { sky_horizon_color = p_sky_horizon; - VS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear()); + RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear()); } Color ProceduralSkyMaterial::get_sky_horizon_color() const { @@ -54,7 +54,7 @@ Color ProceduralSkyMaterial::get_sky_horizon_color() const { void ProceduralSkyMaterial::set_sky_curve(float p_curve) { sky_curve = p_curve; - VS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve); + RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve); } float ProceduralSkyMaterial::get_sky_curve() const { @@ -64,7 +64,7 @@ float ProceduralSkyMaterial::get_sky_curve() const { void ProceduralSkyMaterial::set_sky_energy(float p_energy) { sky_energy = p_energy; - VS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy); + RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy); } float ProceduralSkyMaterial::get_sky_energy() const { @@ -74,7 +74,7 @@ float ProceduralSkyMaterial::get_sky_energy() const { void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) { ground_bottom_color = p_ground_bottom; - VS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear()); + RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear()); } Color ProceduralSkyMaterial::get_ground_bottom_color() const { @@ -84,7 +84,7 @@ Color ProceduralSkyMaterial::get_ground_bottom_color() const { void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) { ground_horizon_color = p_ground_horizon; - VS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear()); + RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear()); } Color ProceduralSkyMaterial::get_ground_horizon_color() const { @@ -94,7 +94,7 @@ Color ProceduralSkyMaterial::get_ground_horizon_color() const { void ProceduralSkyMaterial::set_ground_curve(float p_curve) { ground_curve = p_curve; - VS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve); + RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve); } float ProceduralSkyMaterial::get_ground_curve() const { @@ -104,27 +104,17 @@ float ProceduralSkyMaterial::get_ground_curve() const { void ProceduralSkyMaterial::set_ground_energy(float p_energy) { ground_energy = p_energy; - VS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy); + RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy); } float ProceduralSkyMaterial::get_ground_energy() const { return ground_energy; } -void ProceduralSkyMaterial::set_sun_angle_min(float p_angle) { - - sun_angle_min = p_angle; - VS::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; - VS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max)); + RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max)); } float ProceduralSkyMaterial::get_sun_angle_max() const { @@ -134,7 +124,7 @@ float ProceduralSkyMaterial::get_sun_angle_max() const { void ProceduralSkyMaterial::set_sun_curve(float p_curve) { sun_curve = p_curve; - VS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve); + RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve); } float ProceduralSkyMaterial::get_sun_curve() const { @@ -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"; @@ -271,11 +256,11 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() { code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n"; code += "}\n"; - shader = VS::get_singleton()->shader_create(); + shader = RS::get_singleton()->shader_create(); - VS::get_singleton()->shader_set_code(shader, code); + RS::get_singleton()->shader_set_code(shader, code); - VS::get_singleton()->material_set_shader(_get_material(), shader); + RS::get_singleton()->material_set_shader(_get_material(), shader); set_sky_top_color(Color(0.35, 0.46, 0.71)); set_sky_horizon_color(Color(0.55, 0.69, 0.81)); @@ -287,12 +272,13 @@ 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); } ProceduralSkyMaterial::~ProceduralSkyMaterial() { + RS::get_singleton()->free(shader); + RS::get_singleton()->material_set_shader(_get_material(), RID()); } ///////////////////////////////////////// @@ -301,7 +287,7 @@ ProceduralSkyMaterial::~ProceduralSkyMaterial() { void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) { panorama = p_panorama; - VS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama); + RS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama); } Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const { @@ -339,16 +325,16 @@ PanoramaSkyMaterial::PanoramaSkyMaterial() { code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n"; code += "}"; - shader = VS::get_singleton()->shader_create(); + shader = RS::get_singleton()->shader_create(); - VS::get_singleton()->shader_set_code(shader, code); + RS::get_singleton()->shader_set_code(shader, code); - VS::get_singleton()->material_set_shader(_get_material(), shader); + RS::get_singleton()->material_set_shader(_get_material(), shader); } PanoramaSkyMaterial::~PanoramaSkyMaterial() { - VS::get_singleton()->free(shader); - VS::get_singleton()->material_set_shader(_get_material(), RID()); + RS::get_singleton()->free(shader); + RS::get_singleton()->material_set_shader(_get_material(), RID()); } ////////////////////////////////// /* PhysicalSkyMaterial */ @@ -356,7 +342,7 @@ PanoramaSkyMaterial::~PanoramaSkyMaterial() { void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) { rayleigh = p_rayleigh; - VS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh); + RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh); } float PhysicalSkyMaterial::get_rayleigh_coefficient() const { @@ -366,7 +352,7 @@ float PhysicalSkyMaterial::get_rayleigh_coefficient() const { void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) { rayleigh_color = p_rayleigh_color; - VS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color); + RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color); } Color PhysicalSkyMaterial::get_rayleigh_color() const { @@ -376,7 +362,7 @@ Color PhysicalSkyMaterial::get_rayleigh_color() const { void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) { mie = p_mie; - VS::get_singleton()->material_set_param(_get_material(), "mie", mie); + RS::get_singleton()->material_set_param(_get_material(), "mie", mie); } float PhysicalSkyMaterial::get_mie_coefficient() const { @@ -386,7 +372,7 @@ float PhysicalSkyMaterial::get_mie_coefficient() const { void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) { mie_eccentricity = p_eccentricity; - VS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity); + RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity); } float PhysicalSkyMaterial::get_mie_eccentricity() const { @@ -396,7 +382,7 @@ float PhysicalSkyMaterial::get_mie_eccentricity() const { void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) { mie_color = p_mie_color; - VS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color); + RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color); } Color PhysicalSkyMaterial::get_mie_color() const { return mie_color; @@ -405,7 +391,7 @@ Color PhysicalSkyMaterial::get_mie_color() const { void PhysicalSkyMaterial::set_turbidity(float p_turbidity) { turbidity = p_turbidity; - VS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity); + RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity); } float PhysicalSkyMaterial::get_turbidity() const { @@ -415,7 +401,7 @@ float PhysicalSkyMaterial::get_turbidity() const { void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) { sun_disk_scale = p_sun_disk_scale; - VS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale); + RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale); } float PhysicalSkyMaterial::get_sun_disk_scale() const { @@ -425,7 +411,7 @@ float PhysicalSkyMaterial::get_sun_disk_scale() const { void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) { ground_color = p_ground_color; - VS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color); + RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color); } Color PhysicalSkyMaterial::get_ground_color() const { @@ -435,7 +421,7 @@ Color PhysicalSkyMaterial::get_ground_color() const { void PhysicalSkyMaterial::set_exposure(float p_exposure) { exposure = p_exposure; - VS::get_singleton()->material_set_param(_get_material(), "exposure", exposure); + RS::get_singleton()->material_set_param(_get_material(), "exposure", exposure); } float PhysicalSkyMaterial::get_exposure() const { @@ -445,7 +431,7 @@ float PhysicalSkyMaterial::get_exposure() const { void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) { dither_strength = p_dither_strength; - VS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength); + RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength); } float PhysicalSkyMaterial::get_dither_strength() const { @@ -533,7 +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"; @@ -589,8 +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"; @@ -602,11 +587,11 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() { code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n"; code += "}\n"; - shader = VS::get_singleton()->shader_create(); + shader = RS::get_singleton()->shader_create(); - VS::get_singleton()->shader_set_code(shader, code); + RS::get_singleton()->shader_set_code(shader, code); - VS::get_singleton()->material_set_shader(_get_material(), shader); + RS::get_singleton()->material_set_shader(_get_material(), shader); set_rayleigh_coefficient(2.0); set_rayleigh_color(Color(0.056, 0.14, 0.3)); @@ -621,6 +606,6 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() { } PhysicalSkyMaterial::~PhysicalSkyMaterial() { - VS::get_singleton()->free(shader); - VS::get_singleton()->material_set_shader(_get_material(), RID()); + RS::get_singleton()->free(shader); + RS::get_singleton()->material_set_shader(_get_material(), RID()); } |