1/**************************************************************************/
2/* sky_material.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef SKY_MATERIAL_H
32#define SKY_MATERIAL_H
33
34#include "core/templates/rid.h"
35#include "scene/resources/material.h"
36
37class ProceduralSkyMaterial : public Material {
38 GDCLASS(ProceduralSkyMaterial, Material);
39
40private:
41 Color sky_top_color;
42 Color sky_horizon_color;
43 float sky_curve = 0.0f;
44 float sky_energy_multiplier = 0.0f;
45 Ref<Texture2D> sky_cover;
46 Color sky_cover_modulate;
47
48 Color ground_bottom_color;
49 Color ground_horizon_color;
50 float ground_curve = 0.0f;
51 float ground_energy_multiplier = 0.0f;
52
53 float sun_angle_max = 0.0f;
54 float sun_curve = 0.0f;
55 bool use_debanding = true;
56
57 static Mutex shader_mutex;
58 static RID shader_cache[2];
59 static void _update_shader();
60 mutable bool shader_set = false;
61
62protected:
63 static void _bind_methods();
64 void _validate_property(PropertyInfo &property) const;
65
66public:
67 void set_sky_top_color(const Color &p_sky_top);
68 Color get_sky_top_color() const;
69
70 void set_sky_horizon_color(const Color &p_sky_horizon);
71 Color get_sky_horizon_color() const;
72
73 void set_sky_curve(float p_curve);
74 float get_sky_curve() const;
75
76 void set_sky_energy_multiplier(float p_multiplier);
77 float get_sky_energy_multiplier() const;
78
79 void set_sky_cover(const Ref<Texture2D> &p_sky_cover);
80 Ref<Texture2D> get_sky_cover() const;
81
82 void set_sky_cover_modulate(const Color &p_sky_cover_modulate);
83 Color get_sky_cover_modulate() const;
84
85 void set_ground_bottom_color(const Color &p_ground_bottom);
86 Color get_ground_bottom_color() const;
87
88 void set_ground_horizon_color(const Color &p_ground_horizon);
89 Color get_ground_horizon_color() const;
90
91 void set_ground_curve(float p_curve);
92 float get_ground_curve() const;
93
94 void set_ground_energy_multiplier(float p_energy);
95 float get_ground_energy_multiplier() const;
96
97 void set_sun_angle_max(float p_angle);
98 float get_sun_angle_max() const;
99
100 void set_sun_curve(float p_curve);
101 float get_sun_curve() const;
102
103 void set_use_debanding(bool p_use_debanding);
104 bool get_use_debanding() const;
105
106 virtual Shader::Mode get_shader_mode() const override;
107 virtual RID get_shader_rid() const override;
108 virtual RID get_rid() const override;
109
110 static void cleanup_shader();
111
112 ProceduralSkyMaterial();
113 ~ProceduralSkyMaterial();
114};
115
116//////////////////////////////////////////////////////
117/* PanoramaSkyMaterial */
118
119class PanoramaSkyMaterial : public Material {
120 GDCLASS(PanoramaSkyMaterial, Material);
121
122private:
123 Ref<Texture2D> panorama;
124
125 static Mutex shader_mutex;
126 static RID shader_cache[2];
127 static void _update_shader();
128 mutable bool shader_set = false;
129
130 bool filter = true;
131
132protected:
133 static void _bind_methods();
134
135public:
136 void set_panorama(const Ref<Texture2D> &p_panorama);
137 Ref<Texture2D> get_panorama() const;
138
139 void set_filtering_enabled(bool p_enabled);
140 bool is_filtering_enabled() const;
141
142 void set_energy_multiplier(float p_multiplier);
143 float get_energy_multiplier() const;
144
145 virtual Shader::Mode get_shader_mode() const override;
146 virtual RID get_shader_rid() const override;
147 virtual RID get_rid() const override;
148
149 static void cleanup_shader();
150
151 PanoramaSkyMaterial();
152 ~PanoramaSkyMaterial();
153};
154
155//////////////////////////////////////////////////////
156/* PanoramaSkyMaterial */
157
158class PhysicalSkyMaterial : public Material {
159 GDCLASS(PhysicalSkyMaterial, Material);
160
161private:
162 static Mutex shader_mutex;
163 static RID shader_cache[2];
164
165 float rayleigh = 0.0f;
166 Color rayleigh_color;
167 float mie = 0.0f;
168 float mie_eccentricity = 0.0f;
169 Color mie_color;
170 float turbidity = 0.0f;
171 float sun_disk_scale = 0.0f;
172 Color ground_color;
173 float energy_multiplier = 1.0f;
174 bool use_debanding = true;
175 Ref<Texture2D> night_sky;
176 static void _update_shader();
177 mutable bool shader_set = false;
178
179protected:
180 static void _bind_methods();
181 void _validate_property(PropertyInfo &property) const;
182
183public:
184 void set_rayleigh_coefficient(float p_rayleigh);
185 float get_rayleigh_coefficient() const;
186
187 void set_rayleigh_color(Color p_rayleigh_color);
188 Color get_rayleigh_color() const;
189
190 void set_turbidity(float p_turbidity);
191 float get_turbidity() const;
192
193 void set_mie_coefficient(float p_mie);
194 float get_mie_coefficient() const;
195
196 void set_mie_eccentricity(float p_eccentricity);
197 float get_mie_eccentricity() const;
198
199 void set_mie_color(Color p_mie_color);
200 Color get_mie_color() const;
201
202 void set_sun_disk_scale(float p_sun_disk_scale);
203 float get_sun_disk_scale() const;
204
205 void set_ground_color(Color p_ground_color);
206 Color get_ground_color() const;
207
208 void set_energy_multiplier(float p_multiplier);
209 float get_energy_multiplier() const;
210
211 void set_exposure_value(float p_exposure);
212 float get_exposure_value() const;
213
214 void set_use_debanding(bool p_use_debanding);
215 bool get_use_debanding() const;
216
217 void set_night_sky(const Ref<Texture2D> &p_night_sky);
218 Ref<Texture2D> get_night_sky() const;
219
220 virtual Shader::Mode get_shader_mode() const override;
221 virtual RID get_shader_rid() const override;
222
223 static void cleanup_shader();
224 virtual RID get_rid() const override;
225
226 PhysicalSkyMaterial();
227 ~PhysicalSkyMaterial();
228};
229
230#endif // SKY_MATERIAL_H
231