diff options
Diffstat (limited to 'scene/resources/sky_material.h')
-rw-r--r-- | scene/resources/sky_material.h | 68 |
1 files changed, 44 insertions, 24 deletions
diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h index 7f421beb8d..fbb202d8d8 100644 --- a/scene/resources/sky_material.h +++ b/scene/resources/sky_material.h @@ -40,24 +40,28 @@ class ProceduralSkyMaterial : public Material { private: Color sky_top_color; Color sky_horizon_color; - float sky_curve; - float sky_energy; + float sky_curve = 0.0f; + float sky_energy_multiplier = 0.0f; + Ref<Texture2D> sky_cover; + Color sky_cover_modulate; Color ground_bottom_color; Color ground_horizon_color; - float ground_curve; - float ground_energy; + float ground_curve = 0.0f; + float ground_energy_multiplier = 0.0f; - float sun_angle_max; - float sun_curve; + float sun_angle_max = 0.0f; + float sun_curve = 0.0f; + bool use_debanding = true; static Mutex shader_mutex; - static RID shader; + static RID shader_cache[2]; static void _update_shader(); mutable bool shader_set = false; protected: static void _bind_methods(); + void _validate_property(PropertyInfo &property) const; public: void set_sky_top_color(const Color &p_sky_top); @@ -69,8 +73,14 @@ public: void set_sky_curve(float p_curve); float get_sky_curve() const; - void set_sky_energy(float p_energy); - float get_sky_energy() const; + void set_sky_energy_multiplier(float p_multiplier); + float get_sky_energy_multiplier() const; + + void set_sky_cover(const Ref<Texture2D> &p_sky_cover); + Ref<Texture2D> get_sky_cover() const; + + void set_sky_cover_modulate(const Color &p_sky_cover_modulate); + Color get_sky_cover_modulate() const; void set_ground_bottom_color(const Color &p_ground_bottom); Color get_ground_bottom_color() const; @@ -81,8 +91,8 @@ public: void set_ground_curve(float p_curve); float get_ground_curve() const; - void set_ground_energy(float p_energy); - float get_ground_energy() const; + void set_ground_energy_multiplier(float p_energy); + float get_ground_energy_multiplier() const; void set_sun_angle_max(float p_angle); float get_sun_angle_max() const; @@ -90,6 +100,9 @@ public: void set_sun_curve(float p_curve); float get_sun_curve() const; + void set_use_debanding(bool p_use_debanding); + bool get_use_debanding() const; + virtual Shader::Mode get_shader_mode() const override; virtual RID get_shader_rid() const override; virtual RID get_rid() const override; @@ -126,6 +139,9 @@ public: void set_filtering_enabled(bool p_enabled); bool is_filtering_enabled() const; + void set_energy_multiplier(float p_multiplier); + float get_energy_multiplier() const; + virtual Shader::Mode get_shader_mode() const override; virtual RID get_shader_rid() const override; virtual RID get_rid() const override; @@ -144,24 +160,25 @@ class PhysicalSkyMaterial : public Material { private: static Mutex shader_mutex; - static RID shader; + static RID shader_cache[2]; - float rayleigh; + float rayleigh = 0.0f; Color rayleigh_color; - float mie; - float mie_eccentricity; + float mie = 0.0f; + float mie_eccentricity = 0.0f; Color mie_color; - float turbidity; - float sun_disk_scale; + float turbidity = 0.0f; + float sun_disk_scale = 0.0f; Color ground_color; - float exposure; - float dither_strength; + float energy_multiplier = 1.0f; + bool use_debanding = true; Ref<Texture2D> night_sky; static void _update_shader(); mutable bool shader_set = false; protected: static void _bind_methods(); + void _validate_property(PropertyInfo &property) const; public: void set_rayleigh_coefficient(float p_rayleigh); @@ -188,11 +205,14 @@ public: void set_ground_color(Color p_ground_color); Color get_ground_color() const; - void set_exposure(float p_exposure); - float get_exposure() const; + void set_energy_multiplier(float p_multiplier); + float get_energy_multiplier() const; + + void set_exposure_value(float p_exposure); + float get_exposure_value() const; - void set_dither_strength(float p_dither_strength); - float get_dither_strength() const; + void set_use_debanding(bool p_use_debanding); + bool get_use_debanding() const; void set_night_sky(const Ref<Texture2D> &p_night_sky); Ref<Texture2D> get_night_sky() const; @@ -207,4 +227,4 @@ public: ~PhysicalSkyMaterial(); }; -#endif /* !SKY_MATERIAL_H */ +#endif // SKY_MATERIAL_H |