// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #pragma once #include "../Actor.h" #include "Engine/Scripting/ScriptingObjectReference.h" #include "Engine/Renderer/DrawCall.h" #include "Engine/Content/Assets/Shader.h" #include "Engine/Content/AssetReference.h" #include "Engine/Graphics/GPUPipelineStatePermutations.h" /// /// Used to create fogging effects such as clouds but with a density that is related to the height of the fog. /// API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Exponential Height Fog\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API ExponentialHeightFog : public Actor, public IFogRenderer { DECLARE_SCENE_OBJECT(ExponentialHeightFog); private: AssetReference _shader; GPUPipelineStatePermutationsPs<2> _psFog; int32 _sceneRenderingKey = -1; public: /// /// The fog density factor. /// API_FIELD(Attributes="EditorOrder(10), DefaultValue(0.02f), Limit(0.0000001f, 100.0f, 0.001f), EditorDisplay(\"Exponential Height Fog\")") float FogDensity = 0.02f; /// /// The fog height density factor that controls how the density increases as height decreases. The smaller values produce more visible transition larger. /// API_FIELD(Attributes="EditorOrder(20), DefaultValue(0.2f), Limit(0.0001f, 10.0f, 0.001f), EditorDisplay(\"Exponential Height Fog\")") float FogHeightFalloff = 0.2f; /// /// Color of the fog. /// API_FIELD(Attributes="EditorOrder(30), DefaultValue(typeof(Color), \"0.448,0.634,1.0\"), EditorDisplay(\"Exponential Height Fog\")") Color FogInscatteringColor = Color(0.448f, 0.634f, 1.0f); /// /// Maximum opacity of the fog. /// A value of 1 means the fog can become fully opaque at a distance and replace scene color completely. /// A value of 0 means the fog color will not be factored in at all. /// API_FIELD(Attributes="EditorOrder(40), DefaultValue(1.0f), Limit(0, 1, 0.001f), EditorDisplay(\"Exponential Height Fog\")") float FogMaxOpacity = 1.0f; /// /// Distance from the camera that the fog will start, in world units. /// API_FIELD(Attributes="EditorOrder(50), DefaultValue(0.0f), Limit(0), EditorDisplay(\"Exponential Height Fog\")") float StartDistance = 0.0f; /// /// Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in. /// API_FIELD(Attributes="EditorOrder(60), DefaultValue(0.0f), Limit(0), EditorDisplay(\"Exponential Height Fog\")") float FogCutoffDistance = 0.0f; public: /// /// Directional light used for Directional Inscattering. /// API_FIELD(Attributes="EditorOrder(200), DefaultValue(null), EditorDisplay(\"Directional Inscattering\", \"Light\")") ScriptingObjectReference DirectionalInscatteringLight; /// /// Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. /// Note: there must be a directional light enabled for DirectionalInscattering to be used. Range: 2-64. /// API_FIELD(Attributes="EditorOrder(210), DefaultValue(4.0f), Limit(2, 64, 0.1f), EditorDisplay(\"Directional Inscattering\", \"Exponent\")") float DirectionalInscatteringExponent = 4.0f; /// /// Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. /// Note: there must be a directional light enabled for DirectionalInscattering to be used. /// API_FIELD(Attributes="EditorOrder(220), DefaultValue(10000.0f), Limit(0), EditorDisplay(\"Directional Inscattering\", \"Start Distance\")") float DirectionalInscatteringStartDistance = 10000.0f; /// /// Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. /// Note: there must be a directional light enabled for DirectionalInscattering to be used. /// API_FIELD(Attributes="EditorOrder(230), DefaultValue(typeof(Color), \"0.25,0.25,0.125\"), EditorDisplay(\"Directional Inscattering\", \"Color\")") Color DirectionalInscatteringColor = Color(0.25, 0.25f, 0.125f); public: /// /// Whether to enable Volumetric fog. Graphics quality settings control the resolution of the fog simulation. /// API_FIELD(Attributes="EditorOrder(300), DefaultValue(false), EditorDisplay(\"Volumetric Fog\", \"Enable\")") bool VolumetricFogEnable = false; /// /// Controls the scattering phase function - how much incoming light scatters in various directions. /// A distribution value of 0 scatters equally in all directions, while 0.9 scatters predominantly in the light direction. /// In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0. Range: -0.9-0.9. /// API_FIELD(Attributes="EditorOrder(310), DefaultValue(0.2f), Limit(-0.9f, 0.9f, 0.001f), EditorDisplay(\"Volumetric Fog\", \"Scattering Distribution\")") float VolumetricFogScatteringDistribution = 0.2f; /// /// The height fog particle reflectiveness used by volumetric fog. /// Water particles in air have an albedo near white, while dust has slightly darker value. /// API_FIELD(Attributes="EditorOrder(320), DefaultValue(typeof(Color), \"1,1,1,1\"), EditorDisplay(\"Volumetric Fog\", \"Albedo\")") Color VolumetricFogAlbedo = Color::White; /// /// Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. /// In most cases using a Skylight is a better choice, however, it may be useful in certain scenarios. /// API_FIELD(Attributes="EditorOrder(330), DefaultValue(typeof(Color), \"0,0,0,1\"), EditorDisplay(\"Volumetric Fog\", \"Emissive\")") Color VolumetricFogEmissive = Color::Black; /// /// Scales the height fog particle extinction amount used by volumetric fog. /// Values larger than 1 cause fog particles everywhere absorb more light. Range: 0.1-10. /// API_FIELD(Attributes="EditorOrder(340), DefaultValue(1.0f), Limit(0.1f, 10, 0.1f), EditorDisplay(\"Volumetric Fog\", \"Extinction Scale\")") float VolumetricFogExtinctionScale = 1.0f; /// /// Distance over which volumetric fog should be computed. Larger values extend the effect into the distance but expose under-sampling artifacts in details. /// API_FIELD(Attributes="EditorOrder(350), DefaultValue(6000.0f), Limit(0), EditorDisplay(\"Volumetric Fog\", \"Distance\")") float VolumetricFogDistance = 6000.0f; private: #if COMPILE_WITH_DEV_ENV void OnShaderReloading(Asset* obj) { _psFog.Release(); } #endif public: // [Actor] #if USE_EDITOR BoundingBox GetEditorBox() const override { const Vector3 size(50); return BoundingBox(_transform.Translation - size, _transform.Translation + size); } #endif void Draw(RenderContext& renderContext) override; void Serialize(SerializeStream& stream, const void* otherObj) override; void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override; bool HasContentLoaded() const override; bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override; // [IFogRenderer] void GetVolumetricFogOptions(VolumetricFogOptions& result) const override; void GetExponentialHeightFogData(const RenderView& view, ExponentialHeightFogData& result) const override; void DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureView* output) override; protected: // [Actor] void OnEnable() override; void OnDisable() override; void OnTransformChanged() override; };