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/*************************************************************************/
/*  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<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