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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
561 lines
26 KiB
C++
561 lines
26 KiB
C++
/*************************************************************************/
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/* sky_material.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "sky_material.h"
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void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
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sky_top_color = p_sky_top;
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RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear());
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}
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Color ProceduralSkyMaterial::get_sky_top_color() const {
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return sky_top_color;
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}
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void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {
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sky_horizon_color = p_sky_horizon;
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RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear());
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}
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Color ProceduralSkyMaterial::get_sky_horizon_color() const {
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return sky_horizon_color;
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}
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void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
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sky_curve = p_curve;
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RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
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}
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float ProceduralSkyMaterial::get_sky_curve() const {
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return sky_curve;
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}
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void ProceduralSkyMaterial::set_sky_energy(float p_energy) {
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sky_energy = p_energy;
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RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
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}
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float ProceduralSkyMaterial::get_sky_energy() const {
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return sky_energy;
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}
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void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {
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ground_bottom_color = p_ground_bottom;
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RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear());
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}
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Color ProceduralSkyMaterial::get_ground_bottom_color() const {
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return ground_bottom_color;
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}
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void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {
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ground_horizon_color = p_ground_horizon;
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RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear());
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}
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Color ProceduralSkyMaterial::get_ground_horizon_color() const {
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return ground_horizon_color;
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}
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void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
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ground_curve = p_curve;
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RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
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}
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float ProceduralSkyMaterial::get_ground_curve() const {
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return ground_curve;
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}
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void ProceduralSkyMaterial::set_ground_energy(float p_energy) {
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ground_energy = p_energy;
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RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
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}
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float ProceduralSkyMaterial::get_ground_energy() const {
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return ground_energy;
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}
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void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
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sun_angle_max = p_angle;
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RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
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}
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float ProceduralSkyMaterial::get_sun_angle_max() const {
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return sun_angle_max;
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}
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void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
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sun_curve = p_curve;
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RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
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}
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float ProceduralSkyMaterial::get_sun_curve() const {
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return sun_curve;
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}
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bool ProceduralSkyMaterial::_can_do_next_pass() const {
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return false;
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}
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Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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RID ProceduralSkyMaterial::get_shader_rid() const {
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return shader;
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}
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void ProceduralSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color);
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ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color);
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ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color);
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ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color);
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ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve);
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ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve);
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ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSkyMaterial::set_sky_energy);
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ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSkyMaterial::get_sky_energy);
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ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color);
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ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color);
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ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color);
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ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color);
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ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve);
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ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve);
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ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy);
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ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy);
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ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max);
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ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max);
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ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
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ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
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ADD_GROUP("Sky", "sky_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "set_sky_horizon_color", "get_sky_horizon_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
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ADD_GROUP("Ground", "ground_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "set_ground_horizon_color", "get_ground_horizon_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
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ADD_GROUP("Sun", "sun_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
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}
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ProceduralSkyMaterial::ProceduralSkyMaterial() {
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String code = "shader_type sky;\n\n";
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code += "uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);\n";
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code += "uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);\n";
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code += "uniform float sky_curve : hint_range(0, 1) = 0.09;\n";
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code += "uniform float sky_energy = 1.0;\n\n";
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code += "uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);\n";
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code += "uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);\n";
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code += "uniform float ground_curve : hint_range(0, 1) = 0.02;\n";
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code += "uniform float ground_energy = 1.0;\n\n";
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code += "uniform float sun_angle_max = 1.74;\n";
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code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n";
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code += "const float PI = 3.1415926535897932384626433833;\n\n";
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code += "void fragment() {\n";
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code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n";
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code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n";
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code += "\tvec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));\n";
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code += "\tsky *= sky_energy;\n";
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code += "\tif (LIGHT0_ENABLED) {\n";
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code += "\t\tfloat sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));\n";
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code += "\t\tif (sun_angle < LIGHT0_SIZE) {\n";
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code += "\t\t\tsky = LIGHT0_COLOR * LIGHT0_ENERGY;\n";
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code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
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code += "\t\t\tfloat c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);\n";
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code += "\t\t\tsky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
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code += "\t\t}\n";
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code += "\t}\n";
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code += "\tif (LIGHT1_ENABLED) {\n";
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code += "\t\tfloat sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));\n";
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code += "\t\tif (sun_angle < LIGHT1_SIZE) {\n";
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code += "\t\t\tsky = LIGHT1_COLOR * LIGHT1_ENERGY;\n";
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code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
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code += "\t\t\tfloat c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);\n";
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code += "\t\t\tsky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
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code += "\t\t}\n";
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code += "\t}\n";
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code += "\tif (LIGHT2_ENABLED) {\n";
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code += "\t\tfloat sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));\n";
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code += "\t\tif (sun_angle < LIGHT2_SIZE) {\n";
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code += "\t\t\tsky = LIGHT2_COLOR * LIGHT2_ENERGY;\n";
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code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
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code += "\t\t\tfloat c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);\n";
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code += "\t\t\tsky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
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code += "\t\t}\n";
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code += "\t}\n";
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code += "\tif (LIGHT3_ENABLED) {\n";
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code += "\t\tfloat sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));\n";
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code += "\t\tif (sun_angle < LIGHT3_SIZE) {\n";
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code += "\t\t\tsky = LIGHT3_COLOR * LIGHT3_ENERGY;\n";
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code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
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code += "\t\t\tfloat c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);\n";
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code += "\t\t\tsky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
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code += "\t\t}\n";
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code += "\t}\n";
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code += "\tc = (v_angle - (PI * 0.5)) / (PI * 0.5);\n";
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code += "\tvec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));\n";
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code += "\tground *= ground_energy;\n";
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code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n";
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code += "}\n";
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shader = RS::get_singleton()->shader_create();
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RS::get_singleton()->shader_set_code(shader, code);
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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set_sky_top_color(Color(0.35, 0.46, 0.71));
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set_sky_horizon_color(Color(0.55, 0.69, 0.81));
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set_sky_curve(0.09);
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set_sky_energy(1.0);
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set_ground_bottom_color(Color(0.12, 0.12, 0.13));
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set_ground_horizon_color(Color(0.37, 0.33, 0.31));
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set_ground_curve(0.02);
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set_ground_energy(1.0);
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set_sun_angle_max(100.0);
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set_sun_curve(0.05);
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}
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ProceduralSkyMaterial::~ProceduralSkyMaterial() {
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RS::get_singleton()->free(shader);
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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/////////////////////////////////////////
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/* PanoramaSkyMaterial */
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void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
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panorama = p_panorama;
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RS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama);
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}
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Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
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return panorama;
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}
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bool PanoramaSkyMaterial::_can_do_next_pass() const {
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return false;
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}
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Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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RID PanoramaSkyMaterial::get_shader_rid() const {
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return shader;
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}
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void PanoramaSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama);
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ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
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}
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PanoramaSkyMaterial::PanoramaSkyMaterial() {
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String code = "shader_type sky;\n\n";
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code += "uniform sampler2D source_panorama : filter_linear;\n";
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code += "void fragment() {\n";
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code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n";
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code += "}";
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shader = RS::get_singleton()->shader_create();
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RS::get_singleton()->shader_set_code(shader, code);
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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}
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PanoramaSkyMaterial::~PanoramaSkyMaterial() {
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RS::get_singleton()->free(shader);
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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//////////////////////////////////
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/* PhysicalSkyMaterial */
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void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
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rayleigh = p_rayleigh;
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RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
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}
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float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
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return rayleigh;
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}
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void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
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rayleigh_color = p_rayleigh_color;
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RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
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}
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Color PhysicalSkyMaterial::get_rayleigh_color() const {
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return rayleigh_color;
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}
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void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {
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mie = p_mie;
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RS::get_singleton()->material_set_param(_get_material(), "mie", mie);
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}
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float PhysicalSkyMaterial::get_mie_coefficient() const {
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return mie;
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}
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void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {
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mie_eccentricity = p_eccentricity;
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RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
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}
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float PhysicalSkyMaterial::get_mie_eccentricity() const {
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return mie_eccentricity;
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}
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void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {
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mie_color = p_mie_color;
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RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
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}
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Color PhysicalSkyMaterial::get_mie_color() const {
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return mie_color;
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}
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void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {
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turbidity = p_turbidity;
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RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
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}
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float PhysicalSkyMaterial::get_turbidity() const {
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return turbidity;
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}
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void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {
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sun_disk_scale = p_sun_disk_scale;
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RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
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}
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float PhysicalSkyMaterial::get_sun_disk_scale() const {
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return sun_disk_scale;
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}
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|
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void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {
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ground_color = p_ground_color;
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RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
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}
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Color PhysicalSkyMaterial::get_ground_color() const {
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|
return ground_color;
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|
}
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|
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void PhysicalSkyMaterial::set_exposure(float p_exposure) {
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exposure = p_exposure;
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RS::get_singleton()->material_set_param(_get_material(), "exposure", exposure);
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}
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float PhysicalSkyMaterial::get_exposure() const {
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return exposure;
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}
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|
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void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) {
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dither_strength = p_dither_strength;
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RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
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}
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float PhysicalSkyMaterial::get_dither_strength() const {
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return dither_strength;
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}
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|
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bool PhysicalSkyMaterial::_can_do_next_pass() const {
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return false;
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}
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|
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Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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|
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RID PhysicalSkyMaterial::get_shader_rid() const {
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return shader;
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}
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|
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void PhysicalSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
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ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
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|
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ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color);
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ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color);
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|
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ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient);
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ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient);
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|
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ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity);
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ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity);
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|
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ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color);
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|
ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color);
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|
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|
ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity);
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|
ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale);
|
|
ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale);
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|
|
|
ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color);
|
|
ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure);
|
|
ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength);
|
|
ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength);
|
|
|
|
ADD_GROUP("Rayleigh", "rayleigh_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color"), "set_rayleigh_color", "get_rayleigh_color");
|
|
|
|
ADD_GROUP("Mie", "mie_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color"), "set_mie_color", "get_mie_color");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color"), "set_ground_color", "get_ground_color");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
|
|
}
|
|
|
|
PhysicalSkyMaterial::PhysicalSkyMaterial() {
|
|
String code = "shader_type sky;\n\n";
|
|
|
|
code += "uniform float rayleigh : hint_range(0, 64) = 2.0;\n";
|
|
code += "uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);\n";
|
|
code += "uniform float mie : hint_range(0, 1) = 0.005;\n";
|
|
code += "uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;\n";
|
|
code += "uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);\n\n";
|
|
|
|
code += "uniform float turbidity : hint_range(0, 1000) = 10.0;\n";
|
|
code += "uniform float sun_disk_scale : hint_range(0, 360) = 1.0;\n";
|
|
code += "uniform vec4 ground_color : hint_color = vec4(1.0);\n";
|
|
code += "uniform float exposure : hint_range(0, 128) = 0.1;\n";
|
|
code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n";
|
|
|
|
code += "const float PI = 3.141592653589793238462643383279502884197169;\n";
|
|
code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n";
|
|
|
|
code += "// Sun constants\n";
|
|
code += "const float SUN_ENERGY = 1000.0;\n\n";
|
|
|
|
code += "// optical length at zenith for molecules\n";
|
|
code += "const float rayleigh_zenith_size = 8.4e3;\n";
|
|
code += "const float mie_zenith_size = 1.25e3;\n\n";
|
|
|
|
code += "float henyey_greenstein(float cos_theta, float g) {\n";
|
|
code += "\tconst float k = 0.0795774715459;\n";
|
|
code += "\treturn k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));\n";
|
|
code += "}\n\n";
|
|
|
|
code += "// From: https://www.shadertoy.com/view/4sfGzS credit to iq\n";
|
|
code += "float hash(vec3 p) {\n";
|
|
code += "\tp = fract( p * 0.3183099 + 0.1 );\n";
|
|
code += "\tp *= 17.0;\n";
|
|
code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n";
|
|
code += "}\n\n";
|
|
|
|
code += "void fragment() {\n";
|
|
code += "\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n";
|
|
code += "\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n";
|
|
code += "\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n";
|
|
|
|
code += "\t// rayleigh coefficients\n";
|
|
code += "\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n";
|
|
code += "\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n";
|
|
code += "\t// mie coefficients from Preetham\n";
|
|
code += "\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n";
|
|
|
|
code += "\t// optical length\n";
|
|
code += "\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n";
|
|
code += "\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n";
|
|
code += "\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n";
|
|
code += "\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n";
|
|
|
|
code += "\t// light extinction based on thickness of atmosphere\n";
|
|
code += "\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n";
|
|
|
|
code += "\t// in scattering\n";
|
|
code += "\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n";
|
|
|
|
code += "\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n";
|
|
code += "\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n";
|
|
|
|
code += "\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n";
|
|
code += "\tvec3 betaMTheta = mie_beta * mie_phase;\n\n";
|
|
|
|
code += "\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n";
|
|
code += "\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n";
|
|
code += "\tLin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));\n\n";
|
|
|
|
code += "\t// Hack in the ground color\n";
|
|
code += "\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n";
|
|
|
|
code += "\t// Solar disk and out-scattering\n";
|
|
code += "\tfloat sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);\n";
|
|
code += "\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n";
|
|
code += "\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n";
|
|
code += "\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n";
|
|
code += "\t// Note: Add nightime here: L0 += night_sky * extinction\n\n";
|
|
|
|
code += "\tvec3 color = (Lin + L0) * 0.04;\n";
|
|
code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
|
|
code += "\tCOLOR *= exposure;\n";
|
|
code += "\t// Make optional, eliminates banding\n";
|
|
code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n";
|
|
code += "}\n";
|
|
|
|
shader = RS::get_singleton()->shader_create();
|
|
|
|
RS::get_singleton()->shader_set_code(shader, code);
|
|
|
|
RS::get_singleton()->material_set_shader(_get_material(), shader);
|
|
|
|
set_rayleigh_coefficient(2.0);
|
|
set_rayleigh_color(Color(0.056, 0.14, 0.3));
|
|
set_mie_coefficient(0.005);
|
|
set_mie_eccentricity(0.8);
|
|
set_mie_color(Color(0.36, 0.56, 0.82));
|
|
set_turbidity(10.0);
|
|
set_sun_disk_scale(1.0);
|
|
set_ground_color(Color(1.0, 1.0, 1.0));
|
|
set_exposure(0.1);
|
|
set_dither_strength(1.0);
|
|
}
|
|
|
|
PhysicalSkyMaterial::~PhysicalSkyMaterial() {
|
|
RS::get_singleton()->free(shader);
|
|
RS::get_singleton()->material_set_shader(_get_material(), RID());
|
|
}
|