1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
|
/*************************************************************************/
/* fog_material.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#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 : source_color = vec4(1.0);
uniform vec4 emission : source_color = vec4(0, 0, 0, 1);
uniform float height_falloff = 0.0;
uniform float edge_fade = 0.1;
uniform sampler3D density_texture: hint_default_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());
}
|