/**************************************************************************/ /* visual_shader_particle_nodes.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 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_VECTOR_4D, 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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_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; 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