mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
190 lines
5.7 KiB
C++
190 lines
5.7 KiB
C++
/*************************************************************************/
|
|
/* sky_material.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2020 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/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;
|
|
RID get_shader_rid() const;
|
|
|
|
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;
|
|
RID get_shader_rid() const;
|
|
|
|
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;
|
|
RID get_shader_rid() const;
|
|
|
|
PhysicalSkyMaterial();
|
|
~PhysicalSkyMaterial();
|
|
};
|
|
|
|
#endif /* !SKY_MATERIAL_H */
|