1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-22 15:06:45 +00:00

Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog

Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
This commit is contained in:
clayjohn
2021-10-03 04:28:55 -07:00
parent 9307808987
commit 1b2cd9f251
51 changed files with 2979 additions and 777 deletions

View File

@@ -1096,6 +1096,7 @@ static const char *type_string[VisualShader::TYPE_MAX] = {
"start_custom",
"process_custom",
"sky",
"fog",
};
bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
@@ -1245,7 +1246,7 @@ void VisualShader::reset_state() {
}
void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
//mode
p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky"));
p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
//render modes
Map<String, String> blend_mode_enums;
@@ -1636,7 +1637,7 @@ void VisualShader::_update_shader() const {
Vector<VisualShader::DefaultTextureParam> default_tex_params;
Set<StringName> classes;
Map<int, int> insertion_pos;
static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" };
static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
@@ -1684,7 +1685,7 @@ void VisualShader::_update_shader() const {
global_code += "render_mode " + render_mode + ";\n\n";
}
static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky" };
static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
String global_expressions;
Set<String> used_uniform_names;
@@ -1755,7 +1756,7 @@ void VisualShader::_update_shader() const {
StringBuilder func_code;
bool is_empty_func = false;
if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY) {
if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
is_empty_func = true;
}
@@ -2030,6 +2031,7 @@ void VisualShader::_bind_methods() {
BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
BIND_ENUM_CONSTANT(TYPE_SKY);
BIND_ENUM_CONSTANT(TYPE_FOG);
BIND_ENUM_CONSTANT(TYPE_MAX);
BIND_CONSTANT(NODE_ID_INVALID);
@@ -2307,6 +2309,16 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Fog, Fog
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "world_position", "WORLD_POSITION" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "object_position", "OBJECT_POSITION" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "uvw", "UVW" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "extents", "EXTENTS" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
@@ -2932,6 +2944,13 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "fog", "FOG.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
////////////////////////////////////////////////////////////////////////
// Fog, Fog.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "density", "DENSITY" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};