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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
183 lines
7.4 KiB
C++
183 lines
7.4 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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, "-8.0,8.0,0.0001,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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ERR_FAIL_NULL(RenderingServer::get_singleton());
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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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