diff options
Diffstat (limited to 'scene/resources/sky_material.cpp')
-rw-r--r-- | scene/resources/sky_material.cpp | 69 |
1 files changed, 45 insertions, 24 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index de94c92cac..6ec16f12df 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -37,7 +37,7 @@ RID ProceduralSkyMaterial::shader; void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) { sky_top_color = p_sky_top; - RS::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); } Color ProceduralSkyMaterial::get_sky_top_color() const { @@ -46,7 +46,7 @@ Color ProceduralSkyMaterial::get_sky_top_color() const { void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) { sky_horizon_color = p_sky_horizon; - RS::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); } Color ProceduralSkyMaterial::get_sky_horizon_color() const { @@ -73,7 +73,7 @@ float ProceduralSkyMaterial::get_sky_energy() const { void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) { ground_bottom_color = p_ground_bottom; - RS::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); } Color ProceduralSkyMaterial::get_ground_bottom_color() const { @@ -82,7 +82,7 @@ Color ProceduralSkyMaterial::get_ground_bottom_color() const { void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) { ground_horizon_color = p_ground_horizon; - RS::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); } Color ProceduralSkyMaterial::get_ground_horizon_color() const { @@ -308,14 +308,30 @@ Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const { return panorama; } +void PanoramaSkyMaterial::set_filtering_enabled(bool p_enabled) { + filter = p_enabled; + notify_property_list_changed(); + _update_shader(); + // Only set if shader already compiled + if (shader_set) { + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]); + } +} + +bool PanoramaSkyMaterial::is_filtering_enabled() const { + return filter; +} + Shader::Mode PanoramaSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } RID PanoramaSkyMaterial::get_rid() const { _update_shader(); + // Don't compile shaders until first use, then compile both if (!shader_set) { - RS::get_singleton()->material_set_shader(_get_material(), shader); + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(filter)]); + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]); shader_set = true; } return _get_material(); @@ -323,42 +339,47 @@ RID PanoramaSkyMaterial::get_rid() const { RID PanoramaSkyMaterial::get_shader_rid() const { _update_shader(); - return shader; + return shader_cache[int(filter)]; } void PanoramaSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama); ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama); + ClassDB::bind_method(D_METHOD("set_filtering_enabled", "enabled"), &PanoramaSkyMaterial::set_filtering_enabled); + ClassDB::bind_method(D_METHOD("is_filtering_enabled"), &PanoramaSkyMaterial::is_filtering_enabled); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter"), "set_filtering_enabled", "is_filtering_enabled"); } Mutex PanoramaSkyMaterial::shader_mutex; -RID PanoramaSkyMaterial::shader; +RID PanoramaSkyMaterial::shader_cache[2]; void PanoramaSkyMaterial::cleanup_shader() { - if (shader.is_valid()) { - RS::get_singleton()->free(shader); + if (shader_cache[0].is_valid()) { + RS::get_singleton()->free(shader_cache[0]); + RS::get_singleton()->free(shader_cache[1]); } } void PanoramaSkyMaterial::_update_shader() { shader_mutex.lock(); - if (shader.is_null()) { - shader = RS::get_singleton()->shader_create(); + if (shader_cache[0].is_null()) { + for (int i = 0; i < 2; i++) { + shader_cache[i] = 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"( + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). + RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"( // NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial. - shader_type sky; - -uniform sampler2D source_panorama : filter_linear, hint_albedo; - +uniform sampler2D source_panorama : %s, hint_albedo; void sky() { COLOR = texture(source_panorama, SKY_COORDS).rgb; } -)"); +)", + i ? "filter_linear" : "filter_nearest")); + } } shader_mutex.unlock(); @@ -564,10 +585,10 @@ void PhysicalSkyMaterial::_update_shader() { shader_type sky; uniform float rayleigh : hint_range(0, 64) = 2.0; -uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0); +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(0.36, 0.56, 0.82, 1.0); +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; @@ -661,10 +682,10 @@ void sky() { PhysicalSkyMaterial::PhysicalSkyMaterial() { set_rayleigh_coefficient(2.0); - set_rayleigh_color(Color(0.056, 0.14, 0.3)); + set_rayleigh_color(Color(0.26, 0.41, 0.58)); set_mie_coefficient(0.005); set_mie_eccentricity(0.8); - set_mie_color(Color(0.36, 0.56, 0.82)); + 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)); |