diff options
Diffstat (limited to 'scene/resources/sky_material.cpp')
-rw-r--r-- | scene/resources/sky_material.cpp | 127 |
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"; |