godot/drivers/gles3/storage/particles_storage.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

141 lines
8.2 KiB
C++

/*************************************************************************/
/* particles_storage.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. */
/*************************************************************************/
#ifndef PARTICLES_STORAGE_GLES3_H
#define PARTICLES_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/storage/particles_storage.h"
namespace GLES3 {
class ParticlesStorage : public RendererParticlesStorage {
private:
static ParticlesStorage *singleton;
public:
static ParticlesStorage *get_singleton();
ParticlesStorage();
virtual ~ParticlesStorage();
/* PARTICLES */
virtual RID particles_allocate() override;
virtual void particles_initialize(RID p_rid) override;
virtual void particles_free(RID p_rid) override;
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) override;
virtual void particles_set_amount(RID p_particles, int p_amount) override;
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
virtual void particles_set_pre_process_time(RID p_particles, double p_time) override;
virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
virtual void particles_set_speed_scale(RID p_particles, double p_scale) override;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
virtual void particles_set_process_material(RID p_particles, RID p_material) override;
virtual RID particles_get_process_material(RID p_particles) const override;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override;
virtual void particles_set_interpolate(RID p_particles, bool p_enable) override;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
virtual void particles_restart(RID p_particles) override;
virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
virtual void particles_set_draw_passes(RID p_particles, int p_count) override;
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
virtual void particles_request_process(RID p_particles) override;
virtual AABB particles_get_current_aabb(RID p_particles) override;
virtual AABB particles_get_aabb(RID p_particles) const override;
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
virtual bool particles_get_emitting(RID p_particles) override;
virtual int particles_get_draw_passes(RID p_particles) const override;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
virtual void particles_add_collision(RID p_particles, RID p_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_instance) override;
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
virtual void update_particles() override;
virtual bool particles_is_inactive(RID p_particles) const override;
/* PARTICLES COLLISION */
virtual RID particles_collision_allocate() override;
virtual void particles_collision_initialize(RID p_rid) override;
virtual void particles_collision_free(RID p_rid) override;
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
virtual void particles_collision_height_field_update(RID p_particles_collision) override;
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
virtual RID particles_collision_instance_create(RID p_collision) override;
virtual void particles_collision_instance_free(RID p_rid) override;
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // PARTICLES_STORAGE_GLES3_H