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Diffstat (limited to 'scene/resources/fog_material.cpp')
-rw-r--r-- | scene/resources/fog_material.cpp | 181 |
1 files changed, 181 insertions, 0 deletions
diff --git a/scene/resources/fog_material.cpp b/scene/resources/fog_material.cpp new file mode 100644 index 0000000000..978aaca33d --- /dev/null +++ b/scene/resources/fog_material.cpp @@ -0,0 +1,181 @@ +/*************************************************************************/ +/* fog_material.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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 "fog_material.h" + +#include "core/version.h" + +Mutex FogMaterial::shader_mutex; +RID FogMaterial::shader; + +void FogMaterial::set_density(float p_density) { + density = p_density; + RS::get_singleton()->material_set_param(_get_material(), "density", density); +} + +float FogMaterial::get_density() const { + return density; +} + +void FogMaterial::set_albedo(Color p_albedo) { + albedo = p_albedo; + RS::get_singleton()->material_set_param(_get_material(), "albedo", albedo); +} + +Color FogMaterial::get_albedo() const { + return albedo; +} + +void FogMaterial::set_emission(Color p_emission) { + emission = p_emission; + RS::get_singleton()->material_set_param(_get_material(), "emission", emission); +} + +Color FogMaterial::get_emission() const { + return emission; +} + +void FogMaterial::set_height_falloff(float p_falloff) { + height_falloff = MAX(p_falloff, 0.0f); + RS::get_singleton()->material_set_param(_get_material(), "height_falloff", height_falloff); +} + +float FogMaterial::get_height_falloff() const { + return height_falloff; +} + +void FogMaterial::set_edge_fade(float p_edge_fade) { + edge_fade = MAX(p_edge_fade, 0.0f); + RS::get_singleton()->material_set_param(_get_material(), "edge_fade", edge_fade); +} + +float FogMaterial::get_edge_fade() const { + return edge_fade; +} + +void FogMaterial::set_density_texture(const Ref<Texture3D> &p_texture) { + density_texture = p_texture; + RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID(); + RS::get_singleton()->material_set_param(_get_material(), "density_texture", tex_rid); +} + +Ref<Texture3D> FogMaterial::get_density_texture() const { + return density_texture; +} + +Shader::Mode FogMaterial::get_shader_mode() const { + return Shader::MODE_FOG; +} + +RID FogMaterial::get_shader_rid() const { + _update_shader(); + return shader; +} + +RID FogMaterial::get_rid() const { + _update_shader(); + if (!shader_set) { + RS::get_singleton()->material_set_shader(_get_material(), shader); + shader_set = true; + } + return _get_material(); +} + +void FogMaterial::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_density", "density"), &FogMaterial::set_density); + ClassDB::bind_method(D_METHOD("get_density"), &FogMaterial::get_density); + ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &FogMaterial::set_albedo); + ClassDB::bind_method(D_METHOD("get_albedo"), &FogMaterial::get_albedo); + ClassDB::bind_method(D_METHOD("set_emission", "emission"), &FogMaterial::set_emission); + ClassDB::bind_method(D_METHOD("get_emission"), &FogMaterial::get_emission); + ClassDB::bind_method(D_METHOD("set_height_falloff", "height_falloff"), &FogMaterial::set_height_falloff); + ClassDB::bind_method(D_METHOD("get_height_falloff"), &FogMaterial::get_height_falloff); + ClassDB::bind_method(D_METHOD("set_edge_fade", "edge_fade"), &FogMaterial::set_edge_fade); + ClassDB::bind_method(D_METHOD("get_edge_fade"), &FogMaterial::get_edge_fade); + ClassDB::bind_method(D_METHOD("set_density_texture", "density_texture"), &FogMaterial::set_density_texture); + ClassDB::bind_method(D_METHOD("get_density_texture"), &FogMaterial::get_density_texture); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "density", PROPERTY_HINT_RANGE, "0.0,16.0,0.0001,or_greater,or_lesser"), "set_density", "get_density"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo", PROPERTY_HINT_COLOR_NO_ALPHA), "set_albedo", "get_albedo"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height_falloff", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_height_falloff", "get_height_falloff"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "edge_fade", PROPERTY_HINT_EXP_EASING), "set_edge_fade", "get_edge_fade"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "density_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_density_texture", "get_density_texture"); +} + +void FogMaterial::cleanup_shader() { + if (shader.is_valid()) { + RS::get_singleton()->free(shader); + } +} + +void FogMaterial::_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 FogMaterial. + +shader_type fog; + +uniform float density : hint_range(0, 1, 0.0001) = 1.0; +uniform vec4 albedo : hint_color = vec4(1.0); +uniform vec4 emission : hint_color = vec4(0, 0, 0, 1); +uniform float height_falloff = 0.0; +uniform float edge_fade = 0.1; +uniform sampler3D density_texture: hint_white; + + +void fog() { + DENSITY = density * clamp(exp2(-height_falloff * (WORLD_POSITION.y - OBJECT_POSITION.y)), 0.0, 1.0); + DENSITY *= texture(density_texture, UVW).r; + DENSITY *= pow(clamp(-SDF / min(min(EXTENTS.x, EXTENTS.y), EXTENTS.z), 0.0, 1.0), edge_fade); + ALBEDO = albedo.rgb; + EMISSION = emission.rgb; +} +)"); + } + shader_mutex.unlock(); +} + +FogMaterial::FogMaterial() { + set_density(1.0); + set_albedo(Color(1, 1, 1, 1)); + set_emission(Color(0, 0, 0, 1)); + + set_height_falloff(0.0); + set_edge_fade(0.1); +} + +FogMaterial::~FogMaterial() { + RS::get_singleton()->material_set_shader(_get_material(), RID()); +} |