virtualx-engine/scene/resources/visual_shader_particle_nodes.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

355 lines
14 KiB
C++

/**************************************************************************/
/* 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_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 // VISUAL_SHADER_PARTICLE_NODES_H