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-rw-r--r--scene/resources/sky_material.cpp127
1 files changed, 47 insertions, 80 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 37b88cccea..69e8e0b5bd 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -31,113 +31,92 @@
#include "sky_material.h"
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());
}
Color ProceduralSkyMaterial::get_sky_top_color() const {
-
return sky_top_color;
}
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());
}
-Color ProceduralSkyMaterial::get_sky_horizon_color() const {
+Color ProceduralSkyMaterial::get_sky_horizon_color() const {
return sky_horizon_color;
}
void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
-
sky_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
}
-float ProceduralSkyMaterial::get_sky_curve() const {
+float ProceduralSkyMaterial::get_sky_curve() const {
return sky_curve;
}
void ProceduralSkyMaterial::set_sky_energy(float p_energy) {
-
sky_energy = p_energy;
RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
}
-float ProceduralSkyMaterial::get_sky_energy() const {
+float ProceduralSkyMaterial::get_sky_energy() const {
return sky_energy;
}
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());
}
-Color ProceduralSkyMaterial::get_ground_bottom_color() const {
+Color ProceduralSkyMaterial::get_ground_bottom_color() const {
return ground_bottom_color;
}
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());
}
-Color ProceduralSkyMaterial::get_ground_horizon_color() const {
+Color ProceduralSkyMaterial::get_ground_horizon_color() const {
return ground_horizon_color;
}
void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
-
ground_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
}
-float ProceduralSkyMaterial::get_ground_curve() const {
+float ProceduralSkyMaterial::get_ground_curve() const {
return ground_curve;
}
void ProceduralSkyMaterial::set_ground_energy(float p_energy) {
-
ground_energy = p_energy;
RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
}
-float ProceduralSkyMaterial::get_ground_energy() const {
+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;
RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
}
-float ProceduralSkyMaterial::get_sun_angle_max() const {
+float ProceduralSkyMaterial::get_sun_angle_max() const {
return sun_angle_max;
}
void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
-
sun_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
}
-float ProceduralSkyMaterial::get_sun_curve() const {
+float ProceduralSkyMaterial::get_sun_curve() const {
return sun_curve;
}
@@ -146,17 +125,14 @@ bool ProceduralSkyMaterial::_can_do_next_pass() const {
}
Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
-
return Shader::MODE_SKY;
}
RID ProceduralSkyMaterial::get_shader_rid() const {
-
return shader;
}
void ProceduralSkyMaterial::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color);
ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color);
@@ -181,9 +157,6 @@ 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);
@@ -203,13 +176,11 @@ 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");
}
ProceduralSkyMaterial::ProceduralSkyMaterial() {
-
String code = "shader_type sky;\n\n";
code += "uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);\n";
@@ -220,8 +191,7 @@ 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 +201,37 @@ 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 +257,6 @@ 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);
}
@@ -301,13 +270,11 @@ ProceduralSkyMaterial::~ProceduralSkyMaterial() {
/* PanoramaSkyMaterial */
void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
-
panorama = p_panorama;
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama);
}
Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
-
return panorama;
}
@@ -316,17 +283,14 @@ bool PanoramaSkyMaterial::_can_do_next_pass() const {
}
Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
-
return Shader::MODE_SKY;
}
RID PanoramaSkyMaterial::get_shader_rid() const {
-
return shader;
}
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);
@@ -352,124 +316,122 @@ PanoramaSkyMaterial::~PanoramaSkyMaterial() {
RS::get_singleton()->free(shader);
RS::get_singleton()->material_set_shader(_get_material(), RID());
}
+
//////////////////////////////////
/* PhysicalSkyMaterial */
void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
-
rayleigh = p_rayleigh;
RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
}
-float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
+float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
return rayleigh;
}
void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
-
rayleigh_color = p_rayleigh_color;
RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
}
-Color PhysicalSkyMaterial::get_rayleigh_color() const {
+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 {
+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 {
+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 {
+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 {
+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 {
+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 {
+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 {
+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;
+ RS::get_singleton()->material_set_param(_get_material(), "night_sky", night_sky);
+}
+
+Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {
+ return night_sky;
+}
+
bool PhysicalSkyMaterial::_can_do_next_pass() const {
return false;
}
Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
-
return Shader::MODE_SKY;
}
RID PhysicalSkyMaterial::get_shader_rid() const {
-
return 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);
@@ -500,6 +462,9 @@ void PhysicalSkyMaterial::_bind_methods() {
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"), "set_rayleigh_color", "get_rayleigh_color");
@@ -514,6 +479,7 @@ void PhysicalSkyMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color"), "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");
}
PhysicalSkyMaterial::PhysicalSkyMaterial() {
@@ -531,11 +497,12 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
code += "uniform float exposure : hint_range(0, 128) = 0.1;\n";
code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n";
+ code += "uniform sampler2D night_sky : hint_black;";
+
code += "const float PI = 3.141592653589793238462643383279502884197169;\n";
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";
@@ -591,11 +558,11 @@ 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";
+ code += "\tL0 += texture(night_sky, SKY_COORDS).xyz * extinction;\n\n";
code += "\tvec3 color = (Lin + L0) * 0.04;\n";
code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";