1b2cd9f251
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
87 lines
3.3 KiB
C++
87 lines
3.3 KiB
C++
/*************************************************************************/
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/* fog_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FOG_MATERIAL_H
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#define FOG_MATERIAL_H
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#include "scene/resources/material.h"
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class FogMaterial : public Material {
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GDCLASS(FogMaterial, Material);
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private:
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float density = 1.0;
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Color albedo = Color(1, 1, 1, 1);
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Color emission = Color(0, 0, 0, 0);
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float height_falloff = 0.0;
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float edge_fade = 0.1;
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Ref<Texture3D> density_texture;
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static Mutex shader_mutex;
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static RID shader;
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static void _update_shader();
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mutable bool shader_set = false;
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protected:
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static void _bind_methods();
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public:
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void set_density(float p_density);
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float get_density() const;
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void set_albedo(Color p_color);
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Color get_albedo() const;
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void set_emission(Color p_color);
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Color get_emission() const;
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void set_height_falloff(float p_falloff);
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float get_height_falloff() const;
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void set_edge_fade(float p_edge_fade);
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float get_edge_fade() const;
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void set_density_texture(const Ref<Texture3D> &p_texture);
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Ref<Texture3D> get_density_texture() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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virtual RID get_rid() const override;
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static void cleanup_shader();
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FogMaterial();
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virtual ~FogMaterial();
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};
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#endif // FOG_MATERIAL_H
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