summaryrefslogtreecommitdiff
path: root/scene/3d/particles.h
blob: 24154b560767092a3c35c5d28688586485082559 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
/*************************************************************************/
/*  particles.h                                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 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 VISUALINSTANCEPARTICLES_H
#define VISUALINSTANCEPARTICLES_H

#include "rid.h"
#include "scene/3d/visual_instance.h"
#include "scene/main/timer.h"
#include "scene/resources/material.h"

/**
	@author Juan Linietsky <reduzio@gmail.com>
*/

class Particles : public GeometryInstance {
private:
	GDCLASS(Particles, GeometryInstance);

public:
	enum DrawOrder {
		DRAW_ORDER_INDEX,
		DRAW_ORDER_LIFETIME,
		DRAW_ORDER_VIEW_DEPTH,
	};

	enum {
		MAX_DRAW_PASSES = 4
	};

private:
	RID particles;

	bool one_shot;
	int amount;
	float lifetime;
	float pre_process_time;
	float explosiveness_ratio;
	float randomness_ratio;
	float speed_scale;
	AABB visibility_aabb;
	bool local_coords;
	int fixed_fps;
	bool fractional_delta;

	Ref<Material> process_material;

	DrawOrder draw_order;

	Vector<Ref<Mesh> > draw_passes;

protected:
	static void _bind_methods();
	void _notification(int p_what);
	virtual void _validate_property(PropertyInfo &property) const;

public:
	AABB get_aabb() const;
	PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;

	void set_emitting(bool p_emitting);
	void set_amount(int p_amount);
	void set_lifetime(float p_lifetime);
	void set_one_shot(bool p_one_shot);
	void set_pre_process_time(float p_time);
	void set_explosiveness_ratio(float p_ratio);
	void set_randomness_ratio(float p_ratio);
	void set_visibility_aabb(const AABB &p_aabb);
	void set_use_local_coordinates(bool p_enable);
	void set_process_material(const Ref<Material> &p_material);
	void set_speed_scale(float p_scale);

	bool is_emitting() const;
	int get_amount() const;
	float get_lifetime() const;
	bool get_one_shot() const;
	float get_pre_process_time() const;
	float get_explosiveness_ratio() const;
	float get_randomness_ratio() const;
	AABB get_visibility_aabb() const;
	bool get_use_local_coordinates() const;
	Ref<Material> get_process_material() const;
	float get_speed_scale() const;

	void set_fixed_fps(int p_count);
	int get_fixed_fps() const;

	void set_fractional_delta(bool p_enable);
	bool get_fractional_delta() const;

	void set_draw_order(DrawOrder p_order);
	DrawOrder get_draw_order() const;

	void set_draw_passes(int p_count);
	int get_draw_passes() const;

	void set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh);
	Ref<Mesh> get_draw_pass_mesh(int p_pass) const;

	virtual String get_configuration_warning() const;

	void restart();

	AABB capture_aabb() const;
	Particles();
	~Particles();
};

VARIANT_ENUM_CAST(Particles::DrawOrder)

class ParticlesMaterial : public Material {

	GDCLASS(ParticlesMaterial, 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_MAX
	};

	enum Flags {
		FLAG_ALIGN_Y_TO_VELOCITY,
		FLAG_ROTATE_Y,
		FLAG_DISABLE_Z,
		FLAG_ANIM_LOOP,
		FLAG_MAX
	};

	enum EmissionShape {
		EMISSION_SHAPE_POINT,
		EMISSION_SHAPE_SPHERE,
		EMISSION_SHAPE_BOX,
		EMISSION_SHAPE_POINTS,
		EMISSION_SHAPE_DIRECTED_POINTS,
	};

private:
	union MaterialKey {

		struct {
			uint32_t texture_mask : 16;
			uint32_t texture_color : 1;
			uint32_t flags : 4;
			uint32_t emission_shape : 2;
			uint32_t trail_size_texture : 1;
			uint32_t trail_color_texture : 1;
			uint32_t invalid_key : 1;
			uint32_t has_emission_color : 1;
		};

		uint32_t key;

		bool operator<(const MaterialKey &p_key) const {
			return key < p_key.key;
		}
	};

	struct ShaderData {
		RID shader;
		int users;
	};

	static Map<MaterialKey, ShaderData> 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 < FLAG_MAX; i++) {
			if (flags[i]) {
				mk.flags |= (1 << i);
			}
		}

		mk.texture_color = color_ramp.is_valid() ? 1 : 0;
		mk.emission_shape = emission_shape;
		mk.trail_color_texture = trail_color_modifier.is_valid() ? 1 : 0;
		mk.trail_size_texture = trail_size_modifier.is_valid() ? 1 : 0;
		mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();

		return mk;
	}

	static Mutex *material_mutex;
	static SelfList<ParticlesMaterial>::List dirty_materials;

	struct ShaderNames {
		StringName spread;
		StringName flatness;
		StringName initial_linear_velocity;
		StringName initial_angle;
		StringName angular_velocity;
		StringName orbit_velocity;
		StringName linear_accel;
		StringName radial_accel;
		StringName tangent_accel;
		StringName damping;
		StringName scale;
		StringName hue_variation;
		StringName anim_speed;
		StringName anim_offset;

		StringName initial_linear_velocity_random;
		StringName initial_angle_random;
		StringName angular_velocity_random;
		StringName orbit_velocity_random;
		StringName linear_accel_random;
		StringName radial_accel_random;
		StringName tangent_accel_random;
		StringName damping_random;
		StringName scale_random;
		StringName hue_variation_random;
		StringName anim_speed_random;
		StringName anim_offset_random;

		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 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 trail_divisor;
		StringName trail_size_modifier;
		StringName trail_color_modifier;

		StringName gravity;
	};

	static ShaderNames *shader_names;

	SelfList<ParticlesMaterial> element;

	void _update_shader();
	_FORCE_INLINE_ void _queue_shader_change();
	_FORCE_INLINE_ bool _is_shader_dirty() const;

	float spread;
	float flatness;

	float parameters[PARAM_MAX];
	float randomness[PARAM_MAX];

	Ref<Texture> tex_parameters[PARAM_MAX];
	Color color;
	Ref<Texture> color_ramp;

	bool flags[FLAG_MAX];

	EmissionShape emission_shape;
	float emission_sphere_radius;
	Vector3 emission_box_extents;
	Ref<Texture> emission_point_texture;
	Ref<Texture> emission_normal_texture;
	Ref<Texture> emission_color_texture;
	int emission_point_count;

	bool anim_loop;

	int trail_divisor;

	Ref<CurveTexture> trail_size_modifier;
	Ref<GradientTexture> trail_color_modifier;

	Vector3 gravity;

	//do not save emission points here

protected:
	static void _bind_methods();
	virtual void _validate_property(PropertyInfo &property) const;

public:
	void set_spread(float p_spread);
	float get_spread() const;

	void set_flatness(float p_flatness);
	float get_flatness() const;

	void set_param(Parameter p_param, float p_value);
	float get_param(Parameter p_param) const;

	void set_param_randomness(Parameter p_param, float p_value);
	float get_param_randomness(Parameter p_param) const;

	void set_param_texture(Parameter p_param, const Ref<Texture> &p_texture);
	Ref<Texture> get_param_texture(Parameter p_param) const;

	void set_color(const Color &p_color);
	Color get_color() const;

	void set_color_ramp(const Ref<Texture> &p_texture);
	Ref<Texture> get_color_ramp() const;

	void set_flag(Flags p_flag, bool p_enable);
	bool get_flag(Flags p_flag) const;

	void set_emission_shape(EmissionShape p_shape);
	void set_emission_sphere_radius(float p_radius);
	void set_emission_box_extents(Vector3 p_extents);
	void set_emission_point_texture(const Ref<Texture> &p_points);
	void set_emission_normal_texture(const Ref<Texture> &p_normals);
	void set_emission_color_texture(const Ref<Texture> &p_colors);
	void set_emission_point_count(int p_count);

	EmissionShape get_emission_shape() const;
	float get_emission_sphere_radius() const;
	Vector3 get_emission_box_extents() const;
	Ref<Texture> get_emission_point_texture() const;
	Ref<Texture> get_emission_normal_texture() const;
	Ref<Texture> get_emission_color_texture() const;
	int get_emission_point_count() const;

	void set_trail_divisor(int p_divisor);
	int get_trail_divisor() const;

	void set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier);
	Ref<CurveTexture> get_trail_size_modifier() const;

	void set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier);
	Ref<GradientTexture> get_trail_color_modifier() const;

	void set_gravity(const Vector3 &p_gravity);
	Vector3 get_gravity() const;

	static void init_shaders();
	static void finish_shaders();
	static void flush_changes();

	RID get_shader_rid() const;

	virtual Shader::Mode get_shader_mode() const;

	ParticlesMaterial();
	~ParticlesMaterial();
};

VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
VARIANT_ENUM_CAST(ParticlesMaterial::Flags)
VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)

#endif