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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
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