godot/scene/2d/gpu_particles_2d.cpp

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/*************************************************************************/
/* gpu_particles_2d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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 "gpu_particles_2d.h"
#include "core/os/os.h"
#include "scene/resources/particles_material.h"
#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
#include "core/config/engine.h"
#endif
void GPUParticles2D::set_emitting(bool p_emitting) {
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
if (p_emitting && one_shot) {
set_process_internal(true);
} else if (!p_emitting) {
set_process_internal(false);
}
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}
void GPUParticles2D::set_amount(int p_amount) {
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ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
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amount = p_amount;
RS::get_singleton()->particles_set_amount(particles, amount);
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}
void GPUParticles2D::set_lifetime(float p_lifetime) {
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ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
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lifetime = p_lifetime;
RS::get_singleton()->particles_set_lifetime(particles, lifetime);
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}
void GPUParticles2D::set_one_shot(bool p_enable) {
one_shot = p_enable;
RS::get_singleton()->particles_set_one_shot(particles, one_shot);
if (is_emitting()) {
set_process_internal(true);
if (!one_shot) {
RenderingServer::get_singleton()->particles_restart(particles);
}
}
if (!one_shot) {
set_process_internal(false);
}
}
void GPUParticles2D::set_pre_process_time(float p_time) {
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pre_process_time = p_time;
RS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
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}
void GPUParticles2D::set_explosiveness_ratio(float p_ratio) {
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explosiveness_ratio = p_ratio;
RS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
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}
void GPUParticles2D::set_randomness_ratio(float p_ratio) {
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randomness_ratio = p_ratio;
RS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
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}
void GPUParticles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {
visibility_rect = p_visibility_rect;
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AABB aabb;
aabb.position.x = p_visibility_rect.position.x;
aabb.position.y = p_visibility_rect.position.y;
aabb.size.x = p_visibility_rect.size.x;
aabb.size.y = p_visibility_rect.size.y;
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RS::get_singleton()->particles_set_custom_aabb(particles, aabb);
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_change_notify("visibility_rect");
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update();
}
void GPUParticles2D::set_use_local_coordinates(bool p_enable) {
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local_coords = p_enable;
RS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
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set_notify_transform(!p_enable);
if (!p_enable && is_inside_tree()) {
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_update_particle_emission_transform();
}
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}
void GPUParticles2D::_update_particle_emission_transform() {
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Transform2D xf2d = get_global_transform();
Transform xf;
xf.basis.set_axis(0, Vector3(xf2d.get_axis(0).x, xf2d.get_axis(0).y, 0));
xf.basis.set_axis(1, Vector3(xf2d.get_axis(1).x, xf2d.get_axis(1).y, 0));
xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0));
RS::get_singleton()->particles_set_emission_transform(particles, xf);
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}
void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {
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process_material = p_material;
Ref<ParticlesMaterial> pm = p_material;
if (pm.is_valid() && !pm->get_flag(ParticlesMaterial::FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) {
// Likely a new (3D) material, modify it to match 2D space
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pm->set_flag(ParticlesMaterial::FLAG_DISABLE_Z, true);
pm->set_gravity(Vector3(0, 98, 0));
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}
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RID material_rid;
if (process_material.is_valid()) {
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material_rid = process_material->get_rid();
}
RS::get_singleton()->particles_set_process_material(particles, material_rid);
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update_configuration_warning();
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}
void GPUParticles2D::set_speed_scale(float p_scale) {
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speed_scale = p_scale;
RS::get_singleton()->particles_set_speed_scale(particles, p_scale);
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}
bool GPUParticles2D::is_emitting() const {
return RS::get_singleton()->particles_get_emitting(particles);
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}
int GPUParticles2D::get_amount() const {
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return amount;
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}
float GPUParticles2D::get_lifetime() const {
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return lifetime;
}
bool GPUParticles2D::get_one_shot() const {
return one_shot;
}
float GPUParticles2D::get_pre_process_time() const {
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return pre_process_time;
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}
float GPUParticles2D::get_explosiveness_ratio() const {
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return explosiveness_ratio;
}
float GPUParticles2D::get_randomness_ratio() const {
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return randomness_ratio;
}
Rect2 GPUParticles2D::get_visibility_rect() const {
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return visibility_rect;
}
bool GPUParticles2D::get_use_local_coordinates() const {
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return local_coords;
}
Ref<Material> GPUParticles2D::get_process_material() const {
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return process_material;
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}
float GPUParticles2D::get_speed_scale() const {
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return speed_scale;
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}
void GPUParticles2D::set_draw_order(DrawOrder p_order) {
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draw_order = p_order;
RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order));
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}
GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const {
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return draw_order;
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}
void GPUParticles2D::set_fixed_fps(int p_count) {
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fixed_fps = p_count;
RS::get_singleton()->particles_set_fixed_fps(particles, p_count);
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}
int GPUParticles2D::get_fixed_fps() const {
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return fixed_fps;
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}
void GPUParticles2D::set_fractional_delta(bool p_enable) {
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fractional_delta = p_enable;
RS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
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}
bool GPUParticles2D::get_fractional_delta() const {
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return fractional_delta;
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}
String GPUParticles2D::get_configuration_warning() const {
if (RenderingServer::get_singleton()->is_low_end()) {
return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles2D\" option for this purpose.");
}
String warnings = Node2D::get_configuration_warning();
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if (process_material.is_null()) {
if (warnings != String()) {
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warnings += "\n";
}
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warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted.");
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} else {
CanvasItemMaterial *mat = Object::cast_to<CanvasItemMaterial>(get_material().ptr());
if (get_material().is_null() || (mat && !mat->get_particles_animation())) {
const ParticlesMaterial *process = Object::cast_to<ParticlesMaterial>(process_material.ptr());
if (process &&
(process->get_param(ParticlesMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param(ParticlesMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) {
if (warnings != String()) {
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warnings += "\n";
}
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warnings += "- " + TTR("Particles2D animation requires the usage of a CanvasItemMaterial with \"Particles Animation\" enabled.");
}
}
}
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return warnings;
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}
Rect2 GPUParticles2D::capture_rect() const {
AABB aabb = RS::get_singleton()->particles_get_current_aabb(particles);
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Rect2 r;
r.position.x = aabb.position.x;
r.position.y = aabb.position.y;
r.size.x = aabb.size.x;
r.size.y = aabb.size.y;
return r;
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}
void GPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) {
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texture = p_texture;
update();
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}
Ref<Texture2D> GPUParticles2D::get_texture() const {
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return texture;
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}
void GPUParticles2D::_validate_property(PropertyInfo &property) const {
}
void GPUParticles2D::restart() {
RS::get_singleton()->particles_restart(particles);
RS::get_singleton()->particles_set_emitting(particles, true);
}
void GPUParticles2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_DRAW) {
RID texture_rid;
if (texture.is_valid()) {
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texture_rid = texture->get_rid();
}
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RS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid);
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_a_parent_of(this))) {
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draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false);
}
#endif
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}
if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
if (can_process()) {
RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
} else {
RS::get_singleton()->particles_set_speed_scale(particles, 0);
}
}
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if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
_update_particle_emission_transform();
}
if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
if (one_shot && !is_emitting()) {
_change_notify();
set_process_internal(false);
}
}
}
void GPUParticles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles2D::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles2D::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles2D::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "secs"), &GPUParticles2D::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles2D::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles2D::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles2D::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_visibility_rect", "visibility_rect"), &GPUParticles2D::set_visibility_rect);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles2D::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles2D::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles2D::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles2D::set_process_material);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles2D::set_speed_scale);
ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles2D::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles2D::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles2D::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles2D::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles2D::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles2D::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles2D::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_visibility_rect"), &GPUParticles2D::get_visibility_rect);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles2D::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &GPUParticles2D::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &GPUParticles2D::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_process_material"), &GPUParticles2D::get_process_material);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles2D::get_speed_scale);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &GPUParticles2D::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &GPUParticles2D::get_draw_order);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticles2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticles2D::get_texture);
ClassDB::bind_method(D_METHOD("capture_rect"), &GPUParticles2D::capture_rect);
ClassDB::bind_method(D_METHOD("restart"), &GPUParticles2D::restart);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_GROUP("Drawing", "");
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "visibility_rect"), "set_visibility_rect", "get_visibility_rect");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime"), "set_draw_order", "get_draw_order");
ADD_GROUP("Process Material", "process_");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
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ADD_GROUP("Textures", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
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BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
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}
GPUParticles2D::GPUParticles2D() {
particles = RS::get_singleton()->particles_create();
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one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
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set_emitting(true);
set_one_shot(false);
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set_amount(8);
set_lifetime(1);
set_fixed_fps(0);
set_fractional_delta(true);
set_pre_process_time(0);
set_explosiveness_ratio(0);
set_randomness_ratio(0);
set_visibility_rect(Rect2(Vector2(-100, -100), Vector2(200, 200)));
set_use_local_coordinates(true);
set_draw_order(DRAW_ORDER_INDEX);
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set_speed_scale(1);
}
GPUParticles2D::~GPUParticles2D() {
RS::get_singleton()->free(particles);
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}