godot/scene/resources/particles_material.h

357 lines
10 KiB
C++

/*************************************************************************/
/* particles_material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/templates/rid.h"
#include "scene/resources/material.h"
#ifndef PARTICLES_MATERIAL_H
#define PARTICLES_MATERIAL_H
/*
TODO:
-Path following
-Emitter positions deformable by bones
-Proper trails
*/
class ParticlesMaterial : public Material {
GDCLASS(ParticlesMaterial, Material);
public:
enum Parameter {
PARAM_INITIAL_LINEAR_VELOCITY,
PARAM_ANGULAR_VELOCITY,
PARAM_ORBIT_VELOCITY,
PARAM_LINEAR_ACCEL,
PARAM_RADIAL_ACCEL,
PARAM_TANGENTIAL_ACCEL,
PARAM_DAMPING,
PARAM_ANGLE,
PARAM_SCALE,
PARAM_HUE_VARIATION,
PARAM_ANIM_SPEED,
PARAM_ANIM_OFFSET,
PARAM_MAX
};
enum ParticleFlags {
PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
PARTICLE_FLAG_ROTATE_Y,
PARTICLE_FLAG_DISABLE_Z,
PARTICLE_FLAG_MAX
};
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_MAX
};
enum SubEmitterMode {
SUB_EMITTER_DISABLED,
SUB_EMITTER_CONSTANT,
SUB_EMITTER_AT_END,
SUB_EMITTER_AT_COLLISION,
SUB_EMITTER_MAX
};
private:
union MaterialKey {
struct {
uint32_t texture_mask : 16;
uint32_t texture_color : 1;
uint32_t particle_flags : 4;
uint32_t emission_shape : 2;
uint32_t invalid_key : 1;
uint32_t has_emission_color : 1;
uint32_t sub_emitter : 2;
uint32_t attractor_enabled : 1;
uint32_t collision_enabled : 1;
uint32_t collision_scale : 1;
};
uint32_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users;
};
static Map<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
for (int i = 0; i < PARAM_MAX; i++) {
if (tex_parameters[i].is_valid()) {
mk.texture_mask |= (1 << i);
}
}
for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
if (particle_flags[i]) {
mk.particle_flags |= (1 << i);
}
}
mk.texture_color = color_ramp.is_valid() ? 1 : 0;
mk.emission_shape = emission_shape;
mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
mk.sub_emitter = sub_emitter_mode;
mk.collision_enabled = collision_enabled;
mk.attractor_enabled = attractor_interaction_enabled;
mk.collision_scale = collision_scale;
return mk;
}
static Mutex material_mutex;
static SelfList<ParticlesMaterial>::List *dirty_materials;
struct ShaderNames {
StringName direction;
StringName spread;
StringName flatness;
StringName initial_linear_velocity;
StringName initial_angle;
StringName angular_velocity;
StringName orbit_velocity;
StringName linear_accel;
StringName radial_accel;
StringName tangent_accel;
StringName damping;
StringName scale;
StringName hue_variation;
StringName anim_speed;
StringName anim_offset;
StringName initial_linear_velocity_random;
StringName initial_angle_random;
StringName angular_velocity_random;
StringName orbit_velocity_random;
StringName linear_accel_random;
StringName radial_accel_random;
StringName tangent_accel_random;
StringName damping_random;
StringName scale_random;
StringName hue_variation_random;
StringName anim_speed_random;
StringName anim_offset_random;
StringName angle_texture;
StringName angular_velocity_texture;
StringName orbit_velocity_texture;
StringName linear_accel_texture;
StringName radial_accel_texture;
StringName tangent_accel_texture;
StringName damping_texture;
StringName scale_texture;
StringName hue_variation_texture;
StringName anim_speed_texture;
StringName anim_offset_texture;
StringName color;
StringName color_ramp;
StringName emission_sphere_radius;
StringName emission_box_extents;
StringName emission_texture_point_count;
StringName emission_texture_points;
StringName emission_texture_normal;
StringName emission_texture_color;
StringName gravity;
StringName lifetime_randomness;
StringName sub_emitter_frequency;
StringName sub_emitter_amount_at_end;
StringName sub_emitter_keep_velocity;
StringName collision_friction;
StringName collision_bounce;
};
static ShaderNames *shader_names;
SelfList<ParticlesMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
Vector3 direction;
float spread;
float flatness;
float parameters[PARAM_MAX];
float randomness[PARAM_MAX];
Ref<Texture2D> tex_parameters[PARAM_MAX];
Color color;
Ref<Texture2D> color_ramp;
bool particle_flags[PARTICLE_FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius;
Vector3 emission_box_extents;
Ref<Texture2D> emission_point_texture;
Ref<Texture2D> emission_normal_texture;
Ref<Texture2D> emission_color_texture;
int emission_point_count;
bool anim_loop;
Vector3 gravity;
float lifetime_randomness;
SubEmitterMode sub_emitter_mode;
float sub_emitter_frequency;
int sub_emitter_amount_at_end;
bool sub_emitter_keep_velocity;
//do not save emission points here
bool attractor_interaction_enabled;
bool collision_enabled;
bool collision_scale;
float collision_friction;
float collision_bounce;
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const override;
public:
void set_direction(Vector3 p_direction);
Vector3 get_direction() const;
void set_spread(float p_spread);
float get_spread() const;
void set_flatness(float p_flatness);
float get_flatness() const;
void set_param(Parameter p_param, float p_value);
float get_param(Parameter p_param) const;
void set_param_randomness(Parameter p_param, float p_value);
float get_param_randomness(Parameter p_param) const;
void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_param_texture(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_color_ramp() const;
void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
bool get_particle_flag(ParticleFlags p_particle_flag) const;
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(float p_radius);
void set_emission_box_extents(Vector3 p_extents);
void set_emission_point_texture(const Ref<Texture2D> &p_points);
void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
void set_emission_color_texture(const Ref<Texture2D> &p_colors);
void set_emission_point_count(int p_count);
EmissionShape get_emission_shape() const;
float get_emission_sphere_radius() const;
Vector3 get_emission_box_extents() const;
Ref<Texture2D> get_emission_point_texture() const;
Ref<Texture2D> get_emission_normal_texture() const;
Ref<Texture2D> get_emission_color_texture() const;
int get_emission_point_count() const;
void set_gravity(const Vector3 &p_gravity);
Vector3 get_gravity() const;
void set_lifetime_randomness(float p_lifetime);
float get_lifetime_randomness() const;
void set_attractor_interaction_enabled(bool p_enable);
bool is_attractor_interaction_enabled() const;
void set_collision_enabled(bool p_enabled);
bool is_collision_enabled() const;
void set_collision_use_scale(bool p_scale);
bool is_collision_using_scale() const;
void set_collision_friction(float p_friction);
float get_collision_friction() const;
void set_collision_bounce(float p_bounce);
float get_collision_bounce() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode);
SubEmitterMode get_sub_emitter_mode() const;
void set_sub_emitter_frequency(float p_frequency);
float get_sub_emitter_frequency() const;
void set_sub_emitter_amount_at_end(int p_amount);
int get_sub_emitter_amount_at_end() const;
void set_sub_emitter_keep_velocity(bool p_enable);
bool get_sub_emitter_keep_velocity() const;
virtual RID get_shader_rid() const override;
virtual Shader::Mode get_shader_mode() const override;
ParticlesMaterial();
~ParticlesMaterial();
};
VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
VARIANT_ENUM_CAST(ParticlesMaterial::ParticleFlags)
VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)
VARIANT_ENUM_CAST(ParticlesMaterial::SubEmitterMode)
#endif // PARTICLES_MATERIAL_H