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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
312 lines
9.1 KiB
C++
312 lines
9.1 KiB
C++
/*************************************************************************/
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/* particles_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/rid.h"
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#include "scene/resources/material.h"
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#ifndef PARTICLES_MATERIAL_H
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#define PARTICLES_MATERIAL_H
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class ParticlesMaterial : public Material {
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GDCLASS(ParticlesMaterial, Material);
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public:
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enum Parameter {
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PARAM_INITIAL_LINEAR_VELOCITY,
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PARAM_ANGULAR_VELOCITY,
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PARAM_ORBIT_VELOCITY,
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PARAM_LINEAR_ACCEL,
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PARAM_RADIAL_ACCEL,
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PARAM_TANGENTIAL_ACCEL,
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PARAM_DAMPING,
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PARAM_ANGLE,
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PARAM_SCALE,
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PARAM_HUE_VARIATION,
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PARAM_ANIM_SPEED,
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PARAM_ANIM_OFFSET,
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PARAM_MAX
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};
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enum Flags {
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FLAG_ALIGN_Y_TO_VELOCITY,
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FLAG_ROTATE_Y,
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FLAG_DISABLE_Z,
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FLAG_MAX
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};
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enum EmissionShape {
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EMISSION_SHAPE_POINT,
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EMISSION_SHAPE_SPHERE,
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EMISSION_SHAPE_BOX,
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EMISSION_SHAPE_POINTS,
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EMISSION_SHAPE_DIRECTED_POINTS,
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EMISSION_SHAPE_MAX
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};
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private:
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union MaterialKey {
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struct {
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uint32_t texture_mask : 16;
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uint32_t texture_color : 1;
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uint32_t flags : 4;
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uint32_t emission_shape : 2;
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uint32_t trail_size_texture : 1;
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uint32_t trail_color_texture : 1;
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uint32_t invalid_key : 1;
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uint32_t has_emission_color : 1;
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};
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uint32_t key;
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bool operator<(const MaterialKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct ShaderData {
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RID shader;
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int users;
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};
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static Map<MaterialKey, ShaderData> shader_map;
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MaterialKey current_key;
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_FORCE_INLINE_ MaterialKey _compute_key() const {
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MaterialKey mk;
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mk.key = 0;
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for (int i = 0; i < PARAM_MAX; i++) {
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if (tex_parameters[i].is_valid()) {
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mk.texture_mask |= (1 << i);
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}
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}
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for (int i = 0; i < FLAG_MAX; i++) {
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if (flags[i]) {
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mk.flags |= (1 << i);
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}
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}
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mk.texture_color = color_ramp.is_valid() ? 1 : 0;
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mk.emission_shape = emission_shape;
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mk.trail_color_texture = trail_color_modifier.is_valid() ? 1 : 0;
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mk.trail_size_texture = trail_size_modifier.is_valid() ? 1 : 0;
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mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
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return mk;
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}
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static Mutex material_mutex;
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static SelfList<ParticlesMaterial>::List *dirty_materials;
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struct ShaderNames {
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StringName direction;
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StringName spread;
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StringName flatness;
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StringName initial_linear_velocity;
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StringName initial_angle;
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StringName angular_velocity;
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StringName orbit_velocity;
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StringName linear_accel;
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StringName radial_accel;
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StringName tangent_accel;
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StringName damping;
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StringName scale;
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StringName hue_variation;
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StringName anim_speed;
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StringName anim_offset;
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StringName initial_linear_velocity_random;
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StringName initial_angle_random;
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StringName angular_velocity_random;
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StringName orbit_velocity_random;
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StringName linear_accel_random;
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StringName radial_accel_random;
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StringName tangent_accel_random;
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StringName damping_random;
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StringName scale_random;
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StringName hue_variation_random;
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StringName anim_speed_random;
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StringName anim_offset_random;
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StringName angle_texture;
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StringName angular_velocity_texture;
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StringName orbit_velocity_texture;
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StringName linear_accel_texture;
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StringName radial_accel_texture;
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StringName tangent_accel_texture;
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StringName damping_texture;
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StringName scale_texture;
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StringName hue_variation_texture;
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StringName anim_speed_texture;
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StringName anim_offset_texture;
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StringName color;
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StringName color_ramp;
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StringName emission_sphere_radius;
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StringName emission_box_extents;
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StringName emission_texture_point_count;
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StringName emission_texture_points;
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StringName emission_texture_normal;
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StringName emission_texture_color;
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StringName trail_divisor;
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StringName trail_size_modifier;
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StringName trail_color_modifier;
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StringName gravity;
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StringName lifetime_randomness;
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};
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static ShaderNames *shader_names;
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SelfList<ParticlesMaterial> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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_FORCE_INLINE_ bool _is_shader_dirty() const;
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Vector3 direction;
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float spread;
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float flatness;
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float parameters[PARAM_MAX];
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float randomness[PARAM_MAX];
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Ref<Texture2D> tex_parameters[PARAM_MAX];
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Color color;
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Ref<Texture2D> color_ramp;
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bool flags[FLAG_MAX];
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EmissionShape emission_shape;
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float emission_sphere_radius;
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Vector3 emission_box_extents;
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Ref<Texture2D> emission_point_texture;
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Ref<Texture2D> emission_normal_texture;
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Ref<Texture2D> emission_color_texture;
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int emission_point_count;
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bool anim_loop;
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int trail_divisor;
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Ref<CurveTexture> trail_size_modifier;
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Ref<GradientTexture> trail_color_modifier;
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Vector3 gravity;
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float lifetime_randomness;
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//do not save emission points here
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_direction(Vector3 p_direction);
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Vector3 get_direction() const;
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void set_spread(float p_spread);
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float get_spread() const;
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void set_flatness(float p_flatness);
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float get_flatness() const;
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void set_param(Parameter p_param, float p_value);
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float get_param(Parameter p_param) const;
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void set_param_randomness(Parameter p_param, float p_value);
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float get_param_randomness(Parameter p_param) const;
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void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_param_texture(Parameter p_param) const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_color_ramp(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_color_ramp() const;
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void set_flag(Flags p_flag, bool p_enable);
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bool get_flag(Flags p_flag) const;
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void set_emission_shape(EmissionShape p_shape);
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void set_emission_sphere_radius(float p_radius);
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void set_emission_box_extents(Vector3 p_extents);
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void set_emission_point_texture(const Ref<Texture2D> &p_points);
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void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
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void set_emission_color_texture(const Ref<Texture2D> &p_colors);
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void set_emission_point_count(int p_count);
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EmissionShape get_emission_shape() const;
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float get_emission_sphere_radius() const;
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Vector3 get_emission_box_extents() const;
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Ref<Texture2D> get_emission_point_texture() const;
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Ref<Texture2D> get_emission_normal_texture() const;
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Ref<Texture2D> get_emission_color_texture() const;
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int get_emission_point_count() const;
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void set_trail_divisor(int p_divisor);
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int get_trail_divisor() const;
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void set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier);
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Ref<CurveTexture> get_trail_size_modifier() const;
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void set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier);
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Ref<GradientTexture> get_trail_color_modifier() const;
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void set_gravity(const Vector3 &p_gravity);
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Vector3 get_gravity() const;
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void set_lifetime_randomness(float p_lifetime);
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float get_lifetime_randomness() const;
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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RID get_shader_rid() const;
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virtual Shader::Mode get_shader_mode() const;
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ParticlesMaterial();
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~ParticlesMaterial();
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};
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VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
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VARIANT_ENUM_CAST(ParticlesMaterial::Flags)
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VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)
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#endif // PARTICLES_MATERIAL_H
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