f7292dbeb3
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change.
182 lines
7.3 KiB
C++
182 lines
7.3 KiB
C++
/*************************************************************************/
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/* fog_material.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "fog_material.h"
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#include "core/version.h"
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Mutex FogMaterial::shader_mutex;
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RID FogMaterial::shader;
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void FogMaterial::set_density(float p_density) {
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density = p_density;
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RS::get_singleton()->material_set_param(_get_material(), "density", density);
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}
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float FogMaterial::get_density() const {
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return density;
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}
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void FogMaterial::set_albedo(Color p_albedo) {
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albedo = p_albedo;
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RS::get_singleton()->material_set_param(_get_material(), "albedo", albedo);
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}
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Color FogMaterial::get_albedo() const {
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return albedo;
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}
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void FogMaterial::set_emission(Color p_emission) {
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emission = p_emission;
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RS::get_singleton()->material_set_param(_get_material(), "emission", emission);
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}
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Color FogMaterial::get_emission() const {
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return emission;
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}
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void FogMaterial::set_height_falloff(float p_falloff) {
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height_falloff = MAX(p_falloff, 0.0f);
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RS::get_singleton()->material_set_param(_get_material(), "height_falloff", height_falloff);
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}
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float FogMaterial::get_height_falloff() const {
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return height_falloff;
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}
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void FogMaterial::set_edge_fade(float p_edge_fade) {
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edge_fade = MAX(p_edge_fade, 0.0f);
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RS::get_singleton()->material_set_param(_get_material(), "edge_fade", edge_fade);
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}
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float FogMaterial::get_edge_fade() const {
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return edge_fade;
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}
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void FogMaterial::set_density_texture(const Ref<Texture3D> &p_texture) {
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density_texture = p_texture;
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RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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RS::get_singleton()->material_set_param(_get_material(), "density_texture", tex_rid);
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}
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Ref<Texture3D> FogMaterial::get_density_texture() const {
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return density_texture;
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}
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Shader::Mode FogMaterial::get_shader_mode() const {
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return Shader::MODE_FOG;
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}
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RID FogMaterial::get_shader_rid() const {
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_update_shader();
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return shader;
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}
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RID FogMaterial::get_rid() const {
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_update_shader();
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if (!shader_set) {
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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shader_set = true;
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}
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return _get_material();
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}
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void FogMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_density", "density"), &FogMaterial::set_density);
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ClassDB::bind_method(D_METHOD("get_density"), &FogMaterial::get_density);
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ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &FogMaterial::set_albedo);
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ClassDB::bind_method(D_METHOD("get_albedo"), &FogMaterial::get_albedo);
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ClassDB::bind_method(D_METHOD("set_emission", "emission"), &FogMaterial::set_emission);
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ClassDB::bind_method(D_METHOD("get_emission"), &FogMaterial::get_emission);
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ClassDB::bind_method(D_METHOD("set_height_falloff", "height_falloff"), &FogMaterial::set_height_falloff);
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ClassDB::bind_method(D_METHOD("get_height_falloff"), &FogMaterial::get_height_falloff);
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ClassDB::bind_method(D_METHOD("set_edge_fade", "edge_fade"), &FogMaterial::set_edge_fade);
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ClassDB::bind_method(D_METHOD("get_edge_fade"), &FogMaterial::get_edge_fade);
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ClassDB::bind_method(D_METHOD("set_density_texture", "density_texture"), &FogMaterial::set_density_texture);
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ClassDB::bind_method(D_METHOD("get_density_texture"), &FogMaterial::get_density_texture);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "density", PROPERTY_HINT_RANGE, "0.0,16.0,0.0001,or_greater,or_less"), "set_density", "get_density");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo", PROPERTY_HINT_COLOR_NO_ALPHA), "set_albedo", "get_albedo");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height_falloff", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_height_falloff", "get_height_falloff");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "edge_fade", PROPERTY_HINT_EXP_EASING), "set_edge_fade", "get_edge_fade");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "density_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_density_texture", "get_density_texture");
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}
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void FogMaterial::cleanup_shader() {
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if (shader.is_valid()) {
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RS::get_singleton()->free(shader);
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}
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}
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void FogMaterial::_update_shader() {
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shader_mutex.lock();
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if (shader.is_null()) {
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shader = RS::get_singleton()->shader_create();
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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RS::get_singleton()->shader_set_code(shader, R"(
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// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s FogMaterial.
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shader_type fog;
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uniform float density : hint_range(0, 1, 0.0001) = 1.0;
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uniform vec4 albedo : source_color = vec4(1.0);
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uniform vec4 emission : source_color = vec4(0, 0, 0, 1);
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uniform float height_falloff = 0.0;
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uniform float edge_fade = 0.1;
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uniform sampler3D density_texture: hint_default_white;
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void fog() {
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DENSITY = density * clamp(exp2(-height_falloff * (WORLD_POSITION.y - OBJECT_POSITION.y)), 0.0, 1.0);
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DENSITY *= texture(density_texture, UVW).r;
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DENSITY *= pow(clamp(-SDF / min(min(EXTENTS.x, EXTENTS.y), EXTENTS.z), 0.0, 1.0), edge_fade);
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ALBEDO = albedo.rgb;
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EMISSION = emission.rgb;
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}
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)");
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}
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shader_mutex.unlock();
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}
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FogMaterial::FogMaterial() {
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set_density(1.0);
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set_albedo(Color(1, 1, 1, 1));
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set_emission(Color(0, 0, 0, 1));
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set_height_falloff(0.0);
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set_edge_fade(0.1);
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}
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FogMaterial::~FogMaterial() {
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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