1/**************************************************************************/
2/* fog_material.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
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16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
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20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "fog_material.h"
32
33#include "core/version.h"
34
35Mutex FogMaterial::shader_mutex;
36RID FogMaterial::shader;
37
38void FogMaterial::set_density(float p_density) {
39 density = p_density;
40 RS::get_singleton()->material_set_param(_get_material(), "density", density);
41}
42
43float FogMaterial::get_density() const {
44 return density;
45}
46
47void FogMaterial::set_albedo(Color p_albedo) {
48 albedo = p_albedo;
49 RS::get_singleton()->material_set_param(_get_material(), "albedo", albedo);
50}
51
52Color FogMaterial::get_albedo() const {
53 return albedo;
54}
55
56void FogMaterial::set_emission(Color p_emission) {
57 emission = p_emission;
58 RS::get_singleton()->material_set_param(_get_material(), "emission", emission);
59}
60
61Color FogMaterial::get_emission() const {
62 return emission;
63}
64
65void FogMaterial::set_height_falloff(float p_falloff) {
66 height_falloff = MAX(p_falloff, 0.0f);
67 RS::get_singleton()->material_set_param(_get_material(), "height_falloff", height_falloff);
68}
69
70float FogMaterial::get_height_falloff() const {
71 return height_falloff;
72}
73
74void FogMaterial::set_edge_fade(float p_edge_fade) {
75 edge_fade = MAX(p_edge_fade, 0.0f);
76 RS::get_singleton()->material_set_param(_get_material(), "edge_fade", edge_fade);
77}
78
79float FogMaterial::get_edge_fade() const {
80 return edge_fade;
81}
82
83void FogMaterial::set_density_texture(const Ref<Texture3D> &p_texture) {
84 density_texture = p_texture;
85 RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
86 RS::get_singleton()->material_set_param(_get_material(), "density_texture", tex_rid);
87}
88
89Ref<Texture3D> FogMaterial::get_density_texture() const {
90 return density_texture;
91}
92
93Shader::Mode FogMaterial::get_shader_mode() const {
94 return Shader::MODE_FOG;
95}
96
97RID FogMaterial::get_shader_rid() const {
98 _update_shader();
99 return shader;
100}
101
102RID FogMaterial::get_rid() const {
103 _update_shader();
104 if (!shader_set) {
105 RS::get_singleton()->material_set_shader(_get_material(), shader);
106 shader_set = true;
107 }
108 return _get_material();
109}
110
111void FogMaterial::_bind_methods() {
112 ClassDB::bind_method(D_METHOD("set_density", "density"), &FogMaterial::set_density);
113 ClassDB::bind_method(D_METHOD("get_density"), &FogMaterial::get_density);
114 ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &FogMaterial::set_albedo);
115 ClassDB::bind_method(D_METHOD("get_albedo"), &FogMaterial::get_albedo);
116 ClassDB::bind_method(D_METHOD("set_emission", "emission"), &FogMaterial::set_emission);
117 ClassDB::bind_method(D_METHOD("get_emission"), &FogMaterial::get_emission);
118 ClassDB::bind_method(D_METHOD("set_height_falloff", "height_falloff"), &FogMaterial::set_height_falloff);
119 ClassDB::bind_method(D_METHOD("get_height_falloff"), &FogMaterial::get_height_falloff);
120 ClassDB::bind_method(D_METHOD("set_edge_fade", "edge_fade"), &FogMaterial::set_edge_fade);
121 ClassDB::bind_method(D_METHOD("get_edge_fade"), &FogMaterial::get_edge_fade);
122 ClassDB::bind_method(D_METHOD("set_density_texture", "density_texture"), &FogMaterial::set_density_texture);
123 ClassDB::bind_method(D_METHOD("get_density_texture"), &FogMaterial::get_density_texture);
124
125 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "density", PROPERTY_HINT_RANGE, "-8.0,8.0,0.0001,or_greater,or_less"), "set_density", "get_density");
126 ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo", PROPERTY_HINT_COLOR_NO_ALPHA), "set_albedo", "get_albedo");
127 ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
128 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height_falloff", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_height_falloff", "get_height_falloff");
129 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "edge_fade", PROPERTY_HINT_EXP_EASING), "set_edge_fade", "get_edge_fade");
130 ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "density_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_density_texture", "get_density_texture");
131}
132
133void FogMaterial::cleanup_shader() {
134 if (shader.is_valid()) {
135 ERR_FAIL_NULL(RenderingServer::get_singleton());
136 RS::get_singleton()->free(shader);
137 }
138}
139
140void FogMaterial::_update_shader() {
141 shader_mutex.lock();
142 if (shader.is_null()) {
143 shader = RS::get_singleton()->shader_create();
144
145 // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
146 RS::get_singleton()->shader_set_code(shader, R"(
147// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s FogMaterial.
148
149shader_type fog;
150
151uniform float density : hint_range(0, 1, 0.0001) = 1.0;
152uniform vec4 albedo : source_color = vec4(1.0);
153uniform vec4 emission : source_color = vec4(0, 0, 0, 1);
154uniform float height_falloff = 0.0;
155uniform float edge_fade = 0.1;
156uniform sampler3D density_texture: hint_default_white;
157
158
159void fog() {
160 DENSITY = density * clamp(exp2(-height_falloff * (WORLD_POSITION.y - OBJECT_POSITION.y)), 0.0, 1.0);
161 DENSITY *= texture(density_texture, UVW).r;
162 DENSITY *= pow(clamp(-2.0 * SDF / min(min(SIZE.x, SIZE.y), SIZE.z), 0.0, 1.0), edge_fade);
163 ALBEDO = albedo.rgb;
164 EMISSION = emission.rgb;
165}
166)");
167 }
168 shader_mutex.unlock();
169}
170
171FogMaterial::FogMaterial() {
172 set_density(1.0);
173 set_albedo(Color(1, 1, 1, 1));
174 set_emission(Color(0, 0, 0, 1));
175
176 set_height_falloff(0.0);
177 set_edge_fade(0.1);
178}
179
180FogMaterial::~FogMaterial() {
181 RS::get_singleton()->material_set_shader(_get_material(), RID());
182}
183