/*************************************************************************/ /* particles.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 */ 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 emitting; int amount; float lifetime; float pre_process_time; float explosiveness_ratio; float randomness_ratio; Rect3 custom_aabb; Vector3 gravity; bool local_coords; int fixed_fps; bool fractional_delta; Ref process_material; DrawOrder draw_order; Vector > draw_passes; protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const; public: Rect3 get_aabb() const; PoolVector 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_pre_process_time(float p_time); void set_explosiveness_ratio(float p_ratio); void set_randomness_ratio(float p_ratio); void set_custom_aabb(const Rect3 &p_aabb); void set_gravity(const Vector3 &p_gravity); void set_use_local_coordinates(bool p_enable); void set_process_material(const Ref &p_material); bool is_emitting() const; int get_amount() const; float get_lifetime() const; float get_pre_process_time() const; float get_explosiveness_ratio() const; float get_randomness_ratio() const; Rect3 get_custom_aabb() const; Vector3 get_gravity() const; bool get_use_local_coordinates() const; Ref get_process_material() 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 &p_mesh); Ref get_draw_pass_mesh(int p_pass) 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_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 : 2; uint32_t emission_shape : 2; uint32_t trail_size_texture : 1; uint32_t trail_color_texture : 1; uint32_t invalid_key : 1; }; uint32_t key; bool operator<(const MaterialKey &p_key) const { return key < p_key.key; } }; struct ShaderData { RID shader; int users; }; static Map 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; return mk; } static Mutex *material_mutex; static SelfList::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 trail_divisor; StringName trail_size_modifier; StringName trail_color_modifier; }; static ShaderNames *shader_names; SelfList 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 tex_parameters[PARAM_MAX]; Color color; Ref color_ramp; bool flags[FLAG_MAX]; EmissionShape emission_shape; float emission_sphere_radius; Vector3 emission_box_extents; Ref emission_point_texture; Ref emission_normal_texture; int emission_point_count; int trail_divisor; Ref trail_size_modifier; Ref trail_color_modifier; //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 &p_texture); Ref get_param_texture(Parameter p_param) const; void set_color(const Color &p_color); Color get_color() const; void set_color_ramp(const Ref &p_texture); Ref 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 &p_points); void set_emission_normal_texture(const Ref &p_normals); 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 get_emission_point_texture() const; Ref get_emission_normal_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 &p_trail_size_modifier); Ref get_trail_size_modifier() const; void set_trail_color_modifier(const Ref &p_trail_color_modifier); Ref get_trail_color_modifier() const; static void init_shaders(); static void finish_shaders(); static void flush_changes(); ParticlesMaterial(); ~ParticlesMaterial(); }; VARIANT_ENUM_CAST(ParticlesMaterial::Parameter) VARIANT_ENUM_CAST(ParticlesMaterial::Flags) VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape) #endif