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385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
123 lines
5.2 KiB
C++
123 lines
5.2 KiB
C++
/*************************************************************************/
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/* fog_volume.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_volume.h"
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#include "scene/resources/environment.h"
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///////////////////////////
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void FogVolume::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_extents", "extents"), &FogVolume::set_extents);
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ClassDB::bind_method(D_METHOD("get_extents"), &FogVolume::get_extents);
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ClassDB::bind_method(D_METHOD("set_shape", "shape"), &FogVolume::set_shape);
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ClassDB::bind_method(D_METHOD("get_shape"), &FogVolume::get_shape);
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ClassDB::bind_method(D_METHOD("set_material", "material"), &FogVolume::set_material);
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ClassDB::bind_method(D_METHOD("get_material"), &FogVolume::get_material);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_extents", "get_extents");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "shape", PROPERTY_HINT_ENUM, "Ellipsoid (Local),Cone (Local),Cylinder (Local),Box (Local),World (Global)"), "set_shape", "get_shape");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "FogMaterial,ShaderMaterial"), "set_material", "get_material");
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}
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void FogVolume::_validate_property(PropertyInfo &p_property) const {
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if (p_property.name == "extents" && shape == RS::FOG_VOLUME_SHAPE_WORLD) {
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p_property.usage = PROPERTY_USAGE_NONE;
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return;
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}
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}
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void FogVolume::set_extents(const Vector3 &p_extents) {
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extents = p_extents;
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extents.x = MAX(0.0, extents.x);
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extents.y = MAX(0.0, extents.y);
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extents.z = MAX(0.0, extents.z);
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RS::get_singleton()->fog_volume_set_extents(_get_volume(), extents);
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update_gizmos();
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}
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Vector3 FogVolume::get_extents() const {
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return extents;
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}
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void FogVolume::set_shape(RS::FogVolumeShape p_type) {
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shape = p_type;
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RS::get_singleton()->fog_volume_set_shape(_get_volume(), shape);
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RS::get_singleton()->instance_set_ignore_culling(get_instance(), shape == RS::FOG_VOLUME_SHAPE_WORLD);
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update_gizmos();
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notify_property_list_changed();
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}
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RS::FogVolumeShape FogVolume::get_shape() const {
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return shape;
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}
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void FogVolume::set_material(const Ref<Material> &p_material) {
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material = p_material;
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RID material_rid;
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if (material.is_valid()) {
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material_rid = material->get_rid();
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}
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RS::get_singleton()->fog_volume_set_material(_get_volume(), material_rid);
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update_gizmos();
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}
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Ref<Material> FogVolume::get_material() const {
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return material;
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}
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AABB FogVolume::get_aabb() const {
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if (shape != RS::FOG_VOLUME_SHAPE_WORLD) {
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return AABB(-extents, extents * 2);
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}
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return AABB();
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}
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TypedArray<String> FogVolume::get_configuration_warnings() const {
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TypedArray<String> warnings = Node::get_configuration_warnings();
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Ref<Environment> environment = get_viewport()->find_world_3d()->get_environment();
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if (environment.is_valid() && !environment->is_volumetric_fog_enabled()) {
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warnings.push_back(("Fog Volumes need volumetric fog to be enabled in the scene's Environment in order to be visible."));
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}
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return warnings;
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}
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FogVolume::FogVolume() {
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volume = RS::get_singleton()->fog_volume_create();
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RS::get_singleton()->fog_volume_set_shape(volume, RS::FOG_VOLUME_SHAPE_BOX);
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set_base(volume);
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}
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FogVolume::~FogVolume() {
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RS::get_singleton()->free(volume);
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}
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