/*************************************************************************/ /* sky_material.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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; Ref sky_cover; Color sky_cover_modulate; Color ground_bottom_color; Color ground_horizon_color; float ground_curve; float ground_energy; float sun_angle_max; float sun_curve; float dither_strength; static Mutex shader_mutex; static RID shader; static void _update_shader(); mutable bool shader_set = false; protected: static void _bind_methods(); 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_sky_cover(const Ref &p_sky_cover); Ref 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; 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; void set_dither_strength(float p_dither_strength); float get_dither_strength() const; virtual Shader::Mode get_shader_mode() const override; virtual RID get_shader_rid() const override; virtual RID get_rid() const override; static void cleanup_shader(); ProceduralSkyMaterial(); ~ProceduralSkyMaterial(); }; ////////////////////////////////////////////////////// /* PanoramaSkyMaterial */ class PanoramaSkyMaterial : public Material { GDCLASS(PanoramaSkyMaterial, Material); private: Ref panorama; static Mutex shader_mutex; static RID shader_cache[2]; static void _update_shader(); mutable bool shader_set = false; bool filter = true; protected: static void _bind_methods(); public: void set_panorama(const Ref &p_panorama); Ref get_panorama() const; void set_filtering_enabled(bool p_enabled); bool is_filtering_enabled() const; virtual Shader::Mode get_shader_mode() const override; virtual RID get_shader_rid() const override; virtual RID get_rid() const override; static void cleanup_shader(); PanoramaSkyMaterial(); ~PanoramaSkyMaterial(); }; ////////////////////////////////////////////////////// /* PanoramaSkyMaterial */ class PhysicalSkyMaterial : public Material { GDCLASS(PhysicalSkyMaterial, Material); private: static Mutex shader_mutex; static 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 night_sky; static void _update_shader(); mutable bool shader_set = false; protected: static void _bind_methods(); 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 &p_night_sky); Ref get_night_sky() const; virtual Shader::Mode get_shader_mode() const override; virtual RID get_shader_rid() const override; static void cleanup_shader(); virtual RID get_rid() const override; PhysicalSkyMaterial(); ~PhysicalSkyMaterial(); }; #endif /* !SKY_MATERIAL_H */