virtualx-engine/scene/resources/visual_shader_particle_nodes.h

353 lines
14 KiB
C++

/*************************************************************************/
/* visual_shader_particle_nodes.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 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;
void set_mode_2d(bool p_enabled);
bool is_mode_2d() const;
Vector<StringName> get_editable_properties() const override;
virtual Map<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, 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;
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 String generate_global_per_node(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;
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, 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;
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, bool p_ignore_mode2d = false) 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;
Map<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,
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 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_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