| 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 */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 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 */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 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 | |
| 35 | Mutex FogMaterial::shader_mutex; |
| 36 | RID FogMaterial::shader; |
| 37 | |
| 38 | void FogMaterial::set_density(float p_density) { |
| 39 | density = p_density; |
| 40 | RS::get_singleton()->material_set_param(_get_material(), "density" , density); |
| 41 | } |
| 42 | |
| 43 | float FogMaterial::get_density() const { |
| 44 | return density; |
| 45 | } |
| 46 | |
| 47 | void FogMaterial::set_albedo(Color p_albedo) { |
| 48 | albedo = p_albedo; |
| 49 | RS::get_singleton()->material_set_param(_get_material(), "albedo" , albedo); |
| 50 | } |
| 51 | |
| 52 | Color FogMaterial::get_albedo() const { |
| 53 | return albedo; |
| 54 | } |
| 55 | |
| 56 | void FogMaterial::set_emission(Color p_emission) { |
| 57 | emission = p_emission; |
| 58 | RS::get_singleton()->material_set_param(_get_material(), "emission" , emission); |
| 59 | } |
| 60 | |
| 61 | Color FogMaterial::get_emission() const { |
| 62 | return emission; |
| 63 | } |
| 64 | |
| 65 | void 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 | |
| 70 | float FogMaterial::get_height_falloff() const { |
| 71 | return height_falloff; |
| 72 | } |
| 73 | |
| 74 | void 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 | |
| 79 | float FogMaterial::get_edge_fade() const { |
| 80 | return edge_fade; |
| 81 | } |
| 82 | |
| 83 | void 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 | |
| 89 | Ref<Texture3D> FogMaterial::get_density_texture() const { |
| 90 | return density_texture; |
| 91 | } |
| 92 | |
| 93 | Shader::Mode FogMaterial::get_shader_mode() const { |
| 94 | return Shader::MODE_FOG; |
| 95 | } |
| 96 | |
| 97 | RID FogMaterial::get_shader_rid() const { |
| 98 | _update_shader(); |
| 99 | return shader; |
| 100 | } |
| 101 | |
| 102 | RID 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 | |
| 111 | void 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 | |
| 133 | void FogMaterial::cleanup_shader() { |
| 134 | if (shader.is_valid()) { |
| 135 | ERR_FAIL_NULL(RenderingServer::get_singleton()); |
| 136 | RS::get_singleton()->free(shader); |
| 137 | } |
| 138 | } |
| 139 | |
| 140 | void 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 | |
| 149 | shader_type fog; |
| 150 | |
| 151 | uniform float density : hint_range(0, 1, 0.0001) = 1.0; |
| 152 | uniform vec4 albedo : source_color = vec4(1.0); |
| 153 | uniform vec4 emission : source_color = vec4(0, 0, 0, 1); |
| 154 | uniform float height_falloff = 0.0; |
| 155 | uniform float edge_fade = 0.1; |
| 156 | uniform sampler3D density_texture: hint_default_white; |
| 157 | |
| 158 | |
| 159 | void 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 | |
| 171 | FogMaterial::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 | |
| 180 | FogMaterial::~FogMaterial() { |
| 181 | RS::get_singleton()->material_set_shader(_get_material(), RID()); |
| 182 | } |
| 183 | |