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
|
/*************************************************************************/
/* 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 // VISUAL_SHADER_PARTICLE_NODES_H
|