godot/scene/resources/sky_material.cpp
Hugo Locurcio 56b604bef7
Add sky cover texture for ProceduralSkyMaterial
This brings PhysicalSkyMaterial's Night Sky functionality to
ProceduralSkyMaterial, but in a more powerful and general fashion.

This can be used to display stars at night, or clouds at day and night.
For clouds, it won't be physically accurate, but it can look good still.

The Sky Cover Modulate property can be used to adjust the sky cover's
colors and opacity in real-time, which is useful for day/night or weather
transitions.
2022-02-12 18:39:57 +01:00

729 lines
29 KiB
C++

/*************************************************************************/
/* sky_material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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_material.h"
#include "core/version.h"
Mutex ProceduralSkyMaterial::shader_mutex;
RID ProceduralSkyMaterial::shader;
void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
sky_top_color = p_sky_top;
RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color);
}
Color ProceduralSkyMaterial::get_sky_top_color() const {
return sky_top_color;
}
void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {
sky_horizon_color = p_sky_horizon;
RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color);
}
Color ProceduralSkyMaterial::get_sky_horizon_color() const {
return sky_horizon_color;
}
void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
sky_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
}
float ProceduralSkyMaterial::get_sky_curve() const {
return sky_curve;
}
void ProceduralSkyMaterial::set_sky_energy(float p_energy) {
sky_energy = p_energy;
RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
}
float ProceduralSkyMaterial::get_sky_energy() const {
return sky_energy;
}
void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) {
sky_cover = p_sky_cover;
RID tex_rid = p_sky_cover.is_valid() ? p_sky_cover->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "sky_cover", tex_rid);
}
Ref<Texture2D> ProceduralSkyMaterial::get_sky_cover() const {
return sky_cover;
}
void ProceduralSkyMaterial::set_sky_cover_modulate(const Color &p_sky_cover_modulate) {
sky_cover_modulate = p_sky_cover_modulate;
RS::get_singleton()->material_set_param(_get_material(), "sky_cover_modulate", sky_cover_modulate);
}
Color ProceduralSkyMaterial::get_sky_cover_modulate() const {
return sky_cover_modulate;
}
void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {
ground_bottom_color = p_ground_bottom;
RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color);
}
Color ProceduralSkyMaterial::get_ground_bottom_color() const {
return ground_bottom_color;
}
void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {
ground_horizon_color = p_ground_horizon;
RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color);
}
Color ProceduralSkyMaterial::get_ground_horizon_color() const {
return ground_horizon_color;
}
void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
ground_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
}
float ProceduralSkyMaterial::get_ground_curve() const {
return ground_curve;
}
void ProceduralSkyMaterial::set_ground_energy(float p_energy) {
ground_energy = p_energy;
RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
}
float ProceduralSkyMaterial::get_ground_energy() const {
return ground_energy;
}
void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
sun_angle_max = p_angle;
RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
}
float ProceduralSkyMaterial::get_sun_angle_max() const {
return sun_angle_max;
}
void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
sun_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
}
float ProceduralSkyMaterial::get_sun_curve() const {
return sun_curve;
}
Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
RID ProceduralSkyMaterial::get_rid() const {
_update_shader();
if (!shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader);
shader_set = true;
}
return _get_material();
}
RID ProceduralSkyMaterial::get_shader_rid() const {
_update_shader();
return shader;
}
void ProceduralSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color);
ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color);
ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color);
ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color);
ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve);
ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve);
ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSkyMaterial::set_sky_energy);
ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSkyMaterial::get_sky_energy);
ClassDB::bind_method(D_METHOD("set_sky_cover", "sky_cover"), &ProceduralSkyMaterial::set_sky_cover);
ClassDB::bind_method(D_METHOD("get_sky_cover"), &ProceduralSkyMaterial::get_sky_cover);
ClassDB::bind_method(D_METHOD("set_sky_cover_modulate", "color"), &ProceduralSkyMaterial::set_sky_cover_modulate);
ClassDB::bind_method(D_METHOD("get_sky_cover_modulate"), &ProceduralSkyMaterial::get_sky_cover_modulate);
ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color);
ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color);
ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color);
ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color);
ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve);
ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve);
ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy);
ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy);
ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max);
ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max);
ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
ADD_GROUP("Sky", "sky_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky_cover", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_sky_cover", "get_sky_cover");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_cover_modulate"), "set_sky_cover_modulate", "get_sky_cover_modulate");
ADD_GROUP("Ground", "ground_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_bottom_color", "get_ground_bottom_color");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_horizon_color", "get_ground_horizon_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
ADD_GROUP("Sun", "sun_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
}
void ProceduralSkyMaterial::cleanup_shader() {
if (shader.is_valid()) {
RS::get_singleton()->free(shader);
}
}
void ProceduralSkyMaterial::_update_shader() {
shader_mutex.lock();
if (shader.is_null()) {
shader = RS::get_singleton()->shader_create();
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader, R"(
// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial.
shader_type sky;
uniform vec4 sky_top_color : hint_color = vec4(0.385, 0.454, 0.55, 1.0);
uniform vec4 sky_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
uniform float sky_curve : hint_range(0, 1) = 0.15;
uniform float sky_energy = 1.0;
uniform sampler2D sky_cover : hint_black_albedo;
uniform vec4 sky_cover_modulate : hint_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform vec4 ground_bottom_color : hint_color = vec4(0.2, 0.169, 0.133, 1.0);
uniform vec4 ground_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
uniform float ground_curve : hint_range(0, 1) = 0.02;
uniform float ground_energy = 1.0;
uniform float sun_angle_max = 30.0;
uniform float sun_curve : hint_range(0, 1) = 0.15;
void sky() {
float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
float c = (1.0 - v_angle / (PI * 0.5));
vec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));
sky *= sky_energy;
if (LIGHT0_ENABLED) {
float sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));
if (sun_angle < LIGHT0_SIZE) {
sky = LIGHT0_COLOR * LIGHT0_ENERGY;
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);
sky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
}
}
if (LIGHT1_ENABLED) {
float sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));
if (sun_angle < LIGHT1_SIZE) {
sky = LIGHT1_COLOR * LIGHT1_ENERGY;
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);
sky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
}
}
if (LIGHT2_ENABLED) {
float sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));
if (sun_angle < LIGHT2_SIZE) {
sky = LIGHT2_COLOR * LIGHT2_ENERGY;
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);
sky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
}
}
if (LIGHT3_ENABLED) {
float sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));
if (sun_angle < LIGHT3_SIZE) {
sky = LIGHT3_COLOR * LIGHT3_ENERGY;
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);
sky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
}
}
vec4 sky_cover_texture = texture(sky_cover, SKY_COORDS);
sky += (sky_cover_texture.rgb * sky_cover_modulate.rgb) * sky_cover_texture.a * sky_cover_modulate.a * sky_energy;
c = (v_angle - (PI * 0.5)) / (PI * 0.5);
vec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));
ground *= ground_energy;
COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
}
)");
}
shader_mutex.unlock();
}
ProceduralSkyMaterial::ProceduralSkyMaterial() {
set_sky_top_color(Color(0.385, 0.454, 0.55));
set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708));
set_sky_curve(0.15);
set_sky_energy(1.0);
set_sky_cover_modulate(Color(1, 1, 1));
set_ground_bottom_color(Color(0.2, 0.169, 0.133));
set_ground_horizon_color(Color(0.6463, 0.6558, 0.6708));
set_ground_curve(0.02);
set_ground_energy(1.0);
set_sun_angle_max(30.0);
set_sun_curve(0.15);
}
ProceduralSkyMaterial::~ProceduralSkyMaterial() {
}
/////////////////////////////////////////
/* PanoramaSkyMaterial */
void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
panorama = p_panorama;
RID tex_rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", tex_rid);
}
Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
return panorama;
}
void PanoramaSkyMaterial::set_filtering_enabled(bool p_enabled) {
filter = p_enabled;
notify_property_list_changed();
_update_shader();
// Only set if shader already compiled
if (shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
}
}
bool PanoramaSkyMaterial::is_filtering_enabled() const {
return filter;
}
Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
RID PanoramaSkyMaterial::get_rid() const {
_update_shader();
// Don't compile shaders until first use, then compile both
if (!shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(filter)]);
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
shader_set = true;
}
return _get_material();
}
RID PanoramaSkyMaterial::get_shader_rid() const {
_update_shader();
return shader_cache[int(filter)];
}
void PanoramaSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama);
ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama);
ClassDB::bind_method(D_METHOD("set_filtering_enabled", "enabled"), &PanoramaSkyMaterial::set_filtering_enabled);
ClassDB::bind_method(D_METHOD("is_filtering_enabled"), &PanoramaSkyMaterial::is_filtering_enabled);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter"), "set_filtering_enabled", "is_filtering_enabled");
}
Mutex PanoramaSkyMaterial::shader_mutex;
RID PanoramaSkyMaterial::shader_cache[2];
void PanoramaSkyMaterial::cleanup_shader() {
if (shader_cache[0].is_valid()) {
RS::get_singleton()->free(shader_cache[0]);
RS::get_singleton()->free(shader_cache[1]);
}
}
void PanoramaSkyMaterial::_update_shader() {
shader_mutex.lock();
if (shader_cache[0].is_null()) {
for (int i = 0; i < 2; i++) {
shader_cache[i] = RS::get_singleton()->shader_create();
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"(
// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial.
shader_type sky;
uniform sampler2D source_panorama : %s, hint_albedo;
void sky() {
COLOR = texture(source_panorama, SKY_COORDS).rgb;
}
)",
i ? "filter_linear" : "filter_nearest"));
}
}
shader_mutex.unlock();
}
PanoramaSkyMaterial::PanoramaSkyMaterial() {
}
PanoramaSkyMaterial::~PanoramaSkyMaterial() {
}
//////////////////////////////////
/* PhysicalSkyMaterial */
void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
rayleigh = p_rayleigh;
RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
}
float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
return rayleigh;
}
void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
rayleigh_color = p_rayleigh_color;
RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
}
Color PhysicalSkyMaterial::get_rayleigh_color() const {
return rayleigh_color;
}
void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {
mie = p_mie;
RS::get_singleton()->material_set_param(_get_material(), "mie", mie);
}
float PhysicalSkyMaterial::get_mie_coefficient() const {
return mie;
}
void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {
mie_eccentricity = p_eccentricity;
RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
}
float PhysicalSkyMaterial::get_mie_eccentricity() const {
return mie_eccentricity;
}
void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {
mie_color = p_mie_color;
RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
}
Color PhysicalSkyMaterial::get_mie_color() const {
return mie_color;
}
void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {
turbidity = p_turbidity;
RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
}
float PhysicalSkyMaterial::get_turbidity() const {
return turbidity;
}
void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {
sun_disk_scale = p_sun_disk_scale;
RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
}
float PhysicalSkyMaterial::get_sun_disk_scale() const {
return sun_disk_scale;
}
void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {
ground_color = p_ground_color;
RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
}
Color PhysicalSkyMaterial::get_ground_color() const {
return ground_color;
}
void PhysicalSkyMaterial::set_exposure(float p_exposure) {
exposure = p_exposure;
RS::get_singleton()->material_set_param(_get_material(), "exposure", exposure);
}
float PhysicalSkyMaterial::get_exposure() const {
return exposure;
}
void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) {
dither_strength = p_dither_strength;
RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
}
float PhysicalSkyMaterial::get_dither_strength() const {
return dither_strength;
}
void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
night_sky = p_night_sky;
RID tex_rid = p_night_sky.is_valid() ? p_night_sky->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "night_sky", tex_rid);
}
Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {
return night_sky;
}
Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
RID PhysicalSkyMaterial::get_rid() const {
_update_shader();
if (!shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader);
shader_set = true;
}
return _get_material();
}
RID PhysicalSkyMaterial::get_shader_rid() const {
_update_shader();
return shader;
}
Mutex PhysicalSkyMaterial::shader_mutex;
RID PhysicalSkyMaterial::shader;
void PhysicalSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color);
ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color);
ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient);
ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient);
ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity);
ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity);
ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color);
ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color);
ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity);
ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity);
ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale);
ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale);
ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color);
ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color);
ClassDB::bind_method(D_METHOD("set_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure);
ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure);
ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength);
ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength);
ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky);
ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky);
ADD_GROUP("Rayleigh", "rayleigh_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_rayleigh_color", "get_rayleigh_color");
ADD_GROUP("Mie", "mie_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_mie_color", "get_mie_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_color", "get_ground_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
}
void PhysicalSkyMaterial::cleanup_shader() {
if (shader.is_valid()) {
RS::get_singleton()->free(shader);
}
}
void PhysicalSkyMaterial::_update_shader() {
shader_mutex.lock();
if (shader.is_null()) {
shader = RS::get_singleton()->shader_create();
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader, R"(
// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial.
shader_type sky;
uniform float rayleigh : hint_range(0, 64) = 2.0;
uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0);
uniform float mie : hint_range(0, 1) = 0.005;
uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0);
uniform float turbidity : hint_range(0, 1000) = 10.0;
uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0);
uniform float exposure : hint_range(0, 128) = 0.1;
uniform float dither_strength : hint_range(0, 10) = 1.0;
uniform sampler2D night_sky : hint_black_albedo;
const vec3 UP = vec3( 0.0, 1.0, 0.0 );
// Sun constants
const float SUN_ENERGY = 1000.0;
// Optical length at zenith for molecules.
const float rayleigh_zenith_size = 8.4e3;
const float mie_zenith_size = 1.25e3;
float henyey_greenstein(float cos_theta, float g) {
const float k = 0.0795774715459;
return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
}
// From: https://www.shadertoy.com/view/4sfGzS credit to iq
float hash(vec3 p) {
p = fract( p * 0.3183099 + 0.1 );
p *= 17.0;
return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
}
void sky() {
if (LIGHT0_ENABLED) {
float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;
float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);
// Rayleigh coefficients.
float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );
vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;
// mie coefficients from Preetham
vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;
// Optical length.
float zenith = acos(max(0.0, dot(UP, EYEDIR)));
float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));
float rayleigh_scatter = rayleigh_zenith_size * optical_mass;
float mie_scatter = mie_zenith_size * optical_mass;
// Light extinction based on thickness of atmosphere.
vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));
// In scattering.
float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));
float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));
vec3 betaRTheta = rayleigh_beta * rayleigh_phase;
float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);
vec3 betaMTheta = mie_beta * mie_phase;
vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));
// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js
Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));
// Hack in the ground color.
Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));
// Solar disk and out-scattering.
float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);
float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);
vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;
L0 += texture(night_sky, SKY_COORDS).xyz * extinction;
vec3 color = (Lin + L0) * 0.04;
COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
COLOR *= exposure;
// Make optional, eliminates banding.
COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;
} else {
// There is no sun, so display night_sky and nothing else.
COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
COLOR *= exposure;
}
}
)");
}
shader_mutex.unlock();
}
PhysicalSkyMaterial::PhysicalSkyMaterial() {
set_rayleigh_coefficient(2.0);
set_rayleigh_color(Color(0.3, 0.405, 0.6));
set_mie_coefficient(0.005);
set_mie_eccentricity(0.8);
set_mie_color(Color(0.69, 0.729, 0.812));
set_turbidity(10.0);
set_sun_disk_scale(1.0);
set_ground_color(Color(0.1, 0.07, 0.034));
set_exposure(0.1);
set_dither_strength(1.0);
}
PhysicalSkyMaterial::~PhysicalSkyMaterial() {
}