Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/resources/3d/sky_material.cpp
9898 views
1
/**************************************************************************/
2
/* sky_material.cpp */
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
#include "sky_material.h"
32
33
#include "core/config/project_settings.h"
34
#include "core/version.h"
35
36
Mutex ProceduralSkyMaterial::shader_mutex;
37
RID ProceduralSkyMaterial::shader_cache[4];
38
39
void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
40
sky_top_color = p_sky_top;
41
RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color * sky_energy_multiplier);
42
}
43
44
Color ProceduralSkyMaterial::get_sky_top_color() const {
45
return sky_top_color;
46
}
47
48
void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {
49
sky_horizon_color = p_sky_horizon;
50
RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color * sky_energy_multiplier);
51
}
52
53
Color ProceduralSkyMaterial::get_sky_horizon_color() const {
54
return sky_horizon_color;
55
}
56
57
void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
58
sky_curve = p_curve;
59
// Actual curve passed to shader includes an ad hoc adjustment because the curve used to be
60
// in calculated in angles and now uses cosines.
61
RS::get_singleton()->material_set_param(_get_material(), "inv_sky_curve", 0.6 / sky_curve);
62
}
63
64
float ProceduralSkyMaterial::get_sky_curve() const {
65
return sky_curve;
66
}
67
68
void ProceduralSkyMaterial::set_sky_energy_multiplier(float p_multiplier) {
69
sky_energy_multiplier = p_multiplier;
70
RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color * sky_energy_multiplier);
71
RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color * sky_energy_multiplier);
72
RS::get_singleton()->material_set_param(_get_material(), "sky_cover_modulate", Color(sky_cover_modulate.r, sky_cover_modulate.g, sky_cover_modulate.b, sky_cover_modulate.a * sky_energy_multiplier));
73
}
74
75
float ProceduralSkyMaterial::get_sky_energy_multiplier() const {
76
return sky_energy_multiplier;
77
}
78
79
void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) {
80
sky_cover = p_sky_cover;
81
82
if (p_sky_cover.is_valid()) {
83
RS::get_singleton()->material_set_param(_get_material(), "sky_cover", p_sky_cover->get_rid());
84
} else {
85
RS::get_singleton()->material_set_param(_get_material(), "sky_cover", Variant());
86
}
87
88
_update_shader(use_debanding, sky_cover.is_valid());
89
90
if (shader_set) {
91
RS::get_singleton()->material_set_shader(_get_material(), get_shader_cache());
92
}
93
}
94
95
Ref<Texture2D> ProceduralSkyMaterial::get_sky_cover() const {
96
return sky_cover;
97
}
98
99
void ProceduralSkyMaterial::set_sky_cover_modulate(const Color &p_sky_cover_modulate) {
100
sky_cover_modulate = p_sky_cover_modulate;
101
RS::get_singleton()->material_set_param(_get_material(), "sky_cover_modulate", Color(sky_cover_modulate.r, sky_cover_modulate.g, sky_cover_modulate.b, sky_cover_modulate.a * sky_energy_multiplier));
102
}
103
104
Color ProceduralSkyMaterial::get_sky_cover_modulate() const {
105
return sky_cover_modulate;
106
}
107
108
void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {
109
ground_bottom_color = p_ground_bottom;
110
RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color * ground_energy_multiplier);
111
}
112
113
Color ProceduralSkyMaterial::get_ground_bottom_color() const {
114
return ground_bottom_color;
115
}
116
117
void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {
118
ground_horizon_color = p_ground_horizon;
119
RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color * ground_energy_multiplier);
120
}
121
122
Color ProceduralSkyMaterial::get_ground_horizon_color() const {
123
return ground_horizon_color;
124
}
125
126
void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
127
ground_curve = p_curve;
128
// Actual curve passed to shader includes an ad hoc adjustment because the curve used to be
129
// in calculated in angles and now uses cosines.
130
RS::get_singleton()->material_set_param(_get_material(), "inv_ground_curve", 0.6 / ground_curve);
131
}
132
133
float ProceduralSkyMaterial::get_ground_curve() const {
134
return ground_curve;
135
}
136
137
void ProceduralSkyMaterial::set_ground_energy_multiplier(float p_multiplier) {
138
ground_energy_multiplier = p_multiplier;
139
RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color * ground_energy_multiplier);
140
RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color * ground_energy_multiplier);
141
}
142
143
float ProceduralSkyMaterial::get_ground_energy_multiplier() const {
144
return ground_energy_multiplier;
145
}
146
147
void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
148
sun_angle_max = p_angle;
149
RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::cos(Math::deg_to_rad(sun_angle_max)));
150
}
151
152
float ProceduralSkyMaterial::get_sun_angle_max() const {
153
return sun_angle_max;
154
}
155
156
void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
157
sun_curve = p_curve;
158
// Actual curve passed to shader includes an ad hoc adjustment because the curve used to be
159
// in calculated in angles and now uses cosines.
160
RS::get_singleton()->material_set_param(_get_material(), "inv_sun_curve", 1.6f / Math::pow(sun_curve, 1.4f));
161
}
162
163
float ProceduralSkyMaterial::get_sun_curve() const {
164
return sun_curve;
165
}
166
167
void ProceduralSkyMaterial::set_use_debanding(bool p_use_debanding) {
168
use_debanding = p_use_debanding;
169
_update_shader(use_debanding, sky_cover.is_valid());
170
// Only set if shader already compiled
171
if (shader_set) {
172
RS::get_singleton()->material_set_shader(_get_material(), get_shader_cache());
173
}
174
}
175
176
bool ProceduralSkyMaterial::get_use_debanding() const {
177
return use_debanding;
178
}
179
180
void ProceduralSkyMaterial::set_energy_multiplier(float p_multiplier) {
181
global_energy_multiplier = p_multiplier;
182
RS::get_singleton()->material_set_param(_get_material(), "exposure", global_energy_multiplier);
183
}
184
185
float ProceduralSkyMaterial::get_energy_multiplier() const {
186
return global_energy_multiplier;
187
}
188
189
Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
190
return Shader::MODE_SKY;
191
}
192
193
// Internal function to grab the current shader RID.
194
// Must only be called if the shader is initialized.
195
RID ProceduralSkyMaterial::get_shader_cache() const {
196
return shader_cache[int(use_debanding) + (sky_cover.is_valid() ? 2 : 0)];
197
}
198
199
RID ProceduralSkyMaterial::get_rid() const {
200
_update_shader(use_debanding, sky_cover.is_valid());
201
if (!shader_set) {
202
RS::get_singleton()->material_set_shader(_get_material(), get_shader_cache());
203
shader_set = true;
204
}
205
return _get_material();
206
}
207
208
RID ProceduralSkyMaterial::get_shader_rid() const {
209
_update_shader(use_debanding, sky_cover.is_valid());
210
return get_shader_cache();
211
}
212
213
void ProceduralSkyMaterial::_validate_property(PropertyInfo &p_property) const {
214
if (!Engine::get_singleton()->is_editor_hint()) {
215
return;
216
}
217
if ((p_property.name == "sky_luminance" || p_property.name == "ground_luminance") && !GLOBAL_GET_CACHED(bool, "rendering/lights_and_shadows/use_physical_light_units")) {
218
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
219
}
220
}
221
222
void ProceduralSkyMaterial::_bind_methods() {
223
ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color);
224
ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color);
225
226
ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color);
227
ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color);
228
229
ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve);
230
ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve);
231
232
ClassDB::bind_method(D_METHOD("set_sky_energy_multiplier", "multiplier"), &ProceduralSkyMaterial::set_sky_energy_multiplier);
233
ClassDB::bind_method(D_METHOD("get_sky_energy_multiplier"), &ProceduralSkyMaterial::get_sky_energy_multiplier);
234
235
ClassDB::bind_method(D_METHOD("set_sky_cover", "sky_cover"), &ProceduralSkyMaterial::set_sky_cover);
236
ClassDB::bind_method(D_METHOD("get_sky_cover"), &ProceduralSkyMaterial::get_sky_cover);
237
238
ClassDB::bind_method(D_METHOD("set_sky_cover_modulate", "color"), &ProceduralSkyMaterial::set_sky_cover_modulate);
239
ClassDB::bind_method(D_METHOD("get_sky_cover_modulate"), &ProceduralSkyMaterial::get_sky_cover_modulate);
240
241
ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color);
242
ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color);
243
244
ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color);
245
ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color);
246
247
ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve);
248
ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve);
249
250
ClassDB::bind_method(D_METHOD("set_ground_energy_multiplier", "energy"), &ProceduralSkyMaterial::set_ground_energy_multiplier);
251
ClassDB::bind_method(D_METHOD("get_ground_energy_multiplier"), &ProceduralSkyMaterial::get_ground_energy_multiplier);
252
253
ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max);
254
ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max);
255
256
ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
257
ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
258
259
ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &ProceduralSkyMaterial::set_use_debanding);
260
ClassDB::bind_method(D_METHOD("get_use_debanding"), &ProceduralSkyMaterial::get_use_debanding);
261
262
ClassDB::bind_method(D_METHOD("set_energy_multiplier", "multiplier"), &ProceduralSkyMaterial::set_energy_multiplier);
263
ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &ProceduralSkyMaterial::get_energy_multiplier);
264
265
ADD_GROUP("Sky", "sky_");
266
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color");
267
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color");
268
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
269
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy_multiplier", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy_multiplier", "get_sky_energy_multiplier");
270
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky_cover", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_sky_cover", "get_sky_cover");
271
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_cover_modulate"), "set_sky_cover_modulate", "get_sky_cover_modulate");
272
273
ADD_GROUP("Ground", "ground_");
274
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_bottom_color", "get_ground_bottom_color");
275
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_horizon_color", "get_ground_horizon_color");
276
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
277
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy_multiplier", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy_multiplier", "get_ground_energy_multiplier");
278
279
ADD_GROUP("Sun", "sun_");
280
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01,degrees"), "set_sun_angle_max", "get_sun_angle_max");
281
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
282
283
ADD_GROUP("", "");
284
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding");
285
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier");
286
}
287
288
void ProceduralSkyMaterial::cleanup_shader() {
289
for (int i = 0; i < 4; i++) {
290
if (shader_cache[i].is_valid()) {
291
RS::get_singleton()->free(shader_cache[i]);
292
}
293
}
294
}
295
296
void ProceduralSkyMaterial::_update_shader(bool p_use_debanding, bool p_use_sky_cover) {
297
MutexLock shader_lock(shader_mutex);
298
int index = int(p_use_debanding) + int(p_use_sky_cover) * 2;
299
if (shader_cache[index].is_null()) {
300
shader_cache[index] = RS::get_singleton()->shader_create();
301
302
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
303
RS::get_singleton()->shader_set_code(shader_cache[index], vformat(R"(
304
// NOTE: Shader automatically converted from )" GODOT_VERSION_NAME " " GODOT_VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial.
305
306
shader_type sky;
307
%s
308
309
uniform vec4 sky_top_color : source_color = vec4(0.385, 0.454, 0.55, 1.0);
310
uniform vec4 sky_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0);
311
uniform float inv_sky_curve : hint_range(1, 100) = 4.0;
312
uniform vec4 ground_bottom_color : source_color = vec4(0.2, 0.169, 0.133, 1.0);
313
uniform vec4 ground_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0);
314
uniform float inv_ground_curve : hint_range(1, 100) = 30.0;
315
uniform float sun_angle_max = 0.877;
316
uniform float inv_sun_curve : hint_range(1, 100) = 22.78;
317
uniform float exposure : hint_range(0, 128) = 1.0;
318
319
uniform sampler2D sky_cover : filter_linear, source_color, hint_default_black;
320
uniform vec4 sky_cover_modulate : source_color = vec4(1.0, 1.0, 1.0, 1.0);
321
322
void sky() {
323
float v_angle = clamp(EYEDIR.y, -1.0, 1.0);
324
vec3 sky = mix(sky_top_color.rgb, sky_horizon_color.rgb, clamp(pow(1.0 - v_angle, inv_sky_curve), 0.0, 1.0));
325
326
if (LIGHT0_ENABLED) {
327
float sun_angle = dot(LIGHT0_DIRECTION, EYEDIR);
328
float sun_size = cos(LIGHT0_SIZE);
329
if (sun_angle > sun_size) {
330
sky = LIGHT0_COLOR * LIGHT0_ENERGY;
331
} else if (sun_angle > sun_angle_max) {
332
float c2 = (sun_size - sun_angle) / (sun_size - sun_angle_max);
333
sky = mix(sky, LIGHT0_COLOR * LIGHT0_ENERGY, clamp(pow(1.0 - c2, inv_sun_curve), 0.0, 1.0));
334
}
335
}
336
337
if (LIGHT1_ENABLED) {
338
float sun_angle = dot(LIGHT1_DIRECTION, EYEDIR);
339
float sun_size = cos(LIGHT1_SIZE);
340
if (sun_angle > sun_size) {
341
sky = LIGHT1_COLOR * LIGHT1_ENERGY;
342
} else if (sun_angle > sun_angle_max) {
343
float c2 = (sun_size - sun_angle) / (sun_size - sun_angle_max);
344
sky = mix(sky, LIGHT1_COLOR * LIGHT1_ENERGY, clamp(pow(1.0 - c2, inv_sun_curve), 0.0, 1.0));
345
}
346
}
347
348
if (LIGHT2_ENABLED) {
349
float sun_angle = dot(LIGHT2_DIRECTION, EYEDIR);
350
float sun_size = cos(LIGHT2_SIZE);
351
if (sun_angle > sun_size) {
352
sky = LIGHT2_COLOR * LIGHT2_ENERGY;
353
} else if (sun_angle > sun_angle_max) {
354
float c2 = (sun_size - sun_angle) / (sun_size - sun_angle_max);
355
sky = mix(sky, LIGHT2_COLOR * LIGHT2_ENERGY, clamp(pow(1.0 - c2, inv_sun_curve), 0.0, 1.0));
356
}
357
}
358
359
if (LIGHT3_ENABLED) {
360
float sun_angle = dot(LIGHT3_DIRECTION, EYEDIR);
361
float sun_size = cos(LIGHT3_SIZE);
362
if (sun_angle > sun_size) {
363
sky = LIGHT3_COLOR * LIGHT3_ENERGY;
364
} else if (sun_angle > sun_angle_max) {
365
float c2 = (sun_size - sun_angle) / (sun_size - sun_angle_max);
366
sky = mix(sky, LIGHT3_COLOR * LIGHT3_ENERGY, clamp(pow(1.0 - c2, inv_sun_curve), 0.0, 1.0));
367
}
368
}
369
370
%s
371
%s
372
vec3 ground = mix(ground_bottom_color.rgb, ground_horizon_color.rgb, clamp(pow(1.0 + v_angle, inv_ground_curve), 0.0, 1.0));
373
374
COLOR = mix(ground, sky, step(0.0, EYEDIR.y)) * exposure;
375
}
376
)",
377
p_use_debanding ? "render_mode use_debanding;" : "", p_use_sky_cover ? "vec4 sky_cover_texture = texture(sky_cover, SKY_COORDS);" : "", p_use_sky_cover ? "sky += (sky_cover_texture.rgb * sky_cover_modulate.rgb) * sky_cover_texture.a * sky_cover_modulate.a;" : ""));
378
}
379
}
380
381
ProceduralSkyMaterial::ProceduralSkyMaterial() {
382
_set_material(RS::get_singleton()->material_create());
383
set_sky_top_color(Color(0.385, 0.454, 0.55));
384
set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708));
385
set_sky_curve(0.15);
386
set_sky_energy_multiplier(1.0);
387
set_sky_cover_modulate(Color(1, 1, 1));
388
389
set_ground_bottom_color(Color(0.2, 0.169, 0.133));
390
set_ground_horizon_color(Color(0.6463, 0.6558, 0.6708));
391
set_ground_curve(0.02);
392
set_ground_energy_multiplier(1.0);
393
394
set_sun_angle_max(30.0);
395
set_sun_curve(0.15);
396
set_use_debanding(true);
397
set_energy_multiplier(1.0);
398
}
399
400
ProceduralSkyMaterial::~ProceduralSkyMaterial() {
401
}
402
403
/////////////////////////////////////////
404
/* PanoramaSkyMaterial */
405
406
void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
407
panorama = p_panorama;
408
if (p_panorama.is_valid()) {
409
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", p_panorama->get_rid());
410
} else {
411
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", Variant());
412
}
413
}
414
415
Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
416
return panorama;
417
}
418
419
void PanoramaSkyMaterial::set_filtering_enabled(bool p_enabled) {
420
filter = p_enabled;
421
notify_property_list_changed();
422
_update_shader(filter);
423
// Only set if shader already compiled
424
if (shader_set) {
425
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
426
}
427
}
428
429
bool PanoramaSkyMaterial::is_filtering_enabled() const {
430
return filter;
431
}
432
433
void PanoramaSkyMaterial::set_energy_multiplier(float p_multiplier) {
434
energy_multiplier = p_multiplier;
435
RS::get_singleton()->material_set_param(_get_material(), "exposure", energy_multiplier);
436
}
437
438
float PanoramaSkyMaterial::get_energy_multiplier() const {
439
return energy_multiplier;
440
}
441
442
Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
443
return Shader::MODE_SKY;
444
}
445
446
RID PanoramaSkyMaterial::get_rid() const {
447
_update_shader(filter);
448
if (!shader_set) {
449
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
450
shader_set = true;
451
}
452
return _get_material();
453
}
454
455
RID PanoramaSkyMaterial::get_shader_rid() const {
456
_update_shader(filter);
457
return shader_cache[int(filter)];
458
}
459
460
void PanoramaSkyMaterial::_bind_methods() {
461
ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama);
462
ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama);
463
464
ClassDB::bind_method(D_METHOD("set_filtering_enabled", "enabled"), &PanoramaSkyMaterial::set_filtering_enabled);
465
ClassDB::bind_method(D_METHOD("is_filtering_enabled"), &PanoramaSkyMaterial::is_filtering_enabled);
466
467
ClassDB::bind_method(D_METHOD("set_energy_multiplier", "multiplier"), &PanoramaSkyMaterial::set_energy_multiplier);
468
ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &PanoramaSkyMaterial::get_energy_multiplier);
469
470
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
471
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter"), "set_filtering_enabled", "is_filtering_enabled");
472
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier");
473
}
474
475
Mutex PanoramaSkyMaterial::shader_mutex;
476
RID PanoramaSkyMaterial::shader_cache[2];
477
478
void PanoramaSkyMaterial::cleanup_shader() {
479
for (int i = 0; i < 2; i++) {
480
if (shader_cache[i].is_valid()) {
481
RS::get_singleton()->free(shader_cache[i]);
482
}
483
}
484
}
485
486
void PanoramaSkyMaterial::_update_shader(bool p_filter) {
487
MutexLock shader_lock(shader_mutex);
488
int index = int(p_filter);
489
if (shader_cache[index].is_null()) {
490
shader_cache[index] = RS::get_singleton()->shader_create();
491
492
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
493
RS::get_singleton()->shader_set_code(shader_cache[index], vformat(R"(
494
// NOTE: Shader automatically converted from )" GODOT_VERSION_NAME " " GODOT_VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial.
495
496
shader_type sky;
497
498
uniform sampler2D source_panorama : %s, source_color, hint_default_black;
499
uniform float exposure : hint_range(0, 128) = 1.0;
500
501
void sky() {
502
COLOR = texture(source_panorama, SKY_COORDS).rgb * exposure;
503
}
504
)",
505
p_filter ? "filter_linear" : "filter_nearest"));
506
}
507
}
508
509
PanoramaSkyMaterial::PanoramaSkyMaterial() {
510
_set_material(RS::get_singleton()->material_create());
511
set_energy_multiplier(1.0);
512
}
513
514
PanoramaSkyMaterial::~PanoramaSkyMaterial() {
515
}
516
517
//////////////////////////////////
518
/* PhysicalSkyMaterial */
519
520
void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
521
rayleigh = p_rayleigh;
522
RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
523
}
524
525
float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
526
return rayleigh;
527
}
528
529
void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
530
rayleigh_color = p_rayleigh_color;
531
RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
532
}
533
534
Color PhysicalSkyMaterial::get_rayleigh_color() const {
535
return rayleigh_color;
536
}
537
538
void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {
539
mie = p_mie;
540
RS::get_singleton()->material_set_param(_get_material(), "mie", mie);
541
}
542
543
float PhysicalSkyMaterial::get_mie_coefficient() const {
544
return mie;
545
}
546
547
void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {
548
mie_eccentricity = p_eccentricity;
549
RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
550
}
551
552
float PhysicalSkyMaterial::get_mie_eccentricity() const {
553
return mie_eccentricity;
554
}
555
556
void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {
557
mie_color = p_mie_color;
558
RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
559
}
560
561
Color PhysicalSkyMaterial::get_mie_color() const {
562
return mie_color;
563
}
564
565
void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {
566
turbidity = p_turbidity;
567
RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
568
}
569
570
float PhysicalSkyMaterial::get_turbidity() const {
571
return turbidity;
572
}
573
574
void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {
575
sun_disk_scale = p_sun_disk_scale;
576
RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
577
}
578
579
float PhysicalSkyMaterial::get_sun_disk_scale() const {
580
return sun_disk_scale;
581
}
582
583
void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {
584
ground_color = p_ground_color;
585
RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
586
}
587
588
Color PhysicalSkyMaterial::get_ground_color() const {
589
return ground_color;
590
}
591
592
void PhysicalSkyMaterial::set_energy_multiplier(float p_multiplier) {
593
energy_multiplier = p_multiplier;
594
RS::get_singleton()->material_set_param(_get_material(), "exposure", energy_multiplier);
595
}
596
597
float PhysicalSkyMaterial::get_energy_multiplier() const {
598
return energy_multiplier;
599
}
600
601
void PhysicalSkyMaterial::set_use_debanding(bool p_use_debanding) {
602
use_debanding = p_use_debanding;
603
_update_shader(use_debanding, night_sky.is_valid());
604
// Only set if shader already compiled
605
if (shader_set) {
606
RS::get_singleton()->material_set_shader(_get_material(), get_shader_cache());
607
}
608
}
609
610
bool PhysicalSkyMaterial::get_use_debanding() const {
611
return use_debanding;
612
}
613
614
void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
615
night_sky = p_night_sky;
616
if (p_night_sky.is_valid()) {
617
RS::get_singleton()->material_set_param(_get_material(), "night_sky", p_night_sky->get_rid());
618
} else {
619
RS::get_singleton()->material_set_param(_get_material(), "night_sky", Variant());
620
}
621
622
_update_shader(use_debanding, night_sky.is_valid());
623
624
if (shader_set) {
625
RS::get_singleton()->material_set_shader(_get_material(), get_shader_cache());
626
}
627
}
628
629
Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {
630
return night_sky;
631
}
632
633
Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
634
return Shader::MODE_SKY;
635
}
636
637
// Internal function to grab the current shader RID.
638
// Must only be called if the shader is initialized.
639
RID PhysicalSkyMaterial::get_shader_cache() const {
640
return shader_cache[int(use_debanding) + (night_sky.is_valid() ? 2 : 0)];
641
}
642
643
RID PhysicalSkyMaterial::get_rid() const {
644
_update_shader(use_debanding, night_sky.is_valid());
645
if (!shader_set) {
646
RS::get_singleton()->material_set_shader(_get_material(), get_shader_cache());
647
shader_set = true;
648
}
649
return _get_material();
650
}
651
652
RID PhysicalSkyMaterial::get_shader_rid() const {
653
_update_shader(use_debanding, night_sky.is_valid());
654
return get_shader_cache();
655
}
656
657
void PhysicalSkyMaterial::_validate_property(PropertyInfo &p_property) const {
658
if (!Engine::get_singleton()->is_editor_hint()) {
659
return;
660
}
661
if (p_property.name == "exposure_value" && !GLOBAL_GET_CACHED(bool, "rendering/lights_and_shadows/use_physical_light_units")) {
662
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
663
}
664
}
665
666
Mutex PhysicalSkyMaterial::shader_mutex;
667
RID PhysicalSkyMaterial::shader_cache[4];
668
669
void PhysicalSkyMaterial::_bind_methods() {
670
ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
671
ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
672
673
ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color);
674
ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color);
675
676
ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient);
677
ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient);
678
679
ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity);
680
ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity);
681
682
ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color);
683
ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color);
684
685
ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity);
686
ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity);
687
688
ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale);
689
ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale);
690
691
ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color);
692
ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color);
693
694
ClassDB::bind_method(D_METHOD("set_energy_multiplier", "multiplier"), &PhysicalSkyMaterial::set_energy_multiplier);
695
ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &PhysicalSkyMaterial::get_energy_multiplier);
696
697
ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &PhysicalSkyMaterial::set_use_debanding);
698
ClassDB::bind_method(D_METHOD("get_use_debanding"), &PhysicalSkyMaterial::get_use_debanding);
699
700
ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky);
701
ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky);
702
703
ADD_GROUP("Rayleigh", "rayleigh_");
704
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
705
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_rayleigh_color", "get_rayleigh_color");
706
707
ADD_GROUP("Mie", "mie_");
708
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
709
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
710
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_mie_color", "get_mie_color");
711
712
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
713
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
714
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_color", "get_ground_color");
715
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier");
716
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding");
717
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
718
}
719
720
void PhysicalSkyMaterial::cleanup_shader() {
721
for (int i = 0; i < 4; i++) {
722
if (shader_cache[i].is_valid()) {
723
RS::get_singleton()->free(shader_cache[i]);
724
}
725
}
726
}
727
728
void PhysicalSkyMaterial::_update_shader(bool p_use_debanding, bool p_use_night_sky) {
729
MutexLock shader_lock(shader_mutex);
730
int index = int(p_use_debanding) + int(p_use_night_sky) * 2;
731
if (shader_cache[index].is_null()) {
732
shader_cache[index] = RS::get_singleton()->shader_create();
733
734
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
735
RS::get_singleton()->shader_set_code(shader_cache[index], vformat(R"(
736
// NOTE: Shader automatically converted from )" GODOT_VERSION_NAME " " GODOT_VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial.
737
738
shader_type sky;
739
%s
740
741
uniform float rayleigh : hint_range(0, 64) = 2.0;
742
uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0);
743
uniform float mie : hint_range(0, 1) = 0.005;
744
uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
745
uniform vec4 mie_color : source_color = vec4(0.69, 0.729, 0.812, 1.0);
746
747
uniform float turbidity : hint_range(0, 1000) = 10.0;
748
uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
749
uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0);
750
uniform float exposure : hint_range(0, 128) = 1.0;
751
752
uniform sampler2D night_sky : filter_linear, source_color, hint_default_black;
753
754
const vec3 UP = vec3( 0.0, 1.0, 0.0 );
755
756
// Optical length at zenith for molecules.
757
const float rayleigh_zenith_size = 8.4e3;
758
const float mie_zenith_size = 1.25e3;
759
760
float henyey_greenstein(float cos_theta, float g) {
761
const float k = 0.0795774715459;
762
return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
763
}
764
765
void sky() {
766
if (LIGHT0_ENABLED) {
767
float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
768
float sun_energy = max(0.0, 0.757 * zenith_angle) * LIGHT0_ENERGY;
769
float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);
770
771
// Rayleigh coefficients.
772
float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );
773
vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;
774
// mie coefficients from Preetham
775
vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;
776
777
// Optical length.
778
float zenith = max(0.0, dot(UP, EYEDIR));
779
float optical_mass = 1.0 / (zenith + 0.15 * pow(3.885 + 54.5 * zenith, -1.253));
780
float rayleigh_scatter = rayleigh_zenith_size * optical_mass;
781
float mie_scatter = mie_zenith_size * optical_mass;
782
783
// Light extinction based on thickness of atmosphere.
784
vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));
785
786
// In scattering.
787
float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));
788
789
float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));
790
vec3 betaRTheta = rayleigh_beta * rayleigh_phase;
791
792
float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);
793
vec3 betaMTheta = mie_beta * mie_phase;
794
795
vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));
796
// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js
797
Lin *= 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));
798
799
// Hack in the ground color.
800
Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));
801
802
// Solar disk and out-scattering.
803
float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
804
float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale * 0.5);
805
float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);
806
vec3 L0 = (sun_energy * extinction) * sundisk * LIGHT0_COLOR;
807
%s
808
809
vec3 color = Lin + L0;
810
COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
811
COLOR *= exposure;
812
} else {
813
// There is no sun, so display night_sky and nothing else.
814
%s
815
COLOR *= exposure;
816
}
817
}
818
)",
819
p_use_debanding ? "render_mode use_debanding;" : "", p_use_night_sky ? "L0 += texture(night_sky, SKY_COORDS).xyz * extinction;" : "", p_use_night_sky ? "COLOR = texture(night_sky, SKY_COORDS).xyz;" : ""));
820
}
821
}
822
823
PhysicalSkyMaterial::PhysicalSkyMaterial() {
824
_set_material(RS::get_singleton()->material_create());
825
set_rayleigh_coefficient(2.0);
826
set_rayleigh_color(Color(0.3, 0.405, 0.6));
827
set_mie_coefficient(0.005);
828
set_mie_eccentricity(0.8);
829
set_mie_color(Color(0.69, 0.729, 0.812));
830
set_turbidity(10.0);
831
set_sun_disk_scale(1.0);
832
set_ground_color(Color(0.1, 0.07, 0.034));
833
set_energy_multiplier(1.0);
834
set_use_debanding(true);
835
}
836
837
PhysicalSkyMaterial::~PhysicalSkyMaterial() {
838
}
839
840