| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200 | /*************************************************************************//*  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
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