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/**************************************************************************/
/* particle_process_material.cpp */
/**************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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# include "particle_process_material.h"
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# include "core/version.h"
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Mutex ParticleProcessMaterial : : material_mutex ;
SelfList < ParticleProcessMaterial > : : List * ParticleProcessMaterial : : dirty_materials = nullptr ;
HashMap < ParticleProcessMaterial : : MaterialKey , ParticleProcessMaterial : : ShaderData , ParticleProcessMaterial : : MaterialKey > ParticleProcessMaterial : : shader_map ;
ParticleProcessMaterial : : ShaderNames * ParticleProcessMaterial : : shader_names = nullptr ;
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void ParticleProcessMaterial : : init_shaders ( ) {
dirty_materials = memnew ( SelfList < ParticleProcessMaterial > : : 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 " ;
shader_names - > flatness = " flatness " ;
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shader_names - > initial_linear_velocity_min = " initial_linear_velocity_min " ;
shader_names - > initial_angle_min = " initial_angle_min " ;
shader_names - > angular_velocity_min = " angular_velocity_min " ;
shader_names - > orbit_velocity_min = " orbit_velocity_min " ;
shader_names - > linear_accel_min = " linear_accel_min " ;
shader_names - > radial_accel_min = " radial_accel_min " ;
shader_names - > tangent_accel_min = " tangent_accel_min " ;
shader_names - > damping_min = " damping_min " ;
shader_names - > scale_min = " scale_min " ;
shader_names - > hue_variation_min = " hue_variation_min " ;
shader_names - > anim_speed_min = " anim_speed_min " ;
shader_names - > anim_offset_min = " anim_offset_min " ;
shader_names - > initial_linear_velocity_max = " initial_linear_velocity_max " ;
shader_names - > initial_angle_max = " initial_angle_max " ;
shader_names - > angular_velocity_max = " angular_velocity_max " ;
shader_names - > orbit_velocity_max = " orbit_velocity_max " ;
shader_names - > linear_accel_max = " linear_accel_max " ;
shader_names - > radial_accel_max = " radial_accel_max " ;
shader_names - > tangent_accel_max = " tangent_accel_max " ;
shader_names - > damping_max = " damping_max " ;
shader_names - > scale_max = " scale_max " ;
shader_names - > hue_variation_max = " hue_variation_max " ;
shader_names - > anim_speed_max = " anim_speed_max " ;
shader_names - > anim_offset_max = " anim_offset_max " ;
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shader_names - > angle_texture = " angle_texture " ;
shader_names - > angular_velocity_texture = " angular_velocity_texture " ;
shader_names - > orbit_velocity_texture = " orbit_velocity_texture " ;
shader_names - > linear_accel_texture = " linear_accel_texture " ;
shader_names - > radial_accel_texture = " radial_accel_texture " ;
shader_names - > tangent_accel_texture = " tangent_accel_texture " ;
shader_names - > damping_texture = " damping_texture " ;
shader_names - > scale_texture = " scale_texture " ;
shader_names - > hue_variation_texture = " hue_variation_texture " ;
shader_names - > anim_speed_texture = " anim_speed_texture " ;
shader_names - > anim_offset_texture = " anim_offset_texture " ;
shader_names - > color = " color_value " ;
shader_names - > color_ramp = " color_ramp " ;
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shader_names - > color_initial_ramp = " color_initial_ramp " ;
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shader_names - > emission_sphere_radius = " emission_sphere_radius " ;
shader_names - > emission_box_extents = " emission_box_extents " ;
shader_names - > emission_texture_point_count = " emission_texture_point_count " ;
shader_names - > emission_texture_points = " emission_texture_points " ;
shader_names - > emission_texture_normal = " emission_texture_normal " ;
shader_names - > emission_texture_color = " emission_texture_color " ;
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shader_names - > emission_ring_axis = " emission_ring_axis " ;
shader_names - > emission_ring_height = " emission_ring_height " ;
shader_names - > emission_ring_radius = " emission_ring_radius " ;
shader_names - > emission_ring_inner_radius = " emission_ring_inner_radius " ;
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shader_names - > turbulence_enabled = " turbulence_enabled " ;
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shader_names - > turbulence_noise_strength = " turbulence_noise_strength " ;
shader_names - > turbulence_noise_scale = " turbulence_noise_scale " ;
shader_names - > turbulence_noise_speed = " turbulence_noise_speed " ;
shader_names - > turbulence_noise_speed_random = " turbulence_noise_speed_random " ;
shader_names - > turbulence_influence_over_life = " turbulence_influence_over_life " ;
shader_names - > turbulence_influence_min = " turbulence_influence_min " ;
shader_names - > turbulence_influence_max = " turbulence_influence_max " ;
shader_names - > turbulence_initial_displacement_min = " turbulence_initial_displacement_min " ;
shader_names - > turbulence_initial_displacement_max = " turbulence_initial_displacement_max " ;
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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 " ;
shader_names - > sub_emitter_amount_at_end = " sub_emitter_amount_at_end " ;
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shader_names - > sub_emitter_amount_at_collision = " sub_emitter_amount_at_collision " ;
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shader_names - > sub_emitter_keep_velocity = " sub_emitter_keep_velocity " ;
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shader_names - > collision_friction = " collision_friction " ;
shader_names - > collision_bounce = " collision_bounce " ;
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}
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void ParticleProcessMaterial : : 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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void ParticleProcessMaterial : : _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 ) ) {
shader_map [ current_key ] . users - - ;
if ( shader_map [ current_key ] . users = = 0 ) {
//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 ) ;
}
}
current_key = mk ;
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 + + ;
return ;
}
//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 ParticleProcessMaterial. \n \n " ;
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code + = " shader_type particles; \n " ;
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if ( collision_scale ) {
code + = " render_mode collision_use_scale; \n " ;
}
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code + = " uniform vec3 direction; \n " ;
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code + = " uniform float spread; \n " ;
code + = " uniform float flatness; \n " ;
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code + = " uniform float initial_linear_velocity_min; \n " ;
code + = " uniform float initial_angle_min; \n " ;
code + = " uniform float angular_velocity_min; \n " ;
code + = " uniform float orbit_velocity_min; \n " ;
code + = " uniform float linear_accel_min; \n " ;
code + = " uniform float radial_accel_min; \n " ;
code + = " uniform float tangent_accel_min; \n " ;
code + = " uniform float damping_min; \n " ;
code + = " uniform float scale_min; \n " ;
code + = " uniform float hue_variation_min; \n " ;
code + = " uniform float anim_speed_min; \n " ;
code + = " uniform float anim_offset_min; \n " ;
code + = " uniform float initial_linear_velocity_max; \n " ;
code + = " uniform float initial_angle_max; \n " ;
code + = " uniform float angular_velocity_max; \n " ;
code + = " uniform float orbit_velocity_max; \n " ;
code + = " uniform float linear_accel_max; \n " ;
code + = " uniform float radial_accel_max; \n " ;
code + = " uniform float tangent_accel_max; \n " ;
code + = " uniform float damping_max; \n " ;
code + = " uniform float scale_max; \n " ;
code + = " uniform float hue_variation_max; \n " ;
code + = " uniform float anim_speed_max; \n " ;
code + = " uniform float anim_offset_max; \n " ;
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code + = " uniform float lifetime_randomness; \n " ;
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switch ( emission_shape ) {
case EMISSION_SHAPE_POINT : {
//do none
} break ;
case EMISSION_SHAPE_SPHERE : {
code + = " uniform float emission_sphere_radius; \n " ;
} break ;
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case EMISSION_SHAPE_SPHERE_SURFACE : {
code + = " uniform float emission_sphere_radius; \n " ;
} break ;
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case EMISSION_SHAPE_BOX : {
code + = " uniform vec3 emission_box_extents; \n " ;
} break ;
case EMISSION_SHAPE_DIRECTED_POINTS : {
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code + = " uniform sampler2D emission_texture_normal : hint_default_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_default_black; \n " ;
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code + = " uniform int emission_texture_point_count; \n " ;
if ( emission_color_texture . is_valid ( ) ) {
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code + = " uniform sampler2D emission_texture_color : hint_default_white; \n " ;
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}
} break ;
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case EMISSION_SHAPE_RING : {
code + = " uniform vec3 " + shader_names - > emission_ring_axis + " ; \n " ;
code + = " uniform float " + shader_names - > emission_ring_height + " ; \n " ;
code + = " uniform float " + shader_names - > emission_ring_radius + " ; \n " ;
code + = " uniform float " + shader_names - > emission_ring_inner_radius + " ; \n " ;
} break ;
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case EMISSION_SHAPE_MAX : { // Max value for validity check.
break ;
}
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}
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if ( sub_emitter_mode ! = SUB_EMITTER_DISABLED ) {
if ( sub_emitter_mode = = SUB_EMITTER_CONSTANT ) {
code + = " uniform float sub_emitter_frequency; \n " ;
}
if ( sub_emitter_mode = = SUB_EMITTER_AT_END ) {
code + = " uniform int sub_emitter_amount_at_end; \n " ;
}
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if ( sub_emitter_mode = = SUB_EMITTER_AT_COLLISION ) {
code + = " uniform int sub_emitter_amount_at_collision; \n " ;
}
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code + = " uniform bool sub_emitter_keep_velocity; \n " ;
}
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code + = " uniform vec4 color_value : source_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 : repeat_disable; \n " ;
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}
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if ( color_initial_ramp . is_valid ( ) ) {
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code + = " uniform sampler2D color_initial_ramp : repeat_disable; \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 : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ORBIT_VELOCITY ] . is_valid ( ) ) {
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code + = " uniform sampler2D orbit_velocity_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ANGULAR_VELOCITY ] . is_valid ( ) ) {
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code + = " uniform sampler2D angular_velocity_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_LINEAR_ACCEL ] . is_valid ( ) ) {
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code + = " uniform sampler2D linear_accel_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_RADIAL_ACCEL ] . is_valid ( ) ) {
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code + = " uniform sampler2D radial_accel_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_TANGENTIAL_ACCEL ] . is_valid ( ) ) {
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code + = " uniform sampler2D tangent_accel_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_DAMPING ] . is_valid ( ) ) {
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code + = " uniform sampler2D damping_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ANGLE ] . is_valid ( ) ) {
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code + = " uniform sampler2D angle_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_SCALE ] . is_valid ( ) ) {
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code + = " uniform sampler2D scale_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_HUE_VARIATION ] . is_valid ( ) ) {
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code + = " uniform sampler2D hue_variation_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ANIM_SPEED ] . is_valid ( ) ) {
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code + = " uniform sampler2D anim_speed_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ANIM_OFFSET ] . is_valid ( ) ) {
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code + = " uniform sampler2D anim_offset_texture : repeat_disable; \n " ;
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}
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if ( collision_mode = = COLLISION_RIGID ) {
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code + = " uniform float collision_friction; \n " ;
code + = " uniform float collision_bounce; \n " ;
}
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if ( turbulence_enabled ) {
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code + = " uniform float turbulence_noise_strength; \n " ;
code + = " uniform float turbulence_noise_scale; \n " ;
code + = " uniform float turbulence_influence_min; \n " ;
code + = " uniform float turbulence_influence_max; \n " ;
code + = " uniform float turbulence_initial_displacement_min; \n " ;
code + = " uniform float turbulence_initial_displacement_max; \n " ;
code + = " uniform float turbulence_noise_speed_random; \n " ;
code + = " uniform vec3 turbulence_noise_speed = vec3(1.0, 1.0, 1.0); \n " ;
if ( tex_parameters [ PARAM_TURB_INFLUENCE_OVER_LIFE ] . is_valid ( ) ) {
code + = " uniform sampler2D turbulence_influence_over_life; \n " ;
}
if ( turbulence_color_ramp . is_valid ( ) ) {
code + = " uniform sampler2D turbulence_color_ramp; \n " ;
}
code + = " \n " ;
//functions for 3D noise / turbulence
code + = " \n \n " ;
code + = " // 3D Noise with friendly permission by Inigo Quilez \n " ;
code + = " vec3 hash_noise( vec3 p ) { \n " ;
code + = " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3)); \n " ;
code + = " return 2.0 * fract(fract(p)*4375.55) -1.; \n " ;
code + = " } \n " ;
code + = " \n " ;
code + = " float noise( vec3 p) { \n " ;
code + = " vec3 i = floor(p);; \n " ;
code + = " vec3 f = fract(p); \n " ;
code + = " vec3 u = f * f * (3.0 - 2.0 * f); \n " ;
code + = " \n " ;
code + = " return 2.0*mix( mix( mix( dot( hash_noise( i + vec3(0.0,0.0,0.0) ), f - vec3(0.0,0.0,0.0) ), dot( hash_noise( i + vec3(1.0,0.0,0.0) ), f - vec3(1.0,0.0,0.0) ), u.x), \n " ;
code + = " mix( dot( hash_noise( i + vec3(0.0,1.0,0.0) ), f - vec3(0.0,1.0,0.0) ), dot( hash_noise( i + vec3(1.0,1.0,0.0) ), f - vec3(1.0,1.0,0.0) ), u.x), u.y), \n " ;
code + = " mix( mix( dot( hash_noise( i + vec3(0.0,0.0,1.0) ), f - vec3(0.0,0.0,1.0) ), dot( hash_noise( i + vec3(1.0,0.0,1.0) ), f - vec3(1.0,0.0,1.0) ), u.x), \n " ;
code + = " mix( dot( hash_noise( i + vec3(0.0,1.0,1.0) ), f - vec3(0.0,1.0,1.0) ), dot( hash_noise( i + vec3(1.0,1.0,1.0) ), f - vec3(1.0,1.0,1.0) ), u.x), u.y), u.z); \n " ;
code + = " } \n \n " ;
code + = " // Curl 3D and noise_3d function with friendly permission by Isaac Cohen \n " ;
code + = " vec3 noise_3d(vec3 p) { \n " ;
code + = " float s = noise(p); \n " ;
code + = " float s1 = noise(vec3(p.y - 19.1, p.z + 33.4, p.x + 47.2)); \n " ;
code + = " float s2 = noise(vec3(p.z + 74.2, p.x - 124.5, p.y + 99.4)); \n " ;
code + = " vec3 c = vec3(s, s1, s2); \n " ;
code + = " return c; \n " ;
code + = " } \n \n " ;
code + = " vec3 curl_3d(vec3 p, float c) { \n " ;
code + = " float epsilon = 0.001 + c; \n " ;
code + = " vec3 dx = vec3(epsilon, 0.0, 0.0); \n " ;
code + = " vec3 dy = vec3(0.0, epsilon, 0.0); \n " ;
code + = " vec3 dz = vec3(0.0, 0.0, epsilon); \n " ;
code + = " vec3 x0 = noise_3d(p - dx).xyz; \n " ;
code + = " vec3 x1 = noise_3d(p + dx).xyz; \n " ;
code + = " vec3 y0 = noise_3d(p - dy).xyz; \n " ;
code + = " vec3 y1 = noise_3d(p + dy).xyz; \n " ;
code + = " vec3 z0 = noise_3d(p - dz).xyz; \n " ;
code + = " vec3 z1 = noise_3d(p + dz).xyz; \n " ;
code + = " float x = y1.z - y0.z - z1.y + z0.y; \n " ;
code + = " float y = z1.x - z0.x - x1.z + x0.z; \n " ;
code + = " float z = x1.y - x0.y - y1.x + y0.x; \n " ;
code + = " float divisor = 1.0 / (2.0 * epsilon); \n " ;
code + = " return vec3(normalize(vec3(x, y, z) * divisor)); \n " ;
code + = " } \n " ;
code + = " vec3 get_noise_direction(vec3 pos, vec3 emission_pos, vec3 time_noise) { \n " ;
code + = " float adj_contrast = max((turbulence_noise_strength - 1.0), 0.0) * 70.0; \n " ;
code + = " vec3 noise_time = (vec3(TIME) * turbulence_noise_speed) + time_noise; \n " ;
code + = " vec3 noise_pos = (pos * turbulence_noise_scale) - emission_pos; \n " ;
code + = " vec3 diff = pos - emission_pos; \n " ;
code + = " vec3 noise_direction = curl_3d(noise_pos + noise_time - diff, adj_contrast); \n " ;
code + = " noise_direction = mix(0.9 * noise_direction, noise_direction, turbulence_noise_strength - 9.0); \n " ;
code + = " return noise_direction; \n " ;
code + = " } \n " ;
}
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//need a random function
code + = " \n \n " ;
code + = " float rand_from_seed(inout uint seed) { \n " ;
code + = " int k; \n " ;
code + = " int s = int(seed); \n " ;
code + = " if (s == 0) \n " ;
code + = " s = 305420679; \n " ;
code + = " k = s / 127773; \n " ;
code + = " s = 16807 * (s - k * 127773) - 2836 * k; \n " ;
code + = " if (s < 0) \n " ;
code + = " s += 2147483647; \n " ;
code + = " seed = uint(s); \n " ;
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code + = " return float(seed % uint(65536)) / 65535.0; \n " ;
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code + = " } \n " ;
code + = " \n " ;
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 " ;
code + = " \n " ;
//improve seed quality
code + = " uint hash(uint x) { \n " ;
code + = " x = ((x >> uint(16)) ^ x) * uint(73244475); \n " ;
code + = " x = ((x >> uint(16)) ^ x) * uint(73244475); \n " ;
code + = " x = (x >> uint(16)) ^ x; \n " ;
code + = " return x; \n " ;
code + = " } \n " ;
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 " ;
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 " ;
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if ( color_initial_ramp . is_valid ( ) ) {
code + = " float color_initial_rand = rand_from_seed(alt_seed); \n " ;
}
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code + = " float pi = 3.14159; \n " ;
code + = " float degree_to_rad = pi / 180.0; \n " ;
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 " ;
code + = " ivec2 emission_tex_size = textureSize(emission_texture_points, 0); \n " ;
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 = 1.0; \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 = 1.0; \n " ;
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}
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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code + = " { \n " ;
code + = " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad; \n " ;
code + = " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0); \n " ;
code + = " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0); \n " ;
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code + = " VELOCITY = rot * mix(initial_linear_velocity_min,initial_linear_velocity_max, rand_from_seed(alt_seed)); \n " ;
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code + = " } \n " ;
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} else {
//initiate velocity spread in 3D
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code + = " { \n " ;
code + = " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad; \n " ;
code + = " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness); \n " ;
code + = " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad)); \n " ;
code + = " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad)); \n " ;
code + = " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution \n " ;
code + = " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z); \n " ;
code + = " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0); \n " ;
code + = " // rotate spread to direction \n " ;
code + = " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm); \n " ;
code + = " if (length(binormal) < 0.0001) { \n " ;
code + = " // direction is parallel to Y. Choose Z as the binormal. \n " ;
code + = " binormal = vec3(0.0, 0.0, 1.0); \n " ;
code + = " } \n " ;
code + = " binormal = normalize(binormal); \n " ;
code + = " vec3 normal = cross(binormal, direction_nrm); \n " ;
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 * mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed)); \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 = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand); \n " ;
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code + = " CUSTOM.x = base_angle * degree_to_rad; \n " ; // angle
code + = " CUSTOM.y = 0.0; \n " ; // phase
code + = " CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed)); \n " ;
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code + = " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand); \n " ; // animation offset (0-1)
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code + = " if (RESTART_POSITION) { \n " ;
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switch ( emission_shape ) {
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 ;
case EMISSION_SHAPE_SPHERE : {
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code + = " float s = rand_from_seed(alt_seed) * 2.0 - 1.0; \n " ;
code + = " float t = rand_from_seed(alt_seed) * 2.0 * pi; \n " ;
code + = " float p = rand_from_seed(alt_seed); \n " ;
code + = " float radius = emission_sphere_radius * sqrt(1.0 - s * s); \n " ;
code + = " TRANSFORM[3].xyz = mix(vec3(0.0, 0.0, 0.0), vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s), p); \n " ;
} break ;
case EMISSION_SHAPE_SPHERE_SURFACE : {
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code + = " float s = rand_from_seed(alt_seed) * 2.0 - 1.0; \n " ;
code + = " float t = rand_from_seed(alt_seed) * 2.0 * pi; \n " ;
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 " ;
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} break ;
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 ;
case EMISSION_SHAPE_POINTS :
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 ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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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 " ;
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} else {
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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 " ;
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}
}
} break ;
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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 ;
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case EMISSION_SHAPE_MAX : { // Max value for validity check.
break ;
}
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}
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code + = " if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz; \n " ;
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// Apply noise/turbulence: initial displacement.
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if ( turbulence_enabled ) {
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if ( get_turbulence_noise_speed_random ( ) > = 0.0 ) {
code + = " vec3 time_noise = noise_3d( vec3(TIME) * turbulence_noise_speed_random ) * -turbulence_noise_speed; \n " ;
} else {
code + = " const vec3 time_noise = vec3(0.0); \n " ;
}
code + = " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz, EMISSION_TRANSFORM[3].xyz, time_noise); \n " ;
code + = " float turb_init_displacement = mix(turbulence_initial_displacement_min, turbulence_initial_displacement_max, rand_from_seed(alt_seed)); " ;
code + = " TRANSFORM[3].xyz += noise_direction * turb_init_displacement; \n " ;
}
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code + = " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM; \n " ;
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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code + = " VELOCITY.z = 0.0; \n " ;
code + = " TRANSFORM[3].z = 0.0; \n " ;
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}
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code + = " } \n " ;
code + = " } \n \n " ;
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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 " ;
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if ( color_initial_ramp . is_valid ( ) ) {
code + = " float color_initial_rand = rand_from_seed(alt_seed); \n " ;
}
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code + = " float pi = 3.14159; \n " ;
code + = " float degree_to_rad = pi / 180.0; \n " ;
code + = " \n " ;
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if ( emission_shape = = EMISSION_SHAPE_POINTS | | emission_shape = = EMISSION_SHAPE_DIRECTED_POINTS ) {
code + = " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count))); \n " ;
code + = " ivec2 emission_tex_size = textureSize(emission_texture_points, 0); \n " ;
code + = " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x); \n " ;
}
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code + = " CUSTOM.y += DELTA / LIFETIME; \n " ;
code + = " float tv = CUSTOM.y / CUSTOM.w; \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(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_linear_velocity = 1.0; \n " ;
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}
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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if ( tex_parameters [ PARAM_ORBIT_VELOCITY ] . is_valid ( ) ) {
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code + = " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_orbit_velocity = 1.0; \n " ;
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}
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}
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if ( tex_parameters [ PARAM_ANGULAR_VELOCITY ] . is_valid ( ) ) {
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code + = " float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_angular_velocity = 1.0; \n " ;
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}
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if ( tex_parameters [ PARAM_LINEAR_ACCEL ] . is_valid ( ) ) {
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code + = " float tex_linear_accel = textureLod(linear_accel_texture, vec2(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_linear_accel = 1.0; \n " ;
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}
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if ( tex_parameters [ PARAM_RADIAL_ACCEL ] . is_valid ( ) ) {
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code + = " float tex_radial_accel = textureLod(radial_accel_texture, vec2(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_radial_accel = 1.0; \n " ;
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}
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if ( tex_parameters [ PARAM_TANGENTIAL_ACCEL ] . is_valid ( ) ) {
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code + = " float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_tangent_accel = 1.0; \n " ;
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}
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if ( tex_parameters [ PARAM_DAMPING ] . is_valid ( ) ) {
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code + = " float tex_damping = textureLod(damping_texture, vec2(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_damping = 1.0; \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(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_angle = 1.0; \n " ;
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}
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if ( tex_parameters [ PARAM_ANIM_SPEED ] . is_valid ( ) ) {
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code + = " float tex_anim_speed = textureLod(anim_speed_texture, vec2(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_anim_speed = 1.0; \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(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_anim_offset = 1.0; \n " ;
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}
2018-09-04 17:30:04 +08:00
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code + = " vec3 force = gravity; \n " ;
code + = " vec3 pos = TRANSFORM[3].xyz; \n " ;
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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code + = " pos.z = 0.0; \n " ;
}
code + = " // apply linear acceleration \n " ;
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code + = " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0); \n " ;
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code + = " // apply radial acceleration \n " ;
code + = " vec3 org = EMISSION_TRANSFORM[3].xyz; \n " ;
code + = " vec3 diff = pos - org; \n " ;
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code + = " force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0); \n " ;
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code + = " // apply tangential acceleration; \n " ;
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code + = " float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed)); \n " ;
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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code + = " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0); \n " ;
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} else {
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code + = " vec3 crossDiff = cross(normalize(diff), normalize(gravity)); \n " ;
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code + = " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0); \n " ;
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}
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if ( attractor_interaction_enabled ) {
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code + = " force += ATTRACTOR_FORCE; \n \n " ;
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}
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code + = " // apply attractor forces \n " ;
code + = " VELOCITY += force * DELTA; \n " ;
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if ( tex_parameters [ PARAM_INITIAL_LINEAR_VELOCITY ] . is_valid ( ) ) {
code + = " VELOCITY = normalize(VELOCITY) * tex_linear_velocity; \n " ;
}
// Apply noise/turbulence.
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if ( turbulence_enabled ) {
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code + = " // apply turbulence \n " ;
if ( tex_parameters [ PARAM_TURB_INFLUENCE_OVER_LIFE ] . is_valid ( ) ) {
code + = " float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(tv, 0.0), 0.0).r; \n " ;
} else {
code + = " const float turbulence_influence = 1.0; \n " ;
}
code + = " \n " ;
if ( get_turbulence_noise_speed_random ( ) > = 0.0 ) {
code + = " vec3 time_noise = noise_3d( vec3(TIME) * turbulence_noise_speed_random ) * -turbulence_noise_speed; \n " ;
} else {
code + = " const vec3 time_noise = vec3(0.0); \n " ;
}
code + = " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz, EMISSION_TRANSFORM[3].xyz, time_noise); \n " ;
// If collision happened, turbulence is no longer applied.
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// We don't need this check when the collision mode is "hide on contact",
// as the particle will be hidden anyway.
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String extra_tab = " " ;
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if ( collision_mode ! = COLLISION_RIGID ) {
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code + = " if (!COLLIDED) { \n " ;
extra_tab = " " ;
}
code + = extra_tab + " \n " ;
code + = extra_tab + " float vel_mag = length(VELOCITY); \n " ;
code + = extra_tab + " float vel_infl = clamp(mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed)) * turbulence_influence, 0.0, 1.0); \n " ;
code + = extra_tab + " VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl); \n " ;
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if ( collision_mode ! = COLLISION_RIGID ) {
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code + = " } " ;
}
}
code + = " \n " ;
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code + = " // orbit velocity \n " ;
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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code + = " float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed)); \n " ;
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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 " ;
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}
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code + = " float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed)); \n " ;
code + = " if (dmp * tex_damping > 0.0) { \n " ;
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code + = " float v = length(VELOCITY); \n " ;
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code + = " float damp = tex_damping * dmp; \n " ;
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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 " ;
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code + = " } \n " ;
code + = " } \n " ;
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code + = " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, rand_from_seed(alt_seed)); \n " ;
code + = " base_angle += CUSTOM.y * LIFETIME * (tex_angular_velocity) * mix(angular_velocity_min,angular_velocity_max, rand_from_seed(alt_seed)); \n " ;
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code + = " CUSTOM.x = base_angle * degree_to_rad; \n " ; // angle
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code + = " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)) + tv * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed)); \n " ; // angle
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// apply color
// apply hue rotation
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if ( tex_parameters [ PARAM_SCALE ] . is_valid ( ) ) {
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code + = " vec3 tex_scale = textureLod(scale_texture, vec2(tv, 0.0), 0.0).rgb; \n " ;
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} else {
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code + = " vec3 tex_scale = vec3(1.0); \n " ;
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}
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if ( tex_parameters [ PARAM_HUE_VARIATION ] . is_valid ( ) ) {
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code + = " float tex_hue_variation = textureLod(hue_variation_texture, vec2(tv, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float tex_hue_variation = 1.0; \n " ;
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}
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code + = " float hue_rot_angle = (tex_hue_variation) * pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed)); \n " ;
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code + = " float hue_rot_c = cos(hue_rot_angle); \n " ;
code + = " float hue_rot_s = sin(hue_rot_angle); \n " ;
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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 " ;
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code + = " vec4(1.250, -1.050, -0.203, 0.0), \n " ;
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code + = " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s; \n " ;
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if ( color_ramp . is_valid ( ) ) {
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code + = " COLOR = hue_rot_mat * textureLod(color_ramp, vec2(tv, 0.0), 0.0) * color_value; \n " ;
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} else {
code + = " COLOR = hue_rot_mat * color_value; \n " ;
}
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if ( color_initial_ramp . is_valid ( ) ) {
code + = " vec4 start_color = textureLod(color_initial_ramp, vec2(color_initial_rand, 0.0), 0.0); \n " ;
code + = " COLOR *= start_color; \n " ;
}
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if ( emission_color_texture . is_valid ( ) & & ( emission_shape = = EMISSION_SHAPE_POINTS | | emission_shape = = EMISSION_SHAPE_DIRECTED_POINTS ) ) {
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code + = " COLOR *= texelFetch(emission_texture_color, emission_tex_ofs, 0); \n " ;
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}
code + = " \n " ;
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
if ( particle_flags [ PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY ] ) {
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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 " ;
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} else {
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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 " ;
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}
} else {
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// orient particle Y towards velocity
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if ( particle_flags [ PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY ] ) {
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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 " ;
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code + = " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) { \n " ;
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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 " ;
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code + = " } else { \n " ;
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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 " ;
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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 " ;
}
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// turn particle by rotation in Y
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if ( particle_flags [ PARTICLE_FLAG_ROTATE_Y ] ) {
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code + = " vec4 origin = TRANSFORM[3]; \n " ;
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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 " ;
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code + = " TRANSFORM[3] = origin; \n " ;
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}
}
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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code + = " TRANSFORM[3].z = 0.0; \n " ;
}
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// scale by scale
code + = " float base_scale = mix(scale_min, scale_max, scale_rand); \n " ;
code + = " base_scale = sign(base_scale) * max(abs(base_scale), 0.001); \n " ;
code + = " TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001); \n " ;
code + = " TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001); \n " ;
code + = " TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001); \n " ;
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if ( collision_mode = = COLLISION_RIGID ) {
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code + = " if (COLLIDED) { \n " ;
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code + = " if (length(VELOCITY) > 3.0) { \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),clamp(collision_friction, 0.0, 1.0)); \n " ;
code + = " } else { \n " ;
code + = " VELOCITY = vec3(0.0); \n " ;
// If turbulence is enabled, set the noise direction to up so the turbulence color is "neutral"
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if ( turbulence_enabled ) {
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code + = " noise_direction = vec3(1.0, 0.0, 0.0); \n " ;
}
code + = " } \n " ;
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code + = " } \n " ;
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} else if ( collision_mode = = COLLISION_HIDE_ON_CONTACT ) {
code + = " if (COLLIDED) { \n " ;
code + = " ACTIVE = false; \n " ;
code + = " } \n " ;
}
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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 : {
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code + = " if (COLLIDED) emit_count = sub_emitter_amount_at_collision; \n " ;
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} break ;
case SUB_EMITTER_AT_END : {
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 " ;
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code + = " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags); \n " ;
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code + = " } " ;
}
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code + = " if (CUSTOM.y > CUSTOM.w) { \n " ;
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code + = " ACTIVE = false; \n " ;
code + = " } \n " ;
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code + = " } \n " ;
code + = " \n " ;
ShaderData shader_data ;
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shader_data . shader = RS : : get_singleton ( ) - > shader_create ( ) ;
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shader_data . users = 1 ;
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RS : : get_singleton ( ) - > shader_set_code ( shader_data . shader , code ) ;
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shader_map [ mk ] = shader_data ;
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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , shader_data . shader ) ;
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}
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void ParticleProcessMaterial : : flush_changes ( ) {
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MutexLock lock ( material_mutex ) ;
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while ( dirty_materials - > first ( ) ) {
dirty_materials - > first ( ) - > self ( ) - > _update_shader ( ) ;
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}
}
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void ParticleProcessMaterial : : _queue_shader_change ( ) {
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MutexLock lock ( material_mutex ) ;
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if ( is_initialized & & ! element . in_list ( ) ) {
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dirty_materials - > add ( & element ) ;
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}
}
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bool ParticleProcessMaterial : : _is_shader_dirty ( ) const {
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MutexLock lock ( material_mutex ) ;
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return element . in_list ( ) ;
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}
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void ParticleProcessMaterial : : set_direction ( Vector3 p_direction ) {
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direction = p_direction ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > direction , direction ) ;
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}
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Vector3 ParticleProcessMaterial : : get_direction ( ) const {
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return direction ;
}
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void ParticleProcessMaterial : : set_spread ( float p_spread ) {
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spread = p_spread ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > spread , p_spread ) ;
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}
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float ParticleProcessMaterial : : get_spread ( ) const {
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return spread ;
}
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void ParticleProcessMaterial : : set_flatness ( float p_flatness ) {
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flatness = p_flatness ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > flatness , p_flatness ) ;
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}
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float ParticleProcessMaterial : : get_flatness ( ) const {
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return flatness ;
}
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void ParticleProcessMaterial : : set_param_min ( Parameter p_param , float p_value ) {
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ERR_FAIL_INDEX ( p_param , PARAM_MAX ) ;
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params_min [ p_param ] = p_value ;
if ( params_min [ p_param ] > params_max [ p_param ] ) {
set_param_max ( p_param , p_value ) ;
}
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switch ( p_param ) {
case PARAM_INITIAL_LINEAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > initial_linear_velocity_min , p_value ) ;
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} break ;
case PARAM_ANGULAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > angular_velocity_min , p_value ) ;
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} break ;
case PARAM_ORBIT_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > orbit_velocity_min , p_value ) ;
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} break ;
case PARAM_LINEAR_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > linear_accel_min , p_value ) ;
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} break ;
case PARAM_RADIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_accel_min , p_value ) ;
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} break ;
case PARAM_TANGENTIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > tangent_accel_min , p_value ) ;
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} break ;
case PARAM_DAMPING : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > damping_min , p_value ) ;
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} break ;
case PARAM_ANGLE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > initial_angle_min , p_value ) ;
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} break ;
case PARAM_SCALE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_min , p_value ) ;
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} break ;
case PARAM_HUE_VARIATION : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > hue_variation_min , p_value ) ;
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} break ;
case PARAM_ANIM_SPEED : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_speed_min , p_value ) ;
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} break ;
case PARAM_ANIM_OFFSET : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_offset_min , p_value ) ;
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} break ;
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case PARAM_TURB_VEL_INFLUENCE : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_influence_min , p_value ) ;
} break ;
case PARAM_TURB_INIT_DISPLACEMENT : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_initial_displacement_min , p_value ) ;
} break ;
case PARAM_TURB_INFLUENCE_OVER_LIFE : {
// Can't happen, but silences warning
} break ;
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case PARAM_MAX :
break ; // Can't happen, but silences warning
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}
}
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float ParticleProcessMaterial : : get_param_min ( Parameter p_param ) const {
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ERR_FAIL_INDEX_V ( p_param , PARAM_MAX , 0 ) ;
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return params_min [ p_param ] ;
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}
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void ParticleProcessMaterial : : set_param_max ( Parameter p_param , float p_value ) {
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ERR_FAIL_INDEX ( p_param , PARAM_MAX ) ;
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params_max [ p_param ] = p_value ;
if ( params_min [ p_param ] > params_max [ p_param ] ) {
set_param_min ( p_param , p_value ) ;
}
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switch ( p_param ) {
case PARAM_INITIAL_LINEAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > initial_linear_velocity_max , p_value ) ;
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} break ;
case PARAM_ANGULAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > angular_velocity_max , p_value ) ;
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} break ;
case PARAM_ORBIT_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > orbit_velocity_max , p_value ) ;
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} break ;
case PARAM_LINEAR_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > linear_accel_max , p_value ) ;
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} break ;
case PARAM_RADIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_accel_max , p_value ) ;
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} break ;
case PARAM_TANGENTIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > tangent_accel_max , p_value ) ;
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} break ;
case PARAM_DAMPING : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > damping_max , p_value ) ;
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} break ;
case PARAM_ANGLE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > initial_angle_max , p_value ) ;
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} break ;
case PARAM_SCALE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_max , p_value ) ;
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} break ;
case PARAM_HUE_VARIATION : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > hue_variation_max , p_value ) ;
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} break ;
case PARAM_ANIM_SPEED : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_speed_max , p_value ) ;
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} break ;
case PARAM_ANIM_OFFSET : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_offset_max , p_value ) ;
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} break ;
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case PARAM_TURB_VEL_INFLUENCE : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_influence_max , p_value ) ;
} break ;
case PARAM_TURB_INIT_DISPLACEMENT : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_initial_displacement_max , p_value ) ;
} break ;
case PARAM_TURB_INFLUENCE_OVER_LIFE : {
// Can't happen, but silences warning
} break ;
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case PARAM_MAX :
break ; // Can't happen, but silences warning
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}
}
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float ParticleProcessMaterial : : get_param_max ( Parameter p_param ) const {
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ERR_FAIL_INDEX_V ( p_param , PARAM_MAX , 0 ) ;
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return params_max [ p_param ] ;
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}
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static void _adjust_curve_range ( const Ref < Texture2D > & p_texture , float p_min , float p_max ) {
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Ref < CurveTexture > curve_tex = p_texture ;
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if ( ! curve_tex . is_valid ( ) ) {
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return ;
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}
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curve_tex - > ensure_default_setup ( p_min , p_max ) ;
}
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void ParticleProcessMaterial : : set_param_texture ( Parameter p_param , const Ref < Texture2D > & p_texture ) {
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ERR_FAIL_INDEX ( p_param , PARAM_MAX ) ;
tex_parameters [ p_param ] = p_texture ;
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RID tex_rid = p_texture . is_valid ( ) ? p_texture - > get_rid ( ) : RID ( ) ;
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switch ( p_param ) {
case PARAM_INITIAL_LINEAR_VELOCITY : {
//do none for this one
} break ;
case PARAM_ANGULAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > angular_velocity_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 360 , 360 ) ;
} break ;
case PARAM_ORBIT_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > orbit_velocity_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 500 , 500 ) ;
} break ;
case PARAM_LINEAR_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > linear_accel_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 200 , 200 ) ;
} break ;
case PARAM_RADIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_accel_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 200 , 200 ) ;
} break ;
case PARAM_TANGENTIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > tangent_accel_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 200 , 200 ) ;
} break ;
case PARAM_DAMPING : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > damping_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , 0 , 100 ) ;
} break ;
case PARAM_ANGLE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > angle_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 360 , 360 ) ;
} break ;
case PARAM_SCALE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , 0 , 1 ) ;
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} break ;
case PARAM_HUE_VARIATION : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > hue_variation_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 1 , 1 ) ;
} break ;
case PARAM_ANIM_SPEED : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_speed_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , 0 , 200 ) ;
} break ;
case PARAM_ANIM_OFFSET : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_offset_texture , tex_rid ) ;
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} break ;
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case PARAM_TURB_INFLUENCE_OVER_LIFE : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_influence_over_life , tex_rid ) ;
_adjust_curve_range ( p_texture , 0 , 1 ) ;
} break ;
case PARAM_TURB_VEL_INFLUENCE : {
// Can't happen, but silences warning
} break ;
case PARAM_TURB_INIT_DISPLACEMENT : {
// Can't happen, but silences warning
} break ;
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case PARAM_MAX :
break ; // Can't happen, but silences warning
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}
_queue_shader_change ( ) ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_param_texture ( Parameter p_param ) const {
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ERR_FAIL_INDEX_V ( p_param , PARAM_MAX , Ref < Texture2D > ( ) ) ;
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return tex_parameters [ p_param ] ;
}
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void ParticleProcessMaterial : : set_color ( const Color & p_color ) {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > color , p_color ) ;
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color = p_color ;
}
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Color ParticleProcessMaterial : : get_color ( ) const {
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return color ;
}
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void ParticleProcessMaterial : : set_color_ramp ( const Ref < Texture2D > & p_texture ) {
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color_ramp = p_texture ;
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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 ) ;
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_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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Ref < Texture2D > ParticleProcessMaterial : : get_color_ramp ( ) const {
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return color_ramp ;
}
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void ParticleProcessMaterial : : set_color_initial_ramp ( const Ref < Texture2D > & p_texture ) {
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color_initial_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_initial_ramp , tex_rid ) ;
_queue_shader_change ( ) ;
notify_property_list_changed ( ) ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_color_initial_ramp ( ) const {
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return color_initial_ramp ;
}
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void ParticleProcessMaterial : : set_particle_flag ( ParticleFlags p_particle_flag , bool p_enable ) {
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ERR_FAIL_INDEX ( p_particle_flag , PARTICLE_FLAG_MAX ) ;
particle_flags [ p_particle_flag ] = p_enable ;
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_queue_shader_change ( ) ;
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if ( p_particle_flag = = PARTICLE_FLAG_DISABLE_Z ) {
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notify_property_list_changed ( ) ;
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}
}
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bool ParticleProcessMaterial : : get_particle_flag ( ParticleFlags p_particle_flag ) const {
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ERR_FAIL_INDEX_V ( p_particle_flag , PARTICLE_FLAG_MAX , false ) ;
return particle_flags [ p_particle_flag ] ;
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}
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void ParticleProcessMaterial : : set_emission_shape ( EmissionShape p_shape ) {
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ERR_FAIL_INDEX ( p_shape , EMISSION_SHAPE_MAX ) ;
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emission_shape = p_shape ;
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notify_property_list_changed ( ) ;
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_queue_shader_change ( ) ;
}
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void ParticleProcessMaterial : : set_emission_sphere_radius ( real_t p_radius ) {
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emission_sphere_radius = p_radius ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_sphere_radius , p_radius ) ;
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}
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void ParticleProcessMaterial : : set_emission_box_extents ( Vector3 p_extents ) {
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emission_box_extents = p_extents ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_box_extents , p_extents ) ;
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}
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void ParticleProcessMaterial : : set_emission_point_texture ( const Ref < Texture2D > & p_points ) {
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emission_point_texture = p_points ;
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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 ) ;
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}
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void ParticleProcessMaterial : : set_emission_normal_texture ( const Ref < Texture2D > & p_normals ) {
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emission_normal_texture = p_normals ;
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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 ) ;
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}
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void ParticleProcessMaterial : : set_emission_color_texture ( const Ref < Texture2D > & p_colors ) {
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emission_color_texture = p_colors ;
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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 ) ;
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_queue_shader_change ( ) ;
}
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void ParticleProcessMaterial : : set_emission_point_count ( int p_count ) {
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emission_point_count = p_count ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_texture_point_count , p_count ) ;
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}
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void ParticleProcessMaterial : : set_emission_ring_axis ( Vector3 p_axis ) {
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emission_ring_axis = p_axis ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ring_axis , p_axis ) ;
}
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void ParticleProcessMaterial : : set_emission_ring_height ( real_t p_height ) {
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emission_ring_height = p_height ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ring_height , p_height ) ;
}
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void ParticleProcessMaterial : : set_emission_ring_radius ( real_t p_radius ) {
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emission_ring_radius = p_radius ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ring_radius , p_radius ) ;
}
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void ParticleProcessMaterial : : set_emission_ring_inner_radius ( real_t p_radius ) {
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emission_ring_inner_radius = p_radius ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ring_inner_radius , p_radius ) ;
}
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ParticleProcessMaterial : : EmissionShape ParticleProcessMaterial : : get_emission_shape ( ) const {
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return emission_shape ;
}
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real_t ParticleProcessMaterial : : get_emission_sphere_radius ( ) const {
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return emission_sphere_radius ;
}
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Vector3 ParticleProcessMaterial : : get_emission_box_extents ( ) const {
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return emission_box_extents ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_emission_point_texture ( ) const {
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return emission_point_texture ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_emission_normal_texture ( ) const {
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return emission_normal_texture ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_emission_color_texture ( ) const {
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return emission_color_texture ;
}
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int ParticleProcessMaterial : : get_emission_point_count ( ) const {
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return emission_point_count ;
}
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Vector3 ParticleProcessMaterial : : get_emission_ring_axis ( ) const {
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return emission_ring_axis ;
}
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real_t ParticleProcessMaterial : : get_emission_ring_height ( ) const {
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return emission_ring_height ;
}
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real_t ParticleProcessMaterial : : get_emission_ring_radius ( ) const {
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return emission_ring_radius ;
}
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real_t ParticleProcessMaterial : : get_emission_ring_inner_radius ( ) const {
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return emission_ring_inner_radius ;
}
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void ParticleProcessMaterial : : set_turbulence_enabled ( const bool p_turbulence_enabled ) {
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turbulence_enabled = p_turbulence_enabled ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_enabled , turbulence_enabled ) ;
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_queue_shader_change ( ) ;
notify_property_list_changed ( ) ;
}
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bool ParticleProcessMaterial : : get_turbulence_enabled ( ) const {
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return turbulence_enabled ;
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}
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void ParticleProcessMaterial : : set_turbulence_noise_strength ( float p_turbulence_noise_strength ) {
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turbulence_noise_strength = p_turbulence_noise_strength ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_noise_strength , p_turbulence_noise_strength ) ;
}
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float ParticleProcessMaterial : : get_turbulence_noise_strength ( ) const {
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return turbulence_noise_strength ;
}
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void ParticleProcessMaterial : : set_turbulence_noise_scale ( float p_turbulence_noise_scale ) {
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turbulence_noise_scale = p_turbulence_noise_scale ;
float shader_turbulence_noise_scale = ( pow ( p_turbulence_noise_scale , 0.25 ) * 5.6234 / 10.0 ) * 4.0 - 3.0 ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_noise_scale , shader_turbulence_noise_scale ) ;
}
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float ParticleProcessMaterial : : get_turbulence_noise_scale ( ) const {
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return turbulence_noise_scale ;
}
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void ParticleProcessMaterial : : set_turbulence_noise_speed_random ( float p_turbulence_noise_speed_random ) {
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turbulence_noise_speed_random = p_turbulence_noise_speed_random ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_noise_speed_random , p_turbulence_noise_speed_random ) ;
}
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float ParticleProcessMaterial : : get_turbulence_noise_speed_random ( ) const {
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return turbulence_noise_speed_random ;
}
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void ParticleProcessMaterial : : set_turbulence_noise_speed ( const Vector3 & p_turbulence_noise_speed ) {
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turbulence_noise_speed = p_turbulence_noise_speed ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_noise_speed , turbulence_noise_speed ) ;
}
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Vector3 ParticleProcessMaterial : : get_turbulence_noise_speed ( ) const {
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return turbulence_noise_speed ;
}
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void ParticleProcessMaterial : : set_gravity ( const Vector3 & p_gravity ) {
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gravity = p_gravity ;
Vector3 gset = gravity ;
if ( gset = = Vector3 ( ) ) {
gset = Vector3 ( 0 , - 0.000001 , 0 ) ; //as gravity is used as upvector in some calculations
}
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > gravity , gset ) ;
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}
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Vector3 ParticleProcessMaterial : : get_gravity ( ) const {
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return gravity ;
}
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void ParticleProcessMaterial : : set_lifetime_randomness ( double p_lifetime ) {
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lifetime_randomness = p_lifetime ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > lifetime_randomness , lifetime_randomness ) ;
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}
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double ParticleProcessMaterial : : get_lifetime_randomness ( ) const {
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return lifetime_randomness ;
}
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RID ParticleProcessMaterial : : get_shader_rid ( ) const {
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ERR_FAIL_COND_V ( ! shader_map . has ( current_key ) , RID ( ) ) ;
return shader_map [ current_key ] . shader ;
}
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void ParticleProcessMaterial : : _validate_property ( PropertyInfo & p_property ) const {
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if ( p_property . name = = " emission_sphere_radius " & & ( emission_shape ! = EMISSION_SHAPE_SPHERE & & emission_shape ! = EMISSION_SHAPE_SPHERE_SURFACE ) ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " emission_box_extents " & & emission_shape ! = EMISSION_SHAPE_BOX ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( ( p_property . name = = " emission_point_texture " | | p_property . name = = " emission_color_texture " ) & & ( emission_shape ! = EMISSION_SHAPE_POINTS & & emission_shape ! = EMISSION_SHAPE_DIRECTED_POINTS ) ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " emission_normal_texture " & & emission_shape ! = EMISSION_SHAPE_DIRECTED_POINTS ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " emission_point_count " & & ( emission_shape ! = EMISSION_SHAPE_POINTS & & emission_shape ! = EMISSION_SHAPE_DIRECTED_POINTS ) ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name . begins_with ( " emission_ring_ " ) & & emission_shape ! = EMISSION_SHAPE_RING ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " sub_emitter_frequency " & & sub_emitter_mode ! = SUB_EMITTER_CONSTANT ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " sub_emitter_amount_at_end " & & sub_emitter_mode ! = SUB_EMITTER_AT_END ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " sub_emitter_amount_at_collision " & & sub_emitter_mode ! = SUB_EMITTER_AT_COLLISION ) {
p_property . usage = PROPERTY_USAGE_NONE ;
}
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if ( p_property . name . begins_with ( " orbit_ " ) & & ! particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( ! turbulence_enabled ) {
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if ( p_property . name = = " turbulence_noise_strength " | |
p_property . name = = " turbulence_noise_scale " | |
p_property . name = = " turbulence_noise_speed " | |
p_property . name = = " turbulence_noise_speed_random " | |
p_property . name = = " turbulence_influence_over_life " | |
p_property . name = = " turbulence_influence_min " | |
p_property . name = = " turbulence_influence_max " | |
p_property . name = = " turbulence_initial_displacement_min " | |
p_property . name = = " turbulence_initial_displacement_max " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
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if ( p_property . name = = " collision_friction " & & collision_mode ! = COLLISION_RIGID ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " collision_bounce " & & collision_mode ! = COLLISION_RIGID ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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}
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void ParticleProcessMaterial : : set_sub_emitter_mode ( SubEmitterMode p_sub_emitter_mode ) {
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sub_emitter_mode = p_sub_emitter_mode ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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ParticleProcessMaterial : : SubEmitterMode ParticleProcessMaterial : : get_sub_emitter_mode ( ) const {
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return sub_emitter_mode ;
}
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void ParticleProcessMaterial : : set_sub_emitter_frequency ( double p_frequency ) {
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sub_emitter_frequency = p_frequency ;
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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
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}
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double ParticleProcessMaterial : : get_sub_emitter_frequency ( ) const {
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return sub_emitter_frequency ;
}
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void ParticleProcessMaterial : : set_sub_emitter_amount_at_end ( int p_amount ) {
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sub_emitter_amount_at_end = p_amount ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > sub_emitter_amount_at_end , p_amount ) ;
}
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int ParticleProcessMaterial : : get_sub_emitter_amount_at_end ( ) const {
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return sub_emitter_amount_at_end ;
}
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void ParticleProcessMaterial : : set_sub_emitter_amount_at_collision ( int p_amount ) {
sub_emitter_amount_at_collision = p_amount ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > sub_emitter_amount_at_collision , p_amount ) ;
}
int ParticleProcessMaterial : : get_sub_emitter_amount_at_collision ( ) const {
return sub_emitter_amount_at_collision ;
}
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void ParticleProcessMaterial : : set_sub_emitter_keep_velocity ( bool p_enable ) {
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sub_emitter_keep_velocity = p_enable ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > sub_emitter_keep_velocity , p_enable ) ;
}
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bool ParticleProcessMaterial : : get_sub_emitter_keep_velocity ( ) const {
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return sub_emitter_keep_velocity ;
}
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void ParticleProcessMaterial : : set_attractor_interaction_enabled ( bool p_enable ) {
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attractor_interaction_enabled = p_enable ;
_queue_shader_change ( ) ;
}
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bool ParticleProcessMaterial : : is_attractor_interaction_enabled ( ) const {
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return attractor_interaction_enabled ;
}
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void ParticleProcessMaterial : : set_collision_mode ( CollisionMode p_collision_mode ) {
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collision_mode = p_collision_mode ;
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_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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ParticleProcessMaterial : : CollisionMode ParticleProcessMaterial : : get_collision_mode ( ) const {
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return collision_mode ;
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}
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void ParticleProcessMaterial : : set_collision_use_scale ( bool p_scale ) {
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collision_scale = p_scale ;
_queue_shader_change ( ) ;
}
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bool ParticleProcessMaterial : : is_collision_using_scale ( ) const {
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return collision_scale ;
}
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void ParticleProcessMaterial : : set_collision_friction ( float p_friction ) {
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collision_friction = p_friction ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > collision_friction , p_friction ) ;
}
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float ParticleProcessMaterial : : get_collision_friction ( ) const {
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return collision_friction ;
}
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void ParticleProcessMaterial : : set_collision_bounce ( float p_bounce ) {
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collision_bounce = p_bounce ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > collision_bounce , p_bounce ) ;
}
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float ParticleProcessMaterial : : get_collision_bounce ( ) const {
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return collision_bounce ;
}
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Shader : : Mode ParticleProcessMaterial : : get_shader_mode ( ) const {
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return Shader : : MODE_PARTICLES ;
}
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void ParticleProcessMaterial : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_direction " , " degrees " ) , & ParticleProcessMaterial : : set_direction ) ;
ClassDB : : bind_method ( D_METHOD ( " get_direction " ) , & ParticleProcessMaterial : : get_direction ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_spread " , " degrees " ) , & ParticleProcessMaterial : : set_spread ) ;
ClassDB : : bind_method ( D_METHOD ( " get_spread " ) , & ParticleProcessMaterial : : get_spread ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_flatness " , " amount " ) , & ParticleProcessMaterial : : set_flatness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_flatness " ) , & ParticleProcessMaterial : : get_flatness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_param_min " , " param " , " value " ) , & ParticleProcessMaterial : : set_param_min ) ;
ClassDB : : bind_method ( D_METHOD ( " get_param_min " , " param " ) , & ParticleProcessMaterial : : get_param_min ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_param_max " , " param " , " value " ) , & ParticleProcessMaterial : : set_param_max ) ;
ClassDB : : bind_method ( D_METHOD ( " get_param_max " , " param " ) , & ParticleProcessMaterial : : get_param_max ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_param_texture " , " param " , " texture " ) , & ParticleProcessMaterial : : set_param_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_param_texture " , " param " ) , & ParticleProcessMaterial : : get_param_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_color " , " color " ) , & ParticleProcessMaterial : : set_color ) ;
ClassDB : : bind_method ( D_METHOD ( " get_color " ) , & ParticleProcessMaterial : : get_color ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_color_ramp " , " ramp " ) , & ParticleProcessMaterial : : set_color_ramp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_color_ramp " ) , & ParticleProcessMaterial : : get_color_ramp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_color_initial_ramp " , " ramp " ) , & ParticleProcessMaterial : : set_color_initial_ramp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_color_initial_ramp " ) , & ParticleProcessMaterial : : get_color_initial_ramp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_particle_flag " , " particle_flag " , " enable " ) , & ParticleProcessMaterial : : set_particle_flag ) ;
ClassDB : : bind_method ( D_METHOD ( " get_particle_flag " , " particle_flag " ) , & ParticleProcessMaterial : : get_particle_flag ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_shape " , " shape " ) , & ParticleProcessMaterial : : set_emission_shape ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_shape " ) , & ParticleProcessMaterial : : get_emission_shape ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_sphere_radius " , " radius " ) , & ParticleProcessMaterial : : set_emission_sphere_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_sphere_radius " ) , & ParticleProcessMaterial : : get_emission_sphere_radius ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_box_extents " , " extents " ) , & ParticleProcessMaterial : : set_emission_box_extents ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_box_extents " ) , & ParticleProcessMaterial : : get_emission_box_extents ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_point_texture " , " texture " ) , & ParticleProcessMaterial : : set_emission_point_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_point_texture " ) , & ParticleProcessMaterial : : get_emission_point_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_normal_texture " , " texture " ) , & ParticleProcessMaterial : : set_emission_normal_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_normal_texture " ) , & ParticleProcessMaterial : : get_emission_normal_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_color_texture " , " texture " ) , & ParticleProcessMaterial : : set_emission_color_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_color_texture " ) , & ParticleProcessMaterial : : get_emission_color_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_point_count " , " point_count " ) , & ParticleProcessMaterial : : set_emission_point_count ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_point_count " ) , & ParticleProcessMaterial : : get_emission_point_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_ring_axis " , " axis " ) , & ParticleProcessMaterial : : set_emission_ring_axis ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_ring_axis " ) , & ParticleProcessMaterial : : get_emission_ring_axis ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_ring_height " , " height " ) , & ParticleProcessMaterial : : set_emission_ring_height ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_ring_height " ) , & ParticleProcessMaterial : : get_emission_ring_height ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_ring_radius " , " radius " ) , & ParticleProcessMaterial : : set_emission_ring_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_ring_radius " ) , & ParticleProcessMaterial : : get_emission_ring_radius ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_ring_inner_radius " , " inner_radius " ) , & ParticleProcessMaterial : : set_emission_ring_inner_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_ring_inner_radius " ) , & ParticleProcessMaterial : : get_emission_ring_inner_radius ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_enabled " ) , & ParticleProcessMaterial : : get_turbulence_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_enabled " , " turbulence_enabled " ) , & ParticleProcessMaterial : : set_turbulence_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_noise_strength " ) , & ParticleProcessMaterial : : get_turbulence_noise_strength ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_noise_strength " , " turbulence_noise_strength " ) , & ParticleProcessMaterial : : set_turbulence_noise_strength ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_noise_scale " ) , & ParticleProcessMaterial : : get_turbulence_noise_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_noise_scale " , " turbulence_noise_scale " ) , & ParticleProcessMaterial : : set_turbulence_noise_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_noise_speed_random " ) , & ParticleProcessMaterial : : get_turbulence_noise_speed_random ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_noise_speed_random " , " turbulence_noise_speed_random " ) , & ParticleProcessMaterial : : set_turbulence_noise_speed_random ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_noise_speed " ) , & ParticleProcessMaterial : : get_turbulence_noise_speed ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_noise_speed " , " turbulence_noise_speed " ) , & ParticleProcessMaterial : : set_turbulence_noise_speed ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_gravity " ) , & ParticleProcessMaterial : : get_gravity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_gravity " , " accel_vec " ) , & ParticleProcessMaterial : : set_gravity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_lifetime_randomness " , " randomness " ) , & ParticleProcessMaterial : : set_lifetime_randomness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_lifetime_randomness " ) , & ParticleProcessMaterial : : get_lifetime_randomness ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_mode " ) , & ParticleProcessMaterial : : get_sub_emitter_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_mode " , " mode " ) , & ParticleProcessMaterial : : set_sub_emitter_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_frequency " ) , & ParticleProcessMaterial : : get_sub_emitter_frequency ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_frequency " , " hz " ) , & ParticleProcessMaterial : : set_sub_emitter_frequency ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_amount_at_end " ) , & ParticleProcessMaterial : : get_sub_emitter_amount_at_end ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_amount_at_end " , " amount " ) , & ParticleProcessMaterial : : set_sub_emitter_amount_at_end ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_amount_at_collision " ) , & ParticleProcessMaterial : : get_sub_emitter_amount_at_collision ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_amount_at_collision " , " amount " ) , & ParticleProcessMaterial : : set_sub_emitter_amount_at_collision ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_keep_velocity " ) , & ParticleProcessMaterial : : get_sub_emitter_keep_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_keep_velocity " , " enable " ) , & ParticleProcessMaterial : : set_sub_emitter_keep_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_attractor_interaction_enabled " , " enabled " ) , & ParticleProcessMaterial : : set_attractor_interaction_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_attractor_interaction_enabled " ) , & ParticleProcessMaterial : : is_attractor_interaction_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_mode " , " mode " ) , & ParticleProcessMaterial : : set_collision_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_mode " ) , & ParticleProcessMaterial : : get_collision_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_use_scale " , " radius " ) , & ParticleProcessMaterial : : set_collision_use_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " is_collision_using_scale " ) , & ParticleProcessMaterial : : is_collision_using_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_friction " , " friction " ) , & ParticleProcessMaterial : : set_collision_friction ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_friction " ) , & ParticleProcessMaterial : : get_collision_friction ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_bounce " , " bounce " ) , & ParticleProcessMaterial : : set_collision_bounce ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_bounce " ) , & ParticleProcessMaterial : : get_collision_bounce ) ;
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ADD_GROUP ( " Time " , " " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " lifetime_randomness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_lifetime_randomness " , " get_lifetime_randomness " ) ;
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ADD_GROUP ( " Emission Shape " , " emission_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " emission_shape " , PROPERTY_HINT_ENUM , " Point,Sphere,Sphere Surface,Box,Points,Directed Points,Ring " ) , " set_emission_shape " , " get_emission_shape " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 02:20:53 +08:00
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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " emission_box_extents " ) , " set_emission_box_extents " , " get_emission_box_extents " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " emission_point_count " , PROPERTY_HINT_RANGE , " 0,1000000,1 " ) , " set_emission_point_count " , " get_emission_point_count " ) ;
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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 " ) ;
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ADD_GROUP ( " Particle Flags " , " particle_flag_ " ) ;
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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 ) ;
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ADD_GROUP ( " Direction " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " direction " ) , " set_direction " , " get_direction " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 02:20:53 +08:00
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 " ) ;
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ADD_GROUP ( " Gravity " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " gravity " ) , " set_gravity " , " get_gravity " ) ;
ADD_GROUP ( " Initial Velocity " , " initial_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " initial_velocity_min " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_INITIAL_LINEAR_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " initial_velocity_max " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_INITIAL_LINEAR_VELOCITY ) ;
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ADD_GROUP ( " Angular Velocity " , " angular_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " angular_velocity_min " , PROPERTY_HINT_RANGE , " -720,720,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_ANGULAR_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " angular_velocity_max " , PROPERTY_HINT_RANGE , " -720,720,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_ANGULAR_VELOCITY ) ;
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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_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " orbit_velocity_min " , PROPERTY_HINT_RANGE , " -1000,1000,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_ORBIT_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " orbit_velocity_max " , PROPERTY_HINT_RANGE , " -1000,1000,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_ORBIT_VELOCITY ) ;
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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_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " linear_accel_min " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_LINEAR_ACCEL ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " linear_accel_max " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_LINEAR_ACCEL ) ;
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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_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " radial_accel_min " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_RADIAL_ACCEL ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " radial_accel_max " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_RADIAL_ACCEL ) ;
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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_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " tangential_accel_min " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_TANGENTIAL_ACCEL ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " tangential_accel_max " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_TANGENTIAL_ACCEL ) ;
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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 " , " " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " damping_min " , PROPERTY_HINT_RANGE , " 0,100,0.01,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_DAMPING ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " damping_max " , PROPERTY_HINT_RANGE , " 0,100,0.01,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_DAMPING ) ;
2018-09-04 17:30:04 +08:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " damping_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_DAMPING ) ;
ADD_GROUP ( " Angle " , " " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " angle_min " , PROPERTY_HINT_RANGE , " -720,720,0.1,or_less,or_greater,degrees " ) , " set_param_min " , " get_param_min " , PARAM_ANGLE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " angle_max " , PROPERTY_HINT_RANGE , " -720,720,0.1,or_less,or_greater,degrees " ) , " set_param_max " , " get_param_max " , PARAM_ANGLE ) ;
2018-09-04 17:30:04 +08:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " angle_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_ANGLE ) ;
ADD_GROUP ( " Scale " , " " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " scale_min " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_SCALE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " scale_max " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_SCALE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " scale_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture,CurveXYZTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_SCALE ) ;
2018-09-04 17:30:04 +08:00
ADD_GROUP ( " Color " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " color " ) , " set_color " , " get_color " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " color_ramp " , PROPERTY_HINT_RESOURCE_TYPE , " GradientTexture1D " ) , " set_color_ramp " , " get_color_ramp " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " color_initial_ramp " , PROPERTY_HINT_RESOURCE_TYPE , " GradientTexture1D " ) , " set_color_initial_ramp " , " get_color_initial_ramp " ) ;
2018-09-04 17:30:04 +08:00
ADD_GROUP ( " Hue Variation " , " hue_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " hue_variation_min " , PROPERTY_HINT_RANGE , " -1,1,0.01 " ) , " set_param_min " , " get_param_min " , PARAM_HUE_VARIATION ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " hue_variation_max " , PROPERTY_HINT_RANGE , " -1,1,0.01 " ) , " set_param_max " , " get_param_max " , PARAM_HUE_VARIATION ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " hue_variation_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_HUE_VARIATION ) ;
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ADD_GROUP ( " Turbulence " , " turbulence_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " turbulence_enabled " ) , " set_turbulence_enabled " , " get_turbulence_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " turbulence_noise_strength " , PROPERTY_HINT_RANGE , " 0,20,0.01 " ) , " set_turbulence_noise_strength " , " get_turbulence_noise_strength " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " turbulence_noise_scale " , PROPERTY_HINT_RANGE , " 0,10,0.01 " ) , " set_turbulence_noise_scale " , " get_turbulence_noise_scale " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " turbulence_noise_speed " ) , " set_turbulence_noise_speed " , " get_turbulence_noise_speed " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " turbulence_noise_speed_random " , PROPERTY_HINT_RANGE , " 0,10,0.01 " ) , " set_turbulence_noise_speed_random " , " get_turbulence_noise_speed_random " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " turbulence_influence_min " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_param_min " , " get_param_min " , PARAM_TURB_VEL_INFLUENCE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " turbulence_influence_max " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_param_max " , " get_param_max " , PARAM_TURB_VEL_INFLUENCE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " turbulence_initial_displacement_min " , PROPERTY_HINT_RANGE , " -100,100,0.1 " ) , " set_param_min " , " get_param_min " , PARAM_TURB_INIT_DISPLACEMENT ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " turbulence_initial_displacement_max " , PROPERTY_HINT_RANGE , " -100,100,0.1 " ) , " set_param_max " , " get_param_max " , PARAM_TURB_INIT_DISPLACEMENT ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " turbulence_influence_over_life " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_TURB_INFLUENCE_OVER_LIFE ) ;
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ADD_GROUP ( " Animation " , " anim_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " anim_speed_min " , PROPERTY_HINT_RANGE , " 0,16,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_ANIM_SPEED ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " anim_speed_max " , PROPERTY_HINT_RANGE , " 0,16,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_ANIM_SPEED ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " anim_speed_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_ANIM_SPEED ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " anim_offset_min " , PROPERTY_HINT_RANGE , " 0,1,0.0001 " ) , " set_param_min " , " get_param_min " , PARAM_ANIM_OFFSET ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " anim_offset_max " , PROPERTY_HINT_RANGE , " 0,1,0.0001 " ) , " set_param_max " , " get_param_max " , PARAM_ANIM_OFFSET ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " anim_offset_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_ANIM_OFFSET ) ;
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ADD_GROUP ( " Sub Emitter " , " sub_emitter_ " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " sub_emitter_frequency " , PROPERTY_HINT_RANGE , " 0.01,100,0.01,suffix:Hz " ) , " set_sub_emitter_frequency " , " get_sub_emitter_frequency " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " sub_emitter_amount_at_collision " , PROPERTY_HINT_RANGE , " 1,32,1 " ) , " set_sub_emitter_amount_at_collision " , " get_sub_emitter_amount_at_collision " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " sub_emitter_keep_velocity " ) , " set_sub_emitter_keep_velocity " , " get_sub_emitter_keep_velocity " ) ;
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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_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " collision_mode " , PROPERTY_HINT_ENUM , " Disabled,Rigid,Hide On Contact " ) , " set_collision_mode " , " get_collision_mode " ) ;
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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 " ) ;
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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 ) ;
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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 ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_POINT ) ;
BIND_ENUM_CONSTANT ( EMISSION_SHAPE_SPHERE ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_SPHERE_SURFACE ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_BOX ) ;
BIND_ENUM_CONSTANT ( EMISSION_SHAPE_POINTS ) ;
BIND_ENUM_CONSTANT ( EMISSION_SHAPE_DIRECTED_POINTS ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_RING ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_MAX ) ;
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BIND_ENUM_CONSTANT ( PARAM_TURB_VEL_INFLUENCE ) ;
BIND_ENUM_CONSTANT ( PARAM_TURB_INIT_DISPLACEMENT ) ;
BIND_ENUM_CONSTANT ( PARAM_TURB_INFLUENCE_OVER_LIFE ) ;
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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 ) ;
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BIND_ENUM_CONSTANT ( COLLISION_DISABLED ) ;
BIND_ENUM_CONSTANT ( COLLISION_RIGID ) ;
BIND_ENUM_CONSTANT ( COLLISION_HIDE_ON_CONTACT ) ;
BIND_ENUM_CONSTANT ( COLLISION_MAX ) ;
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}
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ParticleProcessMaterial : : ParticleProcessMaterial ( ) :
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element ( this ) {
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set_direction ( Vector3 ( 1 , 0 , 0 ) ) ;
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set_spread ( 45 ) ;
set_flatness ( 0 ) ;
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set_param_min ( PARAM_INITIAL_LINEAR_VELOCITY , 0 ) ;
set_param_min ( PARAM_ANGULAR_VELOCITY , 0 ) ;
set_param_min ( PARAM_ORBIT_VELOCITY , 0 ) ;
set_param_min ( PARAM_LINEAR_ACCEL , 0 ) ;
set_param_min ( PARAM_RADIAL_ACCEL , 0 ) ;
set_param_min ( PARAM_TANGENTIAL_ACCEL , 0 ) ;
set_param_min ( PARAM_DAMPING , 0 ) ;
set_param_min ( PARAM_ANGLE , 0 ) ;
set_param_min ( PARAM_SCALE , 1 ) ;
set_param_min ( PARAM_HUE_VARIATION , 0 ) ;
set_param_min ( PARAM_ANIM_SPEED , 0 ) ;
set_param_min ( PARAM_ANIM_OFFSET , 0 ) ;
set_param_max ( PARAM_INITIAL_LINEAR_VELOCITY , 0 ) ;
set_param_max ( PARAM_ANGULAR_VELOCITY , 0 ) ;
set_param_max ( PARAM_ORBIT_VELOCITY , 0 ) ;
set_param_max ( PARAM_LINEAR_ACCEL , 0 ) ;
set_param_max ( PARAM_RADIAL_ACCEL , 0 ) ;
set_param_max ( PARAM_TANGENTIAL_ACCEL , 0 ) ;
set_param_max ( PARAM_DAMPING , 0 ) ;
set_param_max ( PARAM_ANGLE , 0 ) ;
set_param_max ( PARAM_SCALE , 1 ) ;
set_param_max ( PARAM_HUE_VARIATION , 0 ) ;
set_param_max ( PARAM_ANIM_SPEED , 0 ) ;
set_param_max ( PARAM_ANIM_OFFSET , 0 ) ;
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set_emission_shape ( EMISSION_SHAPE_POINT ) ;
set_emission_sphere_radius ( 1 ) ;
set_emission_box_extents ( Vector3 ( 1 , 1 , 1 ) ) ;
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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 ) ;
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set_turbulence_enabled ( false ) ;
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set_turbulence_noise_speed ( Vector3 ( 0.5 , 0.5 , 0.5 ) ) ;
set_turbulence_noise_strength ( 1 ) ;
set_turbulence_noise_scale ( 9 ) ;
set_turbulence_noise_speed_random ( 0 ) ;
set_param_min ( PARAM_TURB_VEL_INFLUENCE , 0.1 ) ;
set_param_max ( PARAM_TURB_VEL_INFLUENCE , 0.1 ) ;
set_param_min ( PARAM_TURB_INIT_DISPLACEMENT , 0.0 ) ;
set_param_max ( PARAM_TURB_INIT_DISPLACEMENT , 0.0 ) ;
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set_gravity ( Vector3 ( 0 , - 9.8 , 0 ) ) ;
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set_lifetime_randomness ( 0 ) ;
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set_sub_emitter_mode ( SUB_EMITTER_DISABLED ) ;
set_sub_emitter_frequency ( 4 ) ;
set_sub_emitter_amount_at_end ( 1 ) ;
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set_sub_emitter_amount_at_collision ( 1 ) ;
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set_sub_emitter_keep_velocity ( false ) ;
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set_attractor_interaction_enabled ( true ) ;
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set_collision_mode ( COLLISION_DISABLED ) ;
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set_collision_bounce ( 0.0 ) ;
set_collision_friction ( 0.0 ) ;
set_collision_use_scale ( false ) ;
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for ( int i = 0 ; i < PARTICLE_FLAG_MAX ; i + + ) {
particle_flags [ i ] = false ;
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}
set_color ( Color ( 1 , 1 , 1 , 1 ) ) ;
current_key . invalid_key = 1 ;
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is_initialized = true ;
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_queue_shader_change ( ) ;
}
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ParticleProcessMaterial : : ~ ParticleProcessMaterial ( ) {
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ERR_FAIL_NULL ( RenderingServer : : get_singleton ( ) ) ;
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MutexLock lock ( material_mutex ) ;
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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
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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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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , RID ( ) ) ;
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}
}