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539 lines
18 KiB
C++
539 lines
18 KiB
C++
/*************************************************************************/
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/* sky.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "sky.h"
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#include "core/io/image_loader.h"
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void Sky::set_radiance_size(RadianceSize p_size) {
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ERR_FAIL_INDEX(p_size, RADIANCE_SIZE_MAX);
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radiance_size = p_size;
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_radiance_changed();
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}
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Sky::RadianceSize Sky::get_radiance_size() const {
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return radiance_size;
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}
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void Sky::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radiance_size", "size"), &Sky::set_radiance_size);
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ClassDB::bind_method(D_METHOD("get_radiance_size"), &Sky::get_radiance_size);
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// Don't expose 1024 and 2048 in the property hint as these sizes will cause GPU hangs on many systems.
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ADD_PROPERTY(PropertyInfo(Variant::INT, "radiance_size", PROPERTY_HINT_ENUM, "32,64,128,256,512"), "set_radiance_size", "get_radiance_size");
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_32);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_64);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_128);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_256);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_512);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_1024);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_2048);
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BIND_ENUM_CONSTANT(RADIANCE_SIZE_MAX);
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}
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Sky::Sky() {
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radiance_size = RADIANCE_SIZE_128;
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}
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/////////////////////////////////////////
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void PanoramaSky::_radiance_changed() {
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if (panorama.is_valid()) {
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static const int size[RADIANCE_SIZE_MAX] = {
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32, 64, 128, 256, 512, 1024, 2048
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};
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VS::get_singleton()->sky_set_texture(sky, panorama->get_rid(), size[get_radiance_size()]);
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}
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}
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void PanoramaSky::set_panorama(const Ref<Texture> &p_panorama) {
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panorama = p_panorama;
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if (panorama.is_valid()) {
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_radiance_changed();
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} else {
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VS::get_singleton()->sky_set_texture(sky, RID(), 0);
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}
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}
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Ref<Texture> PanoramaSky::get_panorama() const {
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return panorama;
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}
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RID PanoramaSky::get_rid() const {
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return sky;
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}
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void PanoramaSky::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSky::set_panorama);
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ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSky::get_panorama);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_panorama", "get_panorama");
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}
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PanoramaSky::PanoramaSky() {
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sky = VS::get_singleton()->sky_create();
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}
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PanoramaSky::~PanoramaSky() {
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VS::get_singleton()->free(sky);
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}
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//////////////////////////////////
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void ProceduralSky::_radiance_changed() {
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if (update_queued) {
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return; //do nothing yet
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}
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static const int size[RADIANCE_SIZE_MAX] = {
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32, 64, 128, 256, 512, 1024, 2048
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};
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VS::get_singleton()->sky_set_texture(sky, texture, size[get_radiance_size()]);
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}
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Ref<Image> ProceduralSky::_generate_sky() {
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update_queued = false;
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PoolVector<uint8_t> imgdata;
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static const int size[TEXTURE_SIZE_MAX] = {
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256, 512, 1024, 2048, 4096
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};
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int w = size[texture_size];
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int h = w / 2;
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imgdata.resize(w * h * 4); //RGBE
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{
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PoolVector<uint8_t>::Write dataw = imgdata.write();
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uint32_t *ptr = (uint32_t *)dataw.ptr();
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Color sky_top_linear = sky_top_color.to_linear();
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Color sky_horizon_linear = sky_horizon_color.to_linear();
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Color ground_bottom_linear = ground_bottom_color.to_linear();
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Color ground_horizon_linear = ground_horizon_color.to_linear();
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Color sun_linear;
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sun_linear.r = sun_color.r * sun_energy;
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sun_linear.g = sun_color.g * sun_energy;
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sun_linear.b = sun_color.b * sun_energy;
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Vector3 sun(0, 0, -1);
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sun = Basis(Vector3(1, 0, 0), Math::deg2rad(sun_latitude)).xform(sun);
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sun = Basis(Vector3(0, 1, 0), Math::deg2rad(sun_longitude)).xform(sun);
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sun.normalize();
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for (int i = 0; i < w; i++) {
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float u = float(i) / (w - 1);
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float phi = u * 2.0 * Math_PI;
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for (int j = 0; j < h; j++) {
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float v = float(j) / (h - 1);
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float theta = v * Math_PI;
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Vector3 normal(
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Math::sin(phi) * Math::sin(theta) * -1.0,
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Math::cos(theta),
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Math::cos(phi) * Math::sin(theta) * -1.0);
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normal.normalize();
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float v_angle = Math::acos(CLAMP(normal.y, -1.0, 1.0));
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Color color;
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if (normal.y < 0) {
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//ground
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float c = (v_angle - (Math_PI * 0.5)) / (Math_PI * 0.5);
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color = ground_horizon_linear.linear_interpolate(ground_bottom_linear, Math::ease(c, ground_curve));
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color.r *= ground_energy;
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color.g *= ground_energy;
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color.b *= ground_energy;
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} else {
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float c = v_angle / (Math_PI * 0.5);
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color = sky_horizon_linear.linear_interpolate(sky_top_linear, Math::ease(1.0 - c, sky_curve));
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color.r *= sky_energy;
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color.g *= sky_energy;
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color.b *= sky_energy;
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float sun_angle = Math::rad2deg(Math::acos(CLAMP(sun.dot(normal), -1.0, 1.0)));
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if (sun_angle < sun_angle_min) {
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color = color.blend(sun_linear);
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} else if (sun_angle < sun_angle_max) {
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float c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);
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c2 = Math::ease(c2, sun_curve);
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color = color.blend(sun_linear).linear_interpolate(color, c2);
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}
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}
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ptr[j * w + i] = color.to_rgbe9995();
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}
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}
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}
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Ref<Image> image;
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image.instance();
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image->create(w, h, false, Image::FORMAT_RGBE9995, imgdata);
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return image;
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}
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void ProceduralSky::set_sky_top_color(const Color &p_sky_top) {
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sky_top_color = p_sky_top;
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_queue_update();
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}
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Color ProceduralSky::get_sky_top_color() const {
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return sky_top_color;
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}
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void ProceduralSky::set_sky_horizon_color(const Color &p_sky_horizon) {
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sky_horizon_color = p_sky_horizon;
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_queue_update();
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}
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Color ProceduralSky::get_sky_horizon_color() const {
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return sky_horizon_color;
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}
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void ProceduralSky::set_sky_curve(float p_curve) {
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sky_curve = p_curve;
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_queue_update();
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}
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float ProceduralSky::get_sky_curve() const {
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return sky_curve;
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}
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void ProceduralSky::set_sky_energy(float p_energy) {
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sky_energy = p_energy;
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_queue_update();
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}
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float ProceduralSky::get_sky_energy() const {
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return sky_energy;
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}
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void ProceduralSky::set_ground_bottom_color(const Color &p_ground_bottom) {
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ground_bottom_color = p_ground_bottom;
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_queue_update();
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}
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Color ProceduralSky::get_ground_bottom_color() const {
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return ground_bottom_color;
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}
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void ProceduralSky::set_ground_horizon_color(const Color &p_ground_horizon) {
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ground_horizon_color = p_ground_horizon;
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_queue_update();
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}
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Color ProceduralSky::get_ground_horizon_color() const {
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return ground_horizon_color;
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}
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void ProceduralSky::set_ground_curve(float p_curve) {
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ground_curve = p_curve;
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_queue_update();
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}
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float ProceduralSky::get_ground_curve() const {
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return ground_curve;
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}
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void ProceduralSky::set_ground_energy(float p_energy) {
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ground_energy = p_energy;
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_queue_update();
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}
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float ProceduralSky::get_ground_energy() const {
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return ground_energy;
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}
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void ProceduralSky::set_sun_color(const Color &p_sun) {
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sun_color = p_sun;
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_queue_update();
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}
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Color ProceduralSky::get_sun_color() const {
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return sun_color;
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}
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void ProceduralSky::set_sun_latitude(float p_angle) {
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sun_latitude = p_angle;
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_queue_update();
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}
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float ProceduralSky::get_sun_latitude() const {
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return sun_latitude;
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}
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void ProceduralSky::set_sun_longitude(float p_angle) {
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sun_longitude = p_angle;
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_queue_update();
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}
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float ProceduralSky::get_sun_longitude() const {
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return sun_longitude;
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}
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void ProceduralSky::set_sun_angle_min(float p_angle) {
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sun_angle_min = p_angle;
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_queue_update();
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}
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float ProceduralSky::get_sun_angle_min() const {
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return sun_angle_min;
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}
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void ProceduralSky::set_sun_angle_max(float p_angle) {
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sun_angle_max = p_angle;
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_queue_update();
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}
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float ProceduralSky::get_sun_angle_max() const {
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return sun_angle_max;
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}
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void ProceduralSky::set_sun_curve(float p_curve) {
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sun_curve = p_curve;
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_queue_update();
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}
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float ProceduralSky::get_sun_curve() const {
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return sun_curve;
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}
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void ProceduralSky::set_sun_energy(float p_energy) {
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sun_energy = p_energy;
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_queue_update();
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}
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float ProceduralSky::get_sun_energy() const {
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return sun_energy;
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}
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void ProceduralSky::set_texture_size(TextureSize p_size) {
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ERR_FAIL_INDEX(p_size, TEXTURE_SIZE_MAX);
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texture_size = p_size;
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_queue_update();
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}
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ProceduralSky::TextureSize ProceduralSky::get_texture_size() const {
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return texture_size;
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}
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Ref<Image> ProceduralSky::get_data() const {
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return panorama->duplicate();
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}
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RID ProceduralSky::get_rid() const {
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return sky;
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}
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void ProceduralSky::_update_sky() {
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bool use_thread = true;
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if (first_time) {
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use_thread = false;
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first_time = false;
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}
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#ifdef NO_THREADS
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use_thread = false;
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#endif
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if (use_thread) {
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if (!sky_thread.is_started()) {
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sky_thread.start(_thread_function, this);
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regen_queued = false;
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} else {
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regen_queued = true;
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}
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} else {
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panorama = _generate_sky();
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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);
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VS::get_singleton()->texture_set_data(texture, panorama);
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_radiance_changed();
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}
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}
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void ProceduralSky::_queue_update() {
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if (update_queued) {
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return;
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}
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update_queued = true;
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call_deferred("_update_sky");
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}
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void ProceduralSky::_thread_done(const Ref<Image> &p_image) {
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ERR_FAIL_COND(p_image.is_null());
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panorama = p_image;
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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);
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VS::get_singleton()->texture_set_data(texture, panorama);
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_radiance_changed();
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sky_thread.wait_to_finish();
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if (regen_queued) {
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sky_thread.start(_thread_function, this);
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regen_queued = false;
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}
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}
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void ProceduralSky::_thread_function(void *p_ud) {
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ProceduralSky *psky = (ProceduralSky *)p_ud;
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psky->call_deferred("_thread_done", psky->_generate_sky());
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}
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void ProceduralSky::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_sky"), &ProceduralSky::_update_sky);
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ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSky::set_sky_top_color);
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ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSky::get_sky_top_color);
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ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSky::set_sky_horizon_color);
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ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSky::get_sky_horizon_color);
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ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSky::set_sky_curve);
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ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSky::get_sky_curve);
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ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSky::set_sky_energy);
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ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSky::get_sky_energy);
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ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSky::set_ground_bottom_color);
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ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSky::get_ground_bottom_color);
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ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSky::set_ground_horizon_color);
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ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSky::get_ground_horizon_color);
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ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSky::set_ground_curve);
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ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSky::get_ground_curve);
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ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSky::set_ground_energy);
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ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSky::get_ground_energy);
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ClassDB::bind_method(D_METHOD("set_sun_color", "color"), &ProceduralSky::set_sun_color);
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ClassDB::bind_method(D_METHOD("get_sun_color"), &ProceduralSky::get_sun_color);
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ClassDB::bind_method(D_METHOD("set_sun_latitude", "degrees"), &ProceduralSky::set_sun_latitude);
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ClassDB::bind_method(D_METHOD("get_sun_latitude"), &ProceduralSky::get_sun_latitude);
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ClassDB::bind_method(D_METHOD("set_sun_longitude", "degrees"), &ProceduralSky::set_sun_longitude);
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ClassDB::bind_method(D_METHOD("get_sun_longitude"), &ProceduralSky::get_sun_longitude);
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ClassDB::bind_method(D_METHOD("set_sun_angle_min", "degrees"), &ProceduralSky::set_sun_angle_min);
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ClassDB::bind_method(D_METHOD("get_sun_angle_min"), &ProceduralSky::get_sun_angle_min);
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ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSky::set_sun_angle_max);
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ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSky::get_sun_angle_max);
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ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSky::set_sun_curve);
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ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSky::get_sun_curve);
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ClassDB::bind_method(D_METHOD("set_sun_energy", "energy"), &ProceduralSky::set_sun_energy);
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ClassDB::bind_method(D_METHOD("get_sun_energy"), &ProceduralSky::get_sun_energy);
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ClassDB::bind_method(D_METHOD("set_texture_size", "size"), &ProceduralSky::set_texture_size);
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ClassDB::bind_method(D_METHOD("get_texture_size"), &ProceduralSky::get_texture_size);
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ClassDB::bind_method(D_METHOD("_thread_done", "image"), &ProceduralSky::_thread_done);
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ADD_GROUP("Sky", "sky_");
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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 = RID_PRIME(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);
|
|
}
|