virtualx-engine/scene/resources/particle_process_material.h

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/*************************************************************************/
/* particle_process_material.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 PARTICLE_PROCESS_MATERIAL_H
#define PARTICLE_PROCESS_MATERIAL_H
#include "core/templates/rid.h"
#include "scene/resources/material.h"
/*
TODO:
-Path following
-Emitter positions deformable by bones
-Proper trails
*/
class ParticleProcessMaterial : public Material {
GDCLASS(ParticleProcessMaterial, 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,
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PARAM_TURB_INFLUENCE_OVER_LIFE,
PARAM_TURB_VEL_INFLUENCE,
PARAM_TURB_INIT_DISPLACEMENT,
PARAM_MAX
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum ParticleFlags {
PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
PARTICLE_FLAG_ROTATE_Y,
PARTICLE_FLAG_DISABLE_Z,
PARTICLE_FLAG_MAX
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_SPHERE_SURFACE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_RING,
EMISSION_SHAPE_MAX
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum SubEmitterMode {
SUB_EMITTER_DISABLED,
SUB_EMITTER_CONSTANT,
SUB_EMITTER_AT_END,
SUB_EMITTER_AT_COLLISION,
SUB_EMITTER_MAX
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum CollisionMode {
COLLISION_DISABLED,
COLLISION_RIGID,
COLLISION_HIDE_ON_CONTACT,
COLLISION_MAX
};
private:
union MaterialKey {
// The bit size of the struct must be kept below or equal to 32 bits.
// Consider this when extending ParticleFlags, EmissionShape, or SubEmitterMode.
struct {
uint32_t texture_mask : 16;
uint32_t texture_color : 1;
uint32_t particle_flags : 4;
uint32_t emission_shape : 3;
uint32_t invalid_key : 1;
uint32_t has_emission_color : 1;
uint32_t sub_emitter : 2;
uint32_t attractor_enabled : 1;
uint32_t collision_mode : 2;
uint32_t collision_scale : 1;
uint32_t turbulence_enabled : 1;
};
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uint64_t key = 0;
static uint32_t hash(const MaterialKey &p_key) {
return hash_murmur3_one_32(p_key.key);
}
bool operator==(const MaterialKey &p_key) const {
return key == p_key.key;
}
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users = 0;
};
static HashMap<MaterialKey, ShaderData, MaterialKey> 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 < PARTICLE_FLAG_MAX; i++) {
if (particle_flags[i]) {
mk.particle_flags |= (1 << i);
}
}
mk.texture_color = color_ramp.is_valid() ? 1 : 0;
mk.emission_shape = emission_shape;
mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
mk.sub_emitter = sub_emitter_mode;
mk.collision_mode = collision_mode;
mk.attractor_enabled = attractor_interaction_enabled;
mk.collision_scale = collision_scale;
mk.turbulence_enabled = turbulence_enabled;
return mk;
}
static Mutex material_mutex;
static SelfList<ParticleProcessMaterial>::List *dirty_materials;
struct ShaderNames {
StringName direction;
StringName spread;
StringName flatness;
StringName initial_linear_velocity_min;
StringName initial_angle_min;
StringName angular_velocity_min;
StringName orbit_velocity_min;
StringName linear_accel_min;
StringName radial_accel_min;
StringName tangent_accel_min;
StringName damping_min;
StringName scale_min;
StringName hue_variation_min;
StringName anim_speed_min;
StringName anim_offset_min;
StringName initial_linear_velocity_max;
StringName initial_angle_max;
StringName angular_velocity_max;
StringName orbit_velocity_max;
StringName linear_accel_max;
StringName radial_accel_max;
StringName tangent_accel_max;
StringName damping_max;
StringName scale_max;
StringName hue_variation_max;
StringName anim_speed_max;
StringName anim_offset_max;
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 color_initial_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 emission_ring_axis;
StringName emission_ring_height;
StringName emission_ring_radius;
StringName emission_ring_inner_radius;
StringName turbulence_enabled;
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StringName turbulence_noise_strength;
StringName turbulence_noise_scale;
StringName turbulence_noise_speed;
StringName turbulence_noise_speed_random;
StringName turbulence_influence_over_life;
StringName turbulence_influence_min;
StringName turbulence_influence_max;
StringName turbulence_initial_displacement_min;
StringName turbulence_initial_displacement_max;
StringName gravity;
StringName lifetime_randomness;
StringName sub_emitter_frequency;
StringName sub_emitter_amount_at_end;
StringName sub_emitter_amount_at_collision;
StringName sub_emitter_keep_velocity;
StringName collision_friction;
StringName collision_bounce;
};
static ShaderNames *shader_names;
SelfList<ParticleProcessMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
Vector3 direction;
float spread = 0.0f;
float flatness = 0.0f;
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float params_min[PARAM_MAX] = {};
float params_max[PARAM_MAX] = {};
float params[PARAM_MAX] = {};
Ref<Texture2D> tex_parameters[PARAM_MAX];
Color color;
Ref<Texture2D> color_ramp;
Ref<Texture2D> color_initial_ramp;
bool particle_flags[PARTICLE_FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius = 0.0f;
Vector3 emission_box_extents;
Ref<Texture2D> emission_point_texture;
Ref<Texture2D> emission_normal_texture;
Ref<Texture2D> emission_color_texture;
Vector3 emission_ring_axis;
real_t emission_ring_height = 0.0f;
real_t emission_ring_radius = 0.0f;
real_t emission_ring_inner_radius = 0.0f;
int emission_point_count = 1;
bool anim_loop = false;
bool turbulence_enabled;
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Vector3 turbulence_noise_speed;
Ref<Texture2D> turbulence_color_ramp;
float turbulence_noise_strength = 0.0f;
float turbulence_noise_scale = 0.0f;
float turbulence_noise_speed_random = 0.0f;
Vector3 gravity;
double lifetime_randomness = 0.0;
SubEmitterMode sub_emitter_mode;
double sub_emitter_frequency = 0.0;
int sub_emitter_amount_at_end = 0;
int sub_emitter_amount_at_collision = 0;
bool sub_emitter_keep_velocity = false;
//do not save emission points here
bool attractor_interaction_enabled = false;
CollisionMode collision_mode;
bool collision_scale = false;
float collision_friction = 0.0f;
float collision_bounce = 0.0f;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
void set_direction(Vector3 p_direction);
Vector3 get_direction() const;
void set_spread(float p_spread);
float get_spread() const;
void set_flatness(float p_flatness);
float get_flatness() const;
void set_param_min(Parameter p_param, float p_value);
float get_param_min(Parameter p_param) const;
void set_param_max(Parameter p_param, float p_value);
float get_param_max(Parameter p_param) const;
void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_param_texture(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_color_ramp() const;
void set_color_initial_ramp(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_color_initial_ramp() const;
void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
bool get_particle_flag(ParticleFlags p_particle_flag) const;
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(real_t p_radius);
void set_emission_box_extents(Vector3 p_extents);
void set_emission_point_texture(const Ref<Texture2D> &p_points);
void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
void set_emission_color_texture(const Ref<Texture2D> &p_colors);
void set_emission_ring_axis(Vector3 p_axis);
void set_emission_ring_height(real_t p_height);
void set_emission_ring_radius(real_t p_radius);
void set_emission_ring_inner_radius(real_t p_radius);
void set_emission_point_count(int p_count);
EmissionShape get_emission_shape() const;
real_t get_emission_sphere_radius() const;
Vector3 get_emission_box_extents() const;
Ref<Texture2D> get_emission_point_texture() const;
Ref<Texture2D> get_emission_normal_texture() const;
Ref<Texture2D> get_emission_color_texture() const;
Vector3 get_emission_ring_axis() const;
real_t get_emission_ring_height() const;
real_t get_emission_ring_radius() const;
real_t get_emission_ring_inner_radius() const;
int get_emission_point_count() const;
void set_turbulence_enabled(bool p_turbulence_enabled);
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void set_turbulence_noise_strength(float p_turbulence_noise_strength);
void set_turbulence_noise_scale(float p_turbulence_noise_scale);
void set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random);
void set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed);
bool get_turbulence_enabled() const;
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float get_turbulence_noise_strength() const;
float get_turbulence_noise_scale() const;
float get_turbulence_noise_speed_random() const;
Vector3 get_turbulence_noise_speed() const;
void set_gravity(const Vector3 &p_gravity);
Vector3 get_gravity() const;
void set_lifetime_randomness(double p_lifetime);
double get_lifetime_randomness() const;
void set_attractor_interaction_enabled(bool p_enable);
bool is_attractor_interaction_enabled() const;
void set_collision_mode(CollisionMode p_collision_mode);
CollisionMode get_collision_mode() const;
void set_collision_use_scale(bool p_scale);
bool is_collision_using_scale() const;
void set_collision_friction(float p_friction);
float get_collision_friction() const;
void set_collision_bounce(float p_bounce);
float get_collision_bounce() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode);
SubEmitterMode get_sub_emitter_mode() const;
void set_sub_emitter_frequency(double p_frequency);
double get_sub_emitter_frequency() const;
void set_sub_emitter_amount_at_end(int p_amount);
int get_sub_emitter_amount_at_end() const;
void set_sub_emitter_amount_at_collision(int p_amount);
int get_sub_emitter_amount_at_collision() const;
void set_sub_emitter_keep_velocity(bool p_enable);
bool get_sub_emitter_keep_velocity() const;
virtual RID get_shader_rid() const override;
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virtual Shader::Mode get_shader_mode() const override;
ParticleProcessMaterial();
~ParticleProcessMaterial();
};
VARIANT_ENUM_CAST(ParticleProcessMaterial::Parameter)
VARIANT_ENUM_CAST(ParticleProcessMaterial::ParticleFlags)
VARIANT_ENUM_CAST(ParticleProcessMaterial::EmissionShape)
VARIANT_ENUM_CAST(ParticleProcessMaterial::SubEmitterMode)
VARIANT_ENUM_CAST(ParticleProcessMaterial::CollisionMode)
#endif // PARTICLE_PROCESS_MATERIAL_H