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/**************************************************************************/
/*  fog_material.h                                                        */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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<Texture3D> 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<Texture3D> &p_texture);
	Ref<Texture3D> 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