#pragma once
#include "core/templates/rid.h"
#include "scene/resources/material.h"
class ProceduralSkyMaterial : public Material {
GDCLASS(ProceduralSkyMaterial, Material);
private:
Color sky_top_color;
Color sky_horizon_color;
float sky_curve = 0.0f;
float sky_energy_multiplier = 0.0f;
Ref<Texture2D> sky_cover;
Color sky_cover_modulate;
Color ground_bottom_color;
Color ground_horizon_color;
float ground_curve = 0.0f;
float ground_energy_multiplier = 0.0f;
float sun_angle_max = 0.0f;
float sun_curve = 0.0f;
bool use_debanding = true;
float global_energy_multiplier = 1.0f;
static Mutex shader_mutex;
static RID shader_cache[4];
static void _update_shader(bool p_use_debanding, bool p_use_sky_cover);
mutable bool shader_set = false;
RID get_shader_cache() const;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
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_multiplier(float p_multiplier);
float get_sky_energy_multiplier() const;
void set_sky_cover(const Ref<Texture2D> &p_sky_cover);
Ref<Texture2D> get_sky_cover() const;
void set_sky_cover_modulate(const Color &p_sky_cover_modulate);
Color get_sky_cover_modulate() const;
void set_ground_bottom_color(const Color &p_ground_bottom);
Color get_ground_bottom_color() const;
void set_ground_horizon_color(const Color &p_ground_horizon);
Color get_ground_horizon_color() const;
void set_ground_curve(float p_curve);
float get_ground_curve() const;
void set_ground_energy_multiplier(float p_energy);
float get_ground_energy_multiplier() const;
void set_sun_angle_max(float p_angle);
float get_sun_angle_max() const;
void set_sun_curve(float p_curve);
float get_sun_curve() const;
void set_use_debanding(bool p_use_debanding);
bool get_use_debanding() const;
void set_energy_multiplier(float p_multiplier);
float get_energy_multiplier() const;
virtual Shader::Mode get_shader_mode() const override;
virtual RID get_shader_rid() const override;
virtual RID get_rid() const override;
static void cleanup_shader();
ProceduralSkyMaterial();
~ProceduralSkyMaterial();
};
class PanoramaSkyMaterial : public Material {
GDCLASS(PanoramaSkyMaterial, Material);
private:
Ref<Texture2D> panorama;
float energy_multiplier = 1.0f;
static Mutex shader_mutex;
static RID shader_cache[2];
static void _update_shader(bool p_filter);
mutable bool shader_set = false;
bool filter = true;
protected:
static void _bind_methods();
public:
void set_panorama(const Ref<Texture2D> &p_panorama);
Ref<Texture2D> get_panorama() const;
void set_filtering_enabled(bool p_enabled);
bool is_filtering_enabled() const;
void set_energy_multiplier(float p_multiplier);
float get_energy_multiplier() const;
virtual Shader::Mode get_shader_mode() const override;
virtual RID get_shader_rid() const override;
virtual RID get_rid() const override;
static void cleanup_shader();
PanoramaSkyMaterial();
~PanoramaSkyMaterial();
};
class PhysicalSkyMaterial : public Material {
GDCLASS(PhysicalSkyMaterial, Material);
private:
static Mutex shader_mutex;
static RID shader_cache[4];
RID get_shader_cache() const;
float rayleigh = 0.0f;
Color rayleigh_color;
float mie = 0.0f;
float mie_eccentricity = 0.0f;
Color mie_color;
float turbidity = 0.0f;
float sun_disk_scale = 0.0f;
Color ground_color;
float energy_multiplier = 1.0f;
bool use_debanding = true;
Ref<Texture2D> night_sky;
static void _update_shader(bool p_use_debanding, bool p_use_night_sky);
mutable bool shader_set = false;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
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_energy_multiplier(float p_multiplier);
float get_energy_multiplier() const;
void set_exposure_value(float p_exposure);
float get_exposure_value() const;
void set_use_debanding(bool p_use_debanding);
bool get_use_debanding() 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;
virtual RID get_shader_rid() const override;
static void cleanup_shader();
virtual RID get_rid() const override;
PhysicalSkyMaterial();
~PhysicalSkyMaterial();
};