godot/scene/resources/sky.cpp
Hugo Locurcio 8d9cef3726
Remove high radiance sizes from the editor due to issues on specific GPUs
These values can still be set by code, but are no longer presented in
the editor.
2021-05-20 23:54:12 +02:00

537 lines
18 KiB
C++

/*************************************************************************/
/* 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"
void Sky::set_radiance_size(RadianceSize p_size) {
ERR_FAIL_INDEX(p_size, RADIANCE_SIZE_MAX);
radiance_size = p_size;
_radiance_changed();
}
Sky::RadianceSize Sky::get_radiance_size() const {
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);
// 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");
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);
}
Sky::Sky() {
radiance_size = RADIANCE_SIZE_128;
}
/////////////////////////////////////////
void PanoramaSky::_radiance_changed() {
if (panorama.is_valid()) {
static const int size[RADIANCE_SIZE_MAX] = {
32, 64, 128, 256, 512, 1024, 2048
};
VS::get_singleton()->sky_set_texture(sky, panorama->get_rid(), size[get_radiance_size()]);
}
}
void PanoramaSky::set_panorama(const Ref<Texture> &p_panorama) {
panorama = p_panorama;
if (panorama.is_valid()) {
_radiance_changed();
} else {
VS::get_singleton()->sky_set_texture(sky, RID(), 0);
}
}
Ref<Texture> PanoramaSky::get_panorama() const {
return panorama;
}
RID PanoramaSky::get_rid() const {
return sky;
}
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);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_panorama", "get_panorama");
}
PanoramaSky::PanoramaSky() {
sky = VS::get_singleton()->sky_create();
}
PanoramaSky::~PanoramaSky() {
VS::get_singleton()->free(sky);
}
//////////////////////////////////
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) {
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);
}