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-rw-r--r--scene/resources/sky_material.h31
1 files changed, 25 insertions, 6 deletions
diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h
index 6f9dfbee4a..63e730617b 100644
--- a/scene/resources/sky_material.h
+++ b/scene/resources/sky_material.h
@@ -51,7 +51,10 @@ private:
float sun_angle_max;
float sun_curve;
- RID shader;
+ static Mutex shader_mutex;
+ static RID shader;
+ static void _update_shader();
+ mutable bool shader_set = false;
protected:
static void _bind_methods();
@@ -89,7 +92,10 @@ public:
float get_sun_curve() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
+ virtual RID get_rid() const override;
+
+ static void cleanup_shader();
ProceduralSkyMaterial();
~ProceduralSkyMaterial();
@@ -103,7 +109,11 @@ class PanoramaSkyMaterial : public Material {
private:
Ref<Texture2D> panorama;
- RID shader;
+
+ static Mutex shader_mutex;
+ static RID shader;
+ static void _update_shader();
+ mutable bool shader_set = false;
protected:
static void _bind_methods();
@@ -114,7 +124,10 @@ public:
Ref<Texture2D> get_panorama() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
+ virtual RID get_rid() const override;
+
+ static void cleanup_shader();
PanoramaSkyMaterial();
~PanoramaSkyMaterial();
@@ -127,7 +140,8 @@ class PhysicalSkyMaterial : public Material {
GDCLASS(PhysicalSkyMaterial, Material);
private:
- RID shader;
+ static Mutex shader_mutex;
+ static RID shader;
float rayleigh;
Color rayleigh_color;
@@ -140,6 +154,8 @@ private:
float exposure;
float dither_strength;
Ref<Texture2D> night_sky;
+ static void _update_shader();
+ mutable bool shader_set = false;
protected:
static void _bind_methods();
@@ -180,7 +196,10 @@ public:
Ref<Texture2D> get_night_sky() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
+
+ static void cleanup_shader();
+ virtual RID get_rid() const override;
PhysicalSkyMaterial();
~PhysicalSkyMaterial();