godot/scene/resources/particles_material.h

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/*************************************************************************/
/* particles_material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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/rid.h"
#include "scene/resources/material.h"
#ifndef PARTICLES_MATERIAL_H
#define PARTICLES_MATERIAL_H
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
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum Flags {
FLAG_ALIGN_Y_TO_VELOCITY,
FLAG_ROTATE_Y,
FLAG_DISABLE_Z,
FLAG_MAX
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_RING,
EMISSION_SHAPE_MAX
};
private:
union MaterialKey {
// The bit size of the struct must be kept below or equal to 32 bits.
// Consider this when extending Flags, or EmissionShape.
struct {
uint32_t texture_mask : 16;
uint32_t texture_color : 1;
uint32_t texture_initial_color : 1;
uint32_t flags : 4;
uint32_t emission_shape : 3;
uint32_t trail_size_texture : 1;
uint32_t trail_color_texture : 1;
uint32_t invalid_key : 1;
uint32_t has_emission_color : 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 < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= (1 << i);
}
}
mk.texture_color = color_ramp.is_valid() ? 1 : 0;
mk.texture_initial_color = color_initial_ramp.is_valid() ? 1 : 0;
mk.emission_shape = emission_shape;
mk.trail_color_texture = trail_color_modifier.is_valid() ? 1 : 0;
mk.trail_size_texture = trail_size_modifier.is_valid() ? 1 : 0;
mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
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 color_initial_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 emission_ring_radius;
StringName emission_ring_inner_radius;
StringName emission_ring_height;
StringName emission_ring_axis;
StringName trail_divisor;
StringName trail_size_modifier;
StringName trail_color_modifier;
StringName gravity;
StringName lifetime_randomness;
};
static ShaderNames *shader_names;
SelfList<ParticlesMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
Vector3 direction;
float spread;
float flatness;
float parameters[PARAM_MAX];
float randomness[PARAM_MAX];
Ref<Texture> tex_parameters[PARAM_MAX];
Color color;
Ref<Texture> color_ramp;
Ref<Texture> color_initial_ramp;
bool flags[FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius;
Vector3 emission_box_extents;
Ref<Texture> emission_point_texture;
Ref<Texture> emission_normal_texture;
Ref<Texture> emission_color_texture;
int emission_point_count;
float emission_ring_height;
float emission_ring_radius;
float emission_ring_inner_radius;
Vector3 emission_ring_axis;
bool anim_loop;
int trail_divisor;
Ref<CurveTexture> trail_size_modifier;
Ref<GradientTexture> trail_color_modifier;
Vector3 gravity;
float lifetime_randomness;
//do not save emission points here
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;
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<Texture> &p_texture);
Ref<Texture> get_param_texture(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Texture> &p_texture);
Ref<Texture> get_color_ramp() const;
void set_color_initial_ramp(const Ref<Texture> &p_texture);
Ref<Texture> get_color_initial_ramp() const;
void set_flag(Flags p_flag, bool p_enable);
bool get_flag(Flags p_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<Texture> &p_points);
void set_emission_normal_texture(const Ref<Texture> &p_normals);
void set_emission_color_texture(const Ref<Texture> &p_colors);
void set_emission_point_count(int p_count);
void set_emission_ring_radius(float p_radius);
void set_emission_ring_inner_radius(float p_offset);
void set_emission_ring_height(float p_height);
void set_emission_ring_axis(Vector3 p_axis);
EmissionShape get_emission_shape() const;
float get_emission_sphere_radius() const;
Vector3 get_emission_box_extents() const;
Ref<Texture> get_emission_point_texture() const;
Ref<Texture> get_emission_normal_texture() const;
Ref<Texture> get_emission_color_texture() const;
int get_emission_point_count() const;
float get_emission_ring_radius() const;
float get_emission_ring_inner_radius() const;
float get_emission_ring_height() const;
Vector3 get_emission_ring_axis() const;
void set_trail_divisor(int p_divisor);
int get_trail_divisor() const;
void set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier);
Ref<CurveTexture> get_trail_size_modifier() const;
void set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier);
Ref<GradientTexture> get_trail_color_modifier() const;
void set_gravity(const Vector3 &p_gravity);
Vector3 get_gravity() const;
void set_lifetime_randomness(float p_lifetime);
float get_lifetime_randomness() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
RID get_shader_rid() const;
virtual Shader::Mode get_shader_mode() const;
ParticlesMaterial();
~ParticlesMaterial();
};
VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
VARIANT_ENUM_CAST(ParticlesMaterial::Flags)
VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)
#endif // PARTICLES_MATERIAL_H