diff options
Diffstat (limited to 'scene/resources/visual_shader_particle_nodes.h')
-rw-r--r-- | scene/resources/visual_shader_particle_nodes.h | 355 |
1 files changed, 355 insertions, 0 deletions
diff --git a/scene/resources/visual_shader_particle_nodes.h b/scene/resources/visual_shader_particle_nodes.h new file mode 100644 index 0000000000..05a059373b --- /dev/null +++ b/scene/resources/visual_shader_particle_nodes.h @@ -0,0 +1,355 @@ +/*************************************************************************/ +/* visual_shader_particle_nodes.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. */ +/*************************************************************************/ + +#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); + +protected: + bool mode_2d = false; + static void _bind_methods(); + +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; + virtual bool has_output_port_preview(int p_port) const override; + + virtual void set_mode_2d(bool p_enabled); + bool is_mode_2d() const; + + Vector<StringName> get_editable_properties() const override; + virtual HashMap<StringName, String> get_editable_properties_names() const override; + bool is_show_prop_names() 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, 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 void set_mode_2d(bool p_enabled) override; + + virtual String generate_global_per_node(Shader::Mode p_mode, 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, 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 VisualShaderNodeParticleMeshEmitter : public VisualShaderNodeParticleEmitter { + GDCLASS(VisualShaderNodeParticleMeshEmitter, VisualShaderNodeParticleEmitter); + Ref<Mesh> mesh; + bool use_all_surfaces = true; + int surface_index = 0; + + Ref<ImageTexture> position_texture; + Ref<ImageTexture> normal_texture; + Ref<ImageTexture> color_texture; + Ref<ImageTexture> uv_texture; + Ref<ImageTexture> uv2_texture; + + String _generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, PortType p_port_type) const; + + void _update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture); + void _update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture); + void _update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture); + void _update_textures(); + +protected: + static void _bind_methods(); + +public: + virtual String get_caption() 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 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(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; + + void set_mesh(Ref<Mesh> p_mesh); + Ref<Mesh> get_mesh() const; + + void set_use_all_surfaces(bool p_enabled); + bool is_use_all_surfaces() const; + + void set_surface_index(int p_surface_index); + int get_surface_index() const; + + Vector<StringName> get_editable_properties() const override; + HashMap<StringName, String> get_editable_properties_names() const override; + Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override; + + VisualShaderNodeParticleMeshEmitter(); +}; + +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 bool has_output_port_preview(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 bool has_output_port_preview(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_2D, + OP_TYPE_VECTOR_3D, + 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 bool has_output_port_preview(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 bool has_output_port_preview(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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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 |