/*************************************************************************/ /* gpu_particles_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 "gpu_particles_3d.h" #include "core/os/os.h" #include "scene/resources/particles_material.h" #include "servers/visual_server.h" AABB GPUParticles3D::get_aabb() const { return AABB(); } Vector GPUParticles3D::get_faces(uint32_t p_usage_flags) const { return Vector(); } void GPUParticles3D::set_emitting(bool p_emitting) { VS::get_singleton()->particles_set_emitting(particles, p_emitting); if (p_emitting && one_shot) { set_process_internal(true); } else if (!p_emitting) { set_process_internal(false); } } void GPUParticles3D::set_amount(int p_amount) { ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1."); amount = p_amount; VS::get_singleton()->particles_set_amount(particles, amount); } void GPUParticles3D::set_lifetime(float p_lifetime) { ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0."); lifetime = p_lifetime; VS::get_singleton()->particles_set_lifetime(particles, lifetime); } void GPUParticles3D::set_one_shot(bool p_one_shot) { one_shot = p_one_shot; VS::get_singleton()->particles_set_one_shot(particles, one_shot); if (is_emitting()) { set_process_internal(true); if (!one_shot) VisualServer::get_singleton()->particles_restart(particles); } if (!one_shot) set_process_internal(false); } void GPUParticles3D::set_pre_process_time(float p_time) { pre_process_time = p_time; VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time); } void GPUParticles3D::set_explosiveness_ratio(float p_ratio) { explosiveness_ratio = p_ratio; VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio); } void GPUParticles3D::set_randomness_ratio(float p_ratio) { randomness_ratio = p_ratio; VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio); } void GPUParticles3D::set_visibility_aabb(const AABB &p_aabb) { visibility_aabb = p_aabb; VS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb); update_gizmo(); _change_notify("visibility_aabb"); } void GPUParticles3D::set_use_local_coordinates(bool p_enable) { local_coords = p_enable; VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords); } void GPUParticles3D::set_process_material(const Ref &p_material) { process_material = p_material; RID material_rid; if (process_material.is_valid()) material_rid = process_material->get_rid(); VS::get_singleton()->particles_set_process_material(particles, material_rid); update_configuration_warning(); } void GPUParticles3D::set_speed_scale(float p_scale) { speed_scale = p_scale; VS::get_singleton()->particles_set_speed_scale(particles, p_scale); } bool GPUParticles3D::is_emitting() const { return VS::get_singleton()->particles_get_emitting(particles); } int GPUParticles3D::get_amount() const { return amount; } float GPUParticles3D::get_lifetime() const { return lifetime; } bool GPUParticles3D::get_one_shot() const { return one_shot; } float GPUParticles3D::get_pre_process_time() const { return pre_process_time; } float GPUParticles3D::get_explosiveness_ratio() const { return explosiveness_ratio; } float GPUParticles3D::get_randomness_ratio() const { return randomness_ratio; } AABB GPUParticles3D::get_visibility_aabb() const { return visibility_aabb; } bool GPUParticles3D::get_use_local_coordinates() const { return local_coords; } Ref GPUParticles3D::get_process_material() const { return process_material; } float GPUParticles3D::get_speed_scale() const { return speed_scale; } void GPUParticles3D::set_draw_order(DrawOrder p_order) { draw_order = p_order; VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order)); } GPUParticles3D::DrawOrder GPUParticles3D::get_draw_order() const { return draw_order; } void GPUParticles3D::set_draw_passes(int p_count) { ERR_FAIL_COND(p_count < 1); draw_passes.resize(p_count); VS::get_singleton()->particles_set_draw_passes(particles, p_count); _change_notify(); } int GPUParticles3D::get_draw_passes() const { return draw_passes.size(); } void GPUParticles3D::set_draw_pass_mesh(int p_pass, const Ref &p_mesh) { ERR_FAIL_INDEX(p_pass, draw_passes.size()); draw_passes.write[p_pass] = p_mesh; RID mesh_rid; if (p_mesh.is_valid()) mesh_rid = p_mesh->get_rid(); VS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid); update_configuration_warning(); } Ref GPUParticles3D::get_draw_pass_mesh(int p_pass) const { ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref()); return draw_passes[p_pass]; } void GPUParticles3D::set_fixed_fps(int p_count) { fixed_fps = p_count; VS::get_singleton()->particles_set_fixed_fps(particles, p_count); } int GPUParticles3D::get_fixed_fps() const { return fixed_fps; } void GPUParticles3D::set_fractional_delta(bool p_enable) { fractional_delta = p_enable; VS::get_singleton()->particles_set_fractional_delta(particles, p_enable); } bool GPUParticles3D::get_fractional_delta() const { return fractional_delta; } String GPUParticles3D::get_configuration_warning() const { if (VisualServer::get_singleton()->is_low_end()) { return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles node instead. You can use the \"Convert to CPUParticles\" option for this purpose."); } String warnings; bool meshes_found = false; bool anim_material_found = false; for (int i = 0; i < draw_passes.size(); i++) { if (draw_passes[i].is_valid()) { meshes_found = true; for (int j = 0; j < draw_passes[i]->get_surface_count(); j++) { anim_material_found = Object::cast_to(draw_passes[i]->surface_get_material(j).ptr()) != NULL; StandardMaterial3D *spat = Object::cast_to(draw_passes[i]->surface_get_material(j).ptr()); anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES); } if (anim_material_found) break; } } anim_material_found = anim_material_found || Object::cast_to(get_material_override().ptr()) != NULL; StandardMaterial3D *spat = Object::cast_to(get_material_override().ptr()); anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES); if (!meshes_found) { if (warnings != String()) warnings += "\n"; warnings += "- " + TTR("Nothing is visible because meshes have not been assigned to draw passes."); } if (process_material.is_null()) { if (warnings != String()) warnings += "\n"; warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted."); } else { const ParticlesMaterial *process = Object::cast_to(process_material.ptr()); if (!anim_material_found && process && (process->get_param(ParticlesMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param(ParticlesMaterial::PARAM_ANIM_OFFSET) != 0.0 || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) { if (warnings != String()) warnings += "\n"; warnings += "- " + TTR("Particles animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."); } } return warnings; } void GPUParticles3D::restart() { VisualServer::get_singleton()->particles_restart(particles); VisualServer::get_singleton()->particles_set_emitting(particles, true); } AABB GPUParticles3D::capture_aabb() const { return VS::get_singleton()->particles_get_current_aabb(particles); } void GPUParticles3D::_validate_property(PropertyInfo &property) const { if (property.name.begins_with("draw_pass_")) { int index = property.name.get_slicec('_', 2).to_int() - 1; if (index >= draw_passes.size()) { property.usage = 0; return; } } } void GPUParticles3D::_notification(int p_what) { if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) { if (can_process()) { VS::get_singleton()->particles_set_speed_scale(particles, speed_scale); } else { VS::get_singleton()->particles_set_speed_scale(particles, 0); } } // Use internal process when emitting and one_shot are on so that when // the shot ends the editor can properly update if (p_what == NOTIFICATION_INTERNAL_PROCESS) { if (one_shot && !is_emitting()) { _change_notify(); set_process_internal(false); } } if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { // make sure particles are updated before rendering occurs if they were active before if (is_visible_in_tree() && !VS::get_singleton()->particles_is_inactive(particles)) { VS::get_singleton()->particles_request_process(particles); } } } void GPUParticles3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles3D::set_emitting); ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles3D::set_amount); ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles3D::set_lifetime); ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &GPUParticles3D::set_one_shot); ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles3D::set_pre_process_time); ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles3D::set_explosiveness_ratio); ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles3D::set_randomness_ratio); ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &GPUParticles3D::set_visibility_aabb); ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles3D::set_use_local_coordinates); ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles3D::set_fixed_fps); ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles3D::set_fractional_delta); ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles3D::set_process_material); ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles3D::set_speed_scale); ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles3D::is_emitting); ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles3D::get_amount); ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles3D::get_lifetime); ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles3D::get_one_shot); ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles3D::get_pre_process_time); ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles3D::get_explosiveness_ratio); ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles3D::get_randomness_ratio); ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &GPUParticles3D::get_visibility_aabb); ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles3D::get_use_local_coordinates); ClassDB::bind_method(D_METHOD("get_fixed_fps"), &GPUParticles3D::get_fixed_fps); ClassDB::bind_method(D_METHOD("get_fractional_delta"), &GPUParticles3D::get_fractional_delta); ClassDB::bind_method(D_METHOD("get_process_material"), &GPUParticles3D::get_process_material); ClassDB::bind_method(D_METHOD("get_speed_scale"), &GPUParticles3D::get_speed_scale); ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &GPUParticles3D::set_draw_order); ClassDB::bind_method(D_METHOD("get_draw_order"), &GPUParticles3D::get_draw_order); ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &GPUParticles3D::set_draw_passes); ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh"), &GPUParticles3D::set_draw_pass_mesh); ClassDB::bind_method(D_METHOD("get_draw_passes"), &GPUParticles3D::get_draw_passes); ClassDB::bind_method(D_METHOD("get_draw_pass_mesh", "pass"), &GPUParticles3D::get_draw_pass_mesh); ClassDB::bind_method(D_METHOD("restart"), &GPUParticles3D::restart); ClassDB::bind_method(D_METHOD("capture_aabb"), &GPUParticles3D::capture_aabb); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting"); ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount"); ADD_GROUP("Time", ""); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_EXP_RANGE, "0.01,600.0,0.01,or_greater"), "set_lifetime", "get_lifetime"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_EXP_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio"); ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta"); ADD_GROUP("Drawing", ""); ADD_PROPERTY(PropertyInfo(Variant::AABB, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates"); ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,View Depth"), "set_draw_order", "get_draw_order"); ADD_GROUP("Process Material", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material"); ADD_GROUP("Draw Passes", "draw_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes"); for (int i = 0; i < MAX_DRAW_PASSES; i++) { ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "draw_pass_" + itos(i + 1), PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_draw_pass_mesh", "get_draw_pass_mesh", i); } BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX); BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME); BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH); BIND_CONSTANT(MAX_DRAW_PASSES); } GPUParticles3D::GPUParticles3D() { particles = VS::get_singleton()->particles_create(); set_base(particles); one_shot = false; // Needed so that set_emitting doesn't access uninitialized values set_emitting(true); set_one_shot(false); set_amount(8); set_lifetime(1); set_fixed_fps(0); set_fractional_delta(true); set_pre_process_time(0); set_explosiveness_ratio(0); set_randomness_ratio(0); set_visibility_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))); set_use_local_coordinates(true); set_draw_passes(1); set_draw_order(DRAW_ORDER_INDEX); set_speed_scale(1); } GPUParticles3D::~GPUParticles3D() { VS::get_singleton()->free(particles); }