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- /**************************************************************************/
- /* 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() {
- MutexLock shader_lock(shader_mutex);
- 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;
- }
- )");
- }
- }
- FogMaterial::FogMaterial() {
- _set_material(RS::get_singleton()->material_create());
- 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());
- }
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