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	* Create the shader on demand. * Makes sure compilation happens only once, then shader is cached. * Speeds up scene loading times. * Speeds up editor initialization.
		
			
				
	
	
		
			208 lines
		
	
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			208 lines
		
	
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  sky_material.h                                                       */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "core/templates/rid.h"
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#include "scene/resources/material.h"
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#ifndef SKY_MATERIAL_H
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#define SKY_MATERIAL_H
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class ProceduralSkyMaterial : public Material {
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	GDCLASS(ProceduralSkyMaterial, Material);
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private:
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	Color sky_top_color;
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	Color sky_horizon_color;
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	float sky_curve;
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	float sky_energy;
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	Color ground_bottom_color;
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	Color ground_horizon_color;
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	float ground_curve;
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	float ground_energy;
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	float sun_angle_max;
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	float sun_curve;
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	static Mutex shader_mutex;
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	static RID shader;
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	static void _update_shader();
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	mutable bool shader_set = false;
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protected:
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	static void _bind_methods();
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	virtual bool _can_do_next_pass() const override;
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public:
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	void set_sky_top_color(const Color &p_sky_top);
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	Color get_sky_top_color() const;
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	void set_sky_horizon_color(const Color &p_sky_horizon);
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	Color get_sky_horizon_color() const;
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	void set_sky_curve(float p_curve);
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	float get_sky_curve() const;
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	void set_sky_energy(float p_energy);
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	float get_sky_energy() const;
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	void set_ground_bottom_color(const Color &p_ground_bottom);
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	Color get_ground_bottom_color() const;
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	void set_ground_horizon_color(const Color &p_ground_horizon);
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	Color get_ground_horizon_color() const;
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	void set_ground_curve(float p_curve);
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	float get_ground_curve() const;
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	void set_ground_energy(float p_energy);
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	float get_ground_energy() const;
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	void set_sun_angle_max(float p_angle);
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	float get_sun_angle_max() const;
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	void set_sun_curve(float p_curve);
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	float get_sun_curve() const;
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	virtual Shader::Mode get_shader_mode() const override;
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	virtual RID get_shader_rid() const override;
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	virtual RID get_rid() const override;
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	static void cleanup_shader();
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	ProceduralSkyMaterial();
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	~ProceduralSkyMaterial();
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};
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//////////////////////////////////////////////////////
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/* PanoramaSkyMaterial */
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class PanoramaSkyMaterial : public Material {
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	GDCLASS(PanoramaSkyMaterial, Material);
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private:
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	Ref<Texture2D> panorama;
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	static Mutex shader_mutex;
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	static RID shader;
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	static void _update_shader();
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	mutable bool shader_set = false;
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protected:
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	static void _bind_methods();
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	virtual bool _can_do_next_pass() const override;
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public:
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	void set_panorama(const Ref<Texture2D> &p_panorama);
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	Ref<Texture2D> get_panorama() const;
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	virtual Shader::Mode get_shader_mode() const override;
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	virtual RID get_shader_rid() const override;
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	virtual RID get_rid() const override;
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	static void cleanup_shader();
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	PanoramaSkyMaterial();
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	~PanoramaSkyMaterial();
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};
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//////////////////////////////////////////////////////
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/* PanoramaSkyMaterial */
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class PhysicalSkyMaterial : public Material {
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	GDCLASS(PhysicalSkyMaterial, Material);
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private:
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	static Mutex shader_mutex;
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	static RID shader;
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	float rayleigh;
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	Color rayleigh_color;
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	float mie;
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	float mie_eccentricity;
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	Color mie_color;
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	float turbidity;
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	float sun_disk_scale;
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	Color ground_color;
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	float exposure;
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	float dither_strength;
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	Ref<Texture2D> night_sky;
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	static void _update_shader();
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	mutable bool shader_set = false;
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protected:
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	static void _bind_methods();
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	virtual bool _can_do_next_pass() const override;
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public:
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	void set_rayleigh_coefficient(float p_rayleigh);
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	float get_rayleigh_coefficient() const;
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	void set_rayleigh_color(Color p_rayleigh_color);
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	Color get_rayleigh_color() const;
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	void set_turbidity(float p_turbidity);
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	float get_turbidity() const;
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	void set_mie_coefficient(float p_mie);
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	float get_mie_coefficient() const;
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	void set_mie_eccentricity(float p_eccentricity);
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	float get_mie_eccentricity() const;
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	void set_mie_color(Color p_mie_color);
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	Color get_mie_color() const;
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	void set_sun_disk_scale(float p_sun_disk_scale);
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	float get_sun_disk_scale() const;
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	void set_ground_color(Color p_ground_color);
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	Color get_ground_color() const;
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	void set_exposure(float p_exposure);
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	float get_exposure() const;
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	void set_dither_strength(float p_dither_strength);
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	float get_dither_strength() const;
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	void set_night_sky(const Ref<Texture2D> &p_night_sky);
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	Ref<Texture2D> get_night_sky() const;
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	virtual Shader::Mode get_shader_mode() const override;
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	virtual RID get_shader_rid() const override;
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	static void cleanup_shader();
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	virtual RID get_rid() const override;
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	PhysicalSkyMaterial();
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	~PhysicalSkyMaterial();
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};
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#endif /* !SKY_MATERIAL_H */
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