/**************************************************************************/ /* 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 &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 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()); }