Fix and restore text, material and mesh previewers.
This commit is contained in:
parent
0a7de5472f
commit
53bec9deeb
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@ -5460,6 +5460,8 @@ RID RasterizerStorageGLES3::reflection_probe_create() {
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reflection_probe->intensity = 1.0;
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reflection_probe->interior_ambient = Color();
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reflection_probe->interior_ambient_energy = 1.0;
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reflection_probe->interior_ambient_probe_contrib = 0.0;
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reflection_probe->max_distance = 0;
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reflection_probe->extents = Vector3(1, 1, 1);
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reflection_probe->origin_offset = Vector3(0, 0, 0);
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@ -5904,6 +5904,8 @@ EditorNode::EditorNode() {
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add_editor_plugin(memnew(SkeletonEditorPlugin(this)));
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add_editor_plugin(memnew(SkeletonIKEditorPlugin(this)));
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add_editor_plugin(memnew(PhysicalBonePlugin(this)));
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add_editor_plugin(memnew(MeshEditorPlugin(this)));
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add_editor_plugin(memnew(MaterialEditorPlugin(this)));
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for (int i = 0; i < EditorPlugins::get_plugin_count(); i++)
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add_editor_plugin(EditorPlugins::create(i, this));
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@ -641,9 +641,13 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
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theme->set_icon("visibility_xray", "PopupMenu", theme->get_icon("GuiVisibilityXray", "EditorIcons"));
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theme->set_constant("vseparation", "PopupMenu", (extra_spacing + default_margin_size + 1) * EDSCALE);
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Ref<StyleBoxFlat> sub_inspector_bg = make_flat_stylebox(dark_color_1, 2, 0, 0, 0);
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Ref<StyleBoxFlat> sub_inspector_bg = make_flat_stylebox(dark_color_1, 2, 0, 2, 2);
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sub_inspector_bg->set_border_width(MARGIN_LEFT, 2);
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sub_inspector_bg->set_border_color(MARGIN_LEFT, accent_color * Color(1, 1, 1, 0.3));
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sub_inspector_bg->set_border_width(MARGIN_RIGHT, 2);
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sub_inspector_bg->set_border_color(MARGIN_RIGHT, accent_color * Color(1, 1, 1, 0.3));
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sub_inspector_bg->set_border_width(MARGIN_BOTTOM, 2);
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sub_inspector_bg->set_border_color(MARGIN_BOTTOM, accent_color * Color(1, 1, 1, 0.3));
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sub_inspector_bg->set_draw_center(true);
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theme->set_stylebox("sub_inspector_bg", "Editor", sub_inspector_bg);
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@ -32,6 +32,210 @@
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#include "scene/resources/particles_material.h"
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void MaterialEditor::_notification(int p_what) {
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if (p_what == NOTIFICATION_PHYSICS_PROCESS) {
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}
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if (p_what == NOTIFICATION_READY) {
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//get_scene()->connect("node_removed",this,"_node_removed");
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if (first_enter) {
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//it's in propertyeditor so.. could be moved around
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light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1", "EditorIcons"));
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light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off", "EditorIcons"));
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light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2", "EditorIcons"));
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light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off", "EditorIcons"));
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sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff", "EditorIcons"));
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sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere", "EditorIcons"));
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box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff", "EditorIcons"));
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box_switch->set_pressed_texture(get_icon("MaterialPreviewCube", "EditorIcons"));
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first_enter = false;
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}
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}
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if (p_what == NOTIFICATION_DRAW) {
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Ref<Texture> checkerboard = get_icon("Checkerboard", "EditorIcons");
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Size2 size = get_size();
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draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
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}
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}
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void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
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material = p_material;
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camera->set_environment(p_env);
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if (!material.is_null()) {
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sphere_instance->set_material_override(material);
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box_instance->set_material_override(material);
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} else {
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hide();
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}
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}
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void MaterialEditor::_button_pressed(Node *p_button) {
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if (p_button == light_1_switch) {
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light1->set_visible(!light_1_switch->is_pressed());
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}
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if (p_button == light_2_switch) {
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light2->set_visible(!light_2_switch->is_pressed());
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}
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if (p_button == box_switch) {
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box_instance->show();
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sphere_instance->hide();
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box_switch->set_pressed(true);
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sphere_switch->set_pressed(false);
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}
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if (p_button == sphere_switch) {
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box_instance->hide();
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sphere_instance->show();
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box_switch->set_pressed(false);
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sphere_switch->set_pressed(true);
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}
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}
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void MaterialEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_button_pressed"), &MaterialEditor::_button_pressed);
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}
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MaterialEditor::MaterialEditor() {
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vc = memnew(ViewportContainer);
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vc->set_stretch(true);
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add_child(vc);
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vc->set_anchors_and_margins_preset(PRESET_WIDE);
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viewport = memnew(Viewport);
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Ref<World> world;
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world.instance();
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viewport->set_world(world); //use own world
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vc->add_child(viewport);
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viewport->set_disable_input(true);
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viewport->set_transparent_background(true);
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viewport->set_msaa(Viewport::MSAA_4X);
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camera = memnew(Camera);
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camera->set_transform(Transform(Basis(), Vector3(0, 0, 3)));
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camera->set_perspective(45, 0.1, 10);
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camera->make_current();
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viewport->add_child(camera);
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light1 = memnew(DirectionalLight);
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light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
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viewport->add_child(light1);
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light2 = memnew(DirectionalLight);
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light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
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light2->set_color(Color(0.7, 0.7, 0.7));
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viewport->add_child(light2);
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sphere_instance = memnew(MeshInstance);
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viewport->add_child(sphere_instance);
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box_instance = memnew(MeshInstance);
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viewport->add_child(box_instance);
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Transform box_xform;
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box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg2rad(25.0));
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box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
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box_xform.basis.scale(Vector3(0.8, 0.8, 0.8));
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box_xform.origin.y = 0.2;
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box_instance->set_transform(box_xform);
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sphere_mesh.instance();
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sphere_instance->set_mesh(sphere_mesh);
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box_mesh.instance();
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box_instance->set_mesh(box_mesh);
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box_instance->hide();
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set_custom_minimum_size(Size2(1, 150) * EDSCALE);
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HBoxContainer *hb = memnew(HBoxContainer);
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add_child(hb);
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hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
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VBoxContainer *vb_shape = memnew(VBoxContainer);
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hb->add_child(vb_shape);
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sphere_switch = memnew(TextureButton);
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sphere_switch->set_toggle_mode(true);
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sphere_switch->set_pressed(true);
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vb_shape->add_child(sphere_switch);
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sphere_switch->connect("pressed", this, "_button_pressed", varray(sphere_switch));
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box_switch = memnew(TextureButton);
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box_switch->set_toggle_mode(true);
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box_switch->set_pressed(false);
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vb_shape->add_child(box_switch);
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box_switch->connect("pressed", this, "_button_pressed", varray(box_switch));
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hb->add_spacer();
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VBoxContainer *vb_light = memnew(VBoxContainer);
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hb->add_child(vb_light);
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light_1_switch = memnew(TextureButton);
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light_1_switch->set_toggle_mode(true);
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vb_light->add_child(light_1_switch);
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light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));
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light_2_switch = memnew(TextureButton);
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light_2_switch->set_toggle_mode(true);
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vb_light->add_child(light_2_switch);
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light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));
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first_enter = true;
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}
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///////////////////////
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bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
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Material *material = Object::cast_to<Material>(p_object);
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if (!material)
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return false;
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return material->get_shader_mode() == Shader::MODE_SPATIAL;
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}
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void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
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Material *material = Object::cast_to<Material>(p_object);
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if (!material) {
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return;
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}
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Ref<Material> m(material);
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MaterialEditor *editor = memnew(MaterialEditor);
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editor->edit(m, env);
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add_custom_control(editor);
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}
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EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
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env.instance();
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Ref<ProceduralSky> proc_sky = memnew(ProceduralSky(true));
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env->set_sky(proc_sky);
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env->set_background(Environment::BG_COLOR_SKY);
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}
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MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
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Ref<EditorInspectorPluginMaterial> plugin;
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plugin.instance();
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add_inspector_plugin(plugin);
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}
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String SpatialMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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@ -32,6 +32,71 @@
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#define MATERIAL_EDITOR_PLUGIN_H
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#include "editor/property_editor.h"
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#include "scene/resources/primitive_meshes.h"
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/3d/camera.h"
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#include "scene/3d/light.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/resources/material.h"
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class MaterialEditor : public Control {
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GDCLASS(MaterialEditor, Control);
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ViewportContainer *vc;
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Viewport *viewport;
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MeshInstance *sphere_instance;
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MeshInstance *box_instance;
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DirectionalLight *light1;
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DirectionalLight *light2;
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Camera *camera;
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Ref<SphereMesh> sphere_mesh;
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Ref<CubeMesh> box_mesh;
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TextureButton *sphere_switch;
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TextureButton *box_switch;
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TextureButton *light_1_switch;
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TextureButton *light_2_switch;
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Ref<Material> material;
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void _button_pressed(Node *p_button);
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bool first_enter;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void edit(Ref<Material> p_material, const Ref<Environment> &p_env);
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MaterialEditor();
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};
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class EditorInspectorPluginMaterial : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin)
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Ref<Environment> env;
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public:
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virtual bool can_handle(Object *p_object);
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virtual void parse_begin(Object *p_object);
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EditorInspectorPluginMaterial();
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};
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class MaterialEditorPlugin : public EditorPlugin {
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GDCLASS(MaterialEditorPlugin, EditorPlugin);
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public:
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virtual String get_name() const { return "Material"; }
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MaterialEditorPlugin(EditorNode *p_node);
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};
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class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin)
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@ -80,26 +80,21 @@ void MeshEditor::edit(Ref<Mesh> p_mesh) {
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mesh = p_mesh;
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mesh_instance->set_mesh(mesh);
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if (mesh.is_null()) {
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rot_x = Math::deg2rad(-15.0);
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rot_y = Math::deg2rad(30.0);
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_update_rotation();
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hide();
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} else {
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rot_x = 0;
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rot_y = 0;
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_update_rotation();
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AABB aabb = mesh->get_aabb();
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Vector3 ofs = aabb.position + aabb.size * 0.5;
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float m = aabb.get_longest_axis_size();
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if (m != 0) {
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m = 1.0 / m;
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m *= 0.5;
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Transform xform;
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xform.basis.scale(Vector3(m, m, m));
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xform.origin = -xform.basis.xform(ofs); //-ofs*m;
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//xform.origin.z -= aabb.get_longest_axis_size() * 2;
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mesh_instance->set_transform(xform);
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}
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AABB aabb = mesh->get_aabb();
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Vector3 ofs = aabb.position + aabb.size * 0.5;
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float m = aabb.get_longest_axis_size();
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if (m != 0) {
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m = 1.0 / m;
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m *= 0.5;
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Transform xform;
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xform.basis.scale(Vector3(m, m, m));
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xform.origin = -xform.basis.xform(ofs); //-ofs*m;
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//xform.origin.z -= aabb.get_longest_axis_size() * 2;
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mesh_instance->set_transform(xform);
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}
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}
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@ -128,8 +123,8 @@ MeshEditor::MeshEditor() {
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viewport->set_world(world); //use own world
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add_child(viewport);
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viewport->set_disable_input(true);
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viewport->set_msaa(Viewport::MSAA_2X);
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set_stretch(true);
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camera = memnew(Camera);
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camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
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camera->set_perspective(45, 0.1, 10);
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@ -176,39 +171,29 @@ MeshEditor::MeshEditor() {
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rot_y = 0;
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}
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void MeshEditorPlugin::edit(Object *p_object) {
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///////////////////////
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Mesh *s = Object::cast_to<Mesh>(p_object);
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if (!s)
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bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
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return Object::cast_to<Mesh>(p_object) != NULL;
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}
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void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
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Mesh *mesh = Object::cast_to<Mesh>(p_object);
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if (!mesh) {
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return;
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mesh_editor->edit(Ref<Mesh>(s));
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}
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bool MeshEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("Mesh");
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}
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void MeshEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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mesh_editor->show();
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//mesh_editor->set_process(true);
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} else {
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mesh_editor->hide();
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//mesh_editor->set_process(false);
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}
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Ref<Mesh> m(mesh);
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MeshEditor *editor = memnew(MeshEditor);
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editor->edit(m);
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add_custom_control(editor);
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}
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MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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mesh_editor = memnew(MeshEditor);
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add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, mesh_editor);
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mesh_editor->hide();
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}
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MeshEditorPlugin::~MeshEditorPlugin() {
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Ref<EditorInspectorPluginMesh> plugin;
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plugin.instance();
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add_inspector_plugin(plugin);
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}
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@ -72,22 +72,21 @@ public:
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MeshEditor();
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};
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class EditorInspectorPluginMesh : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorPluginMesh, EditorInspectorPlugin)
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public:
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virtual bool can_handle(Object *p_object);
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virtual void parse_begin(Object *p_object);
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};
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class MeshEditorPlugin : public EditorPlugin {
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GDCLASS(MeshEditorPlugin, EditorPlugin);
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MeshEditor *mesh_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Mesh"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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MeshEditorPlugin(EditorNode *p_node);
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~MeshEditorPlugin();
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};
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#endif
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@ -138,39 +138,28 @@ TextureEditor::TextureEditor() {
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set_custom_minimum_size(Size2(1, 150));
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}
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void TextureEditorPlugin::edit(Object *p_object) {
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//
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bool EditorInspectorPluginTexture::can_handle(Object *p_object) {
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Texture *s = Object::cast_to<Texture>(p_object);
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if (!s)
|
||||
return Object::cast_to<Texture>(p_object) != NULL;
|
||||
}
|
||||
|
||||
void EditorInspectorPluginTexture::parse_begin(Object *p_object) {
|
||||
|
||||
Texture *texture = Object::cast_to<Texture>(p_object);
|
||||
if (!texture) {
|
||||
return;
|
||||
|
||||
texture_editor->edit(Ref<Texture>(s));
|
||||
}
|
||||
|
||||
bool TextureEditorPlugin::handles(Object *p_object) const {
|
||||
|
||||
return p_object->is_class("Texture");
|
||||
}
|
||||
|
||||
void TextureEditorPlugin::make_visible(bool p_visible) {
|
||||
|
||||
if (p_visible) {
|
||||
texture_editor->show();
|
||||
//texture_editor->set_process(true);
|
||||
} else {
|
||||
|
||||
texture_editor->hide();
|
||||
//texture_editor->set_process(false);
|
||||
}
|
||||
Ref<Texture> m(texture);
|
||||
|
||||
TextureEditor *editor = memnew(TextureEditor);
|
||||
editor->edit(m);
|
||||
add_custom_control(editor);
|
||||
}
|
||||
|
||||
TextureEditorPlugin::TextureEditorPlugin(EditorNode *p_node) {
|
||||
|
||||
editor = p_node;
|
||||
texture_editor = memnew(TextureEditor);
|
||||
add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, texture_editor);
|
||||
texture_editor->hide();
|
||||
}
|
||||
|
||||
TextureEditorPlugin::~TextureEditorPlugin() {
|
||||
Ref<EditorInspectorPluginTexture> plugin;
|
||||
plugin.instance();
|
||||
add_inspector_plugin(plugin);
|
||||
}
|
||||
|
|
|
@ -52,22 +52,21 @@ public:
|
|||
TextureEditor();
|
||||
};
|
||||
|
||||
class EditorInspectorPluginTexture : public EditorInspectorPlugin {
|
||||
GDCLASS(EditorInspectorPluginTexture, EditorInspectorPlugin)
|
||||
public:
|
||||
virtual bool can_handle(Object *p_object);
|
||||
virtual void parse_begin(Object *p_object);
|
||||
};
|
||||
|
||||
class TextureEditorPlugin : public EditorPlugin {
|
||||
|
||||
GDCLASS(TextureEditorPlugin, EditorPlugin);
|
||||
|
||||
TextureEditor *texture_editor;
|
||||
EditorNode *editor;
|
||||
|
||||
public:
|
||||
virtual String get_name() const { return "Texture"; }
|
||||
bool has_main_screen() const { return false; }
|
||||
virtual void edit(Object *p_object);
|
||||
virtual bool handles(Object *p_object) const;
|
||||
virtual void make_visible(bool p_visible);
|
||||
|
||||
TextureEditorPlugin(EditorNode *p_node);
|
||||
~TextureEditorPlugin();
|
||||
};
|
||||
|
||||
#endif // TEXTURE_EDITOR_PLUGIN_H
|
||||
|
|
|
@ -536,7 +536,7 @@ void ProceduralSky::_bind_methods() {
|
|||
BIND_ENUM_CONSTANT(TEXTURE_SIZE_MAX);
|
||||
}
|
||||
|
||||
ProceduralSky::ProceduralSky() {
|
||||
ProceduralSky::ProceduralSky(bool p_desaturate) {
|
||||
|
||||
sky = VS::get_singleton()->sky_create();
|
||||
texture = VS::get_singleton()->texture_create();
|
||||
|
@ -552,6 +552,12 @@ ProceduralSky::ProceduralSky() {
|
|||
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;
|
||||
|
|
|
@ -191,7 +191,7 @@ public:
|
|||
|
||||
virtual RID get_rid() const;
|
||||
|
||||
ProceduralSky();
|
||||
ProceduralSky(bool p_desaturate=false);
|
||||
~ProceduralSky();
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue