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+/*************************************************************************/
+/* sky_material.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "core/templates/rid.h"
+#include "scene/resources/material.h"
+
+#ifndef SKY_MATERIAL_H
+#define SKY_MATERIAL_H
+
+class ProceduralSkyMaterial : public Material {
+ GDCLASS(ProceduralSkyMaterial, Material);
+
+private:
+ Color sky_top_color;
+ Color sky_horizon_color;
+ float sky_curve;
+ float sky_energy;
+
+ Color ground_bottom_color;
+ Color ground_horizon_color;
+ float ground_curve;
+ float ground_energy;
+
+ float sun_angle_max;
+ float sun_curve;
+
+ RID shader;
+
+protected:
+ static void _bind_methods();
+ virtual bool _can_do_next_pass() const override;
+
+public:
+ void set_sky_top_color(const Color &p_sky_top);
+ Color get_sky_top_color() const;
+
+ void set_sky_horizon_color(const Color &p_sky_horizon);
+ Color get_sky_horizon_color() const;
+
+ 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_ground_bottom_color(const Color &p_ground_bottom);
+ Color get_ground_bottom_color() const;
+
+ void set_ground_horizon_color(const Color &p_ground_horizon);
+ Color get_ground_horizon_color() const;
+
+ 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_sun_angle_max(float p_angle);
+ float get_sun_angle_max() const;
+
+ void set_sun_curve(float p_curve);
+ float get_sun_curve() const;
+
+ virtual Shader::Mode get_shader_mode() const override;
+ virtual RID get_shader_rid() const override;
+
+ ProceduralSkyMaterial();
+ ~ProceduralSkyMaterial();
+};
+
+//////////////////////////////////////////////////////
+/* PanoramaSkyMaterial */
+
+class PanoramaSkyMaterial : public Material {
+ GDCLASS(PanoramaSkyMaterial, Material);
+
+private:
+ Ref<Texture2D> panorama;
+ RID shader;
+
+protected:
+ static void _bind_methods();
+ virtual bool _can_do_next_pass() const override;
+
+public:
+ void set_panorama(const Ref<Texture2D> &p_panorama);
+ Ref<Texture2D> get_panorama() const;
+
+ virtual Shader::Mode get_shader_mode() const override;
+ virtual RID get_shader_rid() const override;
+
+ PanoramaSkyMaterial();
+ ~PanoramaSkyMaterial();
+};
+
+//////////////////////////////////////////////////////
+/* PanoramaSkyMaterial */
+
+class PhysicalSkyMaterial : public Material {
+ GDCLASS(PhysicalSkyMaterial, Material);
+
+private:
+ RID shader;
+
+ float rayleigh;
+ Color rayleigh_color;
+ float mie;
+ float mie_eccentricity;
+ Color mie_color;
+ float turbidity;
+ float sun_disk_scale;
+ Color ground_color;
+ float exposure;
+ float dither_strength;
+ Ref<Texture2D> night_sky;
+
+protected:
+ static void _bind_methods();
+ virtual bool _can_do_next_pass() const override;
+
+public:
+ void set_rayleigh_coefficient(float p_rayleigh);
+ float get_rayleigh_coefficient() const;
+
+ void set_rayleigh_color(Color p_rayleigh_color);
+ Color get_rayleigh_color() const;
+
+ void set_turbidity(float p_turbidity);
+ float get_turbidity() const;
+
+ void set_mie_coefficient(float p_mie);
+ float get_mie_coefficient() const;
+
+ void set_mie_eccentricity(float p_eccentricity);
+ float get_mie_eccentricity() const;
+
+ void set_mie_color(Color p_mie_color);
+ Color get_mie_color() const;
+
+ void set_sun_disk_scale(float p_sun_disk_scale);
+ float get_sun_disk_scale() const;
+
+ 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_dither_strength(float p_dither_strength);
+ float get_dither_strength() const;
+
+ void set_night_sky(const Ref<Texture2D> &p_night_sky);
+ Ref<Texture2D> get_night_sky() const;
+
+ virtual Shader::Mode get_shader_mode() const override;
+ virtual RID get_shader_rid() const override;
+
+ PhysicalSkyMaterial();
+ ~PhysicalSkyMaterial();
+};
+
+#endif /* !SKY_MATERIAL_H */