Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
1317 lines
57 KiB
C++
1317 lines
57 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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Mutex *ParticlesMaterial::material_mutex = NULL;
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SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = NULL;
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Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
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ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL;
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void ParticlesMaterial::init_shaders() {
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#ifndef NO_THREADS
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material_mutex = Mutex::create();
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#endif
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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->trail_divisor = "trail_divisor";
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shader_names->trail_size_modifier = "trail_size_modifier";
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shader_names->trail_color_modifier = "trail_color_modifier";
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shader_names->gravity = "gravity";
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shader_names->lifetime_randomness = "lifetime_randomness";
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}
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void ParticlesMaterial::finish_shaders() {
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#ifndef NO_THREADS
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memdelete(material_mutex);
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#endif
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memdelete(dirty_materials);
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dirty_materials = NULL;
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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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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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VS::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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VS::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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String code = "shader_type particles;\n";
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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_MAX: { // Max value for validity check.
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break;
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}
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}
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code += "uniform vec4 color_value : hint_color;\n";
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code += "uniform int trail_divisor;\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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if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
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code += "uniform sampler2D linear_velocity_texture;\n";
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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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if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
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code += "uniform sampler2D angular_velocity_texture;\n";
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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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if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
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code += "uniform sampler2D radial_accel_texture;\n";
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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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if (tex_parameters[PARAM_DAMPING].is_valid())
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code += "uniform sampler2D damping_texture;\n";
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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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if (tex_parameters[PARAM_SCALE].is_valid())
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code += "uniform sampler2D scale_texture;\n";
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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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if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
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code += "uniform sampler2D anim_speed_texture;\n";
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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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if (trail_size_modifier.is_valid()) {
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code += "uniform sampler2D trail_size_modifier;\n";
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}
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if (trail_color_modifier.is_valid()) {
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code += "uniform sampler2D trail_color_modifier;\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 vertex() {\n";
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code += " uint base_number = NUMBER / uint(trail_divisor);\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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code += " bool restart = false;\n";
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code += " if (CUSTOM.y > CUSTOM.w) {\n";
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code += " restart = true;\n";
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code += " }\n\n";
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code += " if (RESTART || restart) {\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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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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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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code += " float spread_rad = spread * degree_to_rad;\n";
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if (flags[FLAG_DISABLE_Z]) {
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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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} else {
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//initiate velocity spread in 3D
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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 += " angle1_rad += direction.z != 0.0 ? atan(direction.x, direction.z) : sign(direction.x) * (pi / 2.0);\n";
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code += " angle2_rad += direction.z != 0.0 ? atan(direction.y, abs(direction.z)) : (direction.x != 0.0 ? atan(direction.y, abs(direction.x)) : sign(direction.y) * (pi / 2.0));\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 vec_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
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code += " vec_direction = normalize(vec_direction);\n";
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code += " VELOCITY = vec_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
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}
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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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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 += " 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";
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code += " TRANSFORM[3].xyz = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s);\n";
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} break;
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case EMISSION_SHAPE_BOX: {
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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";
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} break;
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case EMISSION_SHAPE_POINTS:
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case EMISSION_SHAPE_DIRECTED_POINTS: {
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code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n";
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if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
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if (flags[FLAG_DISABLE_Z]) {
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code += " mat2 rotm;";
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code += " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
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code += " rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
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code += " VELOCITY.xy = rotm * VELOCITY.xy;\n";
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} else {
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code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
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code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
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code += " vec3 tangent = normalize(cross(v0, normal));\n";
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code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
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code += " VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
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}
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}
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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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code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
|
|
code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
|
|
if (flags[FLAG_DISABLE_Z]) {
|
|
code += " VELOCITY.z = 0.0;\n";
|
|
code += " TRANSFORM[3].z = 0.0;\n";
|
|
}
|
|
|
|
code += " } else {\n";
|
|
|
|
code += " CUSTOM.y += DELTA / LIFETIME;\n";
|
|
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
|
|
code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
|
|
else
|
|
code += " float tex_linear_velocity = 0.0;\n";
|
|
|
|
if (flags[FLAG_DISABLE_Z]) {
|
|
|
|
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
|
|
code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(CUSTOM.y, 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(CUSTOM.y, 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(CUSTOM.y, 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(CUSTOM.y, 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(CUSTOM.y, 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(CUSTOM.y, 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(CUSTOM.y, 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(CUSTOM.y, 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(CUSTOM.y, 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 (flags[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 (flags[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";
|
|
}
|
|
code += " // apply attractor forces\n";
|
|
code += " VELOCITY += force * DELTA;\n";
|
|
code += " // orbit velocity\n";
|
|
if (flags[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
|
|
code += " }\n";
|
|
// apply color
|
|
// apply hue rotation
|
|
if (tex_parameters[PARAM_SCALE].is_valid())
|
|
code += " float tex_scale = textureLod(scale_texture, vec2(CUSTOM.y, 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(CUSTOM.y, 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(CUSTOM.y, 0.0), 0.0);\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";
|
|
}
|
|
if (trail_color_modifier.is_valid()) {
|
|
code += " if (trail_divisor > 1) {\n";
|
|
code += " COLOR *= textureLod(trail_color_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0);\n";
|
|
code += " }\n";
|
|
}
|
|
code += "\n";
|
|
|
|
if (flags[FLAG_DISABLE_Z]) {
|
|
|
|
if (flags[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 (flags[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 (flags[FLAG_ROTATE_Y]) {
|
|
code += " TRANSFORM = 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";
|
|
if (trail_size_modifier.is_valid()) {
|
|
code += " if (trail_divisor > 1) {\n";
|
|
code += " base_scale *= textureLod(trail_size_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0).r;\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 (flags[FLAG_DISABLE_Z]) {
|
|
code += " VELOCITY.z = 0.0;\n";
|
|
code += " TRANSFORM[3].z = 0.0;\n";
|
|
}
|
|
code += " if (CUSTOM.y > CUSTOM.w) {";
|
|
code += " ACTIVE = false;\n";
|
|
code += " }\n";
|
|
code += "}\n";
|
|
code += "\n";
|
|
|
|
ShaderData shader_data;
|
|
shader_data.shader = VS::get_singleton()->shader_create();
|
|
shader_data.users = 1;
|
|
|
|
VS::get_singleton()->shader_set_code(shader_data.shader, code);
|
|
|
|
shader_map[mk] = shader_data;
|
|
|
|
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
|
|
}
|
|
|
|
void ParticlesMaterial::flush_changes() {
|
|
|
|
if (material_mutex)
|
|
material_mutex->lock();
|
|
|
|
while (dirty_materials->first()) {
|
|
|
|
dirty_materials->first()->self()->_update_shader();
|
|
}
|
|
|
|
if (material_mutex)
|
|
material_mutex->unlock();
|
|
}
|
|
|
|
void ParticlesMaterial::_queue_shader_change() {
|
|
|
|
if (material_mutex)
|
|
material_mutex->lock();
|
|
|
|
if (!element.in_list()) {
|
|
dirty_materials->add(&element);
|
|
}
|
|
|
|
if (material_mutex)
|
|
material_mutex->unlock();
|
|
}
|
|
|
|
bool ParticlesMaterial::_is_shader_dirty() const {
|
|
|
|
bool dirty = false;
|
|
|
|
if (material_mutex)
|
|
material_mutex->lock();
|
|
|
|
dirty = element.in_list();
|
|
|
|
if (material_mutex)
|
|
material_mutex->unlock();
|
|
|
|
return dirty;
|
|
}
|
|
|
|
void ParticlesMaterial::set_direction(Vector3 p_direction) {
|
|
|
|
direction = p_direction;
|
|
VisualServer::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;
|
|
VisualServer::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;
|
|
VisualServer::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: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
|
|
} break;
|
|
case PARAM_ANGULAR_VELOCITY: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
|
|
} break;
|
|
case PARAM_ORBIT_VELOCITY: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
|
|
} break;
|
|
case PARAM_LINEAR_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
|
|
} break;
|
|
case PARAM_RADIAL_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
|
|
} break;
|
|
case PARAM_TANGENTIAL_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
|
|
} break;
|
|
case PARAM_DAMPING: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
|
|
} break;
|
|
case PARAM_ANGLE: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
|
|
} break;
|
|
case PARAM_SCALE: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
|
|
} break;
|
|
case PARAM_HUE_VARIATION: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
|
|
} break;
|
|
case PARAM_ANIM_SPEED: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
|
|
} break;
|
|
case PARAM_ANIM_OFFSET: {
|
|
VisualServer::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: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
|
|
} break;
|
|
case PARAM_ANGULAR_VELOCITY: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
|
|
} break;
|
|
case PARAM_ORBIT_VELOCITY: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
|
|
} break;
|
|
case PARAM_LINEAR_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
|
|
} break;
|
|
case PARAM_RADIAL_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
|
|
} break;
|
|
case PARAM_TANGENTIAL_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
|
|
} break;
|
|
case PARAM_DAMPING: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
|
|
} break;
|
|
case PARAM_ANGLE: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
|
|
} break;
|
|
case PARAM_SCALE: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
|
|
} break;
|
|
case PARAM_HUE_VARIATION: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
|
|
} break;
|
|
case PARAM_ANIM_SPEED: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
|
|
} break;
|
|
case PARAM_ANIM_OFFSET: {
|
|
VisualServer::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<Texture> &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<Texture> &p_texture) {
|
|
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
tex_parameters[p_param] = p_texture;
|
|
|
|
switch (p_param) {
|
|
case PARAM_INITIAL_LINEAR_VELOCITY: {
|
|
//do none for this one
|
|
} break;
|
|
case PARAM_ANGULAR_VELOCITY: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
|
|
_adjust_curve_range(p_texture, -360, 360);
|
|
} break;
|
|
case PARAM_ORBIT_VELOCITY: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
|
|
_adjust_curve_range(p_texture, -500, 500);
|
|
} break;
|
|
case PARAM_LINEAR_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
|
|
_adjust_curve_range(p_texture, -200, 200);
|
|
} break;
|
|
case PARAM_RADIAL_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
|
|
_adjust_curve_range(p_texture, -200, 200);
|
|
} break;
|
|
case PARAM_TANGENTIAL_ACCEL: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
|
|
_adjust_curve_range(p_texture, -200, 200);
|
|
} break;
|
|
case PARAM_DAMPING: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
|
|
_adjust_curve_range(p_texture, 0, 100);
|
|
} break;
|
|
case PARAM_ANGLE: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
|
|
_adjust_curve_range(p_texture, -360, 360);
|
|
} break;
|
|
case PARAM_SCALE: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
|
|
_adjust_curve_range(p_texture, 0, 1);
|
|
} break;
|
|
case PARAM_HUE_VARIATION: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
|
|
_adjust_curve_range(p_texture, -1, 1);
|
|
} break;
|
|
case PARAM_ANIM_SPEED: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
|
|
_adjust_curve_range(p_texture, 0, 200);
|
|
} break;
|
|
case PARAM_ANIM_OFFSET: {
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
|
|
} break;
|
|
case PARAM_MAX: break; // Can't happen, but silences warning
|
|
}
|
|
|
|
_queue_shader_change();
|
|
}
|
|
Ref<Texture> ParticlesMaterial::get_param_texture(Parameter p_param) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture>());
|
|
|
|
return tex_parameters[p_param];
|
|
}
|
|
|
|
void ParticlesMaterial::set_color(const Color &p_color) {
|
|
|
|
VisualServer::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<Texture> &p_texture) {
|
|
|
|
color_ramp = p_texture;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
|
|
_queue_shader_change();
|
|
_change_notify();
|
|
}
|
|
|
|
Ref<Texture> ParticlesMaterial::get_color_ramp() const {
|
|
|
|
return color_ramp;
|
|
}
|
|
|
|
void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) {
|
|
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
|
flags[p_flag] = p_enable;
|
|
_queue_shader_change();
|
|
if (p_flag == FLAG_DISABLE_Z) {
|
|
_change_notify();
|
|
}
|
|
}
|
|
|
|
bool ParticlesMaterial::get_flag(Flags p_flag) const {
|
|
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
|
return flags[p_flag];
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
|
|
ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
|
|
emission_shape = p_shape;
|
|
_change_notify();
|
|
_queue_shader_change();
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
|
|
|
|
emission_sphere_radius = p_radius;
|
|
VisualServer::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;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_point_texture(const Ref<Texture> &p_points) {
|
|
|
|
emission_point_texture = p_points;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, p_points);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture> &p_normals) {
|
|
|
|
emission_normal_texture = p_normals;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, p_normals);
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_color_texture(const Ref<Texture> &p_colors) {
|
|
|
|
emission_color_texture = p_colors;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, p_colors);
|
|
_queue_shader_change();
|
|
}
|
|
|
|
void ParticlesMaterial::set_emission_point_count(int p_count) {
|
|
|
|
emission_point_count = p_count;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
|
|
}
|
|
|
|
ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
|
|
|
|
return emission_shape;
|
|
}
|
|
|
|
float ParticlesMaterial::get_emission_sphere_radius() const {
|
|
|
|
return emission_sphere_radius;
|
|
}
|
|
Vector3 ParticlesMaterial::get_emission_box_extents() const {
|
|
|
|
return emission_box_extents;
|
|
}
|
|
Ref<Texture> ParticlesMaterial::get_emission_point_texture() const {
|
|
|
|
return emission_point_texture;
|
|
}
|
|
Ref<Texture> ParticlesMaterial::get_emission_normal_texture() const {
|
|
|
|
return emission_normal_texture;
|
|
}
|
|
|
|
Ref<Texture> ParticlesMaterial::get_emission_color_texture() const {
|
|
|
|
return emission_color_texture;
|
|
}
|
|
|
|
int ParticlesMaterial::get_emission_point_count() const {
|
|
|
|
return emission_point_count;
|
|
}
|
|
|
|
void ParticlesMaterial::set_trail_divisor(int p_divisor) {
|
|
|
|
trail_divisor = p_divisor;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
|
|
}
|
|
|
|
int ParticlesMaterial::get_trail_divisor() const {
|
|
|
|
return trail_divisor;
|
|
}
|
|
|
|
void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier) {
|
|
|
|
trail_size_modifier = p_trail_size_modifier;
|
|
|
|
Ref<CurveTexture> curve = trail_size_modifier;
|
|
if (curve.is_valid()) {
|
|
curve->ensure_default_setup();
|
|
}
|
|
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, curve);
|
|
_queue_shader_change();
|
|
}
|
|
|
|
Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const {
|
|
|
|
return trail_size_modifier;
|
|
}
|
|
|
|
void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) {
|
|
|
|
trail_color_modifier = p_trail_color_modifier;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, p_trail_color_modifier);
|
|
_queue_shader_change();
|
|
}
|
|
|
|
Ref<GradientTexture> ParticlesMaterial::get_trail_color_modifier() const {
|
|
|
|
return trail_color_modifier;
|
|
}
|
|
|
|
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
|
|
}
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
|
|
}
|
|
|
|
Vector3 ParticlesMaterial::get_gravity() const {
|
|
|
|
return gravity;
|
|
}
|
|
|
|
void ParticlesMaterial::set_lifetime_randomness(float p_lifetime) {
|
|
|
|
lifetime_randomness = p_lifetime;
|
|
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
|
|
}
|
|
|
|
float 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 == "color" && color_ramp.is_valid()) {
|
|
property.usage = 0;
|
|
}
|
|
|
|
if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
|
|
property.usage = 0;
|
|
}
|
|
|
|
if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
|
|
property.usage = 0;
|
|
}
|
|
|
|
if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) {
|
|
property.usage = 0;
|
|
}
|
|
|
|
if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
|
|
property.usage = 0;
|
|
}
|
|
|
|
if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
|
|
property.usage = 0;
|
|
}
|
|
|
|
if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) {
|
|
property.usage = 0;
|
|
}
|
|
}
|
|
|
|
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_flag", "flag", "enable"), &ParticlesMaterial::set_flag);
|
|
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_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_trail_divisor", "divisor"), &ParticlesMaterial::set_trail_divisor);
|
|
ClassDB::bind_method(D_METHOD("get_trail_divisor"), &ParticlesMaterial::get_trail_divisor);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_trail_size_modifier", "texture"), &ParticlesMaterial::set_trail_size_modifier);
|
|
ClassDB::bind_method(D_METHOD("get_trail_size_modifier"), &ParticlesMaterial::get_trail_size_modifier);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_trail_color_modifier", "texture"), &ParticlesMaterial::set_trail_color_modifier);
|
|
ClassDB::bind_method(D_METHOD("get_trail_color_modifier"), &ParticlesMaterial::get_trail_color_modifier);
|
|
|
|
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);
|
|
|
|
ADD_GROUP("Time", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
|
|
ADD_GROUP("Trail", "trail_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_divisor", PROPERTY_HINT_RANGE, "1,1000000,1"), "set_trail_divisor", "get_trail_divisor");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_size_modifier", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_trail_size_modifier", "get_trail_size_modifier");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_color_modifier", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_trail_color_modifier", "get_trail_color_modifier");
|
|
ADD_GROUP("Emission Shape", "emission_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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, "Texture"), "set_emission_point_texture", "get_emission_point_texture");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_normal_texture", "get_emission_normal_texture");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "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_GROUP("Flags", "flag_");
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z);
|
|
ADD_GROUP("Direction", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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::REAL, "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::REAL, "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::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
|
|
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "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);
|
|
|
|
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(FLAG_ALIGN_Y_TO_VELOCITY);
|
|
BIND_ENUM_CONSTANT(FLAG_ROTATE_Y);
|
|
BIND_ENUM_CONSTANT(FLAG_DISABLE_Z);
|
|
BIND_ENUM_CONSTANT(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_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_trail_divisor(1);
|
|
set_gravity(Vector3(0, -9.8, 0));
|
|
set_lifetime_randomness(0);
|
|
emission_point_count = 1;
|
|
|
|
for (int i = 0; i < PARAM_MAX; i++) {
|
|
set_param_randomness(Parameter(i), 0);
|
|
}
|
|
|
|
for (int i = 0; i < FLAG_MAX; i++) {
|
|
flags[i] = false;
|
|
}
|
|
|
|
set_color(Color(1, 1, 1, 1));
|
|
|
|
current_key.key = 0;
|
|
current_key.invalid_key = 1;
|
|
|
|
_queue_shader_change();
|
|
}
|
|
|
|
ParticlesMaterial::~ParticlesMaterial() {
|
|
|
|
if (material_mutex)
|
|
material_mutex->lock();
|
|
|
|
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
|
|
VS::get_singleton()->free(shader_map[current_key].shader);
|
|
shader_map.erase(current_key);
|
|
}
|
|
|
|
VS::get_singleton()->material_set_shader(_get_material(), RID());
|
|
}
|
|
|
|
if (material_mutex)
|
|
material_mutex->unlock();
|
|
}
|