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+/*************************************************************************/
+/* visual_shader_particle_nodes.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 VISUAL_SHADER_PARTICLE_NODES_H
+#define VISUAL_SHADER_PARTICLE_NODES_H
+
+#include "scene/resources/visual_shader.h"
+
+// Emit nodes
+
+class VisualShaderNodeParticleEmitter : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeParticleEmitter, VisualShaderNode);
+
+public:
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ VisualShaderNodeParticleEmitter();
+};
+
+class VisualShaderNodeParticleSphereEmitter : public VisualShaderNodeParticleEmitter {
+ GDCLASS(VisualShaderNodeParticleSphereEmitter, VisualShaderNodeParticleEmitter);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeParticleSphereEmitter();
+};
+
+class VisualShaderNodeParticleBoxEmitter : public VisualShaderNodeParticleEmitter {
+ GDCLASS(VisualShaderNodeParticleBoxEmitter, VisualShaderNodeParticleEmitter);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeParticleBoxEmitter();
+};
+
+class VisualShaderNodeParticleRingEmitter : public VisualShaderNodeParticleEmitter {
+ GDCLASS(VisualShaderNodeParticleRingEmitter, VisualShaderNodeParticleEmitter);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeParticleRingEmitter();
+};
+
+class VisualShaderNodeParticleMultiplyByAxisAngle : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeParticleMultiplyByAxisAngle, VisualShaderNode);
+ bool degrees_mode = true;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+ virtual bool is_show_prop_names() const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ void set_degrees_mode(bool p_enabled);
+ bool is_degrees_mode() const;
+ Vector<StringName> get_editable_properties() const override;
+
+ VisualShaderNodeParticleMultiplyByAxisAngle();
+};
+
+class VisualShaderNodeParticleConeVelocity : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeParticleConeVelocity, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeParticleConeVelocity();
+};
+
+class VisualShaderNodeParticleRandomness : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeParticleRandomness, VisualShaderNode);
+
+public:
+ enum OpType {
+ OP_TYPE_SCALAR,
+ OP_TYPE_VECTOR,
+ OP_TYPE_MAX,
+ };
+
+private:
+ OpType op_type = OP_TYPE_SCALAR;
+
+protected:
+ static void _bind_methods();
+
+public:
+ Vector<StringName> get_editable_properties() const override;
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ void set_op_type(OpType p_type);
+ OpType get_op_type() const;
+
+ VisualShaderNodeParticleRandomness();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeParticleRandomness::OpType)
+
+// Process nodes
+
+class VisualShaderNodeParticleAccelerator : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeParticleAccelerator, VisualShaderNode);
+
+public:
+ enum Mode {
+ MODE_LINEAR,
+ MODE_RADIAL,
+ MODE_TANGENTIAL,
+ MODE_MAX,
+ };
+
+private:
+ Mode mode = MODE_LINEAR;
+
+protected:
+ static void _bind_methods();
+
+public:
+ Vector<StringName> get_editable_properties() const override;
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ void set_mode(Mode p_mode);
+ Mode get_mode() const;
+
+ VisualShaderNodeParticleAccelerator();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeParticleAccelerator::Mode)
+
+// Common nodes
+
+class VisualShaderNodeParticleOutput : public VisualShaderNodeOutput {
+ GDCLASS(VisualShaderNodeParticleOutput, VisualShaderNodeOutput);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+ virtual bool is_port_separator(int p_index) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeParticleOutput();
+};
+
+class VisualShaderNodeParticleEmit : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeParticleEmit, VisualShaderNode);
+
+public:
+ enum EmitFlags {
+ EMIT_FLAG_POSITION = 1,
+ EMIT_FLAG_ROT_SCALE = 2,
+ EMIT_FLAG_VELOCITY = 4,
+ EMIT_FLAG_COLOR = 8,
+ EMIT_FLAG_CUSTOM = 16,
+ };
+
+protected:
+ int flags = EMIT_FLAG_POSITION | EMIT_FLAG_ROT_SCALE | EMIT_FLAG_VELOCITY | EMIT_FLAG_COLOR | EMIT_FLAG_CUSTOM;
+ static void _bind_methods();
+
+public:
+ Vector<StringName> get_editable_properties() const override;
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ void add_flag(EmitFlags p_flag);
+ bool has_flag(EmitFlags p_flag) const;
+
+ void set_flags(EmitFlags p_flags);
+ EmitFlags get_flags() const;
+
+ virtual bool is_show_prop_names() const override;
+ virtual bool is_generate_input_var(int p_port) const override;
+ virtual String get_input_port_default_hint(int p_port) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeParticleEmit();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeParticleEmit::EmitFlags)
+
+#endif