2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/**************************************************************************/
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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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								/* "Software"), to deal in the Software without restriction, including    */
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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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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/**************************************************************************/
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											2021-10-03 04:28:55 -07:00
										 
									 
								 
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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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											2022-09-26 15:41:18 +02:00
										 
									 
								 
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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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											2022-12-12 12:42:37 -05:00
										 
									 
								 
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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(-2.0 * SDF / min(min(SIZE.x, SIZE.y), SIZE.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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