1/**************************************************************************/
2/* particle_process_material.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. */
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21/* */
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29/**************************************************************************/
30
31#ifndef PARTICLE_PROCESS_MATERIAL_H
32#define PARTICLE_PROCESS_MATERIAL_H
33
34#include "core/templates/rid.h"
35#include "scene/resources/material.h"
36
37/*
38 TODO:
39-Path following
40-Emitter positions deformable by bones
41-Proper trails
42*/
43
44class ParticleProcessMaterial : public Material {
45 GDCLASS(ParticleProcessMaterial, Material);
46
47public:
48 enum Parameter {
49 PARAM_INITIAL_LINEAR_VELOCITY,
50 PARAM_ANGULAR_VELOCITY,
51 PARAM_ORBIT_VELOCITY,
52 PARAM_LINEAR_ACCEL,
53 PARAM_RADIAL_ACCEL,
54 PARAM_TANGENTIAL_ACCEL,
55 PARAM_DAMPING,
56 PARAM_ANGLE,
57 PARAM_SCALE,
58 PARAM_HUE_VARIATION,
59 PARAM_ANIM_SPEED,
60 PARAM_ANIM_OFFSET,
61 PARAM_TURB_INFLUENCE_OVER_LIFE,
62 PARAM_TURB_VEL_INFLUENCE,
63 PARAM_TURB_INIT_DISPLACEMENT,
64 PARAM_MAX
65 };
66
67 // When extending, make sure not to overflow the size of the MaterialKey below.
68 enum ParticleFlags {
69 PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
70 PARTICLE_FLAG_ROTATE_Y,
71 PARTICLE_FLAG_DISABLE_Z,
72 PARTICLE_FLAG_MAX
73 };
74
75 // When extending, make sure not to overflow the size of the MaterialKey below.
76 enum EmissionShape {
77 EMISSION_SHAPE_POINT,
78 EMISSION_SHAPE_SPHERE,
79 EMISSION_SHAPE_SPHERE_SURFACE,
80 EMISSION_SHAPE_BOX,
81 EMISSION_SHAPE_POINTS,
82 EMISSION_SHAPE_DIRECTED_POINTS,
83 EMISSION_SHAPE_RING,
84 EMISSION_SHAPE_MAX
85 };
86
87 // When extending, make sure not to overflow the size of the MaterialKey below.
88 enum SubEmitterMode {
89 SUB_EMITTER_DISABLED,
90 SUB_EMITTER_CONSTANT,
91 SUB_EMITTER_AT_END,
92 SUB_EMITTER_AT_COLLISION,
93 SUB_EMITTER_MAX
94 };
95
96 // When extending, make sure not to overflow the size of the MaterialKey below.
97 enum CollisionMode {
98 COLLISION_DISABLED,
99 COLLISION_RIGID,
100 COLLISION_HIDE_ON_CONTACT,
101 COLLISION_MAX
102 };
103
104private:
105 union MaterialKey {
106 // The bit size of the struct must be kept below or equal to 32 bits.
107 // Consider this when extending ParticleFlags, EmissionShape, or SubEmitterMode.
108 struct {
109 uint32_t texture_mask : 16;
110 uint32_t texture_color : 1;
111 uint32_t particle_flags : 4;
112 uint32_t emission_shape : 3;
113 uint32_t invalid_key : 1;
114 uint32_t has_emission_color : 1;
115 uint32_t sub_emitter : 2;
116 uint32_t attractor_enabled : 1;
117 uint32_t collision_mode : 2;
118 uint32_t collision_scale : 1;
119 uint32_t turbulence_enabled : 1;
120 };
121
122 uint64_t key = 0;
123
124 static uint32_t hash(const MaterialKey &p_key) {
125 return hash_murmur3_one_32(p_key.key);
126 }
127
128 bool operator==(const MaterialKey &p_key) const {
129 return key == p_key.key;
130 }
131
132 bool operator<(const MaterialKey &p_key) const {
133 return key < p_key.key;
134 }
135 };
136
137 struct ShaderData {
138 RID shader;
139 int users = 0;
140 };
141
142 static HashMap<MaterialKey, ShaderData, MaterialKey> shader_map;
143
144 MaterialKey current_key;
145
146 _FORCE_INLINE_ MaterialKey _compute_key() const {
147 MaterialKey mk;
148 mk.key = 0;
149 for (int i = 0; i < PARAM_MAX; i++) {
150 if (tex_parameters[i].is_valid()) {
151 mk.texture_mask |= (1 << i);
152 }
153 }
154 for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
155 if (particle_flags[i]) {
156 mk.particle_flags |= (1 << i);
157 }
158 }
159
160 mk.texture_color = color_ramp.is_valid() ? 1 : 0;
161 mk.emission_shape = emission_shape;
162 mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
163 mk.sub_emitter = sub_emitter_mode;
164 mk.collision_mode = collision_mode;
165 mk.attractor_enabled = attractor_interaction_enabled;
166 mk.collision_scale = collision_scale;
167 mk.turbulence_enabled = turbulence_enabled;
168
169 return mk;
170 }
171
172 static Mutex material_mutex;
173 static SelfList<ParticleProcessMaterial>::List *dirty_materials;
174
175 struct ShaderNames {
176 StringName direction;
177 StringName spread;
178 StringName flatness;
179 StringName initial_linear_velocity_min;
180 StringName initial_angle_min;
181 StringName angular_velocity_min;
182 StringName orbit_velocity_min;
183 StringName linear_accel_min;
184 StringName radial_accel_min;
185 StringName tangent_accel_min;
186 StringName damping_min;
187 StringName scale_min;
188 StringName hue_variation_min;
189 StringName anim_speed_min;
190 StringName anim_offset_min;
191
192 StringName initial_linear_velocity_max;
193 StringName initial_angle_max;
194 StringName angular_velocity_max;
195 StringName orbit_velocity_max;
196 StringName linear_accel_max;
197 StringName radial_accel_max;
198 StringName tangent_accel_max;
199 StringName damping_max;
200 StringName scale_max;
201 StringName hue_variation_max;
202 StringName anim_speed_max;
203 StringName anim_offset_max;
204
205 StringName angle_texture;
206 StringName angular_velocity_texture;
207 StringName orbit_velocity_texture;
208 StringName linear_accel_texture;
209 StringName radial_accel_texture;
210 StringName tangent_accel_texture;
211 StringName damping_texture;
212 StringName scale_texture;
213 StringName hue_variation_texture;
214 StringName anim_speed_texture;
215 StringName anim_offset_texture;
216
217 StringName color;
218 StringName color_ramp;
219 StringName color_initial_ramp;
220
221 StringName emission_sphere_radius;
222 StringName emission_box_extents;
223 StringName emission_texture_point_count;
224 StringName emission_texture_points;
225 StringName emission_texture_normal;
226 StringName emission_texture_color;
227 StringName emission_ring_axis;
228 StringName emission_ring_height;
229 StringName emission_ring_radius;
230 StringName emission_ring_inner_radius;
231
232 StringName turbulence_enabled;
233 StringName turbulence_noise_strength;
234 StringName turbulence_noise_scale;
235 StringName turbulence_noise_speed;
236 StringName turbulence_noise_speed_random;
237 StringName turbulence_influence_over_life;
238 StringName turbulence_influence_min;
239 StringName turbulence_influence_max;
240 StringName turbulence_initial_displacement_min;
241 StringName turbulence_initial_displacement_max;
242
243 StringName gravity;
244
245 StringName lifetime_randomness;
246
247 StringName sub_emitter_frequency;
248 StringName sub_emitter_amount_at_end;
249 StringName sub_emitter_amount_at_collision;
250 StringName sub_emitter_keep_velocity;
251
252 StringName collision_friction;
253 StringName collision_bounce;
254 };
255
256 static ShaderNames *shader_names;
257
258 SelfList<ParticleProcessMaterial> element;
259
260 void _update_shader();
261 _FORCE_INLINE_ void _queue_shader_change();
262 _FORCE_INLINE_ bool _is_shader_dirty() const;
263
264 Vector3 direction;
265 float spread = 0.0f;
266 float flatness = 0.0f;
267
268 float params_min[PARAM_MAX] = {};
269 float params_max[PARAM_MAX] = {};
270 float params[PARAM_MAX] = {};
271
272 Ref<Texture2D> tex_parameters[PARAM_MAX];
273 Color color;
274 Ref<Texture2D> color_ramp;
275 Ref<Texture2D> color_initial_ramp;
276
277 bool particle_flags[PARTICLE_FLAG_MAX];
278
279 EmissionShape emission_shape;
280 float emission_sphere_radius = 0.0f;
281 Vector3 emission_box_extents;
282 Ref<Texture2D> emission_point_texture;
283 Ref<Texture2D> emission_normal_texture;
284 Ref<Texture2D> emission_color_texture;
285 Vector3 emission_ring_axis;
286 real_t emission_ring_height = 0.0f;
287 real_t emission_ring_radius = 0.0f;
288 real_t emission_ring_inner_radius = 0.0f;
289 int emission_point_count = 1;
290
291 bool anim_loop = false;
292
293 bool turbulence_enabled;
294 Vector3 turbulence_noise_speed;
295 Ref<Texture2D> turbulence_color_ramp;
296 float turbulence_noise_strength = 0.0f;
297 float turbulence_noise_scale = 0.0f;
298 float turbulence_noise_speed_random = 0.0f;
299
300 Vector3 gravity;
301
302 double lifetime_randomness = 0.0;
303
304 SubEmitterMode sub_emitter_mode;
305 double sub_emitter_frequency = 0.0;
306 int sub_emitter_amount_at_end = 0;
307 int sub_emitter_amount_at_collision = 0;
308 bool sub_emitter_keep_velocity = false;
309 //do not save emission points here
310
311 bool attractor_interaction_enabled = false;
312 CollisionMode collision_mode;
313 bool collision_scale = false;
314 float collision_friction = 0.0f;
315 float collision_bounce = 0.0f;
316
317protected:
318 static void _bind_methods();
319 void _validate_property(PropertyInfo &p_property) const;
320
321public:
322 void set_direction(Vector3 p_direction);
323 Vector3 get_direction() const;
324
325 void set_spread(float p_spread);
326 float get_spread() const;
327
328 void set_flatness(float p_flatness);
329 float get_flatness() const;
330
331 void set_param_min(Parameter p_param, float p_value);
332 float get_param_min(Parameter p_param) const;
333
334 void set_param_max(Parameter p_param, float p_value);
335 float get_param_max(Parameter p_param) const;
336
337 void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
338 Ref<Texture2D> get_param_texture(Parameter p_param) const;
339
340 void set_color(const Color &p_color);
341 Color get_color() const;
342
343 void set_color_ramp(const Ref<Texture2D> &p_texture);
344 Ref<Texture2D> get_color_ramp() const;
345
346 void set_color_initial_ramp(const Ref<Texture2D> &p_texture);
347 Ref<Texture2D> get_color_initial_ramp() const;
348
349 void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
350 bool get_particle_flag(ParticleFlags p_particle_flag) const;
351
352 void set_emission_shape(EmissionShape p_shape);
353 void set_emission_sphere_radius(real_t p_radius);
354 void set_emission_box_extents(Vector3 p_extents);
355 void set_emission_point_texture(const Ref<Texture2D> &p_points);
356 void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
357 void set_emission_color_texture(const Ref<Texture2D> &p_colors);
358 void set_emission_ring_axis(Vector3 p_axis);
359 void set_emission_ring_height(real_t p_height);
360 void set_emission_ring_radius(real_t p_radius);
361 void set_emission_ring_inner_radius(real_t p_radius);
362 void set_emission_point_count(int p_count);
363
364 EmissionShape get_emission_shape() const;
365 real_t get_emission_sphere_radius() const;
366 Vector3 get_emission_box_extents() const;
367 Ref<Texture2D> get_emission_point_texture() const;
368 Ref<Texture2D> get_emission_normal_texture() const;
369 Ref<Texture2D> get_emission_color_texture() const;
370 Vector3 get_emission_ring_axis() const;
371 real_t get_emission_ring_height() const;
372 real_t get_emission_ring_radius() const;
373 real_t get_emission_ring_inner_radius() const;
374 int get_emission_point_count() const;
375
376 void set_turbulence_enabled(bool p_turbulence_enabled);
377 void set_turbulence_noise_strength(float p_turbulence_noise_strength);
378 void set_turbulence_noise_scale(float p_turbulence_noise_scale);
379 void set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random);
380 void set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed);
381
382 bool get_turbulence_enabled() const;
383 float get_turbulence_noise_strength() const;
384 float get_turbulence_noise_scale() const;
385 float get_turbulence_noise_speed_random() const;
386 Vector3 get_turbulence_noise_speed() const;
387
388 void set_gravity(const Vector3 &p_gravity);
389 Vector3 get_gravity() const;
390
391 void set_lifetime_randomness(double p_lifetime);
392 double get_lifetime_randomness() const;
393
394 void set_attractor_interaction_enabled(bool p_enable);
395 bool is_attractor_interaction_enabled() const;
396
397 void set_collision_mode(CollisionMode p_collision_mode);
398 CollisionMode get_collision_mode() const;
399
400 void set_collision_use_scale(bool p_scale);
401 bool is_collision_using_scale() const;
402
403 void set_collision_friction(float p_friction);
404 float get_collision_friction() const;
405
406 void set_collision_bounce(float p_bounce);
407 float get_collision_bounce() const;
408
409 static void init_shaders();
410 static void finish_shaders();
411 static void flush_changes();
412
413 void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode);
414 SubEmitterMode get_sub_emitter_mode() const;
415
416 void set_sub_emitter_frequency(double p_frequency);
417 double get_sub_emitter_frequency() const;
418
419 void set_sub_emitter_amount_at_end(int p_amount);
420 int get_sub_emitter_amount_at_end() const;
421
422 void set_sub_emitter_amount_at_collision(int p_amount);
423 int get_sub_emitter_amount_at_collision() const;
424
425 void set_sub_emitter_keep_velocity(bool p_enable);
426 bool get_sub_emitter_keep_velocity() const;
427
428 virtual RID get_shader_rid() const override;
429
430 virtual Shader::Mode get_shader_mode() const override;
431
432 ParticleProcessMaterial();
433 ~ParticleProcessMaterial();
434};
435
436VARIANT_ENUM_CAST(ParticleProcessMaterial::Parameter)
437VARIANT_ENUM_CAST(ParticleProcessMaterial::ParticleFlags)
438VARIANT_ENUM_CAST(ParticleProcessMaterial::EmissionShape)
439VARIANT_ENUM_CAST(ParticleProcessMaterial::SubEmitterMode)
440VARIANT_ENUM_CAST(ParticleProcessMaterial::CollisionMode)
441
442#endif // PARTICLE_PROCESS_MATERIAL_H
443