summaryrefslogtreecommitdiff
path: root/scene/resources/particle_process_material.h
diff options
context:
space:
mode:
Diffstat (limited to 'scene/resources/particle_process_material.h')
-rw-r--r--scene/resources/particle_process_material.h438
1 files changed, 438 insertions, 0 deletions
diff --git a/scene/resources/particle_process_material.h b/scene/resources/particle_process_material.h
new file mode 100644
index 0000000000..fe4741d6e5
--- /dev/null
+++ b/scene/resources/particle_process_material.h
@@ -0,0 +1,438 @@
+/*************************************************************************/
+/* particle_process_material.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. */
+/*************************************************************************/
+
+#include "core/templates/rid.h"
+#include "scene/resources/material.h"
+
+#ifndef PARTICLE_PROCESS_MATERIAL_H
+#define PARTICLE_PROCESS_MATERIAL_H
+
+/*
+ TODO:
+-Path following
+-Emitter positions deformable by bones
+-Proper trails
+*/
+
+class ParticleProcessMaterial : public Material {
+ GDCLASS(ParticleProcessMaterial, Material);
+
+public:
+ enum Parameter {
+ PARAM_INITIAL_LINEAR_VELOCITY,
+ PARAM_ANGULAR_VELOCITY,
+ PARAM_ORBIT_VELOCITY,
+ PARAM_LINEAR_ACCEL,
+ PARAM_RADIAL_ACCEL,
+ PARAM_TANGENTIAL_ACCEL,
+ PARAM_DAMPING,
+ PARAM_ANGLE,
+ PARAM_SCALE,
+ PARAM_HUE_VARIATION,
+ PARAM_ANIM_SPEED,
+ PARAM_ANIM_OFFSET,
+ PARAM_TURB_INFLUENCE_OVER_LIFE,
+ PARAM_TURB_VEL_INFLUENCE,
+ PARAM_TURB_INIT_DISPLACEMENT,
+ PARAM_MAX
+ };
+
+ // When extending, make sure not to overflow the size of the MaterialKey below.
+ enum ParticleFlags {
+ PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
+ PARTICLE_FLAG_ROTATE_Y,
+ PARTICLE_FLAG_DISABLE_Z,
+ PARTICLE_FLAG_MAX
+ };
+
+ // When extending, make sure not to overflow the size of the MaterialKey below.
+ enum EmissionShape {
+ EMISSION_SHAPE_POINT,
+ EMISSION_SHAPE_SPHERE,
+ EMISSION_SHAPE_SPHERE_SURFACE,
+ EMISSION_SHAPE_BOX,
+ EMISSION_SHAPE_POINTS,
+ EMISSION_SHAPE_DIRECTED_POINTS,
+ EMISSION_SHAPE_RING,
+ EMISSION_SHAPE_MAX
+ };
+
+ // When extending, make sure not to overflow the size of the MaterialKey below.
+ enum SubEmitterMode {
+ SUB_EMITTER_DISABLED,
+ SUB_EMITTER_CONSTANT,
+ SUB_EMITTER_AT_END,
+ SUB_EMITTER_AT_COLLISION,
+ SUB_EMITTER_MAX
+ };
+
+ // When extending, make sure not to overflow the size of the MaterialKey below.
+ enum CollisionMode {
+ COLLISION_DISABLED,
+ COLLISION_RIGID,
+ COLLISION_HIDE_ON_CONTACT,
+ COLLISION_MAX
+ };
+
+private:
+ union MaterialKey {
+ // The bit size of the struct must be kept below or equal to 32 bits.
+ // Consider this when extending ParticleFlags, EmissionShape, or SubEmitterMode.
+ struct {
+ uint32_t texture_mask : 16;
+ uint32_t texture_color : 1;
+ uint32_t particle_flags : 4;
+ uint32_t emission_shape : 3;
+ uint32_t invalid_key : 1;
+ uint32_t has_emission_color : 1;
+ uint32_t sub_emitter : 2;
+ uint32_t attractor_enabled : 1;
+ uint32_t collision_mode : 2;
+ uint32_t collision_scale : 1;
+ uint32_t turbulence_enabled : 1;
+ };
+
+ uint64_t key = 0;
+
+ static uint32_t hash(const MaterialKey &p_key) {
+ return hash_murmur3_one_32(p_key.key);
+ }
+
+ bool operator==(const MaterialKey &p_key) const {
+ return key == p_key.key;
+ }
+
+ bool operator<(const MaterialKey &p_key) const {
+ return key < p_key.key;
+ }
+ };
+
+ struct ShaderData {
+ RID shader;
+ int users = 0;
+ };
+
+ static HashMap<MaterialKey, ShaderData, MaterialKey> shader_map;
+
+ MaterialKey current_key;
+
+ _FORCE_INLINE_ MaterialKey _compute_key() const {
+ MaterialKey mk;
+ mk.key = 0;
+ for (int i = 0; i < PARAM_MAX; i++) {
+ if (tex_parameters[i].is_valid()) {
+ mk.texture_mask |= (1 << i);
+ }
+ }
+ for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
+ if (particle_flags[i]) {
+ mk.particle_flags |= (1 << i);
+ }
+ }
+
+ mk.texture_color = color_ramp.is_valid() ? 1 : 0;
+ mk.emission_shape = emission_shape;
+ mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
+ mk.sub_emitter = sub_emitter_mode;
+ mk.collision_mode = collision_mode;
+ mk.attractor_enabled = attractor_interaction_enabled;
+ mk.collision_scale = collision_scale;
+ mk.turbulence_enabled = turbulence_enabled;
+
+ return mk;
+ }
+
+ static Mutex material_mutex;
+ static SelfList<ParticleProcessMaterial>::List *dirty_materials;
+
+ struct ShaderNames {
+ StringName direction;
+ StringName spread;
+ StringName flatness;
+ StringName initial_linear_velocity_min;
+ StringName initial_angle_min;
+ StringName angular_velocity_min;
+ StringName orbit_velocity_min;
+ StringName linear_accel_min;
+ StringName radial_accel_min;
+ StringName tangent_accel_min;
+ StringName damping_min;
+ StringName scale_min;
+ StringName hue_variation_min;
+ StringName anim_speed_min;
+ StringName anim_offset_min;
+
+ StringName initial_linear_velocity_max;
+ StringName initial_angle_max;
+ StringName angular_velocity_max;
+ StringName orbit_velocity_max;
+ StringName linear_accel_max;
+ StringName radial_accel_max;
+ StringName tangent_accel_max;
+ StringName damping_max;
+ StringName scale_max;
+ StringName hue_variation_max;
+ StringName anim_speed_max;
+ StringName anim_offset_max;
+
+ StringName angle_texture;
+ StringName angular_velocity_texture;
+ StringName orbit_velocity_texture;
+ StringName linear_accel_texture;
+ StringName radial_accel_texture;
+ StringName tangent_accel_texture;
+ StringName damping_texture;
+ StringName scale_texture;
+ StringName hue_variation_texture;
+ StringName anim_speed_texture;
+ StringName anim_offset_texture;
+
+ StringName color;
+ StringName color_ramp;
+ StringName color_initial_ramp;
+
+ StringName emission_sphere_radius;
+ StringName emission_box_extents;
+ StringName emission_texture_point_count;
+ StringName emission_texture_points;
+ StringName emission_texture_normal;
+ StringName emission_texture_color;
+ StringName emission_ring_axis;
+ StringName emission_ring_height;
+ StringName emission_ring_radius;
+ StringName emission_ring_inner_radius;
+
+ StringName turbulence_enabled;
+ StringName turbulence_noise_strength;
+ StringName turbulence_noise_scale;
+ StringName turbulence_noise_speed;
+ StringName turbulence_noise_speed_random;
+ StringName turbulence_influence_over_life;
+ StringName turbulence_influence_min;
+ StringName turbulence_influence_max;
+ StringName turbulence_initial_displacement_min;
+ StringName turbulence_initial_displacement_max;
+
+ StringName gravity;
+
+ StringName lifetime_randomness;
+
+ StringName sub_emitter_frequency;
+ StringName sub_emitter_amount_at_end;
+ StringName sub_emitter_keep_velocity;
+
+ StringName collision_friction;
+ StringName collision_bounce;
+ };
+
+ static ShaderNames *shader_names;
+
+ SelfList<ParticleProcessMaterial> element;
+
+ void _update_shader();
+ _FORCE_INLINE_ void _queue_shader_change();
+ _FORCE_INLINE_ bool _is_shader_dirty() const;
+
+ bool is_initialized = false;
+ Vector3 direction;
+ float spread = 0.0f;
+ float flatness = 0.0f;
+
+ float params_min[PARAM_MAX];
+ float params_max[PARAM_MAX];
+ float params[PARAM_MAX];
+
+ Ref<Texture2D> tex_parameters[PARAM_MAX];
+ Color color;
+ Ref<Texture2D> color_ramp;
+ Ref<Texture2D> color_initial_ramp;
+
+ bool particle_flags[PARTICLE_FLAG_MAX];
+
+ EmissionShape emission_shape;
+ float emission_sphere_radius = 0.0f;
+ Vector3 emission_box_extents;
+ Ref<Texture2D> emission_point_texture;
+ Ref<Texture2D> emission_normal_texture;
+ Ref<Texture2D> emission_color_texture;
+ Vector3 emission_ring_axis;
+ real_t emission_ring_height = 0.0f;
+ real_t emission_ring_radius = 0.0f;
+ real_t emission_ring_inner_radius = 0.0f;
+ int emission_point_count = 1;
+
+ bool anim_loop = false;
+
+ bool turbulence_enabled;
+ Vector3 turbulence_noise_speed;
+ Ref<Texture2D> turbulence_color_ramp;
+ float turbulence_noise_strength = 0.0f;
+ float turbulence_noise_scale = 0.0f;
+ float turbulence_noise_speed_random = 0.0f;
+
+ Vector3 gravity;
+
+ double lifetime_randomness = 0.0;
+
+ SubEmitterMode sub_emitter_mode;
+ double sub_emitter_frequency = 0.0;
+ int sub_emitter_amount_at_end = 0;
+ bool sub_emitter_keep_velocity = false;
+ //do not save emission points here
+
+ bool attractor_interaction_enabled = false;
+ CollisionMode collision_mode;
+ bool collision_scale = false;
+ float collision_friction = 0.0f;
+ float collision_bounce = 0.0f;
+
+protected:
+ static void _bind_methods();
+ void _validate_property(PropertyInfo &p_property) const;
+
+public:
+ void set_direction(Vector3 p_direction);
+ Vector3 get_direction() const;
+
+ void set_spread(float p_spread);
+ float get_spread() const;
+
+ void set_flatness(float p_flatness);
+ float get_flatness() const;
+
+ void set_param_min(Parameter p_param, float p_value);
+ float get_param_min(Parameter p_param) const;
+
+ void set_param_max(Parameter p_param, float p_value);
+ float get_param_max(Parameter p_param) const;
+
+ void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
+ Ref<Texture2D> get_param_texture(Parameter p_param) const;
+
+ void set_color(const Color &p_color);
+ Color get_color() const;
+
+ void set_color_ramp(const Ref<Texture2D> &p_texture);
+ Ref<Texture2D> get_color_ramp() const;
+
+ void set_color_initial_ramp(const Ref<Texture2D> &p_texture);
+ Ref<Texture2D> get_color_initial_ramp() const;
+
+ void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
+ bool get_particle_flag(ParticleFlags p_particle_flag) const;
+
+ void set_emission_shape(EmissionShape p_shape);
+ void set_emission_sphere_radius(real_t p_radius);
+ void set_emission_box_extents(Vector3 p_extents);
+ void set_emission_point_texture(const Ref<Texture2D> &p_points);
+ void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
+ void set_emission_color_texture(const Ref<Texture2D> &p_colors);
+ void set_emission_ring_axis(Vector3 p_axis);
+ void set_emission_ring_height(real_t p_height);
+ void set_emission_ring_radius(real_t p_radius);
+ void set_emission_ring_inner_radius(real_t p_radius);
+ void set_emission_point_count(int p_count);
+
+ EmissionShape get_emission_shape() const;
+ real_t get_emission_sphere_radius() const;
+ Vector3 get_emission_box_extents() const;
+ Ref<Texture2D> get_emission_point_texture() const;
+ Ref<Texture2D> get_emission_normal_texture() const;
+ Ref<Texture2D> get_emission_color_texture() const;
+ Vector3 get_emission_ring_axis() const;
+ real_t get_emission_ring_height() const;
+ real_t get_emission_ring_radius() const;
+ real_t get_emission_ring_inner_radius() const;
+ int get_emission_point_count() const;
+
+ void set_turbulence_enabled(bool p_turbulence_enabled);
+ void set_turbulence_noise_strength(float p_turbulence_noise_strength);
+ void set_turbulence_noise_scale(float p_turbulence_noise_scale);
+ void set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random);
+ void set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed);
+
+ bool get_turbulence_enabled() const;
+ float get_turbulence_noise_strength() const;
+ float get_turbulence_noise_scale() const;
+ float get_turbulence_noise_speed_random() const;
+ Vector3 get_turbulence_noise_speed() const;
+
+ void set_gravity(const Vector3 &p_gravity);
+ Vector3 get_gravity() const;
+
+ void set_lifetime_randomness(double p_lifetime);
+ double get_lifetime_randomness() const;
+
+ void set_attractor_interaction_enabled(bool p_enable);
+ bool is_attractor_interaction_enabled() const;
+
+ void set_collision_mode(CollisionMode p_collision_mode);
+ CollisionMode get_collision_mode() const;
+
+ void set_collision_use_scale(bool p_scale);
+ bool is_collision_using_scale() const;
+
+ void set_collision_friction(float p_friction);
+ float get_collision_friction() const;
+
+ void set_collision_bounce(float p_bounce);
+ float get_collision_bounce() const;
+
+ static void init_shaders();
+ static void finish_shaders();
+ static void flush_changes();
+
+ void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode);
+ SubEmitterMode get_sub_emitter_mode() const;
+
+ void set_sub_emitter_frequency(double p_frequency);
+ double get_sub_emitter_frequency() const;
+
+ void set_sub_emitter_amount_at_end(int p_amount);
+ int get_sub_emitter_amount_at_end() const;
+
+ void set_sub_emitter_keep_velocity(bool p_enable);
+ bool get_sub_emitter_keep_velocity() const;
+
+ virtual RID get_shader_rid() const override;
+
+ virtual Shader::Mode get_shader_mode() const override;
+
+ ParticleProcessMaterial();
+ ~ParticleProcessMaterial();
+};
+
+VARIANT_ENUM_CAST(ParticleProcessMaterial::Parameter)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::ParticleFlags)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::EmissionShape)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::SubEmitterMode)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::CollisionMode)
+
+#endif // PARTICLE_PROCESS_MATERIAL_H