mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 12:12:28 +00:00
183 lines
7.4 KiB
C++
183 lines
7.4 KiB
C++
/**************************************************************************/
|
|
/* fog_material.cpp */
|
|
/**************************************************************************/
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#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;
|
|
Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
|
|
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, "-8.0,8.0,0.0001,or_greater,or_less"), "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()) {
|
|
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
|
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(-2.0 * SDF / min(min(SIZE.x, SIZE.y), SIZE.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());
|
|
}
|