diff options
Diffstat (limited to 'scene/resources/sky_material.cpp')
-rw-r--r-- | scene/resources/sky_material.cpp | 619 |
1 files changed, 527 insertions, 92 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index 8c2b339015..5d8ceacbf2 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -30,162 +30,597 @@ #include "sky_material.h" -Mutex *SkyMaterial::material_mutex = NULL; -SelfList<SkyMaterial>::List *SkyMaterial::dirty_materials = NULL; -Map<SkyMaterial::MaterialKey, SkyMaterial::ShaderData> SkyMaterial::shader_map; -SkyMaterial::ShaderNames *SkyMaterial::shader_names = NULL; +void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) { -void SkyMaterial::init_shaders() { + sky_top_color = p_sky_top; + VS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear()); +} -#ifndef NO_THREADS - material_mutex = Mutex::create(); -#endif +Color ProceduralSkyMaterial::get_sky_top_color() const { - dirty_materials = memnew(SelfList<SkyMaterial>::List); + return sky_top_color; +} - shader_names = memnew(ShaderNames); +void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) { - shader_names->placeholder = "placeholder"; + sky_horizon_color = p_sky_horizon; + VS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear()); } +Color ProceduralSkyMaterial::get_sky_horizon_color() const { -void SkyMaterial::finish_shaders() { + return sky_horizon_color; +} -#ifndef NO_THREADS - memdelete(material_mutex); -#endif +void ProceduralSkyMaterial::set_sky_curve(float p_curve) { - memdelete(dirty_materials); - dirty_materials = NULL; + sky_curve = p_curve; + VS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve); +} +float ProceduralSkyMaterial::get_sky_curve() const { - memdelete(shader_names); + return sky_curve; } -void SkyMaterial::_update_shader() { +void ProceduralSkyMaterial::set_sky_energy(float p_energy) { - dirty_materials->remove(&element); + sky_energy = p_energy; + VS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy); +} +float ProceduralSkyMaterial::get_sky_energy() const { + + return sky_energy; +} - MaterialKey mk = _compute_key(); - if (mk.key == current_key.key) - return; //no update required in the end +void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) { - if (shader_map.has(current_key)) { - shader_map[current_key].users--; - if (shader_map[current_key].users == 0) { - //deallocate shader, as it's no longer in use - VS::get_singleton()->free(shader_map[current_key].shader); - shader_map.erase(current_key); - } - } + ground_bottom_color = p_ground_bottom; + VS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear()); +} +Color ProceduralSkyMaterial::get_ground_bottom_color() const { - current_key = mk; + return ground_bottom_color; +} - if (shader_map.has(mk)) { +void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) { - VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader); - shader_map[mk].users++; - return; - } + ground_horizon_color = p_ground_horizon; + VS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear()); +} +Color ProceduralSkyMaterial::get_ground_horizon_color() const { - //must create a shader! + return ground_horizon_color; +} - String code = "shader_type sky;\n"; +void ProceduralSkyMaterial::set_ground_curve(float p_curve) { - ShaderData shader_data; - shader_data.shader = VS::get_singleton()->shader_create(); - shader_data.users = 1; + ground_curve = p_curve; + VS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve); +} +float ProceduralSkyMaterial::get_ground_curve() const { - VS::get_singleton()->shader_set_code(shader_data.shader, code); + return ground_curve; +} - shader_map[mk] = shader_data; +void ProceduralSkyMaterial::set_ground_energy(float p_energy) { - VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader); + ground_energy = p_energy; + VS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy); } +float ProceduralSkyMaterial::get_ground_energy() const { -void SkyMaterial::flush_changes() { + return ground_energy; +} - if (material_mutex) - material_mutex->lock(); +void ProceduralSkyMaterial::set_sun_angle_min(float p_angle) { - while (dirty_materials->first()) { + sun_angle_min = p_angle; + VS::get_singleton()->material_set_param(_get_material(), "sun_angle_min", Math::deg2rad(sun_angle_min)); +} +float ProceduralSkyMaterial::get_sun_angle_min() const { - dirty_materials->first()->self()->_update_shader(); - } + return sun_angle_min; +} - if (material_mutex) - material_mutex->unlock(); +void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) { + + sun_angle_max = p_angle; + VS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max)); +} +float ProceduralSkyMaterial::get_sun_angle_max() const { + + return sun_angle_max; } -void SkyMaterial::_queue_shader_change() { +void ProceduralSkyMaterial::set_sun_curve(float p_curve) { - if (material_mutex) - material_mutex->lock(); + sun_curve = p_curve; + VS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve); +} +float ProceduralSkyMaterial::get_sun_curve() const { - if (!element.in_list()) { - dirty_materials->add(&element); - } + return sun_curve; +} - if (material_mutex) - material_mutex->unlock(); +bool ProceduralSkyMaterial::_can_do_next_pass() const { + return false; } -bool SkyMaterial::_is_shader_dirty() const { +Shader::Mode ProceduralSkyMaterial::get_shader_mode() const { + + return Shader::MODE_SKY; +} + +RID ProceduralSkyMaterial::get_shader_rid() const { + + return shader; +} + +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); - bool dirty = false; + ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSkyMaterial::set_sky_energy); + ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSkyMaterial::get_sky_energy); - if (material_mutex) - material_mutex->lock(); + 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); - dirty = element.in_list(); + 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); - if (material_mutex) - material_mutex->unlock(); + 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); - return dirty; + ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy); + ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy); + + ClassDB::bind_method(D_METHOD("set_sun_angle_min", "degrees"), &ProceduralSkyMaterial::set_sun_angle_min); + ClassDB::bind_method(D_METHOD("get_sun_angle_min"), &ProceduralSkyMaterial::get_sun_angle_min); + + 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); + + ADD_GROUP("Sky", "sky_"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "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", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy"); + + ADD_GROUP("Ground", "ground_"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "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", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy"); + + ADD_GROUP("Sun", "sun_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_min", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_min", "get_sun_angle_min"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "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"); } +ProceduralSkyMaterial::ProceduralSkyMaterial() { + + String code = "shader_type sky;\n\n"; + + code += "uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);\n"; + code += "uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);\n"; + code += "uniform float sky_curve : hint_range(0, 1) = 0.09;\n"; + code += "uniform float sky_energy = 1.0;\n\n"; + code += "uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);\n"; + code += "uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);\n"; + code += "uniform float ground_curve : hint_range(0, 1) = 0.02;\n"; + code += "uniform float ground_energy = 1.0;\n\n"; + code += "uniform float sun_angle_min = 0.01;\n"; + code += "uniform float sun_angle_max = 1.0;\n"; + code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n"; + code += "const float PI = 3.1415926535897932384626433833;\n\n"; + code += "void fragment() {\n"; + code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n"; + code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n"; + code += "\tvec3 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));\n"; + code += "\tsky *= sky_energy;\n"; + code += "\tif (LIGHT0_ENABLED) {\n"; + code += "\t\tfloat sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));\n"; + code += "\t\tif (sun_angle < sun_angle_min) {\n"; + code += "\t\t\tsky = LIGHT0_COLOR * LIGHT0_ENERGY;\n"; + code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; + code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; + code += "\t\t\tsky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; + code += "\t\t}\n"; + code += "\t}\n"; + code += "\tif (LIGHT1_ENABLED) {\n"; + code += "\t\tfloat sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));\n"; + code += "\t\tif (sun_angle < sun_angle_min) {\n"; + code += "\t\t\tsky = LIGHT1_COLOR * LIGHT1_ENERGY;\n"; + code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; + code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; + code += "\t\t\tsky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; + code += "\t\t}\n"; + code += "\t}\n"; + code += "\tif (LIGHT2_ENABLED) {\n"; + code += "\t\tfloat sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));\n"; + code += "\t\tif (sun_angle < sun_angle_min) {\n"; + code += "\t\t\tsky = LIGHT2_COLOR * LIGHT2_ENERGY;\n"; + code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; + code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; + code += "\t\t\tsky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; + code += "\t\t}\n"; + code += "\t}\n"; + code += "\tif (LIGHT3_ENABLED) {\n"; + code += "\t\tfloat sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));\n"; + code += "\t\tif (sun_angle < sun_angle_min) {\n"; + code += "\t\t\tsky = LIGHT3_COLOR * LIGHT3_ENERGY;\n"; + code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; + code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; + code += "\t\t\tsky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; + code += "\t\t}\n"; + code += "\t}\n"; + code += "\tc = (v_angle - (PI * 0.5)) / (PI * 0.5);\n"; + code += "\tvec3 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));\n"; + code += "\tground *= ground_energy;\n"; + code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n"; + code += "}\n"; + + shader = VS::get_singleton()->shader_create(); + + VS::get_singleton()->shader_set_code(shader, code); + + VS::get_singleton()->material_set_shader(_get_material(), shader); + + set_sky_top_color(Color(0.35, 0.46, 0.71)); + set_sky_horizon_color(Color(0.55, 0.69, 0.81)); + set_sky_curve(0.09); + set_sky_energy(1.0); + + set_ground_bottom_color(Color(0.12, 0.12, 0.13)); + set_ground_horizon_color(Color(0.37, 0.33, 0.31)); + set_ground_curve(0.02); + set_ground_energy(1.0); + + set_sun_angle_min(1.0); + set_sun_angle_max(100.0); + set_sun_curve(0.05); +} -RID SkyMaterial::get_shader_rid() const { +ProceduralSkyMaterial::~ProceduralSkyMaterial() { +} - ERR_FAIL_COND_V(!shader_map.has(current_key), RID()); - return shader_map[current_key].shader; +///////////////////////////////////////// +/* PanoramaSkyMaterial */ + +void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) { + + panorama = p_panorama; + VS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama); } -void SkyMaterial::_validate_property(PropertyInfo &property) const { +Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const { + + return panorama; +} +bool PanoramaSkyMaterial::_can_do_next_pass() const { + return false; } -Shader::Mode SkyMaterial::get_shader_mode() const { +Shader::Mode PanoramaSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } -void SkyMaterial::_bind_methods() { +RID PanoramaSkyMaterial::get_shader_rid() const { + + return shader; +} + +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); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama"); +} + +PanoramaSkyMaterial::PanoramaSkyMaterial() { + String code = "shader_type sky;\n\n"; + + code += "uniform sampler2D source_panorama : filter_linear;\n"; + code += "void fragment() {\n"; + code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n"; + code += "}"; + + shader = VS::get_singleton()->shader_create(); + + VS::get_singleton()->shader_set_code(shader, code); + + VS::get_singleton()->material_set_shader(_get_material(), shader); +} + +PanoramaSkyMaterial::~PanoramaSkyMaterial() { + VS::get_singleton()->free(shader); + VS::get_singleton()->material_set_shader(_get_material(), RID()); +} +////////////////////////////////// +/* PhysicalSkyMaterial */ + +void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) { + + rayleigh = p_rayleigh; + VS::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; + VS::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; + VS::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; + VS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity); } +float PhysicalSkyMaterial::get_mie_eccentricity() const { -SkyMaterial::SkyMaterial() : - element(this) { + return mie_eccentricity; +} +void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) { - _queue_shader_change(); + mie_color = p_mie_color; + VS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color); +} +Color PhysicalSkyMaterial::get_mie_color() const { + return mie_color; } -SkyMaterial::~SkyMaterial() { +void PhysicalSkyMaterial::set_turbidity(float p_turbidity) { - if (material_mutex) - material_mutex->lock(); + turbidity = p_turbidity; + VS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity); +} +float PhysicalSkyMaterial::get_turbidity() const { - if (shader_map.has(current_key)) { - shader_map[current_key].users--; - if (shader_map[current_key].users == 0) { - //deallocate shader, as it's no longer in use - VS::get_singleton()->free(shader_map[current_key].shader); - shader_map.erase(current_key); - } + return turbidity; +} + +void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) { + + sun_disk_scale = p_sun_disk_scale; + VS::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; + VS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color); +} +Color PhysicalSkyMaterial::get_ground_color() const { + + return ground_color; +} + +void PhysicalSkyMaterial::set_exposure(float p_exposure) { + + exposure = p_exposure; + VS::get_singleton()->material_set_param(_get_material(), "exposure", exposure); +} +float PhysicalSkyMaterial::get_exposure() const { + + return exposure; +} - VS::get_singleton()->material_set_shader(_get_material(), RID()); - } +void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) { + + dither_strength = p_dither_strength; + VS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength); +} +float PhysicalSkyMaterial::get_dither_strength() const { + + return dither_strength; +} + +bool PhysicalSkyMaterial::_can_do_next_pass() const { + return false; +} + +Shader::Mode PhysicalSkyMaterial::get_shader_mode() const { + + return Shader::MODE_SKY; +} + +RID PhysicalSkyMaterial::get_shader_rid() const { + + return shader; +} + +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_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure); + ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure); + + ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength); + ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength); + + 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"), "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"), "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"), "set_ground_color", "get_ground_color"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength"); +} + +PhysicalSkyMaterial::PhysicalSkyMaterial() { + String code = "shader_type sky;\n\n"; + + code += "uniform float rayleigh : hint_range(0, 64) = 2.0;\n"; + code += "uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);\n"; + code += "uniform float mie : hint_range(0, 1) = 0.005;\n"; + code += "uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;\n"; + code += "uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);\n\n"; + + code += "uniform float turbidity : hint_range(0, 1000) = 10.0;\n"; + code += "uniform float sun_disk_scale : hint_range(0, 360) = 1.0;\n"; + code += "uniform vec4 ground_color : hint_color = vec4(1.0);\n"; + code += "uniform float exposure : hint_range(0, 128) = 0.1;\n"; + code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n"; + + code += "const float PI = 3.141592653589793238462643383279502884197169;\n"; + code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n"; + + code += "// Sun constants\n"; + code += "const float SOL_SIZE = 0.00872663806;\n"; + code += "const float SUN_ENERGY = 1000.0;\n\n"; + + code += "// optical length at zenith for molecules\n"; + code += "const float rayleigh_zenith_size = 8.4e3;\n"; + code += "const float mie_zenith_size = 1.25e3;\n\n"; + + code += "float henyey_greenstein(float cos_theta, float g) {\n"; + code += "\tconst float k = 0.0795774715459;\n"; + code += "\treturn k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));\n"; + code += "}\n\n"; + + code += "// From: https://www.shadertoy.com/view/4sfGzS credit to iq\n"; + code += "float hash(vec3 p) {\n"; + code += "\tp = fract( p * 0.3183099 + 0.1 );\n"; + code += "\tp *= 17.0;\n"; + code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n"; + code += "}\n\n"; + + code += "void fragment() {\n"; + code += "\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n"; + code += "\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n"; + code += "\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n"; + + code += "\t// rayleigh coefficients\n"; + code += "\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n"; + code += "\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n"; + code += "\t// mie coefficients from Preetham\n"; + code += "\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n"; + + code += "\t// optical length\n"; + code += "\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n"; + code += "\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n"; + code += "\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n"; + code += "\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n"; + + code += "\t// light extinction based on thickness of atmosphere\n"; + code += "\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n"; + + code += "\t// in scattering\n"; + code += "\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n"; + + code += "\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n"; + code += "\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n"; + + code += "\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n"; + code += "\tvec3 betaMTheta = mie_beta * mie_phase;\n\n"; + + code += "\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n"; + code += "\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n"; + code += "\tLin *= 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));\n\n"; + + code += "\t// Hack in the ground color\n"; + code += "\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n"; + + code += "\t// Solar disk and out-scattering\n"; + code += "\tfloat sunAngularDiameterCos = cos(SOL_SIZE * sun_disk_scale);\n"; + code += "\tfloat sunAngularDiameterCos2 = cos(SOL_SIZE * sun_disk_scale*0.5);\n"; + code += "\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n"; + code += "\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n"; + code += "\t// Note: Add nightime here: L0 += night_sky * extinction\n\n"; + + code += "\tvec3 color = (Lin + L0) * 0.04;\n"; + code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n"; + code += "\tCOLOR *= exposure;\n"; + code += "\t// Make optional, eliminates banding\n"; + code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n"; + code += "}\n"; + + shader = VS::get_singleton()->shader_create(); + + VS::get_singleton()->shader_set_code(shader, code); + + VS::get_singleton()->material_set_shader(_get_material(), shader); + + set_rayleigh_coefficient(2.0); + set_rayleigh_color(Color(0.056, 0.14, 0.3)); + set_mie_coefficient(0.005); + set_mie_eccentricity(0.8); + set_mie_color(Color(0.36, 0.56, 0.82)); + set_turbidity(10.0); + set_sun_disk_scale(1.0); + set_ground_color(Color(1.0, 1.0, 1.0)); + set_exposure(0.1); + set_dither_strength(1.0); +} - if (material_mutex) - material_mutex->unlock(); +PhysicalSkyMaterial::~PhysicalSkyMaterial() { + VS::get_singleton()->free(shader); + VS::get_singleton()->material_set_shader(_get_material(), RID()); } |