Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
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/*************************************************************************/
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/* fog_volume.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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_VOLUME_H
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#define FOG_VOLUME_H
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#include "core/templates/rid.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/main/node.h"
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#include "scene/main/viewport.h"
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#include "scene/resources/material.h"
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class FogVolume : public VisualInstance3D {
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GDCLASS(FogVolume, VisualInstance3D);
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Vector3 extents = Vector3(1, 1, 1);
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Ref<Material> material;
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RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
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RID volume;
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protected:
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_FORCE_INLINE_ RID _get_volume() { return volume; }
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const override;
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public:
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_shape(RS::FogVolumeShape p_type);
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RS::FogVolumeShape get_shape() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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virtual AABB get_aabb() const override;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
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TypedArray<String> get_configuration_warnings() const override;
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FogVolume();
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~FogVolume();
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};
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#endif // FOG_VOLUME_H
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