visual_shader_particle_nodes.h 14 KB

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  1. /**************************************************************************/
  2. /* visual_shader_particle_nodes.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "scene/resources/visual_shader.h"
  32. class ImageTexture;
  33. // Emit nodes
  34. class VisualShaderNodeParticleEmitter : public VisualShaderNode {
  35. GDCLASS(VisualShaderNodeParticleEmitter, VisualShaderNode);
  36. protected:
  37. bool mode_2d = false;
  38. static void _bind_methods();
  39. public:
  40. virtual int get_output_port_count() const override;
  41. virtual PortType get_output_port_type(int p_port) const override;
  42. virtual String get_output_port_name(int p_port) const override;
  43. virtual bool has_output_port_preview(int p_port) const override;
  44. virtual void set_mode_2d(bool p_enabled);
  45. bool is_mode_2d() const;
  46. Vector<StringName> get_editable_properties() const override;
  47. virtual HashMap<StringName, String> get_editable_properties_names() const override;
  48. bool is_show_prop_names() const override;
  49. virtual Category get_category() const override { return CATEGORY_PARTICLE; }
  50. VisualShaderNodeParticleEmitter();
  51. };
  52. class VisualShaderNodeParticleSphereEmitter : public VisualShaderNodeParticleEmitter {
  53. GDCLASS(VisualShaderNodeParticleSphereEmitter, VisualShaderNodeParticleEmitter);
  54. public:
  55. virtual String get_caption() const override;
  56. virtual int get_input_port_count() const override;
  57. virtual PortType get_input_port_type(int p_port) const override;
  58. virtual String get_input_port_name(int p_port) const override;
  59. virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
  60. 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;
  61. VisualShaderNodeParticleSphereEmitter();
  62. };
  63. class VisualShaderNodeParticleBoxEmitter : public VisualShaderNodeParticleEmitter {
  64. GDCLASS(VisualShaderNodeParticleBoxEmitter, VisualShaderNodeParticleEmitter);
  65. public:
  66. virtual String get_caption() const override;
  67. virtual int get_input_port_count() const override;
  68. virtual PortType get_input_port_type(int p_port) const override;
  69. virtual String get_input_port_name(int p_port) const override;
  70. virtual void set_mode_2d(bool p_enabled) override;
  71. virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
  72. 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;
  73. VisualShaderNodeParticleBoxEmitter();
  74. };
  75. class VisualShaderNodeParticleRingEmitter : public VisualShaderNodeParticleEmitter {
  76. GDCLASS(VisualShaderNodeParticleRingEmitter, VisualShaderNodeParticleEmitter);
  77. public:
  78. virtual String get_caption() const override;
  79. virtual int get_input_port_count() const override;
  80. virtual PortType get_input_port_type(int p_port) const override;
  81. virtual String get_input_port_name(int p_port) const override;
  82. virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
  83. 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;
  84. VisualShaderNodeParticleRingEmitter();
  85. };
  86. class VisualShaderNodeParticleMeshEmitter : public VisualShaderNodeParticleEmitter {
  87. GDCLASS(VisualShaderNodeParticleMeshEmitter, VisualShaderNodeParticleEmitter);
  88. Ref<Mesh> mesh;
  89. bool use_all_surfaces = true;
  90. int surface_index = 0;
  91. Ref<ImageTexture> position_texture;
  92. Ref<ImageTexture> normal_texture;
  93. Ref<ImageTexture> color_texture;
  94. Ref<ImageTexture> uv_texture;
  95. Ref<ImageTexture> uv2_texture;
  96. 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;
  97. void _update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture);
  98. void _update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture);
  99. void _update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture);
  100. void _update_textures();
  101. protected:
  102. static void _bind_methods();
  103. public:
  104. virtual String get_caption() const override;
  105. virtual int get_output_port_count() const override;
  106. virtual PortType get_output_port_type(int p_port) const override;
  107. virtual String get_output_port_name(int p_port) const override;
  108. virtual int get_input_port_count() const override;
  109. virtual PortType get_input_port_type(int p_port) const override;
  110. virtual String get_input_port_name(int p_port) const override;
  111. virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
  112. 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;
  113. void set_mesh(Ref<Mesh> p_mesh);
  114. Ref<Mesh> get_mesh() const;
  115. void set_use_all_surfaces(bool p_enabled);
  116. bool is_use_all_surfaces() const;
  117. void set_surface_index(int p_surface_index);
  118. int get_surface_index() const;
  119. Vector<StringName> get_editable_properties() const override;
  120. HashMap<StringName, String> get_editable_properties_names() const override;
  121. Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
  122. VisualShaderNodeParticleMeshEmitter();
  123. };
  124. class VisualShaderNodeParticleMultiplyByAxisAngle : public VisualShaderNode {
  125. GDCLASS(VisualShaderNodeParticleMultiplyByAxisAngle, VisualShaderNode);
  126. bool degrees_mode = true;
  127. protected:
  128. static void _bind_methods();
  129. public:
  130. virtual String get_caption() const override;
  131. virtual int get_input_port_count() const override;
  132. virtual PortType get_input_port_type(int p_port) const override;
  133. virtual String get_input_port_name(int p_port) const override;
  134. virtual bool is_show_prop_names() const override;
  135. virtual int get_output_port_count() const override;
  136. virtual PortType get_output_port_type(int p_port) const override;
  137. virtual String get_output_port_name(int p_port) const override;
  138. virtual bool has_output_port_preview(int p_port) const override;
  139. 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;
  140. void set_degrees_mode(bool p_enabled);
  141. bool is_degrees_mode() const;
  142. Vector<StringName> get_editable_properties() const override;
  143. virtual Category get_category() const override { return CATEGORY_PARTICLE; }
  144. VisualShaderNodeParticleMultiplyByAxisAngle();
  145. };
  146. class VisualShaderNodeParticleConeVelocity : public VisualShaderNode {
  147. GDCLASS(VisualShaderNodeParticleConeVelocity, VisualShaderNode);
  148. public:
  149. virtual String get_caption() const override;
  150. virtual int get_input_port_count() const override;
  151. virtual PortType get_input_port_type(int p_port) const override;
  152. virtual String get_input_port_name(int p_port) const override;
  153. virtual int get_output_port_count() const override;
  154. virtual PortType get_output_port_type(int p_port) const override;
  155. virtual String get_output_port_name(int p_port) const override;
  156. virtual bool has_output_port_preview(int p_port) const override;
  157. 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;
  158. virtual Category get_category() const override { return CATEGORY_PARTICLE; }
  159. VisualShaderNodeParticleConeVelocity();
  160. };
  161. class VisualShaderNodeParticleRandomness : public VisualShaderNode {
  162. GDCLASS(VisualShaderNodeParticleRandomness, VisualShaderNode);
  163. public:
  164. enum OpType {
  165. OP_TYPE_SCALAR,
  166. OP_TYPE_VECTOR_2D,
  167. OP_TYPE_VECTOR_3D,
  168. OP_TYPE_VECTOR_4D,
  169. OP_TYPE_MAX,
  170. };
  171. private:
  172. OpType op_type = OP_TYPE_SCALAR;
  173. protected:
  174. static void _bind_methods();
  175. public:
  176. Vector<StringName> get_editable_properties() const override;
  177. virtual String get_caption() const override;
  178. virtual int get_input_port_count() const override;
  179. virtual PortType get_input_port_type(int p_port) const override;
  180. virtual String get_input_port_name(int p_port) const override;
  181. virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
  182. virtual int get_output_port_count() const override;
  183. virtual PortType get_output_port_type(int p_port) const override;
  184. virtual String get_output_port_name(int p_port) const override;
  185. virtual bool has_output_port_preview(int p_port) const override;
  186. virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
  187. 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;
  188. void set_op_type(OpType p_type);
  189. OpType get_op_type() const;
  190. virtual Category get_category() const override { return CATEGORY_PARTICLE; }
  191. VisualShaderNodeParticleRandomness();
  192. };
  193. VARIANT_ENUM_CAST(VisualShaderNodeParticleRandomness::OpType)
  194. // Process nodes
  195. class VisualShaderNodeParticleAccelerator : public VisualShaderNode {
  196. GDCLASS(VisualShaderNodeParticleAccelerator, VisualShaderNode);
  197. public:
  198. enum Mode {
  199. MODE_LINEAR,
  200. MODE_RADIAL,
  201. MODE_TANGENTIAL,
  202. MODE_MAX,
  203. };
  204. private:
  205. Mode mode = MODE_LINEAR;
  206. protected:
  207. static void _bind_methods();
  208. public:
  209. Vector<StringName> get_editable_properties() const override;
  210. virtual String get_caption() const override;
  211. virtual int get_input_port_count() const override;
  212. virtual PortType get_input_port_type(int p_port) const override;
  213. virtual String get_input_port_name(int p_port) const override;
  214. virtual int get_output_port_count() const override;
  215. virtual PortType get_output_port_type(int p_port) const override;
  216. virtual String get_output_port_name(int p_port) const override;
  217. virtual bool has_output_port_preview(int p_port) const override;
  218. 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;
  219. void set_mode(Mode p_mode);
  220. Mode get_mode() const;
  221. virtual Category get_category() const override { return CATEGORY_PARTICLE; }
  222. VisualShaderNodeParticleAccelerator();
  223. };
  224. VARIANT_ENUM_CAST(VisualShaderNodeParticleAccelerator::Mode)
  225. // Common nodes
  226. class VisualShaderNodeParticleOutput : public VisualShaderNodeOutput {
  227. GDCLASS(VisualShaderNodeParticleOutput, VisualShaderNodeOutput);
  228. public:
  229. virtual String get_caption() const override;
  230. virtual int get_input_port_count() const override;
  231. virtual PortType get_input_port_type(int p_port) const override;
  232. virtual String get_input_port_name(int p_port) const override;
  233. virtual bool is_port_separator(int p_index) const override;
  234. 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;
  235. VisualShaderNodeParticleOutput();
  236. };
  237. class VisualShaderNodeParticleEmit : public VisualShaderNode {
  238. GDCLASS(VisualShaderNodeParticleEmit, VisualShaderNode);
  239. public:
  240. enum EmitFlags {
  241. EMIT_FLAG_POSITION = 1,
  242. EMIT_FLAG_ROT_SCALE = 2,
  243. EMIT_FLAG_VELOCITY = 4,
  244. EMIT_FLAG_COLOR = 8,
  245. EMIT_FLAG_CUSTOM = 16,
  246. };
  247. protected:
  248. int flags = EMIT_FLAG_POSITION | EMIT_FLAG_ROT_SCALE | EMIT_FLAG_VELOCITY | EMIT_FLAG_COLOR | EMIT_FLAG_CUSTOM;
  249. static void _bind_methods();
  250. public:
  251. Vector<StringName> get_editable_properties() const override;
  252. virtual String get_caption() const override;
  253. virtual int get_input_port_count() const override;
  254. virtual PortType get_input_port_type(int p_port) const override;
  255. virtual String get_input_port_name(int p_port) const override;
  256. virtual int get_output_port_count() const override;
  257. virtual PortType get_output_port_type(int p_port) const override;
  258. virtual String get_output_port_name(int p_port) const override;
  259. void add_flag(EmitFlags p_flag);
  260. bool has_flag(EmitFlags p_flag) const;
  261. void set_flags(EmitFlags p_flags);
  262. EmitFlags get_flags() const;
  263. virtual bool is_show_prop_names() const override;
  264. virtual bool is_generate_input_var(int p_port) const override;
  265. virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
  266. 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;
  267. virtual Category get_category() const override { return CATEGORY_PARTICLE; }
  268. VisualShaderNodeParticleEmit();
  269. };
  270. VARIANT_ENUM_CAST(VisualShaderNodeParticleEmit::EmitFlags)