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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".
87 lines
3.4 KiB
C++
87 lines
3.4 KiB
C++
/**************************************************************************/
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/* fog_material.h */
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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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#ifndef FOG_MATERIAL_H
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#define FOG_MATERIAL_H
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#include "scene/resources/material.h"
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class FogMaterial : public Material {
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GDCLASS(FogMaterial, Material);
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private:
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float density = 1.0;
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Color albedo = Color(1, 1, 1, 1);
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Color emission = Color(0, 0, 0, 0);
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float height_falloff = 0.0;
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float edge_fade = 0.1;
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Ref<Texture3D> density_texture;
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static Mutex shader_mutex;
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static RID shader;
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static void _update_shader();
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mutable bool shader_set = false;
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protected:
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static void _bind_methods();
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public:
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void set_density(float p_density);
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float get_density() const;
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void set_albedo(Color p_color);
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Color get_albedo() const;
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void set_emission(Color p_color);
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Color get_emission() const;
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void set_height_falloff(float p_falloff);
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float get_height_falloff() const;
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void set_edge_fade(float p_edge_fade);
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float get_edge_fade() const;
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void set_density_texture(const Ref<Texture3D> &p_texture);
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Ref<Texture3D> get_density_texture() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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virtual RID get_rid() const override;
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static void cleanup_shader();
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FogMaterial();
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virtual ~FogMaterial();
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};
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#endif // FOG_MATERIAL_H
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