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Diffstat (limited to 'scene/resources/3d/sky_material.cpp')
-rw-r--r-- | scene/resources/3d/sky_material.cpp | 806 |
1 files changed, 806 insertions, 0 deletions
diff --git a/scene/resources/3d/sky_material.cpp b/scene/resources/3d/sky_material.cpp new file mode 100644 index 0000000000..640261d615 --- /dev/null +++ b/scene/resources/3d/sky_material.cpp @@ -0,0 +1,806 @@ +/**************************************************************************/ +/* sky_material.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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 "sky_material.h" + +#include "core/config/project_settings.h" +#include "core/version.h" + +Mutex ProceduralSkyMaterial::shader_mutex; +RID ProceduralSkyMaterial::shader_cache[2]; + +void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) { + sky_top_color = p_sky_top; + RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color); +} + +Color ProceduralSkyMaterial::get_sky_top_color() const { + return sky_top_color; +} + +void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) { + sky_horizon_color = p_sky_horizon; + RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color); +} + +Color ProceduralSkyMaterial::get_sky_horizon_color() const { + return sky_horizon_color; +} + +void ProceduralSkyMaterial::set_sky_curve(float p_curve) { + sky_curve = p_curve; + RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve); +} + +float ProceduralSkyMaterial::get_sky_curve() const { + return sky_curve; +} + +void ProceduralSkyMaterial::set_sky_energy_multiplier(float p_multiplier) { + sky_energy_multiplier = p_multiplier; + RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy_multiplier); +} + +float ProceduralSkyMaterial::get_sky_energy_multiplier() const { + return sky_energy_multiplier; +} + +void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) { + sky_cover = p_sky_cover; + if (p_sky_cover.is_valid()) { + RS::get_singleton()->material_set_param(_get_material(), "sky_cover", p_sky_cover->get_rid()); + } else { + RS::get_singleton()->material_set_param(_get_material(), "sky_cover", Variant()); + } +} + +Ref<Texture2D> ProceduralSkyMaterial::get_sky_cover() const { + return sky_cover; +} + +void ProceduralSkyMaterial::set_sky_cover_modulate(const Color &p_sky_cover_modulate) { + sky_cover_modulate = p_sky_cover_modulate; + RS::get_singleton()->material_set_param(_get_material(), "sky_cover_modulate", sky_cover_modulate); +} + +Color ProceduralSkyMaterial::get_sky_cover_modulate() const { + return sky_cover_modulate; +} + +void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) { + ground_bottom_color = p_ground_bottom; + RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color); +} + +Color ProceduralSkyMaterial::get_ground_bottom_color() const { + return ground_bottom_color; +} + +void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) { + ground_horizon_color = p_ground_horizon; + RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color); +} + +Color ProceduralSkyMaterial::get_ground_horizon_color() const { + return ground_horizon_color; +} + +void ProceduralSkyMaterial::set_ground_curve(float p_curve) { + ground_curve = p_curve; + RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve); +} + +float ProceduralSkyMaterial::get_ground_curve() const { + return ground_curve; +} + +void ProceduralSkyMaterial::set_ground_energy_multiplier(float p_multiplier) { + ground_energy_multiplier = p_multiplier; + RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy_multiplier); +} + +float ProceduralSkyMaterial::get_ground_energy_multiplier() const { + return ground_energy_multiplier; +} + +void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) { + sun_angle_max = p_angle; + RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg_to_rad(sun_angle_max)); +} + +float ProceduralSkyMaterial::get_sun_angle_max() const { + return sun_angle_max; +} + +void ProceduralSkyMaterial::set_sun_curve(float p_curve) { + sun_curve = p_curve; + RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve); +} + +float ProceduralSkyMaterial::get_sun_curve() const { + return sun_curve; +} + +void ProceduralSkyMaterial::set_use_debanding(bool p_use_debanding) { + use_debanding = p_use_debanding; + _update_shader(); + // Only set if shader already compiled + if (shader_set) { + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]); + } +} + +bool ProceduralSkyMaterial::get_use_debanding() const { + return use_debanding; +} + +void ProceduralSkyMaterial::set_energy_multiplier(float p_multiplier) { + global_energy_multiplier = p_multiplier; + RS::get_singleton()->material_set_param(_get_material(), "exposure", global_energy_multiplier); +} + +float ProceduralSkyMaterial::get_energy_multiplier() const { + return global_energy_multiplier; +} + +Shader::Mode ProceduralSkyMaterial::get_shader_mode() const { + return Shader::MODE_SKY; +} + +RID ProceduralSkyMaterial::get_rid() const { + _update_shader(); + if (!shader_set) { + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(use_debanding)]); + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]); + shader_set = true; + } + return _get_material(); +} + +RID ProceduralSkyMaterial::get_shader_rid() const { + _update_shader(); + return shader_cache[int(use_debanding)]; +} + +void ProceduralSkyMaterial::_validate_property(PropertyInfo &p_property) const { + if ((p_property.name == "sky_luminance" || p_property.name == "ground_luminance") && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } +} + +void ProceduralSkyMaterial::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color); + ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color); + + ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color); + ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color); + + ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve); + ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve); + + ClassDB::bind_method(D_METHOD("set_sky_energy_multiplier", "multiplier"), &ProceduralSkyMaterial::set_sky_energy_multiplier); + ClassDB::bind_method(D_METHOD("get_sky_energy_multiplier"), &ProceduralSkyMaterial::get_sky_energy_multiplier); + + ClassDB::bind_method(D_METHOD("set_sky_cover", "sky_cover"), &ProceduralSkyMaterial::set_sky_cover); + ClassDB::bind_method(D_METHOD("get_sky_cover"), &ProceduralSkyMaterial::get_sky_cover); + + ClassDB::bind_method(D_METHOD("set_sky_cover_modulate", "color"), &ProceduralSkyMaterial::set_sky_cover_modulate); + ClassDB::bind_method(D_METHOD("get_sky_cover_modulate"), &ProceduralSkyMaterial::get_sky_cover_modulate); + + ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color); + ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color); + + ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color); + ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color); + + ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve); + ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve); + + ClassDB::bind_method(D_METHOD("set_ground_energy_multiplier", "energy"), &ProceduralSkyMaterial::set_ground_energy_multiplier); + ClassDB::bind_method(D_METHOD("get_ground_energy_multiplier"), &ProceduralSkyMaterial::get_ground_energy_multiplier); + + ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max); + ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max); + + ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve); + ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve); + + ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &ProceduralSkyMaterial::set_use_debanding); + ClassDB::bind_method(D_METHOD("get_use_debanding"), &ProceduralSkyMaterial::get_use_debanding); + + ClassDB::bind_method(D_METHOD("set_energy_multiplier", "multiplier"), &ProceduralSkyMaterial::set_energy_multiplier); + ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &ProceduralSkyMaterial::get_energy_multiplier); + + ADD_GROUP("Sky", "sky_"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy_multiplier", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy_multiplier", "get_sky_energy_multiplier"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky_cover", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_sky_cover", "get_sky_cover"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_cover_modulate"), "set_sky_cover_modulate", "get_sky_cover_modulate"); + + ADD_GROUP("Ground", "ground_"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_bottom_color", "get_ground_bottom_color"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_horizon_color", "get_ground_horizon_color"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy_multiplier", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy_multiplier", "get_ground_energy_multiplier"); + + ADD_GROUP("Sun", "sun_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01,degrees"), "set_sun_angle_max", "get_sun_angle_max"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve"); + + ADD_GROUP("", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier"); +} + +void ProceduralSkyMaterial::cleanup_shader() { + if (shader_cache[0].is_valid()) { + RS::get_singleton()->free(shader_cache[0]); + RS::get_singleton()->free(shader_cache[1]); + } +} + +void ProceduralSkyMaterial::_update_shader() { + shader_mutex.lock(); + if (shader_cache[0].is_null()) { + for (int i = 0; i < 2; i++) { + shader_cache[i] = RS::get_singleton()->shader_create(); + + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). + RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"( +// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial. + +shader_type sky; +%s + +uniform vec4 sky_top_color : source_color = vec4(0.385, 0.454, 0.55, 1.0); +uniform vec4 sky_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0); +uniform float sky_curve : hint_range(0, 1) = 0.15; +uniform float sky_energy = 1.0; // In Lux. +uniform sampler2D sky_cover : filter_linear, source_color, hint_default_black; +uniform vec4 sky_cover_modulate : source_color = vec4(1.0, 1.0, 1.0, 1.0); +uniform vec4 ground_bottom_color : source_color = vec4(0.2, 0.169, 0.133, 1.0); +uniform vec4 ground_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0); +uniform float ground_curve : hint_range(0, 1) = 0.02; +uniform float ground_energy = 1.0; +uniform float sun_angle_max = 30.0; +uniform float sun_curve : hint_range(0, 1) = 0.15; +uniform float exposure : hint_range(0, 128) = 1.0; + +void sky() { + float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0)); + float c = (1.0 - v_angle / (PI * 0.5)); + vec3 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)); + sky *= sky_energy; + + if (LIGHT0_ENABLED) { + float sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR)); + if (sun_angle < LIGHT0_SIZE) { + sky = LIGHT0_COLOR * LIGHT0_ENERGY; + } else if (sun_angle < sun_angle_max) { + float c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE); + sky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); + } + } + + if (LIGHT1_ENABLED) { + float sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR)); + if (sun_angle < LIGHT1_SIZE) { + sky = LIGHT1_COLOR * LIGHT1_ENERGY; + } else if (sun_angle < sun_angle_max) { + float c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE); + sky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); + } + } + + if (LIGHT2_ENABLED) { + float sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR)); + if (sun_angle < LIGHT2_SIZE) { + sky = LIGHT2_COLOR * LIGHT2_ENERGY; + } else if (sun_angle < sun_angle_max) { + float c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE); + sky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); + } + } + + if (LIGHT3_ENABLED) { + float sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR)); + if (sun_angle < LIGHT3_SIZE) { + sky = LIGHT3_COLOR * LIGHT3_ENERGY; + } else if (sun_angle < sun_angle_max) { + float c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE); + sky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); + } + } + + vec4 sky_cover_texture = texture(sky_cover, SKY_COORDS); + sky += (sky_cover_texture.rgb * sky_cover_modulate.rgb) * sky_cover_texture.a * sky_cover_modulate.a * sky_energy; + + c = (v_angle - (PI * 0.5)) / (PI * 0.5); + vec3 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)); + ground *= ground_energy; + + COLOR = mix(ground, sky, step(0.0, EYEDIR.y)) * exposure; +} +)", + i ? "render_mode use_debanding;" : "")); + } + } + shader_mutex.unlock(); +} + +ProceduralSkyMaterial::ProceduralSkyMaterial() { + set_sky_top_color(Color(0.385, 0.454, 0.55)); + set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708)); + set_sky_curve(0.15); + set_sky_energy_multiplier(1.0); + set_sky_cover_modulate(Color(1, 1, 1)); + + set_ground_bottom_color(Color(0.2, 0.169, 0.133)); + set_ground_horizon_color(Color(0.6463, 0.6558, 0.6708)); + set_ground_curve(0.02); + set_ground_energy_multiplier(1.0); + + set_sun_angle_max(30.0); + set_sun_curve(0.15); + set_use_debanding(true); + set_energy_multiplier(1.0); +} + +ProceduralSkyMaterial::~ProceduralSkyMaterial() { +} + +///////////////////////////////////////// +/* PanoramaSkyMaterial */ + +void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) { + panorama = p_panorama; + if (p_panorama.is_valid()) { + RS::get_singleton()->material_set_param(_get_material(), "source_panorama", p_panorama->get_rid()); + } else { + RS::get_singleton()->material_set_param(_get_material(), "source_panorama", Variant()); + } +} + +Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const { + return panorama; +} + +void PanoramaSkyMaterial::set_filtering_enabled(bool p_enabled) { + filter = p_enabled; + notify_property_list_changed(); + _update_shader(); + // Only set if shader already compiled + if (shader_set) { + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]); + } +} + +bool PanoramaSkyMaterial::is_filtering_enabled() const { + return filter; +} + +void PanoramaSkyMaterial::set_energy_multiplier(float p_multiplier) { + energy_multiplier = p_multiplier; + RS::get_singleton()->material_set_param(_get_material(), "exposure", energy_multiplier); +} + +float PanoramaSkyMaterial::get_energy_multiplier() const { + return energy_multiplier; +} + +Shader::Mode PanoramaSkyMaterial::get_shader_mode() const { + return Shader::MODE_SKY; +} + +RID PanoramaSkyMaterial::get_rid() const { + _update_shader(); + // Don't compile shaders until first use, then compile both + if (!shader_set) { + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(filter)]); + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]); + shader_set = true; + } + return _get_material(); +} + +RID PanoramaSkyMaterial::get_shader_rid() const { + _update_shader(); + return shader_cache[int(filter)]; +} + +void PanoramaSkyMaterial::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama); + ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama); + + ClassDB::bind_method(D_METHOD("set_filtering_enabled", "enabled"), &PanoramaSkyMaterial::set_filtering_enabled); + ClassDB::bind_method(D_METHOD("is_filtering_enabled"), &PanoramaSkyMaterial::is_filtering_enabled); + + ClassDB::bind_method(D_METHOD("set_energy_multiplier", "multiplier"), &PanoramaSkyMaterial::set_energy_multiplier); + ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &PanoramaSkyMaterial::get_energy_multiplier); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter"), "set_filtering_enabled", "is_filtering_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier"); +} + +Mutex PanoramaSkyMaterial::shader_mutex; +RID PanoramaSkyMaterial::shader_cache[2]; + +void PanoramaSkyMaterial::cleanup_shader() { + if (shader_cache[0].is_valid()) { + RS::get_singleton()->free(shader_cache[0]); + RS::get_singleton()->free(shader_cache[1]); + } +} + +void PanoramaSkyMaterial::_update_shader() { + shader_mutex.lock(); + if (shader_cache[0].is_null()) { + for (int i = 0; i < 2; i++) { + shader_cache[i] = RS::get_singleton()->shader_create(); + + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). + RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"( +// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial. + +shader_type sky; + +uniform sampler2D source_panorama : %s, source_color, hint_default_black; +uniform float exposure : hint_range(0, 128) = 1.0; + +void sky() { + COLOR = texture(source_panorama, SKY_COORDS).rgb * exposure; +} +)", + i ? "filter_linear" : "filter_nearest")); + } + } + + shader_mutex.unlock(); +} + +PanoramaSkyMaterial::PanoramaSkyMaterial() { + set_energy_multiplier(1.0); +} + +PanoramaSkyMaterial::~PanoramaSkyMaterial() { +} + +////////////////////////////////// +/* PhysicalSkyMaterial */ + +void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) { + rayleigh = p_rayleigh; + RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh); +} + +float PhysicalSkyMaterial::get_rayleigh_coefficient() const { + return rayleigh; +} + +void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) { + rayleigh_color = p_rayleigh_color; + RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color); +} + +Color PhysicalSkyMaterial::get_rayleigh_color() const { + return rayleigh_color; +} + +void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) { + mie = p_mie; + RS::get_singleton()->material_set_param(_get_material(), "mie", mie); +} + +float PhysicalSkyMaterial::get_mie_coefficient() const { + return mie; +} + +void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) { + mie_eccentricity = p_eccentricity; + RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity); +} + +float PhysicalSkyMaterial::get_mie_eccentricity() const { + return mie_eccentricity; +} + +void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) { + mie_color = p_mie_color; + RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color); +} + +Color PhysicalSkyMaterial::get_mie_color() const { + return mie_color; +} + +void PhysicalSkyMaterial::set_turbidity(float p_turbidity) { + turbidity = p_turbidity; + RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity); +} + +float PhysicalSkyMaterial::get_turbidity() const { + return turbidity; +} + +void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) { + sun_disk_scale = p_sun_disk_scale; + RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale); +} + +float PhysicalSkyMaterial::get_sun_disk_scale() const { + return sun_disk_scale; +} + +void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) { + ground_color = p_ground_color; + RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color); +} + +Color PhysicalSkyMaterial::get_ground_color() const { + return ground_color; +} + +void PhysicalSkyMaterial::set_energy_multiplier(float p_multiplier) { + energy_multiplier = p_multiplier; + RS::get_singleton()->material_set_param(_get_material(), "exposure", energy_multiplier); +} + +float PhysicalSkyMaterial::get_energy_multiplier() const { + return energy_multiplier; +} + +void PhysicalSkyMaterial::set_use_debanding(bool p_use_debanding) { + use_debanding = p_use_debanding; + _update_shader(); + // Only set if shader already compiled + if (shader_set) { + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]); + } +} + +bool PhysicalSkyMaterial::get_use_debanding() const { + return use_debanding; +} + +void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) { + night_sky = p_night_sky; + if (p_night_sky.is_valid()) { + RS::get_singleton()->material_set_param(_get_material(), "night_sky", p_night_sky->get_rid()); + } else { + RS::get_singleton()->material_set_param(_get_material(), "night_sky", Variant()); + } +} + +Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const { + return night_sky; +} + +Shader::Mode PhysicalSkyMaterial::get_shader_mode() const { + return Shader::MODE_SKY; +} + +RID PhysicalSkyMaterial::get_rid() const { + _update_shader(); + if (!shader_set) { + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(use_debanding)]); + RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]); + shader_set = true; + } + return _get_material(); +} + +RID PhysicalSkyMaterial::get_shader_rid() const { + _update_shader(); + return shader_cache[int(use_debanding)]; +} + +void PhysicalSkyMaterial::_validate_property(PropertyInfo &p_property) const { + if (p_property.name == "exposure_value" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } +} + +Mutex PhysicalSkyMaterial::shader_mutex; +RID PhysicalSkyMaterial::shader_cache[2]; + +void PhysicalSkyMaterial::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient); + ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient); + + ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color); + ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color); + + ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient); + ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient); + + ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity); + ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity); + + ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color); + ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color); + + ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity); + 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); + + 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_energy_multiplier", "multiplier"), &PhysicalSkyMaterial::set_energy_multiplier); + ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &PhysicalSkyMaterial::get_energy_multiplier); + + ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &PhysicalSkyMaterial::set_use_debanding); + ClassDB::bind_method(D_METHOD("get_use_debanding"), &PhysicalSkyMaterial::get_use_debanding); + + ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky); + ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky); + + 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", PROPERTY_HINT_COLOR_NO_ALPHA), "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", PROPERTY_HINT_COLOR_NO_ALPHA), "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", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_color", "get_ground_color"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky"); +} + +void PhysicalSkyMaterial::cleanup_shader() { + if (shader_cache[0].is_valid()) { + RS::get_singleton()->free(shader_cache[0]); + RS::get_singleton()->free(shader_cache[1]); + } +} + +void PhysicalSkyMaterial::_update_shader() { + shader_mutex.lock(); + if (shader_cache[0].is_null()) { + for (int i = 0; i < 2; i++) { + shader_cache[i] = RS::get_singleton()->shader_create(); + + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). + RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"( +// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial. + +shader_type sky; +%s + +uniform float rayleigh : hint_range(0, 64) = 2.0; +uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0); +uniform float mie : hint_range(0, 1) = 0.005; +uniform float mie_eccentricity : hint_range(-1, 1) = 0.8; +uniform vec4 mie_color : source_color = vec4(0.69, 0.729, 0.812, 1.0); + +uniform float turbidity : hint_range(0, 1000) = 10.0; +uniform float sun_disk_scale : hint_range(0, 360) = 1.0; +uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0); +uniform float exposure : hint_range(0, 128) = 1.0; + +uniform sampler2D night_sky : filter_linear, source_color, hint_default_black; + +const vec3 UP = vec3( 0.0, 1.0, 0.0 ); + +// Optical length at zenith for molecules. +const float rayleigh_zenith_size = 8.4e3; +const float mie_zenith_size = 1.25e3; + +float henyey_greenstein(float cos_theta, float g) { + const float k = 0.0795774715459; + return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5)); +} + +void sky() { + if (LIGHT0_ENABLED) { + float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 ); + float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * LIGHT0_ENERGY; + float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0); + + // Rayleigh coefficients. + float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) ); + vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001; + // mie coefficients from Preetham + vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434; + + // Optical length. + float zenith = acos(max(0.0, dot(UP, EYEDIR))); + float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253)); + float rayleigh_scatter = rayleigh_zenith_size * optical_mass; + float mie_scatter = mie_zenith_size * optical_mass; + + // Light extinction based on thickness of atmosphere. + vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter)); + + // In scattering. + float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION)); + + float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0)); + vec3 betaRTheta = rayleigh_beta * rayleigh_phase; + + float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity); + vec3 betaMTheta = mie_beta * mie_phase; + + vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5)); + // Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js + 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)); + + // Hack in the ground color. + Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR))); + + // Solar disk and out-scattering. + float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale); + float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5); + float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta); + vec3 L0 = (sun_energy * extinction) * sundisk * LIGHT0_COLOR; + L0 += texture(night_sky, SKY_COORDS).xyz * extinction; + + vec3 color = Lin + L0; + COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade)))); + COLOR *= exposure; + } else { + // There is no sun, so display night_sky and nothing else. + COLOR = texture(night_sky, SKY_COORDS).xyz; + COLOR *= exposure; + } +} +)", + i ? "render_mode use_debanding;" : "")); + } + } + + shader_mutex.unlock(); +} + +PhysicalSkyMaterial::PhysicalSkyMaterial() { + set_rayleigh_coefficient(2.0); + set_rayleigh_color(Color(0.3, 0.405, 0.6)); + set_mie_coefficient(0.005); + set_mie_eccentricity(0.8); + set_mie_color(Color(0.69, 0.729, 0.812)); + set_turbidity(10.0); + set_sun_disk_scale(1.0); + set_ground_color(Color(0.1, 0.07, 0.034)); + set_energy_multiplier(1.0); + set_use_debanding(true); +} + +PhysicalSkyMaterial::~PhysicalSkyMaterial() { +} |