/*************************************************************************/ /* sky.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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. */ /*************************************************************************/ #ifndef SKY_H #define SKY_H #include "core/os/thread.h" #include "scene/resources/texture.h" class Sky : public Resource { GDCLASS(Sky, Resource); public: enum RadianceSize { RADIANCE_SIZE_32, RADIANCE_SIZE_64, RADIANCE_SIZE_128, RADIANCE_SIZE_256, RADIANCE_SIZE_512, RADIANCE_SIZE_1024, RADIANCE_SIZE_2048, RADIANCE_SIZE_MAX }; private: RadianceSize radiance_size; protected: static void _bind_methods(); virtual void _radiance_changed() = 0; public: void set_radiance_size(RadianceSize p_size); RadianceSize get_radiance_size() const; Sky(); }; VARIANT_ENUM_CAST(Sky::RadianceSize) class PanoramaSky : public Sky { GDCLASS(PanoramaSky, Sky); private: RID sky; Ref<Texture> panorama; protected: static void _bind_methods(); virtual void _radiance_changed(); public: void set_panorama(const Ref<Texture> &p_panorama); Ref<Texture> get_panorama() const; virtual RID get_rid() const; PanoramaSky(); ~PanoramaSky(); }; class ProceduralSky : public Sky { GDCLASS(ProceduralSky, Sky); public: enum TextureSize { TEXTURE_SIZE_256, TEXTURE_SIZE_512, TEXTURE_SIZE_1024, TEXTURE_SIZE_2048, TEXTURE_SIZE_4096, TEXTURE_SIZE_MAX }; private: Thread *sky_thread; 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; Color sun_color; float sun_latitude; float sun_longitude; float sun_angle_min; float sun_angle_max; float sun_curve; float sun_energy; TextureSize texture_size; RID sky; RID texture; bool update_queued; bool regen_queued; bool first_time; void _thread_done(const Ref<Image> &p_image); static void _thread_function(void *p_ud); protected: static void _bind_methods(); virtual void _radiance_changed(); Ref<Image> _generate_sky(); void _update_sky(); void _queue_update(); 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_color(const Color &p_sun); Color get_sun_color() const; void set_sun_latitude(float p_angle); float get_sun_latitude() const; void set_sun_longitude(float p_angle); float get_sun_longitude() const; void set_sun_angle_min(float p_angle); float get_sun_angle_min() 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; void set_sun_energy(float p_energy); float get_sun_energy() const; void set_texture_size(TextureSize p_size); TextureSize get_texture_size() const; virtual RID get_rid() const; ProceduralSky(bool p_desaturate = false); ~ProceduralSky(); }; VARIANT_ENUM_CAST(ProceduralSky::TextureSize) #endif // SKY_H