fe52458154
Happy new year to the wonderful Godot community!
88 lines
3.3 KiB
C++
88 lines
3.3 KiB
C++
/*************************************************************************/
|
|
/* fog_material.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef FOG_MATERIAL_H
|
|
#define FOG_MATERIAL_H
|
|
|
|
#include "scene/resources/material.h"
|
|
|
|
class FogMaterial : public Material {
|
|
GDCLASS(FogMaterial, Material);
|
|
|
|
private:
|
|
float density = 1.0;
|
|
Color albedo = Color(1, 1, 1, 1);
|
|
Color emission = Color(0, 0, 0, 0);
|
|
|
|
float height_falloff = 0.0;
|
|
|
|
float edge_fade = 0.1;
|
|
|
|
Ref<Texture3D> density_texture;
|
|
|
|
static Mutex shader_mutex;
|
|
static RID shader;
|
|
static void _update_shader();
|
|
mutable bool shader_set = false;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_density(float p_density);
|
|
float get_density() const;
|
|
|
|
void set_albedo(Color p_color);
|
|
Color get_albedo() const;
|
|
|
|
void set_emission(Color p_color);
|
|
Color get_emission() const;
|
|
|
|
void set_height_falloff(float p_falloff);
|
|
float get_height_falloff() const;
|
|
|
|
void set_edge_fade(float p_edge_fade);
|
|
float get_edge_fade() const;
|
|
|
|
void set_density_texture(const Ref<Texture3D> &p_texture);
|
|
Ref<Texture3D> get_density_texture() const;
|
|
|
|
virtual Shader::Mode get_shader_mode() const override;
|
|
virtual RID get_shader_rid() const override;
|
|
virtual RID get_rid() const override;
|
|
|
|
static void cleanup_shader();
|
|
|
|
FogMaterial();
|
|
virtual ~FogMaterial();
|
|
};
|
|
|
|
#endif // FOG_MATERIAL_H
|