fog_material.h 3.4 KB

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  1. /**************************************************************************/
  2. /* fog_material.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef FOG_MATERIAL_H
  31. #define FOG_MATERIAL_H
  32. #include "scene/resources/material.h"
  33. class FogMaterial : public Material {
  34. GDCLASS(FogMaterial, Material);
  35. private:
  36. float density = 1.0;
  37. Color albedo = Color(1, 1, 1, 1);
  38. Color emission = Color(0, 0, 0, 0);
  39. float height_falloff = 0.0;
  40. float edge_fade = 0.1;
  41. Ref<Texture3D> density_texture;
  42. static Mutex shader_mutex;
  43. static RID shader;
  44. static void _update_shader();
  45. mutable bool shader_set = false;
  46. protected:
  47. static void _bind_methods();
  48. public:
  49. void set_density(float p_density);
  50. float get_density() const;
  51. void set_albedo(Color p_color);
  52. Color get_albedo() const;
  53. void set_emission(Color p_color);
  54. Color get_emission() const;
  55. void set_height_falloff(float p_falloff);
  56. float get_height_falloff() const;
  57. void set_edge_fade(float p_edge_fade);
  58. float get_edge_fade() const;
  59. void set_density_texture(const Ref<Texture3D> &p_texture);
  60. Ref<Texture3D> get_density_texture() const;
  61. virtual Shader::Mode get_shader_mode() const override;
  62. virtual RID get_shader_rid() const override;
  63. virtual RID get_rid() const override;
  64. static void cleanup_shader();
  65. FogMaterial();
  66. virtual ~FogMaterial();
  67. };
  68. #endif // FOG_MATERIAL_H