godot/scene/resources/sky.h

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/*************************************************************************/
/* sky.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#ifndef SKY_H
#define SKY_H
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#include "core/os/thread.h"
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#include "scene/resources/texture.h"
class Sky : public Resource {
GDCLASS(Sky, Resource);
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public:
enum RadianceSize {
RADIANCE_SIZE_32,
RADIANCE_SIZE_64,
RADIANCE_SIZE_128,
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RADIANCE_SIZE_256,
RADIANCE_SIZE_512,
RADIANCE_SIZE_1024,
RADIANCE_SIZE_2048,
RADIANCE_SIZE_MAX
};
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enum ProcessMode {
PROCESS_MODE_QUALITY,
PROCESS_MODE_REALTIME
};
private:
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RID sky;
ProcessMode mode;
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RadianceSize radiance_size;
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protected:
static void _bind_methods();
public:
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void set_radiance_size(RadianceSize p_size);
RadianceSize get_radiance_size() const;
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void set_process_mode(ProcessMode p_mode);
ProcessMode get_process_mode() const;
virtual RID get_rid() const;
Sky();
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~Sky();
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};
VARIANT_ENUM_CAST(Sky::RadianceSize)
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VARIANT_ENUM_CAST(Sky::ProcessMode)
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class PanoramaSky : public Sky {
GDCLASS(PanoramaSky, Sky);
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private:
Ref<Texture2D> panorama;
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protected:
static void _bind_methods();
public:
void set_panorama(const Ref<Texture2D> &p_panorama);
Ref<Texture2D> get_panorama() const;
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PanoramaSky();
~PanoramaSky();
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};
class ProceduralSky : public Sky {
GDCLASS(ProceduralSky, Sky);
public:
enum TextureSize {
TEXTURE_SIZE_256,
TEXTURE_SIZE_512,
TEXTURE_SIZE_1024,
TEXTURE_SIZE_2048,
TEXTURE_SIZE_4096,
TEXTURE_SIZE_MAX
};
private:
Thread *sky_thread;
Color sky_top_color;
Color sky_horizon_color;
float sky_curve;
float sky_energy;
Color ground_bottom_color;
Color ground_horizon_color;
float ground_curve;
float ground_energy;
Color sun_color;
float sun_latitude;
float sun_longitude;
float sun_angle_min;
float sun_angle_max;
float sun_curve;
float sun_energy;
TextureSize texture_size;
RID texture;
bool update_queued;
bool regen_queued;
bool first_time;
void _thread_done(const Ref<Image> &p_image);
static void _thread_function(void *p_ud);
protected:
static void _bind_methods();
Ref<Image> _generate_sky();
void _update_sky();
void _queue_update();
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(float p_energy);
float get_sky_energy() 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(float p_energy);
float get_ground_energy() const;
void set_sun_color(const Color &p_sun);
Color get_sun_color() const;
void set_sun_latitude(float p_angle);
float get_sun_latitude() const;
void set_sun_longitude(float p_angle);
float get_sun_longitude() const;
void set_sun_angle_min(float p_angle);
float get_sun_angle_min() 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_sun_energy(float p_energy);
float get_sun_energy() const;
void set_texture_size(TextureSize p_size);
TextureSize get_texture_size() const;
ProceduralSky(bool p_desaturate = false);
~ProceduralSky();
};
VARIANT_ENUM_CAST(ProceduralSky::TextureSize)
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#endif // SKY_H