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Diffstat (limited to 'scene/3d/gpu_particles_3d.cpp')
-rw-r--r-- | scene/3d/gpu_particles_3d.cpp | 476 |
1 files changed, 476 insertions, 0 deletions
diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp new file mode 100644 index 0000000000..6fa0fc6ecb --- /dev/null +++ b/scene/3d/gpu_particles_3d.cpp @@ -0,0 +1,476 @@ +/*************************************************************************/ +/* gpu_particles_3d.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_3d.h" + +#include "core/os/os.h" +#include "scene/resources/particles_material.h" + +#include "servers/rendering_server.h" + +AABB GPUParticles3D::get_aabb() const { + return AABB(); +} + +Vector<Face3> GPUParticles3D::get_faces(uint32_t p_usage_flags) const { + return Vector<Face3>(); +} + +void GPUParticles3D::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); + } +} + +void GPUParticles3D::set_amount(int p_amount) { + ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1."); + amount = p_amount; + RS::get_singleton()->particles_set_amount(particles, amount); +} + +void GPUParticles3D::set_lifetime(float p_lifetime) { + ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0."); + lifetime = p_lifetime; + RS::get_singleton()->particles_set_lifetime(particles, lifetime); +} + +void GPUParticles3D::set_one_shot(bool p_one_shot) { + one_shot = p_one_shot; + 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 GPUParticles3D::set_pre_process_time(float p_time) { + pre_process_time = p_time; + RS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time); +} + +void GPUParticles3D::set_explosiveness_ratio(float p_ratio) { + explosiveness_ratio = p_ratio; + RS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio); +} + +void GPUParticles3D::set_randomness_ratio(float p_ratio) { + randomness_ratio = p_ratio; + RS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio); +} + +void GPUParticles3D::set_visibility_aabb(const AABB &p_aabb) { + visibility_aabb = p_aabb; + RS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb); + update_gizmo(); + _change_notify("visibility_aabb"); +} + +void GPUParticles3D::set_use_local_coordinates(bool p_enable) { + local_coords = p_enable; + RS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords); +} + +void GPUParticles3D::set_process_material(const Ref<Material> &p_material) { + process_material = p_material; + RID material_rid; + if (process_material.is_valid()) { + material_rid = process_material->get_rid(); + } + RS::get_singleton()->particles_set_process_material(particles, material_rid); + + update_configuration_warning(); +} + +void GPUParticles3D::set_speed_scale(float p_scale) { + speed_scale = p_scale; + RS::get_singleton()->particles_set_speed_scale(particles, p_scale); +} + +bool GPUParticles3D::is_emitting() const { + return RS::get_singleton()->particles_get_emitting(particles); +} + +int GPUParticles3D::get_amount() const { + return amount; +} + +float GPUParticles3D::get_lifetime() const { + return lifetime; +} + +bool GPUParticles3D::get_one_shot() const { + return one_shot; +} + +float GPUParticles3D::get_pre_process_time() const { + return pre_process_time; +} + +float GPUParticles3D::get_explosiveness_ratio() const { + return explosiveness_ratio; +} + +float GPUParticles3D::get_randomness_ratio() const { + return randomness_ratio; +} + +AABB GPUParticles3D::get_visibility_aabb() const { + return visibility_aabb; +} + +bool GPUParticles3D::get_use_local_coordinates() const { + return local_coords; +} + +Ref<Material> GPUParticles3D::get_process_material() const { + return process_material; +} + +float GPUParticles3D::get_speed_scale() const { + return speed_scale; +} + +void GPUParticles3D::set_draw_order(DrawOrder p_order) { + draw_order = p_order; + RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order)); +} + +GPUParticles3D::DrawOrder GPUParticles3D::get_draw_order() const { + return draw_order; +} + +void GPUParticles3D::set_draw_passes(int p_count) { + ERR_FAIL_COND(p_count < 1); + draw_passes.resize(p_count); + RS::get_singleton()->particles_set_draw_passes(particles, p_count); + _change_notify(); +} + +int GPUParticles3D::get_draw_passes() const { + return draw_passes.size(); +} + +void GPUParticles3D::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) { + ERR_FAIL_INDEX(p_pass, draw_passes.size()); + + draw_passes.write[p_pass] = p_mesh; + + RID mesh_rid; + if (p_mesh.is_valid()) { + mesh_rid = p_mesh->get_rid(); + } + + RS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid); + + update_configuration_warning(); +} + +Ref<Mesh> GPUParticles3D::get_draw_pass_mesh(int p_pass) const { + ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref<Mesh>()); + + return draw_passes[p_pass]; +} + +void GPUParticles3D::set_fixed_fps(int p_count) { + fixed_fps = p_count; + RS::get_singleton()->particles_set_fixed_fps(particles, p_count); +} + +int GPUParticles3D::get_fixed_fps() const { + return fixed_fps; +} + +void GPUParticles3D::set_fractional_delta(bool p_enable) { + fractional_delta = p_enable; + RS::get_singleton()->particles_set_fractional_delta(particles, p_enable); +} + +bool GPUParticles3D::get_fractional_delta() const { + return fractional_delta; +} + +String GPUParticles3D::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 CPUParticles3D node instead. You can use the \"Convert to CPUParticles3D\" option for this purpose."); + } + + String warnings; + + bool meshes_found = false; + bool anim_material_found = false; + + for (int i = 0; i < draw_passes.size(); i++) { + if (draw_passes[i].is_valid()) { + meshes_found = true; + for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) { + anim_material_found = Object::cast_to<ShaderMaterial>(draw_passes[i]->surface_get_material(j).ptr()) != nullptr; + StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(draw_passes[i]->surface_get_material(j).ptr()); + anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES); + } + if (anim_material_found) { + break; + } + } + } + + anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != nullptr; + StandardMaterial3D *spat = Object::cast_to<StandardMaterial3D>(get_material_override().ptr()); + anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES); + + if (!meshes_found) { + if (warnings != String()) { + warnings += "\n"; + } + warnings += "- " + TTR("Nothing is visible because meshes have not been assigned to draw passes."); + } + + 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 { + const ParticlesMaterial *process = Object::cast_to<ParticlesMaterial>(process_material.ptr()); + if (!anim_material_found && 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("Particles animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."); + } + } + + return warnings; +} + +void GPUParticles3D::restart() { + RenderingServer::get_singleton()->particles_restart(particles); + RenderingServer::get_singleton()->particles_set_emitting(particles, true); +} + +AABB GPUParticles3D::capture_aabb() const { + return RS::get_singleton()->particles_get_current_aabb(particles); +} + +void GPUParticles3D::_validate_property(PropertyInfo &property) const { + if (property.name.begins_with("draw_pass_")) { + int index = property.name.get_slicec('_', 2).to_int() - 1; + if (index >= draw_passes.size()) { + property.usage = 0; + return; + } + } +} + +void GPUParticles3D::emit_particle(const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) { + RS::get_singleton()->particles_emit(particles, p_transform, p_velocity, p_color, p_custom, p_emit_flags); +} + +void GPUParticles3D::_attach_sub_emitter() { + Node *n = get_node_or_null(sub_emitter); + if (n) { + GPUParticles3D *sen = Object::cast_to<GPUParticles3D>(n); + if (sen && sen != this) { + RS::get_singleton()->particles_set_subemitter(particles, sen->particles); + } + } +} + +void GPUParticles3D::set_sub_emitter(const NodePath &p_path) { + if (is_inside_tree()) { + RS::get_singleton()->particles_set_subemitter(particles, RID()); + } + + sub_emitter = p_path; + + if (is_inside_tree() && sub_emitter != NodePath()) { + _attach_sub_emitter(); + } +} + +NodePath GPUParticles3D::get_sub_emitter() const { + return sub_emitter; +} + +void GPUParticles3D::_notification(int p_what) { + 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); + } + } + + // Use internal process when emitting and one_shot are on so that when + // the shot ends the editor can properly update + if (p_what == NOTIFICATION_INTERNAL_PROCESS) { + if (one_shot && !is_emitting()) { + _change_notify(); + set_process_internal(false); + } + } + + if (p_what == NOTIFICATION_ENTER_TREE) { + if (sub_emitter != NodePath()) { + _attach_sub_emitter(); + } + } + + if (p_what == NOTIFICATION_EXIT_TREE) { + RS::get_singleton()->particles_set_subemitter(particles, RID()); + } + + if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { + // make sure particles are updated before rendering occurs if they were active before + if (is_visible_in_tree() && !RS::get_singleton()->particles_is_inactive(particles)) { + RS::get_singleton()->particles_request_process(particles); + } + } +} + +void GPUParticles3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles3D::set_emitting); + ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles3D::set_amount); + ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles3D::set_lifetime); + ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &GPUParticles3D::set_one_shot); + ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles3D::set_pre_process_time); + ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles3D::set_explosiveness_ratio); + ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles3D::set_randomness_ratio); + ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &GPUParticles3D::set_visibility_aabb); + ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles3D::set_use_local_coordinates); + ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles3D::set_fixed_fps); + ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles3D::set_fractional_delta); + ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles3D::set_process_material); + ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles3D::set_speed_scale); + + ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles3D::is_emitting); + ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles3D::get_amount); + ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles3D::get_lifetime); + ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles3D::get_one_shot); + ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles3D::get_pre_process_time); + ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles3D::get_explosiveness_ratio); + ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles3D::get_randomness_ratio); + ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &GPUParticles3D::get_visibility_aabb); + ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles3D::get_use_local_coordinates); + ClassDB::bind_method(D_METHOD("get_fixed_fps"), &GPUParticles3D::get_fixed_fps); + ClassDB::bind_method(D_METHOD("get_fractional_delta"), &GPUParticles3D::get_fractional_delta); + ClassDB::bind_method(D_METHOD("get_process_material"), &GPUParticles3D::get_process_material); + ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles3D::get_speed_scale); + + ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &GPUParticles3D::set_draw_order); + + ClassDB::bind_method(D_METHOD("get_draw_order"), &GPUParticles3D::get_draw_order); + + ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &GPUParticles3D::set_draw_passes); + ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh"), &GPUParticles3D::set_draw_pass_mesh); + + ClassDB::bind_method(D_METHOD("get_draw_passes"), &GPUParticles3D::get_draw_passes); + ClassDB::bind_method(D_METHOD("get_draw_pass_mesh", "pass"), &GPUParticles3D::get_draw_pass_mesh); + + ClassDB::bind_method(D_METHOD("restart"), &GPUParticles3D::restart); + ClassDB::bind_method(D_METHOD("capture_aabb"), &GPUParticles3D::capture_aabb); + + ClassDB::bind_method(D_METHOD("set_sub_emitter", "path"), &GPUParticles3D::set_sub_emitter); + ClassDB::bind_method(D_METHOD("get_sub_emitter"), &GPUParticles3D::get_sub_emitter); + + ClassDB::bind_method(D_METHOD("emit_particle", "xform", "velocity", "color", "custom", "flags"), &GPUParticles3D::emit_particle); + + 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_PROPERTY(PropertyInfo(Variant::NODE_PATH, "sub_emitter", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GPUParticles3D"), "set_sub_emitter", "get_sub_emitter"); + ADD_GROUP("Time", ""); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_EXP_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_EXP_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::AABB, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb"); + 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,View Depth"), "set_draw_order", "get_draw_order"); + ADD_GROUP("Process Material", ""); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material"); + ADD_GROUP("Draw Passes", "draw_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes"); + for (int i = 0; i < MAX_DRAW_PASSES; i++) { + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "draw_pass_" + itos(i + 1), PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_draw_pass_mesh", "get_draw_pass_mesh", i); + } + + BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX); + BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME); + BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH); + + BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION); + BIND_ENUM_CONSTANT(EMIT_FLAG_ROTATION_SCALE); + BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY); + BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR); + BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM); + + BIND_CONSTANT(MAX_DRAW_PASSES); +} + +GPUParticles3D::GPUParticles3D() { + particles = RS::get_singleton()->particles_create(); + set_base(particles); + 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_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))); + set_use_local_coordinates(true); + set_draw_passes(1); + set_draw_order(DRAW_ORDER_INDEX); + set_speed_scale(1); +} + +GPUParticles3D::~GPUParticles3D() { + RS::get_singleton()->free(particles); +} |