godot/scene/resources/fog_material.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

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