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5b6ccf2fd2
Remove usage of unitialized variables
439 lines
14 KiB
C++
439 lines
14 KiB
C++
/*************************************************************************/
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/* particle_process_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PARTICLE_PROCESS_MATERIAL_H
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#define PARTICLE_PROCESS_MATERIAL_H
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#include "core/templates/rid.h"
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#include "scene/resources/material.h"
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/*
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TODO:
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-Path following
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-Emitter positions deformable by bones
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-Proper trails
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*/
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class ParticleProcessMaterial : public Material {
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GDCLASS(ParticleProcessMaterial, Material);
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public:
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enum Parameter {
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PARAM_INITIAL_LINEAR_VELOCITY,
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PARAM_ANGULAR_VELOCITY,
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PARAM_ORBIT_VELOCITY,
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PARAM_LINEAR_ACCEL,
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PARAM_RADIAL_ACCEL,
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PARAM_TANGENTIAL_ACCEL,
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PARAM_DAMPING,
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PARAM_ANGLE,
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PARAM_SCALE,
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PARAM_HUE_VARIATION,
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PARAM_ANIM_SPEED,
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PARAM_ANIM_OFFSET,
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PARAM_TURB_INFLUENCE_OVER_LIFE,
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PARAM_TURB_VEL_INFLUENCE,
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PARAM_TURB_INIT_DISPLACEMENT,
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PARAM_MAX
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};
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// When extending, make sure not to overflow the size of the MaterialKey below.
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enum ParticleFlags {
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PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
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PARTICLE_FLAG_ROTATE_Y,
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PARTICLE_FLAG_DISABLE_Z,
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PARTICLE_FLAG_MAX
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};
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// When extending, make sure not to overflow the size of the MaterialKey below.
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enum EmissionShape {
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EMISSION_SHAPE_POINT,
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EMISSION_SHAPE_SPHERE,
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EMISSION_SHAPE_SPHERE_SURFACE,
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EMISSION_SHAPE_BOX,
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EMISSION_SHAPE_POINTS,
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EMISSION_SHAPE_DIRECTED_POINTS,
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EMISSION_SHAPE_RING,
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EMISSION_SHAPE_MAX
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};
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// When extending, make sure not to overflow the size of the MaterialKey below.
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enum SubEmitterMode {
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SUB_EMITTER_DISABLED,
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SUB_EMITTER_CONSTANT,
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SUB_EMITTER_AT_END,
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SUB_EMITTER_AT_COLLISION,
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SUB_EMITTER_MAX
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};
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// When extending, make sure not to overflow the size of the MaterialKey below.
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enum CollisionMode {
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COLLISION_DISABLED,
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COLLISION_RIGID,
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COLLISION_HIDE_ON_CONTACT,
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COLLISION_MAX
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};
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private:
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union MaterialKey {
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// The bit size of the struct must be kept below or equal to 32 bits.
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// Consider this when extending ParticleFlags, EmissionShape, or SubEmitterMode.
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struct {
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uint32_t texture_mask : 16;
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uint32_t texture_color : 1;
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uint32_t particle_flags : 4;
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uint32_t emission_shape : 3;
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uint32_t invalid_key : 1;
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uint32_t has_emission_color : 1;
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uint32_t sub_emitter : 2;
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uint32_t attractor_enabled : 1;
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uint32_t collision_mode : 2;
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uint32_t collision_scale : 1;
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uint32_t turbulence_enabled : 1;
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};
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uint64_t key = 0;
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static uint32_t hash(const MaterialKey &p_key) {
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return hash_murmur3_one_32(p_key.key);
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}
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bool operator==(const MaterialKey &p_key) const {
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return key == p_key.key;
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}
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bool operator<(const MaterialKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct ShaderData {
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RID shader;
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int users = 0;
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};
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static HashMap<MaterialKey, ShaderData, MaterialKey> shader_map;
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MaterialKey current_key;
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_FORCE_INLINE_ MaterialKey _compute_key() const {
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MaterialKey mk;
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mk.key = 0;
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for (int i = 0; i < PARAM_MAX; i++) {
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if (tex_parameters[i].is_valid()) {
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mk.texture_mask |= (1 << i);
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}
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}
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for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
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if (particle_flags[i]) {
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mk.particle_flags |= (1 << i);
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}
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}
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mk.texture_color = color_ramp.is_valid() ? 1 : 0;
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mk.emission_shape = emission_shape;
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mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
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mk.sub_emitter = sub_emitter_mode;
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mk.collision_mode = collision_mode;
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mk.attractor_enabled = attractor_interaction_enabled;
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mk.collision_scale = collision_scale;
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mk.turbulence_enabled = turbulence_enabled;
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return mk;
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}
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static Mutex material_mutex;
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static SelfList<ParticleProcessMaterial>::List *dirty_materials;
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struct ShaderNames {
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StringName direction;
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StringName spread;
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StringName flatness;
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StringName initial_linear_velocity_min;
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StringName initial_angle_min;
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StringName angular_velocity_min;
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StringName orbit_velocity_min;
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StringName linear_accel_min;
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StringName radial_accel_min;
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StringName tangent_accel_min;
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StringName damping_min;
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StringName scale_min;
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StringName hue_variation_min;
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StringName anim_speed_min;
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StringName anim_offset_min;
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StringName initial_linear_velocity_max;
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StringName initial_angle_max;
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StringName angular_velocity_max;
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StringName orbit_velocity_max;
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StringName linear_accel_max;
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StringName radial_accel_max;
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StringName tangent_accel_max;
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StringName damping_max;
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StringName scale_max;
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StringName hue_variation_max;
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StringName anim_speed_max;
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StringName anim_offset_max;
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StringName angle_texture;
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StringName angular_velocity_texture;
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StringName orbit_velocity_texture;
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StringName linear_accel_texture;
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StringName radial_accel_texture;
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StringName tangent_accel_texture;
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StringName damping_texture;
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StringName scale_texture;
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StringName hue_variation_texture;
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StringName anim_speed_texture;
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StringName anim_offset_texture;
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StringName color;
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StringName color_ramp;
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StringName color_initial_ramp;
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StringName emission_sphere_radius;
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StringName emission_box_extents;
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StringName emission_texture_point_count;
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StringName emission_texture_points;
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StringName emission_texture_normal;
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StringName emission_texture_color;
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StringName emission_ring_axis;
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StringName emission_ring_height;
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StringName emission_ring_radius;
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StringName emission_ring_inner_radius;
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StringName turbulence_enabled;
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StringName turbulence_noise_strength;
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StringName turbulence_noise_scale;
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StringName turbulence_noise_speed;
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StringName turbulence_noise_speed_random;
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StringName turbulence_influence_over_life;
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StringName turbulence_influence_min;
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StringName turbulence_influence_max;
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StringName turbulence_initial_displacement_min;
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StringName turbulence_initial_displacement_max;
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StringName gravity;
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StringName lifetime_randomness;
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StringName sub_emitter_frequency;
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StringName sub_emitter_amount_at_end;
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StringName sub_emitter_keep_velocity;
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StringName collision_friction;
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StringName collision_bounce;
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};
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static ShaderNames *shader_names;
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SelfList<ParticleProcessMaterial> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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_FORCE_INLINE_ bool _is_shader_dirty() const;
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bool is_initialized = false;
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Vector3 direction;
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float spread = 0.0f;
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float flatness = 0.0f;
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float params_min[PARAM_MAX] = {};
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float params_max[PARAM_MAX] = {};
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float params[PARAM_MAX] = {};
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Ref<Texture2D> tex_parameters[PARAM_MAX];
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Color color;
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Ref<Texture2D> color_ramp;
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Ref<Texture2D> color_initial_ramp;
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bool particle_flags[PARTICLE_FLAG_MAX];
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EmissionShape emission_shape;
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float emission_sphere_radius = 0.0f;
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Vector3 emission_box_extents;
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Ref<Texture2D> emission_point_texture;
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Ref<Texture2D> emission_normal_texture;
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Ref<Texture2D> emission_color_texture;
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Vector3 emission_ring_axis;
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real_t emission_ring_height = 0.0f;
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real_t emission_ring_radius = 0.0f;
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real_t emission_ring_inner_radius = 0.0f;
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int emission_point_count = 1;
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bool anim_loop = false;
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bool turbulence_enabled;
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Vector3 turbulence_noise_speed;
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Ref<Texture2D> turbulence_color_ramp;
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float turbulence_noise_strength = 0.0f;
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float turbulence_noise_scale = 0.0f;
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float turbulence_noise_speed_random = 0.0f;
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Vector3 gravity;
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double lifetime_randomness = 0.0;
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SubEmitterMode sub_emitter_mode;
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double sub_emitter_frequency = 0.0;
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int sub_emitter_amount_at_end = 0;
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bool sub_emitter_keep_velocity = false;
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//do not save emission points here
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bool attractor_interaction_enabled = false;
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CollisionMode collision_mode;
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bool collision_scale = false;
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float collision_friction = 0.0f;
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float collision_bounce = 0.0f;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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void set_direction(Vector3 p_direction);
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Vector3 get_direction() const;
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void set_spread(float p_spread);
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float get_spread() const;
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void set_flatness(float p_flatness);
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float get_flatness() const;
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void set_param_min(Parameter p_param, float p_value);
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float get_param_min(Parameter p_param) const;
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void set_param_max(Parameter p_param, float p_value);
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float get_param_max(Parameter p_param) const;
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void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_param_texture(Parameter p_param) const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_color_ramp(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_color_ramp() const;
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void set_color_initial_ramp(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_color_initial_ramp() const;
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void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
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bool get_particle_flag(ParticleFlags p_particle_flag) const;
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void set_emission_shape(EmissionShape p_shape);
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void set_emission_sphere_radius(real_t p_radius);
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void set_emission_box_extents(Vector3 p_extents);
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void set_emission_point_texture(const Ref<Texture2D> &p_points);
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void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
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void set_emission_color_texture(const Ref<Texture2D> &p_colors);
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void set_emission_ring_axis(Vector3 p_axis);
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void set_emission_ring_height(real_t p_height);
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void set_emission_ring_radius(real_t p_radius);
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void set_emission_ring_inner_radius(real_t p_radius);
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void set_emission_point_count(int p_count);
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EmissionShape get_emission_shape() const;
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real_t get_emission_sphere_radius() const;
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Vector3 get_emission_box_extents() const;
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Ref<Texture2D> get_emission_point_texture() const;
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Ref<Texture2D> get_emission_normal_texture() const;
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Ref<Texture2D> get_emission_color_texture() const;
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Vector3 get_emission_ring_axis() const;
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real_t get_emission_ring_height() const;
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real_t get_emission_ring_radius() const;
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real_t get_emission_ring_inner_radius() const;
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int get_emission_point_count() const;
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void set_turbulence_enabled(bool p_turbulence_enabled);
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void set_turbulence_noise_strength(float p_turbulence_noise_strength);
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void set_turbulence_noise_scale(float p_turbulence_noise_scale);
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void set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random);
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void set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed);
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bool get_turbulence_enabled() const;
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float get_turbulence_noise_strength() const;
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float get_turbulence_noise_scale() const;
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float get_turbulence_noise_speed_random() const;
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Vector3 get_turbulence_noise_speed() const;
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void set_gravity(const Vector3 &p_gravity);
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Vector3 get_gravity() const;
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void set_lifetime_randomness(double p_lifetime);
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double get_lifetime_randomness() const;
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void set_attractor_interaction_enabled(bool p_enable);
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bool is_attractor_interaction_enabled() const;
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void set_collision_mode(CollisionMode p_collision_mode);
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CollisionMode get_collision_mode() const;
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void set_collision_use_scale(bool p_scale);
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bool is_collision_using_scale() const;
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void set_collision_friction(float p_friction);
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float get_collision_friction() const;
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void set_collision_bounce(float p_bounce);
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float get_collision_bounce() const;
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode);
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SubEmitterMode get_sub_emitter_mode() const;
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void set_sub_emitter_frequency(double p_frequency);
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double get_sub_emitter_frequency() const;
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void set_sub_emitter_amount_at_end(int p_amount);
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int get_sub_emitter_amount_at_end() const;
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void set_sub_emitter_keep_velocity(bool p_enable);
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bool get_sub_emitter_keep_velocity() const;
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virtual RID get_shader_rid() const override;
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virtual Shader::Mode get_shader_mode() const override;
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ParticleProcessMaterial();
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~ParticleProcessMaterial();
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};
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VARIANT_ENUM_CAST(ParticleProcessMaterial::Parameter)
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VARIANT_ENUM_CAST(ParticleProcessMaterial::ParticleFlags)
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VARIANT_ENUM_CAST(ParticleProcessMaterial::EmissionShape)
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VARIANT_ENUM_CAST(ParticleProcessMaterial::SubEmitterMode)
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VARIANT_ENUM_CAST(ParticleProcessMaterial::CollisionMode)
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#endif // PARTICLE_PROCESS_MATERIAL_H
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