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authorRémi Verschelde <rverschelde@gmail.com>2020-03-27 08:44:44 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-03-27 16:26:34 +0100
commitd1acbbce7f123c2b5fccdefc6417787dc91b6ced (patch)
tree3143b3548ee2e46c4a56881f1284f962cc2ae878 /scene/2d/gpu_particles_2d.cpp
parentc3a760c5079670854b5f0c197c15218b1606bb2d (diff)
Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
Diffstat (limited to 'scene/2d/gpu_particles_2d.cpp')
-rw-r--r--scene/2d/gpu_particles_2d.cpp432
1 files changed, 432 insertions, 0 deletions
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp
new file mode 100644
index 0000000000..d3d1326018
--- /dev/null
+++ b/scene/2d/gpu_particles_2d.cpp
@@ -0,0 +1,432 @@
+/*************************************************************************/
+/* gpu_particles_2d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 "gpu_particles_2d.h"
+
+#include "core/os/os.h"
+#include "scene/resources/particles_material.h"
+#include "scene/scene_string_names.h"
+
+#ifdef TOOLS_ENABLED
+#include "core/engine.h"
+#endif
+
+void GPUParticles2D::set_emitting(bool p_emitting) {
+
+ VS::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);
+ }
+}
+
+void GPUParticles2D::set_amount(int p_amount) {
+
+ ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
+ amount = p_amount;
+ VS::get_singleton()->particles_set_amount(particles, amount);
+}
+void GPUParticles2D::set_lifetime(float p_lifetime) {
+
+ ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
+ lifetime = p_lifetime;
+ VS::get_singleton()->particles_set_lifetime(particles, lifetime);
+}
+
+void GPUParticles2D::set_one_shot(bool p_enable) {
+
+ one_shot = p_enable;
+ VS::get_singleton()->particles_set_one_shot(particles, one_shot);
+
+ if (is_emitting()) {
+
+ set_process_internal(true);
+ if (!one_shot)
+ VisualServer::get_singleton()->particles_restart(particles);
+ }
+
+ if (!one_shot)
+ set_process_internal(false);
+}
+void GPUParticles2D::set_pre_process_time(float p_time) {
+
+ pre_process_time = p_time;
+ VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
+}
+void GPUParticles2D::set_explosiveness_ratio(float p_ratio) {
+
+ explosiveness_ratio = p_ratio;
+ VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
+}
+void GPUParticles2D::set_randomness_ratio(float p_ratio) {
+
+ randomness_ratio = p_ratio;
+ VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
+}
+void GPUParticles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {
+
+ visibility_rect = p_visibility_rect;
+ 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;
+
+ VS::get_singleton()->particles_set_custom_aabb(particles, aabb);
+
+ _change_notify("visibility_rect");
+ update();
+}
+void GPUParticles2D::set_use_local_coordinates(bool p_enable) {
+
+ local_coords = p_enable;
+ VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
+ set_notify_transform(!p_enable);
+ if (!p_enable && is_inside_tree()) {
+ _update_particle_emission_transform();
+ }
+}
+
+void GPUParticles2D::_update_particle_emission_transform() {
+
+ 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));
+
+ VS::get_singleton()->particles_set_emission_transform(particles, xf);
+}
+
+void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {
+
+ 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
+ pm->set_flag(ParticlesMaterial::FLAG_DISABLE_Z, true);
+ pm->set_gravity(Vector3(0, 98, 0));
+ }
+ RID material_rid;
+ if (process_material.is_valid())
+ material_rid = process_material->get_rid();
+ VS::get_singleton()->particles_set_process_material(particles, material_rid);
+
+ update_configuration_warning();
+}
+
+void GPUParticles2D::set_speed_scale(float p_scale) {
+
+ speed_scale = p_scale;
+ VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
+}
+
+bool GPUParticles2D::is_emitting() const {
+
+ return VS::get_singleton()->particles_get_emitting(particles);
+}
+int GPUParticles2D::get_amount() const {
+
+ return amount;
+}
+float GPUParticles2D::get_lifetime() const {
+
+ return lifetime;
+}
+
+bool GPUParticles2D::get_one_shot() const {
+
+ return one_shot;
+}
+float GPUParticles2D::get_pre_process_time() const {
+
+ return pre_process_time;
+}
+float GPUParticles2D::get_explosiveness_ratio() const {
+
+ return explosiveness_ratio;
+}
+float GPUParticles2D::get_randomness_ratio() const {
+
+ return randomness_ratio;
+}
+Rect2 GPUParticles2D::get_visibility_rect() const {
+
+ return visibility_rect;
+}
+bool GPUParticles2D::get_use_local_coordinates() const {
+
+ return local_coords;
+}
+Ref<Material> GPUParticles2D::get_process_material() const {
+
+ return process_material;
+}
+
+float GPUParticles2D::get_speed_scale() const {
+
+ return speed_scale;
+}
+
+void GPUParticles2D::set_draw_order(DrawOrder p_order) {
+
+ draw_order = p_order;
+ VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
+}
+
+GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const {
+
+ return draw_order;
+}
+
+void GPUParticles2D::set_fixed_fps(int p_count) {
+ fixed_fps = p_count;
+ VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
+}
+
+int GPUParticles2D::get_fixed_fps() const {
+ return fixed_fps;
+}
+
+void GPUParticles2D::set_fractional_delta(bool p_enable) {
+ fractional_delta = p_enable;
+ VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
+}
+
+bool GPUParticles2D::get_fractional_delta() const {
+ return fractional_delta;
+}
+
+String GPUParticles2D::get_configuration_warning() const {
+
+ if (VisualServer::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 CPUParticles\" option for this purpose.");
+ }
+
+ String warnings;
+
+ if (process_material.is_null()) {
+ if (warnings != String())
+ warnings += "\n";
+ warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted.");
+ } 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())
+ warnings += "\n";
+ warnings += "- " + TTR("Particles2D animation requires the usage of a CanvasItemMaterial with \"Particles Animation\" enabled.");
+ }
+ }
+ }
+
+ return warnings;
+}
+
+Rect2 GPUParticles2D::capture_rect() const {
+
+ AABB aabb = VS::get_singleton()->particles_get_current_aabb(particles);
+ 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;
+}
+
+void GPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) {
+ texture = p_texture;
+ update();
+}
+
+Ref<Texture2D> GPUParticles2D::get_texture() const {
+ return texture;
+}
+
+void GPUParticles2D::set_normal_map(const Ref<Texture2D> &p_normal_map) {
+
+ normal_map = p_normal_map;
+ update();
+}
+
+Ref<Texture2D> GPUParticles2D::get_normal_map() const {
+ return normal_map;
+}
+
+void GPUParticles2D::_validate_property(PropertyInfo &property) const {
+}
+
+void GPUParticles2D::restart() {
+ VS::get_singleton()->particles_restart(particles);
+ VS::get_singleton()->particles_set_emitting(particles, true);
+}
+
+void GPUParticles2D::_notification(int p_what) {
+
+ if (p_what == NOTIFICATION_DRAW) {
+
+ RID texture_rid;
+ if (texture.is_valid())
+ texture_rid = texture->get_rid();
+ RID normal_rid;
+ if (normal_map.is_valid())
+ normal_rid = normal_map->get_rid();
+
+ VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid);
+
+#ifdef TOOLS_ENABLED
+ 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))) {
+
+ draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false);
+ }
+#endif
+ }
+
+ if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
+ if (can_process()) {
+ VS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
+ } else {
+
+ VS::get_singleton()->particles_set_speed_scale(particles, 0);
+ }
+ }
+
+ 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("set_normal_map", "texture"), &GPUParticles2D::set_normal_map);
+ ClassDB::bind_method(D_METHOD("get_normal_map"), &GPUParticles2D::get_normal_map);
+
+ ClassDB::bind_method(D_METHOD("capture_rect"), &GPUParticles2D::capture_rect);
+
+ ClassDB::bind_method(D_METHOD("restart"), &GPUParticles2D::restart);
+
+ 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");
+ 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");
+ 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");
+ ADD_GROUP("Textures", "");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map");
+
+ BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
+ BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
+}
+
+GPUParticles2D::GPUParticles2D() {
+
+ particles = VS::get_singleton()->particles_create();
+
+ one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
+ set_emitting(true);
+ set_one_shot(false);
+ 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);
+ set_speed_scale(1);
+}
+
+GPUParticles2D::~GPUParticles2D() {
+
+ VS::get_singleton()->free(particles);
+}