godot/scene/resources/sky.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

201 lines
5.4 KiB
C++

/*************************************************************************/
/* 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
#include "core/os/thread.h"
#include "scene/resources/texture.h"
class Sky : public Resource {
GDCLASS(Sky, Resource);
public:
enum RadianceSize {
RADIANCE_SIZE_32,
RADIANCE_SIZE_64,
RADIANCE_SIZE_128,
RADIANCE_SIZE_256,
RADIANCE_SIZE_512,
RADIANCE_SIZE_1024,
RADIANCE_SIZE_2048,
RADIANCE_SIZE_MAX
};
private:
RadianceSize radiance_size;
protected:
static void _bind_methods();
virtual void _radiance_changed() = 0;
public:
void set_radiance_size(RadianceSize p_size);
RadianceSize get_radiance_size() const;
Sky();
};
VARIANT_ENUM_CAST(Sky::RadianceSize)
class PanoramaSky : public Sky {
GDCLASS(PanoramaSky, Sky);
private:
RID sky;
Ref<Texture> panorama;
protected:
static void _bind_methods();
virtual void _radiance_changed();
public:
void set_panorama(const Ref<Texture> &p_panorama);
Ref<Texture> get_panorama() const;
virtual RID get_rid() const;
PanoramaSky();
~PanoramaSky();
};
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 sky;
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();
virtual void _radiance_changed();
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;
virtual RID get_rid() const;
ProceduralSky(bool p_desaturate = false);
~ProceduralSky();
};
VARIANT_ENUM_CAST(ProceduralSky::TextureSize)
#endif // SKY_H