godot/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp

/**************************************************************************/
/*  particles_storage.cpp                                                 */
/**************************************************************************/
/*                         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.                 */
/**************************************************************************/

#include "particles_storage.h"

#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/rendering_server_globals.h"
#include "texture_storage.h"

usingnamespaceRendererRD;

ParticlesStorage *ParticlesStorage::singleton =;

ParticlesStorage *ParticlesStorage::get_singleton() {}

ParticlesStorage::ParticlesStorage() {}

ParticlesStorage::~ParticlesStorage() {}

bool ParticlesStorage::free(RID p_rid) {}

/* PARTICLES */

RID ParticlesStorage::particles_allocate() {}

void ParticlesStorage::particles_initialize(RID p_rid) {}

void ParticlesStorage::particles_free(RID p_rid) {}

void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {}

void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {}

bool ParticlesStorage::particles_get_emitting(RID p_particles) {}

void ParticlesStorage::_particles_free_data(Particles *particles) {}

void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {}

void ParticlesStorage::particles_set_amount_ratio(RID p_particles, float p_amount_ratio) {}

void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {}

void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {}

void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {}
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {}
void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {}

void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {}

void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {}
void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {}

void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {}

void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {}

void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {}

void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {}

void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {}

void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {}

void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {}

void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {}

RID ParticlesStorage::particles_get_process_material(RID p_particles) const {}

void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {}

void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) {}

void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}

void ParticlesStorage::particles_restart(RID p_particles) {}

void ParticlesStorage::_particles_allocate_emission_buffer(Particles *particles) {}

void ParticlesStorage::_particles_ensure_unused_buffer(Particles *particles) {}

void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {}

void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {}

void ParticlesStorage::particles_request_process(RID p_particles) {}

AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {}

AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {}

void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {}

void ParticlesStorage::particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) {}

void ParticlesStorage::particles_set_interp_to_end(RID p_particles, float p_interp) {}

int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {}

RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {}

void ParticlesStorage::particles_update_dependency(RID p_particles, DependencyTracker *p_instance) {}

void ParticlesStorage::particles_get_instance_buffer_motion_vectors_offsets(RID p_particles, uint32_t &r_current_offset, uint32_t &r_prev_offset) {}

void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {}

void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {}

void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {}

void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {}

void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {}

void ParticlesStorage::_particles_update_buffers(Particles *particles) {}
void ParticlesStorage::update_particles() {}

Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {}

bool ParticlesStorage::particles_is_inactive(RID p_particles) const {}

/* Particles SHADER */

void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {}

bool ParticlesStorage::ParticlesShaderData::is_animated() const {}

bool ParticlesStorage::ParticlesShaderData::casts_shadows() const {}

RS::ShaderNativeSourceCode ParticlesStorage::ParticlesShaderData::get_native_source_code() const {}

ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() {}

MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() {}

bool ParticlesStorage::ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {}

ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() {}

MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) {}
////////

/* PARTICLES COLLISION API */

RID ParticlesStorage::particles_collision_allocate() {}
void ParticlesStorage::particles_collision_initialize(RID p_rid) {}

void ParticlesStorage::particles_collision_free(RID p_rid) {}

RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {}

void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {}

void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {}

void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {}

void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {}

void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {}

void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {}

void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {}

void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {}

void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {}

void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {}

AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {}

Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const {}

bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {}

Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {}

/* Particles collision instance */

RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {}

void ParticlesStorage::particles_collision_instance_free(RID p_rid) {}

void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {}

void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {}