/*************************************************************************/ /* fog_material.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef FOG_MATERIAL_H #define FOG_MATERIAL_H #include "scene/resources/material.h" class FogMaterial : public Material { GDCLASS(FogMaterial, Material); private: float density = 1.0; Color albedo = Color(1, 1, 1, 1); Color emission = Color(0, 0, 0, 0); float height_falloff = 0.0; float edge_fade = 0.1; Ref density_texture; static Mutex shader_mutex; static RID shader; static void _update_shader(); mutable bool shader_set = false; protected: static void _bind_methods(); public: void set_density(float p_density); float get_density() const; void set_albedo(Color p_color); Color get_albedo() const; void set_emission(Color p_color); Color get_emission() const; void set_height_falloff(float p_falloff); float get_height_falloff() const; void set_edge_fade(float p_edge_fade); float get_edge_fade() const; void set_density_texture(const Ref &p_texture); Ref get_density_texture() const; virtual Shader::Mode get_shader_mode() const override; virtual RID get_shader_rid() const override; virtual RID get_rid() const override; static void cleanup_shader(); FogMaterial(); virtual ~FogMaterial(); }; #endif // FOG_MATERIAL_H