diff options
Diffstat (limited to 'scene/3d/gpu_particles_3d.cpp')
-rw-r--r-- | scene/3d/gpu_particles_3d.cpp | 82 |
1 files changed, 32 insertions, 50 deletions
diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp index 01886a730f..c4480e3ed2 100644 --- a/scene/3d/gpu_particles_3d.cpp +++ b/scene/3d/gpu_particles_3d.cpp @@ -36,16 +36,14 @@ #include "servers/rendering_server.h" AABB GPUParticles3D::get_aabb() const { - return AABB(); } -Vector<Face3> GPUParticles3D::get_faces(uint32_t p_usage_flags) const { +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) { @@ -56,157 +54,149 @@ void GPUParticles3D::set_emitting(bool p_emitting) { } 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) { +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) + if (!one_shot) { RenderingServer::get_singleton()->particles_restart(particles); + } } - if (!one_shot) + 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) { +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) { +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) { +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) { +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) { +void GPUParticles3D::set_process_material(const Ref<Material> &p_material) { process_material = p_material; RID material_rid; - if (process_material.is_valid()) + 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 { +int GPUParticles3D::get_amount() const { return amount; } -float GPUParticles3D::get_lifetime() const { +float GPUParticles3D::get_lifetime() const { return lifetime; } -bool GPUParticles3D::get_one_shot() const { +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 { +float GPUParticles3D::get_explosiveness_ratio() const { return explosiveness_ratio; } -float GPUParticles3D::get_randomness_ratio() const { +float GPUParticles3D::get_randomness_ratio() const { return randomness_ratio; } -AABB GPUParticles3D::get_visibility_aabb() const { +AABB GPUParticles3D::get_visibility_aabb() const { return visibility_aabb; } -bool GPUParticles3D::get_use_local_coordinates() const { +bool GPUParticles3D::get_use_local_coordinates() const { return local_coords; } -Ref<Material> GPUParticles3D::get_process_material() const { +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 { +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()) + if (p_mesh.is_valid()) { mesh_rid = p_mesh->get_rid(); + } RS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid); @@ -214,7 +204,6 @@ void GPUParticles3D::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) { } 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]; @@ -239,7 +228,6 @@ bool GPUParticles3D::get_fractional_delta() const { } 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."); } @@ -257,8 +245,9 @@ String GPUParticles3D::get_configuration_warning() const { 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) + if (anim_material_found) { break; + } } } @@ -267,22 +256,25 @@ String GPUParticles3D::get_configuration_warning() const { anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES); if (!meshes_found) { - if (warnings != String()) + 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()) + 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()) + if (warnings != String()) { warnings += "\n"; + } warnings += "- " + TTR("Particles animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."); } } @@ -291,18 +283,15 @@ String GPUParticles3D::get_configuration_warning() const { } 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()) { @@ -313,12 +302,10 @@ void GPUParticles3D::_validate_property(PropertyInfo &property) const { } 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); } } @@ -326,7 +313,6 @@ void GPUParticles3D::_notification(int p_what) { // 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); @@ -342,7 +328,6 @@ void GPUParticles3D::_notification(int p_what) { } 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); @@ -404,7 +389,6 @@ void GPUParticles3D::_bind_methods() { 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); } @@ -416,7 +400,6 @@ void GPUParticles3D::_bind_methods() { } GPUParticles3D::GPUParticles3D() { - particles = RS::get_singleton()->particles_create(); set_base(particles); one_shot = false; // Needed so that set_emitting doesn't access uninitialized values @@ -437,6 +420,5 @@ GPUParticles3D::GPUParticles3D() { } GPUParticles3D::~GPUParticles3D() { - RS::get_singleton()->free(particles); } |