godot/scene/resources/sky.cpp

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/*************************************************************************/
/* sky.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.h"
#include "core/io/image_loader.h"
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void Sky::set_radiance_size(RadianceSize p_size) {
ERR_FAIL_INDEX(p_size, RADIANCE_SIZE_MAX);
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radiance_size = p_size;
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_radiance_changed();
}
Sky::RadianceSize Sky::get_radiance_size() const {
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return radiance_size;
}
void Sky::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radiance_size", "size"), &Sky::set_radiance_size);
ClassDB::bind_method(D_METHOD("get_radiance_size"), &Sky::get_radiance_size);
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// Don't expose 1024 and 2048 in the property hint as these sizes will cause GPU hangs on many systems.
ADD_PROPERTY(PropertyInfo(Variant::INT, "radiance_size", PROPERTY_HINT_ENUM, "32,64,128,256,512"), "set_radiance_size", "get_radiance_size");
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_32);
BIND_ENUM_CONSTANT(RADIANCE_SIZE_64);
BIND_ENUM_CONSTANT(RADIANCE_SIZE_128);
BIND_ENUM_CONSTANT(RADIANCE_SIZE_256);
BIND_ENUM_CONSTANT(RADIANCE_SIZE_512);
BIND_ENUM_CONSTANT(RADIANCE_SIZE_1024);
BIND_ENUM_CONSTANT(RADIANCE_SIZE_2048);
BIND_ENUM_CONSTANT(RADIANCE_SIZE_MAX);
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}
Sky::Sky() {
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radiance_size = RADIANCE_SIZE_128;
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}
/////////////////////////////////////////
void PanoramaSky::_radiance_changed() {
if (panorama.is_valid()) {
static const int size[RADIANCE_SIZE_MAX] = {
32, 64, 128, 256, 512, 1024, 2048
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};
VS::get_singleton()->sky_set_texture(sky, panorama->get_rid(), size[get_radiance_size()]);
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}
}
void PanoramaSky::set_panorama(const Ref<Texture> &p_panorama) {
panorama = p_panorama;
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if (panorama.is_valid()) {
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_radiance_changed();
} else {
VS::get_singleton()->sky_set_texture(sky, RID(), 0);
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}
}
Ref<Texture> PanoramaSky::get_panorama() const {
return panorama;
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}
RID PanoramaSky::get_rid() const {
return sky;
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}
void PanoramaSky::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSky::set_panorama);
ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSky::get_panorama);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_panorama", "get_panorama");
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}
PanoramaSky::PanoramaSky() {
sky = VS::get_singleton()->sky_create();
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}
PanoramaSky::~PanoramaSky() {
VS::get_singleton()->free(sky);
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}
//////////////////////////////////
void ProceduralSky::_radiance_changed() {
if (update_queued) {
return; //do nothing yet
}
static const int size[RADIANCE_SIZE_MAX] = {
32, 64, 128, 256, 512, 1024, 2048
};
VS::get_singleton()->sky_set_texture(sky, texture, size[get_radiance_size()]);
}
Ref<Image> ProceduralSky::_generate_sky() {
update_queued = false;
PoolVector<uint8_t> imgdata;
static const int size[TEXTURE_SIZE_MAX] = {
256, 512, 1024, 2048, 4096
};
int w = size[texture_size];
int h = w / 2;
imgdata.resize(w * h * 4); //RGBE
{
PoolVector<uint8_t>::Write dataw = imgdata.write();
uint32_t *ptr = (uint32_t *)dataw.ptr();
Color sky_top_linear = sky_top_color.to_linear();
Color sky_horizon_linear = sky_horizon_color.to_linear();
Color ground_bottom_linear = ground_bottom_color.to_linear();
Color ground_horizon_linear = ground_horizon_color.to_linear();
Color sun_linear;
sun_linear.r = sun_color.r * sun_energy;
sun_linear.g = sun_color.g * sun_energy;
sun_linear.b = sun_color.b * sun_energy;
Vector3 sun(0, 0, -1);
sun = Basis(Vector3(1, 0, 0), Math::deg2rad(sun_latitude)).xform(sun);
sun = Basis(Vector3(0, 1, 0), Math::deg2rad(sun_longitude)).xform(sun);
sun.normalize();
for (int i = 0; i < w; i++) {
float u = float(i) / (w - 1);
float phi = u * 2.0 * Math_PI;
for (int j = 0; j < h; j++) {
float v = float(j) / (h - 1);
float theta = v * Math_PI;
Vector3 normal(
Math::sin(phi) * Math::sin(theta) * -1.0,
Math::cos(theta),
Math::cos(phi) * Math::sin(theta) * -1.0);
normal.normalize();
float v_angle = Math::acos(CLAMP(normal.y, -1.0, 1.0));
Color color;
if (normal.y < 0) {
//ground
float c = (v_angle - (Math_PI * 0.5)) / (Math_PI * 0.5);
color = ground_horizon_linear.linear_interpolate(ground_bottom_linear, Math::ease(c, ground_curve));
color.r *= ground_energy;
color.g *= ground_energy;
color.b *= ground_energy;
} else {
float c = v_angle / (Math_PI * 0.5);
color = sky_horizon_linear.linear_interpolate(sky_top_linear, Math::ease(1.0 - c, sky_curve));
color.r *= sky_energy;
color.g *= sky_energy;
color.b *= sky_energy;
float sun_angle = Math::rad2deg(Math::acos(CLAMP(sun.dot(normal), -1.0, 1.0)));
if (sun_angle < sun_angle_min) {
color = color.blend(sun_linear);
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);
c2 = Math::ease(c2, sun_curve);
color = color.blend(sun_linear).linear_interpolate(color, c2);
}
}
ptr[j * w + i] = color.to_rgbe9995();
}
}
}
Ref<Image> image;
image.instance();
image->create(w, h, false, Image::FORMAT_RGBE9995, imgdata);
return image;
}
void ProceduralSky::set_sky_top_color(const Color &p_sky_top) {
sky_top_color = p_sky_top;
_queue_update();
}
Color ProceduralSky::get_sky_top_color() const {
return sky_top_color;
}
void ProceduralSky::set_sky_horizon_color(const Color &p_sky_horizon) {
sky_horizon_color = p_sky_horizon;
_queue_update();
}
Color ProceduralSky::get_sky_horizon_color() const {
return sky_horizon_color;
}
void ProceduralSky::set_sky_curve(float p_curve) {
sky_curve = p_curve;
_queue_update();
}
float ProceduralSky::get_sky_curve() const {
return sky_curve;
}
void ProceduralSky::set_sky_energy(float p_energy) {
sky_energy = p_energy;
_queue_update();
}
float ProceduralSky::get_sky_energy() const {
return sky_energy;
}
void ProceduralSky::set_ground_bottom_color(const Color &p_ground_bottom) {
ground_bottom_color = p_ground_bottom;
_queue_update();
}
Color ProceduralSky::get_ground_bottom_color() const {
return ground_bottom_color;
}
void ProceduralSky::set_ground_horizon_color(const Color &p_ground_horizon) {
ground_horizon_color = p_ground_horizon;
_queue_update();
}
Color ProceduralSky::get_ground_horizon_color() const {
return ground_horizon_color;
}
void ProceduralSky::set_ground_curve(float p_curve) {
ground_curve = p_curve;
_queue_update();
}
float ProceduralSky::get_ground_curve() const {
return ground_curve;
}
void ProceduralSky::set_ground_energy(float p_energy) {
ground_energy = p_energy;
_queue_update();
}
float ProceduralSky::get_ground_energy() const {
return ground_energy;
}
void ProceduralSky::set_sun_color(const Color &p_sun) {
sun_color = p_sun;
_queue_update();
}
Color ProceduralSky::get_sun_color() const {
return sun_color;
}
void ProceduralSky::set_sun_latitude(float p_angle) {
sun_latitude = p_angle;
_queue_update();
}
float ProceduralSky::get_sun_latitude() const {
return sun_latitude;
}
void ProceduralSky::set_sun_longitude(float p_angle) {
sun_longitude = p_angle;
_queue_update();
}
float ProceduralSky::get_sun_longitude() const {
return sun_longitude;
}
void ProceduralSky::set_sun_angle_min(float p_angle) {
sun_angle_min = p_angle;
_queue_update();
}
float ProceduralSky::get_sun_angle_min() const {
return sun_angle_min;
}
void ProceduralSky::set_sun_angle_max(float p_angle) {
sun_angle_max = p_angle;
_queue_update();
}
float ProceduralSky::get_sun_angle_max() const {
return sun_angle_max;
}
void ProceduralSky::set_sun_curve(float p_curve) {
sun_curve = p_curve;
_queue_update();
}
float ProceduralSky::get_sun_curve() const {
return sun_curve;
}
void ProceduralSky::set_sun_energy(float p_energy) {
sun_energy = p_energy;
_queue_update();
}
float ProceduralSky::get_sun_energy() const {
return sun_energy;
}
void ProceduralSky::set_texture_size(TextureSize p_size) {
ERR_FAIL_INDEX(p_size, TEXTURE_SIZE_MAX);
texture_size = p_size;
_queue_update();
}
ProceduralSky::TextureSize ProceduralSky::get_texture_size() const {
return texture_size;
}
Ref<Image> ProceduralSky::get_data() const {
return panorama->duplicate();
}
RID ProceduralSky::get_rid() const {
return sky;
}
void ProceduralSky::_update_sky() {
bool use_thread = true;
if (first_time) {
use_thread = false;
first_time = false;
}
#ifdef NO_THREADS
use_thread = false;
#endif
if (use_thread) {
if (!sky_thread.is_started()) {
sky_thread.start(_thread_function, this);
regen_queued = false;
} else {
regen_queued = true;
}
} else {
panorama = _generate_sky();
VS::get_singleton()->texture_allocate(texture, panorama->get_width(), panorama->get_height(), 0, Image::FORMAT_RGBE9995, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT);
VS::get_singleton()->texture_set_data(texture, panorama);
_radiance_changed();
}
}
void ProceduralSky::_queue_update() {
if (update_queued) {
return;
}
update_queued = true;
call_deferred("_update_sky");
}
void ProceduralSky::_thread_done(const Ref<Image> &p_image) {
ERR_FAIL_COND(p_image.is_null());
panorama = p_image;
VS::get_singleton()->texture_allocate(texture, panorama->get_width(), panorama->get_height(), 0, Image::FORMAT_RGBE9995, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT);
VS::get_singleton()->texture_set_data(texture, panorama);
_radiance_changed();
sky_thread.wait_to_finish();
if (regen_queued) {
sky_thread.start(_thread_function, this);
regen_queued = false;
}
}
void ProceduralSky::_thread_function(void *p_ud) {
ProceduralSky *psky = (ProceduralSky *)p_ud;
psky->call_deferred("_thread_done", psky->_generate_sky());
}
void ProceduralSky::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_sky"), &ProceduralSky::_update_sky);
ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSky::set_sky_top_color);
ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSky::get_sky_top_color);
ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSky::set_sky_horizon_color);
ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSky::get_sky_horizon_color);
ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSky::set_sky_curve);
ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSky::get_sky_curve);
ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSky::set_sky_energy);
ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSky::get_sky_energy);
ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSky::set_ground_bottom_color);
ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSky::get_ground_bottom_color);
ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSky::set_ground_horizon_color);
ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSky::get_ground_horizon_color);
ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSky::set_ground_curve);
ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSky::get_ground_curve);
ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSky::set_ground_energy);
ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSky::get_ground_energy);
ClassDB::bind_method(D_METHOD("set_sun_color", "color"), &ProceduralSky::set_sun_color);
ClassDB::bind_method(D_METHOD("get_sun_color"), &ProceduralSky::get_sun_color);
ClassDB::bind_method(D_METHOD("set_sun_latitude", "degrees"), &ProceduralSky::set_sun_latitude);
ClassDB::bind_method(D_METHOD("get_sun_latitude"), &ProceduralSky::get_sun_latitude);
ClassDB::bind_method(D_METHOD("set_sun_longitude", "degrees"), &ProceduralSky::set_sun_longitude);
ClassDB::bind_method(D_METHOD("get_sun_longitude"), &ProceduralSky::get_sun_longitude);
ClassDB::bind_method(D_METHOD("set_sun_angle_min", "degrees"), &ProceduralSky::set_sun_angle_min);
ClassDB::bind_method(D_METHOD("get_sun_angle_min"), &ProceduralSky::get_sun_angle_min);
ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSky::set_sun_angle_max);
ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSky::get_sun_angle_max);
ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSky::set_sun_curve);
ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSky::get_sun_curve);
ClassDB::bind_method(D_METHOD("set_sun_energy", "energy"), &ProceduralSky::set_sun_energy);
ClassDB::bind_method(D_METHOD("get_sun_energy"), &ProceduralSky::get_sun_energy);
ClassDB::bind_method(D_METHOD("set_texture_size", "size"), &ProceduralSky::set_texture_size);
ClassDB::bind_method(D_METHOD("get_texture_size"), &ProceduralSky::get_texture_size);
ClassDB::bind_method(D_METHOD("_thread_done", "image"), &ProceduralSky::_thread_done);
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::REAL, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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::REAL, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
ADD_GROUP("Sun", "sun_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sun_color"), "set_sun_color", "get_sun_color");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_latitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_latitude", "get_sun_latitude");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_longitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_longitude", "get_sun_longitude");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_angle_min", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_min", "get_sun_angle_min");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sun_energy", "get_sun_energy");
ADD_GROUP("Texture", "texture_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_size", PROPERTY_HINT_ENUM, "256,512,1024,2048,4096"), "set_texture_size", "get_texture_size");
BIND_ENUM_CONSTANT(TEXTURE_SIZE_256);
BIND_ENUM_CONSTANT(TEXTURE_SIZE_512);
BIND_ENUM_CONSTANT(TEXTURE_SIZE_1024);
BIND_ENUM_CONSTANT(TEXTURE_SIZE_2048);
BIND_ENUM_CONSTANT(TEXTURE_SIZE_4096);
BIND_ENUM_CONSTANT(TEXTURE_SIZE_MAX);
}
ProceduralSky::ProceduralSky(bool p_desaturate) {
sky = VS::get_singleton()->sky_create();
texture = VS::get_singleton()->texture_create();
update_queued = false;
sky_top_color = Color::hex(0xa5d6f1ff);
sky_horizon_color = Color::hex(0xd6eafaff);
sky_curve = 0.09;
sky_energy = 1;
ground_bottom_color = Color::hex(0x282f36ff);
ground_horizon_color = Color::hex(0x6c655fff);
ground_curve = 0.02;
ground_energy = 1;
if (p_desaturate) {
sky_top_color.set_hsv(sky_top_color.get_h(), 0, sky_top_color.get_v());
sky_horizon_color.set_hsv(sky_horizon_color.get_h(), 0, sky_horizon_color.get_v());
ground_bottom_color.set_hsv(ground_bottom_color.get_h(), 0, ground_bottom_color.get_v());
ground_horizon_color.set_hsv(ground_horizon_color.get_h(), 0, ground_horizon_color.get_v());
}
sun_color = Color(1, 1, 1);
sun_latitude = 35;
sun_longitude = 0;
sun_angle_min = 1;
sun_angle_max = 100;
sun_curve = 0.05;
sun_energy = 1;
texture_size = TEXTURE_SIZE_1024;
regen_queued = false;
first_time = true;
_queue_update();
}
ProceduralSky::~ProceduralSky() {
if (sky_thread.is_started()) {
sky_thread.wait_to_finish();
}
VS::get_singleton()->free(sky);
VS::get_singleton()->free(texture);
}