This comment is useful to determine the origin of ShaderMaterials converted from built-in material types (such as CanvasItemMaterial or StandardMaterial3D). The Godot version is also included in case the shader needs to be regenerated with a newer engine version.
1536 lines
70 KiB
C++
1536 lines
70 KiB
C++
/*************************************************************************/
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/* particles_material.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "particles_material.h"
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#include "core/version.h"
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Mutex ParticlesMaterial::material_mutex;
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SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = nullptr;
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Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
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ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = nullptr;
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void ParticlesMaterial::init_shaders() {
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dirty_materials = memnew(SelfList<ParticlesMaterial>::List);
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shader_names = memnew(ShaderNames);
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shader_names->direction = "direction";
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shader_names->spread = "spread";
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shader_names->flatness = "flatness";
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shader_names->initial_linear_velocity = "initial_linear_velocity";
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shader_names->initial_angle = "initial_angle";
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shader_names->angular_velocity = "angular_velocity";
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shader_names->orbit_velocity = "orbit_velocity";
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shader_names->linear_accel = "linear_accel";
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shader_names->radial_accel = "radial_accel";
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shader_names->tangent_accel = "tangent_accel";
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shader_names->damping = "damping";
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shader_names->scale = "scale";
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shader_names->hue_variation = "hue_variation";
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shader_names->anim_speed = "anim_speed";
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shader_names->anim_offset = "anim_offset";
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shader_names->initial_linear_velocity_random = "initial_linear_velocity_random";
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shader_names->initial_angle_random = "initial_angle_random";
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shader_names->angular_velocity_random = "angular_velocity_random";
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shader_names->orbit_velocity_random = "orbit_velocity_random";
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shader_names->linear_accel_random = "linear_accel_random";
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shader_names->radial_accel_random = "radial_accel_random";
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shader_names->tangent_accel_random = "tangent_accel_random";
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shader_names->damping_random = "damping_random";
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shader_names->scale_random = "scale_random";
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shader_names->hue_variation_random = "hue_variation_random";
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shader_names->anim_speed_random = "anim_speed_random";
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shader_names->anim_offset_random = "anim_offset_random";
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shader_names->angle_texture = "angle_texture";
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shader_names->angular_velocity_texture = "angular_velocity_texture";
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shader_names->orbit_velocity_texture = "orbit_velocity_texture";
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shader_names->linear_accel_texture = "linear_accel_texture";
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shader_names->radial_accel_texture = "radial_accel_texture";
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shader_names->tangent_accel_texture = "tangent_accel_texture";
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shader_names->damping_texture = "damping_texture";
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shader_names->scale_texture = "scale_texture";
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shader_names->hue_variation_texture = "hue_variation_texture";
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shader_names->anim_speed_texture = "anim_speed_texture";
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shader_names->anim_offset_texture = "anim_offset_texture";
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shader_names->color = "color_value";
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shader_names->color_ramp = "color_ramp";
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shader_names->emission_sphere_radius = "emission_sphere_radius";
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shader_names->emission_box_extents = "emission_box_extents";
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shader_names->emission_texture_point_count = "emission_texture_point_count";
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shader_names->emission_texture_points = "emission_texture_points";
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shader_names->emission_texture_normal = "emission_texture_normal";
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shader_names->emission_texture_color = "emission_texture_color";
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shader_names->emission_ring_axis = "emission_ring_axis";
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shader_names->emission_ring_height = "emission_ring_height";
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shader_names->emission_ring_radius = "emission_ring_radius";
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shader_names->emission_ring_inner_radius = "emission_ring_inner_radius";
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shader_names->gravity = "gravity";
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shader_names->lifetime_randomness = "lifetime_randomness";
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shader_names->sub_emitter_frequency = "sub_emitter_frequency";
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shader_names->sub_emitter_amount_at_end = "sub_emitter_amount_at_end";
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shader_names->sub_emitter_keep_velocity = "sub_emitter_keep_velocity";
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shader_names->collision_friction = "collision_friction";
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shader_names->collision_bounce = "collision_bounce";
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}
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void ParticlesMaterial::finish_shaders() {
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memdelete(dirty_materials);
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dirty_materials = nullptr;
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memdelete(shader_names);
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}
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void ParticlesMaterial::_update_shader() {
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dirty_materials->remove(&element);
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MaterialKey mk = _compute_key();
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if (mk.key == current_key.key) {
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return; //no update required in the end
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}
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if (shader_map.has(current_key)) {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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//deallocate shader, as it's no longer in use
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RS::get_singleton()->free(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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}
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current_key = mk;
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if (shader_map.has(mk)) {
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RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
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shader_map[mk].users++;
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return;
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}
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//must create a shader!
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticlesMaterial.\n\n";
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code += "shader_type particles;\n";
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if (collision_scale) {
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code += "render_mode collision_use_scale;\n";
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}
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code += "uniform vec3 direction;\n";
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code += "uniform float spread;\n";
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code += "uniform float flatness;\n";
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code += "uniform float initial_linear_velocity;\n";
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code += "uniform float initial_angle;\n";
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code += "uniform float angular_velocity;\n";
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code += "uniform float orbit_velocity;\n";
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code += "uniform float linear_accel;\n";
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code += "uniform float radial_accel;\n";
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code += "uniform float tangent_accel;\n";
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code += "uniform float damping;\n";
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code += "uniform float scale;\n";
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code += "uniform float hue_variation;\n";
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code += "uniform float anim_speed;\n";
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code += "uniform float anim_offset;\n";
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code += "uniform float initial_linear_velocity_random;\n";
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code += "uniform float initial_angle_random;\n";
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code += "uniform float angular_velocity_random;\n";
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code += "uniform float orbit_velocity_random;\n";
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code += "uniform float linear_accel_random;\n";
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code += "uniform float radial_accel_random;\n";
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code += "uniform float tangent_accel_random;\n";
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code += "uniform float damping_random;\n";
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code += "uniform float scale_random;\n";
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code += "uniform float hue_variation_random;\n";
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code += "uniform float anim_speed_random;\n";
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code += "uniform float anim_offset_random;\n";
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code += "uniform float lifetime_randomness;\n";
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switch (emission_shape) {
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case EMISSION_SHAPE_POINT: {
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//do none
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} break;
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case EMISSION_SHAPE_SPHERE: {
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code += "uniform float emission_sphere_radius;\n";
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} break;
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case EMISSION_SHAPE_BOX: {
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code += "uniform vec3 emission_box_extents;\n";
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} break;
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case EMISSION_SHAPE_DIRECTED_POINTS: {
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code += "uniform sampler2D emission_texture_normal : hint_black;\n";
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[[fallthrough]];
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}
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case EMISSION_SHAPE_POINTS: {
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code += "uniform sampler2D emission_texture_points : hint_black;\n";
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code += "uniform int emission_texture_point_count;\n";
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if (emission_color_texture.is_valid()) {
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code += "uniform sampler2D emission_texture_color : hint_white;\n";
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}
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} break;
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case EMISSION_SHAPE_RING: {
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code += "uniform vec3 " + shader_names->emission_ring_axis + ";\n";
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code += "uniform float " + shader_names->emission_ring_height + ";\n";
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code += "uniform float " + shader_names->emission_ring_radius + ";\n";
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code += "uniform float " + shader_names->emission_ring_inner_radius + ";\n";
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} break;
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case EMISSION_SHAPE_MAX: { // Max value for validity check.
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break;
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}
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}
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if (sub_emitter_mode != SUB_EMITTER_DISABLED) {
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if (sub_emitter_mode == SUB_EMITTER_CONSTANT) {
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code += "uniform float sub_emitter_frequency;\n";
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}
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if (sub_emitter_mode == SUB_EMITTER_AT_END) {
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code += "uniform int sub_emitter_amount_at_end;\n";
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}
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code += "uniform bool sub_emitter_keep_velocity;\n";
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}
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code += "uniform vec4 color_value : hint_color;\n";
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code += "uniform vec3 gravity;\n";
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if (color_ramp.is_valid()) {
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code += "uniform sampler2D color_ramp;\n";
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}
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if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
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code += "uniform sampler2D linear_velocity_texture;\n";
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}
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if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
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code += "uniform sampler2D orbit_velocity_texture;\n";
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}
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if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
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code += "uniform sampler2D angular_velocity_texture;\n";
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}
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if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
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code += "uniform sampler2D linear_accel_texture;\n";
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}
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if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
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code += "uniform sampler2D radial_accel_texture;\n";
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}
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if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
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code += "uniform sampler2D tangent_accel_texture;\n";
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}
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if (tex_parameters[PARAM_DAMPING].is_valid()) {
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code += "uniform sampler2D damping_texture;\n";
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}
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if (tex_parameters[PARAM_ANGLE].is_valid()) {
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code += "uniform sampler2D angle_texture;\n";
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}
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if (tex_parameters[PARAM_SCALE].is_valid()) {
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code += "uniform sampler2D scale_texture;\n";
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}
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if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
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code += "uniform sampler2D hue_variation_texture;\n";
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}
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if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
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code += "uniform sampler2D anim_speed_texture;\n";
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}
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if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
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code += "uniform sampler2D anim_offset_texture;\n";
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}
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if (collision_enabled) {
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code += "uniform float collision_friction;\n";
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code += "uniform float collision_bounce;\n";
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}
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//need a random function
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code += "\n\n";
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code += "float rand_from_seed(inout uint seed) {\n";
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code += " int k;\n";
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code += " int s = int(seed);\n";
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code += " if (s == 0)\n";
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code += " s = 305420679;\n";
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code += " k = s / 127773;\n";
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code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
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code += " if (s < 0)\n";
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code += " s += 2147483647;\n";
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code += " seed = uint(s);\n";
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code += " return float(seed % uint(65536)) / 65535.0;\n";
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code += "}\n";
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code += "\n";
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code += "float rand_from_seed_m1_p1(inout uint seed) {\n";
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code += " return rand_from_seed(seed) * 2.0 - 1.0;\n";
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code += "}\n";
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code += "\n";
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//improve seed quality
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code += "uint hash(uint x) {\n";
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code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
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code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
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code += " x = (x >> uint(16)) ^ x;\n";
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code += " return x;\n";
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code += "}\n";
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code += "\n";
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code += "void start() {\n";
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code += " uint base_number = NUMBER;\n";
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code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
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code += " float angle_rand = rand_from_seed(alt_seed);\n";
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code += " float scale_rand = rand_from_seed(alt_seed);\n";
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code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
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code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
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code += " float pi = 3.14159;\n";
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code += " float degree_to_rad = pi / 180.0;\n";
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code += "\n";
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if (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
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code += " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n";
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code += " ivec2 emission_tex_size = textureSize(emission_texture_points, 0);\n";
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code += " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n";
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}
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if (tex_parameters[PARAM_ANGLE].is_valid()) {
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code += " float tex_angle = textureLod(angle_texture, vec2(0.0, 0.0), 0.0).r;\n";
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} else {
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code += " float tex_angle = 0.0;\n";
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}
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if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
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code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(0.0, 0.0), 0.0).r;\n";
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} else {
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code += " float tex_anim_offset = 0.0;\n";
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}
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code += " float spread_rad = spread * degree_to_rad;\n";
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code += " if (RESTART_VELOCITY) {\n";
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if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
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code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n";
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} else {
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code += " float tex_linear_velocity = 0.0;\n";
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}
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if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
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code += " {\n";
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code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
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code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
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code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
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code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
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code += " }\n";
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} else {
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//initiate velocity spread in 3D
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code += " {\n";
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code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
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code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
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code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
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code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
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code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
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code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
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code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
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code += " // rotate spread to direction\n";
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code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
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code += " if (length(binormal) < 0.0001) {\n";
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code += " // direction is parallel to Y. Choose Z as the binormal.\n";
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code += " binormal = vec3(0.0, 0.0, 1.0);\n";
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code += " }\n";
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code += " binormal = normalize(binormal);\n";
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code += " vec3 normal = cross(binormal, direction_nrm);\n";
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code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
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code += " VELOCITY = spread_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
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code += " }\n";
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}
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code += " }\n";
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code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";
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code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
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code += " CUSTOM.y = 0.0;\n"; // phase
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code += " CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
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code += " CUSTOM.z = (anim_offset + tex_anim_offset) * mix(1.0, anim_offset_rand, anim_offset_random);\n"; // animation offset (0-1)
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code += " if (RESTART_POSITION) {\n";
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switch (emission_shape) {
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case EMISSION_SHAPE_POINT: {
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//do none, identity (will later be multiplied by emission transform)
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code += " TRANSFORM = mat4(vec4(1,0,0,0),vec4(0,1,0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n";
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} break;
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case EMISSION_SHAPE_SPHERE: {
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code += " float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
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code += " float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
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code += " float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
|
|
code += " TRANSFORM[3].xyz = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s);\n";
|
|
} break;
|
|
case EMISSION_SHAPE_BOX: {
|
|
code += " TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0) * emission_box_extents;\n";
|
|
} break;
|
|
case EMISSION_SHAPE_POINTS:
|
|
case EMISSION_SHAPE_DIRECTED_POINTS: {
|
|
code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n";
|
|
|
|
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
|
|
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
code += " {\n";
|
|
code += " mat2 rotm;";
|
|
code += " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
|
|
code += " rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
|
|
code += " if (RESTART_VELOCITY) VELOCITY.xy = rotm * VELOCITY.xy;\n";
|
|
code += " }\n";
|
|
} else {
|
|
code += " {\n";
|
|
code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
|
|
code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
|
|
code += " vec3 tangent = normalize(cross(v0, normal));\n";
|
|
code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
|
|
code += " if (RESTART_VELOCITY) VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
|
|
code += " }\n";
|
|
}
|
|
}
|
|
} break;
|
|
case EMISSION_SHAPE_RING: {
|
|
code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
|
|
code += " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
|
|
code += " vec3 axis = normalize(emission_ring_axis);\n";
|
|
code += " vec3 ortho_axis = vec3(0.0);\n";
|
|
code += " if (axis == vec3(1.0, 0.0, 0.0)) {\n";
|
|
code += " ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
|
|
code += " } else {\n";
|
|
code += " ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";
|
|
code += " }\n";
|
|
code += " ortho_axis = normalize(ortho_axis);\n";
|
|
code += " float s = sin(ring_spawn_angle);\n";
|
|
code += " float c = cos(ring_spawn_angle);\n";
|
|
code += " float oc = 1.0 - c;\n";
|
|
code += " ortho_axis = mat3(\n";
|
|
code += " vec3(c + axis.x * axis.x * oc, axis.x * axis.y * oc - axis.z * s, axis.x * axis.z *oc + axis.y * s),\n";
|
|
code += " vec3(axis.x * axis.y * oc + s * axis.z, c + axis.y * axis.y * oc, axis.y * axis.z * oc - axis.x * s),\n";
|
|
code += " vec3(axis.z * axis.x * oc - axis.y * s, axis.z * axis.y * oc + axis.x * s, c + axis.z * axis.z * oc)\n";
|
|
code += " ) * ortho_axis;\n";
|
|
code += " ortho_axis = normalize(ortho_axis);\n";
|
|
code += " TRANSFORM[3].xyz = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * emission_ring_height - emission_ring_height / 2.0) * axis;\n";
|
|
} break;
|
|
case EMISSION_SHAPE_MAX: { // Max value for validity check.
|
|
break;
|
|
}
|
|
}
|
|
|
|
code += " if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
|
|
code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
|
|
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
code += " VELOCITY.z = 0.0;\n";
|
|
code += " TRANSFORM[3].z = 0.0;\n";
|
|
}
|
|
code += " }\n";
|
|
code += "}\n\n";
|
|
|
|
code += "void process() {\n";
|
|
code += " uint base_number = NUMBER;\n";
|
|
code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
|
|
code += " float angle_rand = rand_from_seed(alt_seed);\n";
|
|
code += " float scale_rand = rand_from_seed(alt_seed);\n";
|
|
code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
|
|
code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
|
|
code += " float pi = 3.14159;\n";
|
|
code += " float degree_to_rad = pi / 180.0;\n";
|
|
code += "\n";
|
|
|
|
code += " CUSTOM.y += DELTA / LIFETIME;\n";
|
|
code += " float tv = CUSTOM.y / CUSTOM.w;\n";
|
|
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
|
|
code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_linear_velocity = 0.0;\n";
|
|
}
|
|
|
|
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
|
|
code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_orbit_velocity = 0.0;\n";
|
|
}
|
|
}
|
|
|
|
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
|
|
code += " float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_angular_velocity = 0.0;\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
|
|
code += " float tex_linear_accel = textureLod(linear_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_linear_accel = 0.0;\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
|
|
code += " float tex_radial_accel = textureLod(radial_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_radial_accel = 0.0;\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
|
|
code += " float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_tangent_accel = 0.0;\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_DAMPING].is_valid()) {
|
|
code += " float tex_damping = textureLod(damping_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_damping = 0.0;\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_ANGLE].is_valid()) {
|
|
code += " float tex_angle = textureLod(angle_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_angle = 0.0;\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
|
|
code += " float tex_anim_speed = textureLod(anim_speed_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_anim_speed = 0.0;\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
|
|
code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_anim_offset = 0.0;\n";
|
|
}
|
|
|
|
code += " vec3 force = gravity;\n";
|
|
code += " vec3 pos = TRANSFORM[3].xyz;\n";
|
|
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
code += " pos.z = 0.0;\n";
|
|
}
|
|
code += " // apply linear acceleration\n";
|
|
code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * (linear_accel + tex_linear_accel) * mix(1.0, rand_from_seed(alt_seed), linear_accel_random) : vec3(0.0);\n";
|
|
code += " // apply radial acceleration\n";
|
|
code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
|
|
code += " vec3 diff = pos - org;\n";
|
|
code += " force += length(diff) > 0.0 ? normalize(diff) * (radial_accel + tex_radial_accel) * mix(1.0, rand_from_seed(alt_seed), radial_accel_random) : vec3(0.0);\n";
|
|
code += " // apply tangential acceleration;\n";
|
|
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * ((tangent_accel + tex_tangent_accel) * mix(1.0, rand_from_seed(alt_seed), tangent_accel_random)) : vec3(0.0);\n";
|
|
|
|
} else {
|
|
code += " vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n";
|
|
code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel + tex_tangent_accel) * mix(1.0, rand_from_seed(alt_seed), tangent_accel_random)) : vec3(0.0);\n";
|
|
}
|
|
if (attractor_interaction_enabled) {
|
|
code += " force += ATTRACTOR_FORCE;\n\n";
|
|
}
|
|
|
|
code += " // apply attractor forces\n";
|
|
code += " VELOCITY += force * DELTA;\n";
|
|
code += " // orbit velocity\n";
|
|
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
code += " float orbit_amount = (orbit_velocity + tex_orbit_velocity) * mix(1.0, rand_from_seed(alt_seed), orbit_velocity_random);\n";
|
|
code += " if (orbit_amount != 0.0) {\n";
|
|
code += " float ang = orbit_amount * DELTA * pi * 2.0;\n";
|
|
code += " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
|
|
code += " TRANSFORM[3].xy -= diff.xy;\n";
|
|
code += " TRANSFORM[3].xy += rot * diff.xy;\n";
|
|
code += " }\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
|
|
code += " VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n";
|
|
}
|
|
code += " if (damping + tex_damping > 0.0) {\n";
|
|
code += " float v = length(VELOCITY);\n";
|
|
code += " float damp = (damping + tex_damping) * mix(1.0, rand_from_seed(alt_seed), damping_random);\n";
|
|
code += " v -= damp * DELTA;\n";
|
|
code += " if (v < 0.0) {\n";
|
|
code += " VELOCITY = vec3(0.0);\n";
|
|
code += " } else {\n";
|
|
code += " VELOCITY = normalize(VELOCITY) * v;\n";
|
|
code += " }\n";
|
|
code += " }\n";
|
|
code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";
|
|
code += " base_angle += CUSTOM.y * LIFETIME * (angular_velocity + tex_angular_velocity) * mix(1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, angular_velocity_random);\n";
|
|
code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
|
|
code += " CUSTOM.z = (anim_offset + tex_anim_offset) * mix(1.0, anim_offset_rand, anim_offset_random) + CUSTOM.y * (anim_speed + tex_anim_speed) * mix(1.0, rand_from_seed(alt_seed), anim_speed_random);\n"; // angle
|
|
|
|
// apply color
|
|
// apply hue rotation
|
|
if (tex_parameters[PARAM_SCALE].is_valid()) {
|
|
code += " float tex_scale = textureLod(scale_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_scale = 1.0;\n";
|
|
}
|
|
|
|
if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
|
|
code += " float tex_hue_variation = textureLod(hue_variation_texture, vec2(tv, 0.0), 0.0).r;\n";
|
|
} else {
|
|
code += " float tex_hue_variation = 0.0;\n";
|
|
}
|
|
|
|
code += " float hue_rot_angle = (hue_variation + tex_hue_variation) * pi * 2.0 * mix(1.0, hue_rot_rand * 2.0 - 1.0, hue_variation_random);\n";
|
|
code += " float hue_rot_c = cos(hue_rot_angle);\n";
|
|
code += " float hue_rot_s = sin(hue_rot_angle);\n";
|
|
code += " mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0),\n";
|
|
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
|
|
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
|
|
code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
|
|
code += " mat4(vec4(0.701, -0.587, -0.114, 0.0),\n";
|
|
code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
|
|
code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
|
|
code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
|
|
code += " mat4(vec4(0.168, 0.330, -0.497, 0.0),\n";
|
|
code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
|
|
code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
|
|
code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
|
|
if (color_ramp.is_valid()) {
|
|
code += " COLOR = hue_rot_mat * textureLod(color_ramp, vec2(tv, 0.0), 0.0) * color_value;\n";
|
|
} else {
|
|
code += " COLOR = hue_rot_mat * color_value;\n";
|
|
}
|
|
if (emission_color_texture.is_valid() && (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS)) {
|
|
code += " COLOR *= texelFetch(emission_texture_color, emission_tex_ofs, 0);\n";
|
|
}
|
|
code += "\n";
|
|
|
|
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
|
|
code += " if (length(VELOCITY) > 0.0) {\n";
|
|
code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
|
|
code += " } else {\n";
|
|
code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
|
|
code += " }\n";
|
|
code += " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz, TRANSFORM[2].xyz));\n";
|
|
code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
|
|
} else {
|
|
code += " TRANSFORM[0] = vec4(cos(CUSTOM.x), -sin(CUSTOM.x), 0.0, 0.0);\n";
|
|
code += " TRANSFORM[1] = vec4(sin(CUSTOM.x), cos(CUSTOM.x), 0.0, 0.0);\n";
|
|
code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
|
|
}
|
|
|
|
} else {
|
|
// orient particle Y towards velocity
|
|
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
|
|
code += " if (length(VELOCITY) > 0.0) {\n";
|
|
code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
|
|
code += " } else {\n";
|
|
code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
|
|
code += " }\n";
|
|
code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n";
|
|
code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
|
|
code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
|
|
code += " } else {\n";
|
|
code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
|
|
code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
|
|
code += " }\n";
|
|
} else {
|
|
code += " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
|
|
code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
|
|
code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
|
|
}
|
|
// turn particle by rotation in Y
|
|
if (particle_flags[PARTICLE_FLAG_ROTATE_Y]) {
|
|
code += " TRANSFORM = mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
|
}
|
|
}
|
|
//scale by scale
|
|
code += " float base_scale = tex_scale * mix(scale, 1.0, scale_random * scale_rand);\n";
|
|
code += " if (base_scale < 0.000001) {\n";
|
|
code += " base_scale = 0.000001;\n";
|
|
code += " }\n";
|
|
|
|
code += " TRANSFORM[0].xyz *= base_scale;\n";
|
|
code += " TRANSFORM[1].xyz *= base_scale;\n";
|
|
code += " TRANSFORM[2].xyz *= base_scale;\n";
|
|
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
code += " VELOCITY.z = 0.0;\n";
|
|
code += " TRANSFORM[3].z = 0.0;\n";
|
|
}
|
|
if (collision_enabled) {
|
|
code += " if (COLLIDED) {\n";
|
|
code += " TRANSFORM[3].xyz+=COLLISION_NORMAL * COLLISION_DEPTH;\n";
|
|
code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n";
|
|
code += " VELOCITY = mix(VELOCITY,vec3(0.0),collision_friction * DELTA * 100.0);\n";
|
|
code += " }\n";
|
|
}
|
|
if (sub_emitter_mode != SUB_EMITTER_DISABLED) {
|
|
code += " int emit_count = 0;\n";
|
|
switch (sub_emitter_mode) {
|
|
case SUB_EMITTER_CONSTANT: {
|
|
code += " float interval_from = CUSTOM.y * LIFETIME - DELTA;\n";
|
|
code += " float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n";
|
|
code += " if (DELTA >= interval_rem) emit_count = 1;\n";
|
|
} break;
|
|
case SUB_EMITTER_AT_COLLISION: {
|
|
//not implemented yet
|
|
code += " if (COLLIDED) emit_count = 1;\n";
|
|
} break;
|
|
case SUB_EMITTER_AT_END: {
|
|
//not implemented yet
|
|
code += " float unit_delta = DELTA/LIFETIME;\n";
|
|
code += " float end_time = CUSTOM.w * 0.95;\n"; // if we do at the end we might miss it, as it can just get deactivated by emitter
|
|
code += " if (CUSTOM.y < end_time && (CUSTOM.y + unit_delta) >= end_time) emit_count = sub_emitter_amount_at_end;\n";
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
code += " for(int i=0;i<emit_count;i++) {\n";
|
|
code += " uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
|
|
code += " if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
|
|
code += " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
|
|
code += " }";
|
|
}
|
|
|
|
code += " if (CUSTOM.y > CUSTOM.w) {\n";
|
|
code += " ACTIVE = false;\n";
|
|
code += " }\n";
|
|
code += "}\n";
|
|
code += "\n";
|
|
|
|
ShaderData shader_data;
|
|
shader_data.shader = RS::get_singleton()->shader_create();
|
|
shader_data.users = 1;
|
|
|
|
RS::get_singleton()->shader_set_code(shader_data.shader, code);
|
|
|
|
shader_map[mk] = shader_data;
|
|
|
|
RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
|
|
}
|
|
|
|
void ParticlesMaterial::flush_changes() {
|
|
MutexLock lock(material_mutex);
|
|
|
|
while (dirty_materials->first()) {
|
|
dirty_materials->first()->self()->_update_shader();
|
|
}
|
|
}
|
|
|
|
void ParticlesMaterial::_queue_shader_change() {
|
|
MutexLock lock(material_mutex);
|
|
|
|
if (!element.in_list()) {
|
|
dirty_materials->add(&element);
|
|
}
|
|
}
|
|
|
|
bool ParticlesMaterial::_is_shader_dirty() const {
|
|
MutexLock lock(material_mutex);
|
|
|
|
return element.in_list();
|
|
}
|
|
|
|
void ParticlesMaterial::set_direction(Vector3 p_direction) {
|
|
direction = p_direction;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
|
|
}
|
|
|
|
Vector3 ParticlesMaterial::get_direction() const {
|
|
return direction;
|
|
}
|
|
|
|
void ParticlesMaterial::set_spread(float p_spread) {
|
|
spread = p_spread;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
|
|
}
|
|
|
|
float ParticlesMaterial::get_spread() const {
|
|
return spread;
|
|
}
|
|
|
|
void ParticlesMaterial::set_flatness(float p_flatness) {
|
|
flatness = p_flatness;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
|
|
}
|
|
|
|
float ParticlesMaterial::get_flatness() const {
|
|
return flatness;
|
|
}
|
|
|
|
void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
parameters[p_param] = p_value;
|
|
|
|
switch (p_param) {
|
|
case PARAM_INITIAL_LINEAR_VELOCITY: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
|
|
} break;
|
|
case PARAM_ANGULAR_VELOCITY: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
|
|
} break;
|
|
case PARAM_ORBIT_VELOCITY: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
|
|
} break;
|
|
case PARAM_LINEAR_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
|
|
} break;
|
|
case PARAM_RADIAL_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
|
|
} break;
|
|
case PARAM_TANGENTIAL_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
|
|
} break;
|
|
case PARAM_DAMPING: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
|
|
} break;
|
|
case PARAM_ANGLE: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
|
|
} break;
|
|
case PARAM_SCALE: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
|
|
} break;
|
|
case PARAM_HUE_VARIATION: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
|
|
} break;
|
|
case PARAM_ANIM_SPEED: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
|
|
} break;
|
|
case PARAM_ANIM_OFFSET: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
|
|
} break;
|
|
case PARAM_MAX:
|
|
break; // Can't happen, but silences warning
|
|
}
|
|
}
|
|
|
|
float ParticlesMaterial::get_param(Parameter p_param) const {
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
|
|
|
return parameters[p_param];
|
|
}
|
|
|
|
void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
randomness[p_param] = p_value;
|
|
|
|
switch (p_param) {
|
|
case PARAM_INITIAL_LINEAR_VELOCITY: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
|
|
} break;
|
|
case PARAM_ANGULAR_VELOCITY: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
|
|
} break;
|
|
case PARAM_ORBIT_VELOCITY: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
|
|
} break;
|
|
case PARAM_LINEAR_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
|
|
} break;
|
|
case PARAM_RADIAL_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
|
|
} break;
|
|
case PARAM_TANGENTIAL_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
|
|
} break;
|
|
case PARAM_DAMPING: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
|
|
} break;
|
|
case PARAM_ANGLE: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
|
|
} break;
|
|
case PARAM_SCALE: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
|
|
} break;
|
|
case PARAM_HUE_VARIATION: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
|
|
} break;
|
|
case PARAM_ANIM_SPEED: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
|
|
} break;
|
|
case PARAM_ANIM_OFFSET: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
|
|
} break;
|
|
case PARAM_MAX:
|
|
break; // Can't happen, but silences warning
|
|
}
|
|
}
|
|
|
|
float ParticlesMaterial::get_param_randomness(Parameter p_param) const {
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
|
|
|
return randomness[p_param];
|
|
}
|
|
|
|
static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {
|
|
Ref<CurveTexture> curve_tex = p_texture;
|
|
if (!curve_tex.is_valid()) {
|
|
return;
|
|
}
|
|
|
|
curve_tex->ensure_default_setup(p_min, p_max);
|
|
}
|
|
|
|
void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
tex_parameters[p_param] = p_texture;
|
|
|
|
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
|
|
|
|
switch (p_param) {
|
|
case PARAM_INITIAL_LINEAR_VELOCITY: {
|
|
//do none for this one
|
|
} break;
|
|
case PARAM_ANGULAR_VELOCITY: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, -360, 360);
|
|
} break;
|
|
case PARAM_ORBIT_VELOCITY: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, -500, 500);
|
|
} break;
|
|
case PARAM_LINEAR_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, -200, 200);
|
|
} break;
|
|
case PARAM_RADIAL_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, -200, 200);
|
|
} break;
|
|
case PARAM_TANGENTIAL_ACCEL: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, -200, 200);
|
|
} break;
|
|
case PARAM_DAMPING: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, 0, 100);
|
|
} break;
|
|
case PARAM_ANGLE: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, -360, 360);
|
|
} break;
|
|
case PARAM_SCALE: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, 0, 1);
|
|
} break;
|
|
case PARAM_HUE_VARIATION: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, -1, 1);
|
|
} break;
|
|
case PARAM_ANIM_SPEED: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, tex_rid);
|
|
_adjust_curve_range(p_texture, 0, 200);
|
|
} break;
|
|
case PARAM_ANIM_OFFSET: {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, tex_rid);
|
|
} break;
|
|
case PARAM_MAX:
|
|
break; // Can't happen, but silences warning
|
|
}
|
|
|
|
_queue_shader_change();
|
|
}
|
|
|
|
Ref<Texture2D> ParticlesMaterial::get_param_texture(Parameter p_param) const {
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
|
|
|
|
return tex_parameters[p_param];
|
|
}
|
|
|
|
void ParticlesMaterial::set_color(const Color &p_color) {
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
|
|
color = p_color;
|
|
}
|
|
|
|
Color ParticlesMaterial::get_color() const {
|
|
return color;
|
|
}
|
|
|
|
void ParticlesMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
|
|
color_ramp = p_texture;
|
|
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid);
|
|
_queue_shader_change();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
Ref<Texture2D> ParticlesMaterial::get_color_ramp() const {
|
|
return color_ramp;
|
|
}
|
|
|
|
void ParticlesMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {
|
|
ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX);
|
|
particle_flags[p_particle_flag] = p_enable;
|
|
_queue_shader_change();
|
|
if (p_particle_flag == PARTICLE_FLAG_DISABLE_Z) {
|
|
notify_property_list_changed();
|
|
}
|
|
}
|
|
|
|
bool ParticlesMaterial::get_particle_flag(ParticleFlags p_particle_flag) const {
|
|
ERR_FAIL_INDEX_V(p_particle_flag, PARTICLE_FLAG_MAX, false);
|
|
return particle_flags[p_particle_flag];
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
|
|
ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
|
|
emission_shape = p_shape;
|
|
notify_property_list_changed();
|
|
_queue_shader_change();
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_sphere_radius(real_t p_radius) {
|
|
emission_sphere_radius = p_radius;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
|
|
emission_box_extents = p_extents;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
|
|
emission_point_texture = p_points;
|
|
RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID();
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
|
|
emission_normal_texture = p_normals;
|
|
RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID();
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
|
|
emission_color_texture = p_colors;
|
|
RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
|
|
_queue_shader_change();
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_point_count(int p_count) {
|
|
emission_point_count = p_count;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_ring_axis(Vector3 p_axis) {
|
|
emission_ring_axis = p_axis;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_axis, p_axis);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_ring_height(real_t p_height) {
|
|
emission_ring_height = p_height;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_height, p_height);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_ring_radius(real_t p_radius) {
|
|
emission_ring_radius = p_radius;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_radius, p_radius);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_ring_inner_radius(real_t p_radius) {
|
|
emission_ring_inner_radius = p_radius;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_inner_radius, p_radius);
|
|
}
|
|
|
|
ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
|
|
return emission_shape;
|
|
}
|
|
|
|
real_t ParticlesMaterial::get_emission_sphere_radius() const {
|
|
return emission_sphere_radius;
|
|
}
|
|
|
|
Vector3 ParticlesMaterial::get_emission_box_extents() const {
|
|
return emission_box_extents;
|
|
}
|
|
|
|
Ref<Texture2D> ParticlesMaterial::get_emission_point_texture() const {
|
|
return emission_point_texture;
|
|
}
|
|
|
|
Ref<Texture2D> ParticlesMaterial::get_emission_normal_texture() const {
|
|
return emission_normal_texture;
|
|
}
|
|
|
|
Ref<Texture2D> ParticlesMaterial::get_emission_color_texture() const {
|
|
return emission_color_texture;
|
|
}
|
|
|
|
int ParticlesMaterial::get_emission_point_count() const {
|
|
return emission_point_count;
|
|
}
|
|
|
|
Vector3 ParticlesMaterial::get_emission_ring_axis() const {
|
|
return emission_ring_axis;
|
|
}
|
|
|
|
real_t ParticlesMaterial::get_emission_ring_height() const {
|
|
return emission_ring_height;
|
|
}
|
|
|
|
real_t ParticlesMaterial::get_emission_ring_radius() const {
|
|
return emission_ring_radius;
|
|
}
|
|
|
|
real_t ParticlesMaterial::get_emission_ring_inner_radius() const {
|
|
return emission_ring_inner_radius;
|
|
}
|
|
|
|
void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
|
|
gravity = p_gravity;
|
|
Vector3 gset = gravity;
|
|
if (gset == Vector3()) {
|
|
gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
|
|
}
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
|
|
}
|
|
|
|
Vector3 ParticlesMaterial::get_gravity() const {
|
|
return gravity;
|
|
}
|
|
|
|
void ParticlesMaterial::set_lifetime_randomness(double p_lifetime) {
|
|
lifetime_randomness = p_lifetime;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
|
|
}
|
|
|
|
double ParticlesMaterial::get_lifetime_randomness() const {
|
|
return lifetime_randomness;
|
|
}
|
|
|
|
RID ParticlesMaterial::get_shader_rid() const {
|
|
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
|
|
return shader_map[current_key].shader;
|
|
}
|
|
|
|
void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
|
|
if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if (property.name.begins_with("emission_ring_") && emission_shape != EMISSION_SHAPE_RING) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if (property.name == "sub_emitter_frequency" && sub_emitter_mode != SUB_EMITTER_CONSTANT) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if (property.name == "sub_emitter_amount_at_end" && sub_emitter_mode != SUB_EMITTER_AT_END) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
|
|
if (property.name.begins_with("orbit_") && !particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
|
property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
}
|
|
|
|
void ParticlesMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) {
|
|
sub_emitter_mode = p_sub_emitter_mode;
|
|
_queue_shader_change();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
ParticlesMaterial::SubEmitterMode ParticlesMaterial::get_sub_emitter_mode() const {
|
|
return sub_emitter_mode;
|
|
}
|
|
|
|
void ParticlesMaterial::set_sub_emitter_frequency(double p_frequency) {
|
|
sub_emitter_frequency = p_frequency;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); //pass delta instead of frequency, since its easier to compute
|
|
}
|
|
|
|
double ParticlesMaterial::get_sub_emitter_frequency() const {
|
|
return sub_emitter_frequency;
|
|
}
|
|
|
|
void ParticlesMaterial::set_sub_emitter_amount_at_end(int p_amount) {
|
|
sub_emitter_amount_at_end = p_amount;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_end, p_amount);
|
|
}
|
|
|
|
int ParticlesMaterial::get_sub_emitter_amount_at_end() const {
|
|
return sub_emitter_amount_at_end;
|
|
}
|
|
|
|
void ParticlesMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
|
|
sub_emitter_keep_velocity = p_enable;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable);
|
|
}
|
|
bool ParticlesMaterial::get_sub_emitter_keep_velocity() const {
|
|
return sub_emitter_keep_velocity;
|
|
}
|
|
|
|
void ParticlesMaterial::set_attractor_interaction_enabled(bool p_enable) {
|
|
attractor_interaction_enabled = p_enable;
|
|
_queue_shader_change();
|
|
}
|
|
|
|
bool ParticlesMaterial::is_attractor_interaction_enabled() const {
|
|
return attractor_interaction_enabled;
|
|
}
|
|
|
|
void ParticlesMaterial::set_collision_enabled(bool p_enabled) {
|
|
collision_enabled = p_enabled;
|
|
_queue_shader_change();
|
|
}
|
|
|
|
bool ParticlesMaterial::is_collision_enabled() const {
|
|
return collision_enabled;
|
|
}
|
|
|
|
void ParticlesMaterial::set_collision_use_scale(bool p_scale) {
|
|
collision_scale = p_scale;
|
|
_queue_shader_change();
|
|
}
|
|
|
|
bool ParticlesMaterial::is_collision_using_scale() const {
|
|
return collision_scale;
|
|
}
|
|
|
|
void ParticlesMaterial::set_collision_friction(float p_friction) {
|
|
collision_friction = p_friction;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_friction, p_friction);
|
|
}
|
|
|
|
float ParticlesMaterial::get_collision_friction() const {
|
|
return collision_friction;
|
|
}
|
|
|
|
void ParticlesMaterial::set_collision_bounce(float p_bounce) {
|
|
collision_bounce = p_bounce;
|
|
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_bounce, p_bounce);
|
|
}
|
|
|
|
float ParticlesMaterial::get_collision_bounce() const {
|
|
return collision_bounce;
|
|
}
|
|
|
|
Shader::Mode ParticlesMaterial::get_shader_mode() const {
|
|
return Shader::MODE_PARTICLES;
|
|
}
|
|
|
|
void ParticlesMaterial::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticlesMaterial::set_direction);
|
|
ClassDB::bind_method(D_METHOD("get_direction"), &ParticlesMaterial::get_direction);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread);
|
|
ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness);
|
|
ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param);
|
|
ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness);
|
|
ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture);
|
|
ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color);
|
|
ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp);
|
|
ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticlesMaterial::set_particle_flag);
|
|
ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticlesMaterial::get_particle_flag);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape);
|
|
ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius);
|
|
ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents);
|
|
ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticlesMaterial::set_emission_point_texture);
|
|
ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticlesMaterial::get_emission_point_texture);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticlesMaterial::set_emission_normal_texture);
|
|
ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticlesMaterial::get_emission_normal_texture);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticlesMaterial::set_emission_color_texture);
|
|
ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticlesMaterial::get_emission_color_texture);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count);
|
|
ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_ring_axis", "axis"), &ParticlesMaterial::set_emission_ring_axis);
|
|
ClassDB::bind_method(D_METHOD("get_emission_ring_axis"), &ParticlesMaterial::get_emission_ring_axis);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_ring_height", "height"), &ParticlesMaterial::set_emission_ring_height);
|
|
ClassDB::bind_method(D_METHOD("get_emission_ring_height"), &ParticlesMaterial::get_emission_ring_height);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_ring_radius", "radius"), &ParticlesMaterial::set_emission_ring_radius);
|
|
ClassDB::bind_method(D_METHOD("get_emission_ring_radius"), &ParticlesMaterial::get_emission_ring_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticlesMaterial::set_emission_ring_inner_radius);
|
|
ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticlesMaterial::get_emission_ring_inner_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity);
|
|
ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "randomness"), &ParticlesMaterial::set_lifetime_randomness);
|
|
ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &ParticlesMaterial::get_lifetime_randomness);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_sub_emitter_mode"), &ParticlesMaterial::get_sub_emitter_mode);
|
|
ClassDB::bind_method(D_METHOD("set_sub_emitter_mode", "mode"), &ParticlesMaterial::set_sub_emitter_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_sub_emitter_frequency"), &ParticlesMaterial::get_sub_emitter_frequency);
|
|
ClassDB::bind_method(D_METHOD("set_sub_emitter_frequency", "hz"), &ParticlesMaterial::set_sub_emitter_frequency);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticlesMaterial::get_sub_emitter_amount_at_end);
|
|
ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticlesMaterial::set_sub_emitter_amount_at_end);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticlesMaterial::get_sub_emitter_keep_velocity);
|
|
ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticlesMaterial::set_sub_emitter_keep_velocity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_attractor_interaction_enabled", "enabled"), &ParticlesMaterial::set_attractor_interaction_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_attractor_interaction_enabled"), &ParticlesMaterial::is_attractor_interaction_enabled);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_enabled", "enabled"), &ParticlesMaterial::set_collision_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_collision_enabled"), &ParticlesMaterial::is_collision_enabled);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_use_scale", "radius"), &ParticlesMaterial::set_collision_use_scale);
|
|
ClassDB::bind_method(D_METHOD("is_collision_using_scale"), &ParticlesMaterial::is_collision_using_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_friction", "friction"), &ParticlesMaterial::set_collision_friction);
|
|
ClassDB::bind_method(D_METHOD("get_collision_friction"), &ParticlesMaterial::get_collision_friction);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_bounce", "bounce"), &ParticlesMaterial::set_collision_bounce);
|
|
ClassDB::bind_method(D_METHOD("get_collision_bounce"), &ParticlesMaterial::get_collision_bounce);
|
|
|
|
ADD_GROUP("Time", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
|
|
|
|
ADD_GROUP("Emission Shape", "emission_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points,Ring"), "set_emission_shape", "get_emission_shape");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01,or_greater"), "set_emission_sphere_radius", "get_emission_sphere_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_point_texture", "get_emission_point_texture");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_normal_texture", "get_emission_normal_texture");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_color_texture", "get_emission_color_texture");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_ring_axis"), "set_emission_ring_axis", "get_emission_ring_axis");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_height"), "set_emission_ring_height", "get_emission_ring_height");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_radius"), "set_emission_ring_radius", "get_emission_ring_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_inner_radius"), "set_emission_ring_inner_radius", "get_emission_ring_inner_radius");
|
|
ADD_GROUP("ParticleFlags", "particle_flag_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_align_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_rotate_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ROTATE_Y);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_disable_z"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_DISABLE_Z);
|
|
ADD_GROUP("Direction", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
|
|
ADD_GROUP("Gravity", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
|
|
ADD_GROUP("Initial Velocity", "initial_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
|
|
ADD_GROUP("Angular Velocity", "angular_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
|
|
ADD_GROUP("Orbit Velocity", "orbit_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
|
|
ADD_GROUP("Linear Accel", "linear_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
|
|
ADD_GROUP("Radial Accel", "radial_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
|
|
ADD_GROUP("Tangential Accel", "tangential_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
|
|
ADD_GROUP("Damping", "");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
|
|
ADD_GROUP("Angle", "");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param", "get_param", PARAM_ANGLE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
|
|
ADD_GROUP("Scale", "");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
|
|
ADD_GROUP("Color", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp");
|
|
|
|
ADD_GROUP("Hue Variation", "hue_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
|
|
ADD_GROUP("Animation", "anim_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
|
|
|
|
ADD_GROUP("Sub Emitter", "sub_emitter_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_mode", PROPERTY_HINT_ENUM, "Disabled,Constant,At End,At Collision"), "set_sub_emitter_mode", "get_sub_emitter_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sub_emitter_frequency", PROPERTY_HINT_RANGE, "0.01,100,0.01"), "set_sub_emitter_frequency", "get_sub_emitter_frequency");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_amount_at_end", PROPERTY_HINT_RANGE, "1,32,1"), "set_sub_emitter_amount_at_end", "get_sub_emitter_amount_at_end");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sub_emitter_keep_velocity"), "set_sub_emitter_keep_velocity", "get_sub_emitter_keep_velocity");
|
|
|
|
ADD_GROUP("Attractor Interaction", "attractor_interaction_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "attractor_interaction_enabled"), "set_attractor_interaction_enabled", "is_attractor_interaction_enabled");
|
|
ADD_GROUP("Collision", "collision_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_enabled"), "set_collision_enabled", "is_collision_enabled");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_friction", "get_collision_friction");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_bounce", "get_collision_bounce");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_scale"), "set_collision_use_scale", "is_collision_using_scale");
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
|
|
BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
|
|
BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
|
|
BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
|
|
BIND_ENUM_CONSTANT(PARAM_DAMPING);
|
|
BIND_ENUM_CONSTANT(PARAM_ANGLE);
|
|
BIND_ENUM_CONSTANT(PARAM_SCALE);
|
|
BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
|
|
BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
|
|
BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
|
|
BIND_ENUM_CONSTANT(PARAM_MAX);
|
|
|
|
BIND_ENUM_CONSTANT(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY);
|
|
BIND_ENUM_CONSTANT(PARTICLE_FLAG_ROTATE_Y);
|
|
BIND_ENUM_CONSTANT(PARTICLE_FLAG_DISABLE_Z);
|
|
BIND_ENUM_CONSTANT(PARTICLE_FLAG_MAX);
|
|
|
|
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
|
|
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
|
|
BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
|
|
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
|
|
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
|
|
BIND_ENUM_CONSTANT(EMISSION_SHAPE_RING);
|
|
BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX);
|
|
|
|
BIND_ENUM_CONSTANT(SUB_EMITTER_DISABLED);
|
|
BIND_ENUM_CONSTANT(SUB_EMITTER_CONSTANT);
|
|
BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END);
|
|
BIND_ENUM_CONSTANT(SUB_EMITTER_AT_COLLISION);
|
|
BIND_ENUM_CONSTANT(SUB_EMITTER_MAX);
|
|
}
|
|
|
|
ParticlesMaterial::ParticlesMaterial() :
|
|
element(this) {
|
|
set_direction(Vector3(1, 0, 0));
|
|
set_spread(45);
|
|
set_flatness(0);
|
|
set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0);
|
|
set_param(PARAM_ANGULAR_VELOCITY, 0);
|
|
set_param(PARAM_ORBIT_VELOCITY, 0);
|
|
set_param(PARAM_LINEAR_ACCEL, 0);
|
|
set_param(PARAM_RADIAL_ACCEL, 0);
|
|
set_param(PARAM_TANGENTIAL_ACCEL, 0);
|
|
set_param(PARAM_DAMPING, 0);
|
|
set_param(PARAM_ANGLE, 0);
|
|
set_param(PARAM_SCALE, 1);
|
|
set_param(PARAM_HUE_VARIATION, 0);
|
|
set_param(PARAM_ANIM_SPEED, 0);
|
|
set_param(PARAM_ANIM_OFFSET, 0);
|
|
set_emission_shape(EMISSION_SHAPE_POINT);
|
|
set_emission_sphere_radius(1);
|
|
set_emission_box_extents(Vector3(1, 1, 1));
|
|
set_emission_ring_axis(Vector3(0, 0, 1.0));
|
|
set_emission_ring_height(1);
|
|
set_emission_ring_radius(1);
|
|
set_emission_ring_inner_radius(0);
|
|
set_gravity(Vector3(0, -9.8, 0));
|
|
set_lifetime_randomness(0);
|
|
|
|
set_sub_emitter_mode(SUB_EMITTER_DISABLED);
|
|
set_sub_emitter_frequency(4);
|
|
set_sub_emitter_amount_at_end(1);
|
|
set_sub_emitter_keep_velocity(false);
|
|
|
|
set_attractor_interaction_enabled(true);
|
|
set_collision_enabled(false);
|
|
set_collision_bounce(0.0);
|
|
set_collision_friction(0.0);
|
|
set_collision_use_scale(false);
|
|
|
|
for (int i = 0; i < PARAM_MAX; i++) {
|
|
set_param_randomness(Parameter(i), 0);
|
|
}
|
|
|
|
for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
|
|
particle_flags[i] = false;
|
|
}
|
|
|
|
set_color(Color(1, 1, 1, 1));
|
|
|
|
current_key.invalid_key = 1;
|
|
|
|
_queue_shader_change();
|
|
}
|
|
|
|
ParticlesMaterial::~ParticlesMaterial() {
|
|
MutexLock lock(material_mutex);
|
|
|
|
if (shader_map.has(current_key)) {
|
|
shader_map[current_key].users--;
|
|
if (shader_map[current_key].users == 0) {
|
|
//deallocate shader, as it's no longer in use
|
|
RS::get_singleton()->free(shader_map[current_key].shader);
|
|
shader_map.erase(current_key);
|
|
}
|
|
|
|
RS::get_singleton()->material_set_shader(_get_material(), RID());
|
|
}
|
|
}
|