godot/scene/resources/particle_process_material.cpp

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/**************************************************************************/
/* particle_process_material.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "particle_process_material.h"
#include "core/version.h"
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;
void ParticleProcessMaterial::init_shaders() {
dirty_materials = memnew(SelfList<ParticleProcessMaterial>::List);
shader_names = memnew(ShaderNames);
shader_names->direction = "direction";
shader_names->spread = "spread";
shader_names->flatness = "flatness";
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";
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";
shader_names->color_initial_ramp = "color_initial_ramp";
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";
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";
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";
shader_names->gravity = "gravity";
shader_names->lifetime_randomness = "lifetime_randomness";
shader_names->sub_emitter_frequency = "sub_emitter_frequency";
shader_names->sub_emitter_amount_at_end = "sub_emitter_amount_at_end";
shader_names->sub_emitter_amount_at_collision = "sub_emitter_amount_at_collision";
shader_names->sub_emitter_keep_velocity = "sub_emitter_keep_velocity";
shader_names->collision_friction = "collision_friction";
shader_names->collision_bounce = "collision_bounce";
}
void ParticleProcessMaterial::finish_shaders() {
memdelete(dirty_materials);
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dirty_materials = nullptr;
memdelete(shader_names);
}
void ParticleProcessMaterial::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key) {
return; //no update required in the end
}
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
RS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticleProcessMaterial.\n\n";
code += "shader_type particles;\n";
if (collision_scale) {
code += "render_mode collision_use_scale;\n";
}
code += "uniform vec3 direction;\n";
code += "uniform float spread;\n";
code += "uniform float flatness;\n";
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";
code += "uniform float lifetime_randomness;\n";
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
code += "uniform float emission_sphere_radius;\n";
} break;
case EMISSION_SHAPE_SPHERE_SURFACE: {
code += "uniform float emission_sphere_radius;\n";
} break;
case EMISSION_SHAPE_BOX: {
code += "uniform vec3 emission_box_extents;\n";
} break;
case EMISSION_SHAPE_DIRECTED_POINTS: {
code += "uniform sampler2D emission_texture_normal : hint_default_black;\n";
[[fallthrough]];
}
case EMISSION_SHAPE_POINTS: {
code += "uniform sampler2D emission_texture_points : hint_default_black;\n";
code += "uniform int emission_texture_point_count;\n";
if (emission_color_texture.is_valid()) {
code += "uniform sampler2D emission_texture_color : hint_default_white;\n";
}
} break;
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;
case EMISSION_SHAPE_MAX: { // Max value for validity check.
break;
}
}
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";
}
if (sub_emitter_mode == SUB_EMITTER_AT_COLLISION) {
code += "uniform int sub_emitter_amount_at_collision;\n";
}
code += "uniform bool sub_emitter_keep_velocity;\n";
}
code += "uniform vec4 color_value : source_color;\n";
code += "uniform vec3 gravity;\n";
if (color_ramp.is_valid()) {
code += "uniform sampler2D color_ramp : repeat_disable;\n";
}
if (color_initial_ramp.is_valid()) {
code += "uniform sampler2D color_initial_ramp : repeat_disable;\n";
}
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += "uniform sampler2D linear_velocity_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
code += "uniform sampler2D orbit_velocity_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
code += "uniform sampler2D angular_velocity_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
code += "uniform sampler2D linear_accel_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
code += "uniform sampler2D radial_accel_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
code += "uniform sampler2D tangent_accel_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_DAMPING].is_valid()) {
code += "uniform sampler2D damping_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ANGLE].is_valid()) {
code += "uniform sampler2D angle_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_SCALE].is_valid()) {
code += "uniform sampler2D scale_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
code += "uniform sampler2D hue_variation_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
code += "uniform sampler2D anim_speed_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
code += "uniform sampler2D anim_offset_texture : repeat_disable;\n";
}
if (collision_mode == COLLISION_RIGID) {
code += "uniform float collision_friction;\n";
code += "uniform float collision_bounce;\n";
}
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";
}
//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";
code += " return float(seed % uint(65536)) / 65535.0;\n";
code += "}\n";
code += "\n";
code += "float rand_from_seed_m1_p1(inout uint seed) {\n";
code += " return rand_from_seed(seed) * 2.0 - 1.0;\n";
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";
code += "void start() {\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";
if (color_initial_ramp.is_valid()) {
code += " float color_initial_rand = rand_from_seed(alt_seed);\n";
}
code += " float pi = 3.14159;\n";
code += " float degree_to_rad = pi / 180.0;\n";
code += "\n";
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";
}
if (tex_parameters[PARAM_ANGLE].is_valid()) {
code += " float tex_angle = textureLod(angle_texture, vec2(0.0, 0.0), 0.0).r;\n";
} else {
code += " float tex_angle = 0.0;\n";
}
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(0.0, 0.0), 0.0).r;\n";
} else {
code += " float tex_anim_offset = 1.0;\n";
}
code += " float spread_rad = spread * degree_to_rad;\n";
code += " if (RESTART_VELOCITY) {\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n";
} else {
code += " float tex_linear_velocity = 1.0;\n";
}
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
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";
code += " VELOCITY = rot * mix(initial_linear_velocity_min,initial_linear_velocity_max, rand_from_seed(alt_seed));\n";
code += " }\n";
} else {
//initiate velocity spread in 3D
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";
code += " VELOCITY = spread_direction * mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed));\n";
code += " }\n";
}
code += " }\n";
code += " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
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";
code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n"; // animation offset (0-1)
code += " if (RESTART_POSITION) {\n";
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none, identity (will later be multiplied by emission transform)
code += " TRANSFORM = mat4(vec4(1,0,0,0),vec4(0,1,0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n";
} break;
case EMISSION_SHAPE_SPHERE: {
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: {
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";
} break;
case EMISSION_SHAPE_BOX: {
code += " TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0) * emission_box_extents;\n";
} break;
case EMISSION_SHAPE_POINTS:
case EMISSION_SHAPE_DIRECTED_POINTS: {
code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n";
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
code += " {\n";
code += " mat2 rotm;";
code += " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
code += " rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
code += " if (RESTART_VELOCITY) VELOCITY.xy = rotm * VELOCITY.xy;\n";
code += " }\n";
} else {
code += " {\n";
code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
code += " vec3 tangent = normalize(cross(v0, normal));\n";
code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
code += " if (RESTART_VELOCITY) VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
code += " }\n";
}
}
} break;
case EMISSION_SHAPE_RING: {
code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
code += " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
code += " vec3 axis = normalize(emission_ring_axis);\n";
code += " vec3 ortho_axis = vec3(0.0);\n";
code += " if (axis == vec3(1.0, 0.0, 0.0)) {\n";
code += " ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
code += " } else {\n";
code += " ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";
code += " }\n";
code += " ortho_axis = normalize(ortho_axis);\n";
code += " float s = sin(ring_spawn_angle);\n";
code += " float c = cos(ring_spawn_angle);\n";
code += " float oc = 1.0 - c;\n";
code += " ortho_axis = mat3(\n";
code += " vec3(c + axis.x * axis.x * oc, axis.x * axis.y * oc - axis.z * s, axis.x * axis.z *oc + axis.y * s),\n";
code += " vec3(axis.x * axis.y * oc + s * axis.z, c + axis.y * axis.y * oc, axis.y * axis.z * oc - axis.x * s),\n";
code += " vec3(axis.z * axis.x * oc - axis.y * s, axis.z * axis.y * oc + axis.x * s, c + axis.z * axis.z * oc)\n";
code += " ) * ortho_axis;\n";
code += " ortho_axis = normalize(ortho_axis);\n";
code += " TRANSFORM[3].xyz = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * emission_ring_height - emission_ring_height / 2.0) * axis;\n";
} break;
case EMISSION_SHAPE_MAX: { // Max value for validity check.
break;
}
}
code += " if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
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// Apply noise/turbulence: initial displacement.
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";
}
code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
code += " VELOCITY.z = 0.0;\n";
code += " TRANSFORM[3].z = 0.0;\n";
}
code += " }\n";
code += "}\n\n";
code += "void process() {\n";
code += " uint base_number = NUMBER;\n";
code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
code += " float angle_rand = rand_from_seed(alt_seed);\n";
code += " float scale_rand = rand_from_seed(alt_seed);\n";
code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
if (color_initial_ramp.is_valid()) {
code += " float color_initial_rand = rand_from_seed(alt_seed);\n";
}
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";
}
code += " CUSTOM.y += DELTA / LIFETIME;\n";
code += " float tv = CUSTOM.y / CUSTOM.w;\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_linear_velocity = 1.0;\n";
}
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_orbit_velocity = 1.0;\n";
}
}
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
code += " float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_angular_velocity = 1.0;\n";
}
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
code += " float tex_linear_accel = textureLod(linear_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_linear_accel = 1.0;\n";
}
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
code += " float tex_radial_accel = textureLod(radial_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_radial_accel = 1.0;\n";
}
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
code += " float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_tangent_accel = 1.0;\n";
}
if (tex_parameters[PARAM_DAMPING].is_valid()) {
code += " float tex_damping = textureLod(damping_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_damping = 1.0;\n";
}
if (tex_parameters[PARAM_ANGLE].is_valid()) {
code += " float tex_angle = textureLod(angle_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_angle = 1.0;\n";
}
if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
code += " float tex_anim_speed = textureLod(anim_speed_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_anim_speed = 1.0;\n";
}
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_anim_offset = 1.0;\n";
}
code += " vec3 force = gravity;\n";
code += " vec3 pos = TRANSFORM[3].xyz;\n";
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
code += " pos.z = 0.0;\n";
}
code += " // apply linear acceleration\n";
code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
code += " // apply radial acceleration\n";
code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
code += " vec3 diff = pos - org;\n";
code += " force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
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";
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n";
} else {
code += " vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n";
code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0);\n";
}
if (attractor_interaction_enabled) {
code += " force += ATTRACTOR_FORCE;\n\n";
}
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.
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.
// 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 = "";
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";
if (collision_mode != COLLISION_RIGID) {
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code += " }";
}
}
code += " \n";
code += " // orbit velocity\n";
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
code += " float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\n";
code += " if (orbit_amount != 0.0) {\n";
code += " float ang = orbit_amount * DELTA * pi * 2.0;\n";
code += " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
code += " TRANSFORM[3].xy -= diff.xy;\n";
code += " TRANSFORM[3].xy += rot * diff.xy;\n";
code += " }\n";
}
code += " float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n";
code += " if (dmp * tex_damping > 0.0) {\n";
code += " float v = length(VELOCITY);\n";
code += " float damp = tex_damping * dmp;\n";
code += " v -= damp * DELTA;\n";
code += " if (v < 0.0) {\n";
code += " VELOCITY = vec3(0.0);\n";
code += " } else {\n";
code += " VELOCITY = normalize(VELOCITY) * v;\n";
code += " }\n";
code += " }\n";
code += " float base_angle = (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";
code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
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
// apply color
// apply hue rotation
if (tex_parameters[PARAM_SCALE].is_valid()) {
code += " vec3 tex_scale = textureLod(scale_texture, vec2(tv, 0.0), 0.0).rgb;\n";
} else {
code += " vec3 tex_scale = vec3(1.0);\n";
}
if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
code += " float tex_hue_variation = textureLod(hue_variation_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
code += " float tex_hue_variation = 1.0;\n";
}
code += " float hue_rot_angle = (tex_hue_variation) * pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed));\n";
code += " float hue_rot_c = cos(hue_rot_angle);\n";
code += " float hue_rot_s = sin(hue_rot_angle);\n";
code += " mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
code += " mat4(vec4(0.701, -0.587, -0.114, 0.0),\n";
code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
code += " mat4(vec4(0.168, 0.330, -0.497, 0.0),\n";
code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
if (color_ramp.is_valid()) {
code += " COLOR = hue_rot_mat * textureLod(color_ramp, vec2(tv, 0.0), 0.0) * color_value;\n";
} else {
code += " COLOR = hue_rot_mat * color_value;\n";
}
if (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";
}
if (emission_color_texture.is_valid() && (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS)) {
code += " COLOR *= texelFetch(emission_texture_color, emission_tex_ofs, 0);\n";
}
code += "\n";
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
code += " if (length(VELOCITY) > 0.0) {\n";
code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
code += " } else {\n";
code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
code += " }\n";
code += " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz, TRANSFORM[2].xyz));\n";
code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
} else {
code += " TRANSFORM[0] = vec4(cos(CUSTOM.x), -sin(CUSTOM.x), 0.0, 0.0);\n";
code += " TRANSFORM[1] = vec4(sin(CUSTOM.x), cos(CUSTOM.x), 0.0, 0.0);\n";
code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
}
} else {
// orient particle Y towards velocity
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
code += " if (length(VELOCITY) > 0.0) {\n";
code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
code += " } else {\n";
code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
code += " }\n";
code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n";
code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
code += " } else {\n";
code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
code += " }\n";
} else {
code += " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
}
// turn particle by rotation in Y
if (particle_flags[PARTICLE_FLAG_ROTATE_Y]) {
code += " 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";
code += " TRANSFORM[3] = origin;\n";
}
}
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
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";
if (collision_mode == COLLISION_RIGID) {
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"
if (turbulence_enabled) {
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code += " noise_direction = vec3(1.0, 0.0, 0.0);\n";
}
code += " }\n";
code += " }\n";
} else if (collision_mode == COLLISION_HIDE_ON_CONTACT) {
code += " if (COLLIDED) {\n";
code += " ACTIVE = false;\n";
code += " }\n";
}
if (sub_emitter_mode != SUB_EMITTER_DISABLED) {
code += " int emit_count = 0;\n";
switch (sub_emitter_mode) {
case SUB_EMITTER_CONSTANT: {
code += " float interval_from = CUSTOM.y * LIFETIME - DELTA;\n";
code += " float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n";
code += " if (DELTA >= interval_rem) emit_count = 1;\n";
} break;
case SUB_EMITTER_AT_COLLISION: {
code += " if (COLLIDED) emit_count = sub_emitter_amount_at_collision;\n";
} 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";
code += " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
code += " }";
}
code += " if (CUSTOM.y > CUSTOM.w) {\n";
code += " ACTIVE = false;\n";
code += " }\n";
code += "}\n";
code += "\n";
ShaderData shader_data;
shader_data.shader = RS::get_singleton()->shader_create();
shader_data.users = 1;
RS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void ParticleProcessMaterial::flush_changes() {
MutexLock lock(material_mutex);
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
}
void ParticleProcessMaterial::_queue_shader_change() {
MutexLock lock(material_mutex);
if (is_initialized && !element.in_list()) {
dirty_materials->add(&element);
}
}
bool ParticleProcessMaterial::_is_shader_dirty() const {
MutexLock lock(material_mutex);
return element.in_list();
}
void ParticleProcessMaterial::set_direction(Vector3 p_direction) {
direction = p_direction;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
}
Vector3 ParticleProcessMaterial::get_direction() const {
return direction;
}
void ParticleProcessMaterial::set_spread(float p_spread) {
spread = p_spread;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
}
float ParticleProcessMaterial::get_spread() const {
return spread;
}
void ParticleProcessMaterial::set_flatness(float p_flatness) {
flatness = p_flatness;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
}
float ParticleProcessMaterial::get_flatness() const {
return flatness;
}
void ParticleProcessMaterial::set_param_min(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
params_min[p_param] = p_value;
if (params_min[p_param] > params_max[p_param]) {
set_param_max(p_param, p_value);
}
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_min, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_min, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_min, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_min, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_min, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_min, p_value);
} break;
case PARAM_DAMPING: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_min, p_value);
} break;
case PARAM_ANGLE: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_min, p_value);
} break;
case PARAM_SCALE: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_min, p_value);
} break;
case PARAM_HUE_VARIATION: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_min, p_value);
} break;
case PARAM_ANIM_SPEED: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_min, p_value);
} break;
case PARAM_ANIM_OFFSET: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_min, p_value);
} 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;
case PARAM_MAX:
break; // Can't happen, but silences warning
}
}
float ParticleProcessMaterial::get_param_min(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return params_min[p_param];
}
void ParticleProcessMaterial::set_param_max(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
params_max[p_param] = p_value;
if (params_min[p_param] > params_max[p_param]) {
set_param_min(p_param, p_value);
}
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_max, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_max, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_max, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_max, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_max, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_max, p_value);
} break;
case PARAM_DAMPING: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_max, p_value);
} break;
case PARAM_ANGLE: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_max, p_value);
} break;
case PARAM_SCALE: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_max, p_value);
} break;
case PARAM_HUE_VARIATION: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_max, p_value);
} break;
case PARAM_ANIM_SPEED: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_max, p_value);
} break;
case PARAM_ANIM_OFFSET: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_max, p_value);
} 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;
case PARAM_MAX:
break; // Can't happen, but silences warning
}
}
float ParticleProcessMaterial::get_param_max(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return params_max[p_param];
}
static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {
Ref<CurveTexture> curve_tex = p_texture;
if (!curve_tex.is_valid()) {
return;
}
curve_tex->ensure_default_setup(p_min, p_max);
}
void ParticleProcessMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
tex_parameters[p_param] = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
//do none for this one
} break;
case PARAM_ANGULAR_VELOCITY: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, tex_rid);
_adjust_curve_range(p_texture, -360, 360);
} break;
case PARAM_ORBIT_VELOCITY: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, tex_rid);
_adjust_curve_range(p_texture, -500, 500);
} break;
case PARAM_LINEAR_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, tex_rid);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_RADIAL_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, tex_rid);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_TANGENTIAL_ACCEL: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, tex_rid);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_DAMPING: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, tex_rid);
_adjust_curve_range(p_texture, 0, 100);
} break;
case PARAM_ANGLE: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, tex_rid);
_adjust_curve_range(p_texture, -360, 360);
} break;
case PARAM_SCALE: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, tex_rid);
_adjust_curve_range(p_texture, 0, 1);
} break;
case PARAM_HUE_VARIATION: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, tex_rid);
_adjust_curve_range(p_texture, -1, 1);
} break;
case PARAM_ANIM_SPEED: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, tex_rid);
_adjust_curve_range(p_texture, 0, 200);
} break;
case PARAM_ANIM_OFFSET: {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, tex_rid);
} break;
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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;
case PARAM_MAX:
break; // Can't happen, but silences warning
}
_queue_shader_change();
}
Ref<Texture2D> ParticleProcessMaterial::get_param_texture(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
return tex_parameters[p_param];
}
void ParticleProcessMaterial::set_color(const Color &p_color) {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
color = p_color;
}
Color ParticleProcessMaterial::get_color() const {
return color;
}
void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
color_ramp = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid);
_queue_shader_change();
notify_property_list_changed();
}
Ref<Texture2D> ParticleProcessMaterial::get_color_ramp() const {
return color_ramp;
}
void ParticleProcessMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {
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();
}
Ref<Texture2D> ParticleProcessMaterial::get_color_initial_ramp() const {
return color_initial_ramp;
}
void ParticleProcessMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {
ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX);
particle_flags[p_particle_flag] = p_enable;
_queue_shader_change();
if (p_particle_flag == PARTICLE_FLAG_DISABLE_Z) {
notify_property_list_changed();
}
}
bool ParticleProcessMaterial::get_particle_flag(ParticleFlags p_particle_flag) const {
ERR_FAIL_INDEX_V(p_particle_flag, PARTICLE_FLAG_MAX, false);
return particle_flags[p_particle_flag];
}
void ParticleProcessMaterial::set_emission_shape(EmissionShape p_shape) {
ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
emission_shape = p_shape;
notify_property_list_changed();
_queue_shader_change();
}
void ParticleProcessMaterial::set_emission_sphere_radius(real_t p_radius) {
emission_sphere_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
void ParticleProcessMaterial::set_emission_box_extents(Vector3 p_extents) {
emission_box_extents = p_extents;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
}
void ParticleProcessMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
emission_point_texture = p_points;
RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid);
}
void ParticleProcessMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
emission_normal_texture = p_normals;
RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid);
}
void ParticleProcessMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
emission_color_texture = p_colors;
RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
_queue_shader_change();
}
void ParticleProcessMaterial::set_emission_point_count(int p_count) {
emission_point_count = p_count;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
}
void ParticleProcessMaterial::set_emission_ring_axis(Vector3 p_axis) {
emission_ring_axis = p_axis;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_axis, p_axis);
}
void ParticleProcessMaterial::set_emission_ring_height(real_t p_height) {
emission_ring_height = p_height;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_height, p_height);
}
void ParticleProcessMaterial::set_emission_ring_radius(real_t p_radius) {
emission_ring_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_radius, p_radius);
}
void ParticleProcessMaterial::set_emission_ring_inner_radius(real_t p_radius) {
emission_ring_inner_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_inner_radius, p_radius);
}
ParticleProcessMaterial::EmissionShape ParticleProcessMaterial::get_emission_shape() const {
return emission_shape;
}
real_t ParticleProcessMaterial::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
Vector3 ParticleProcessMaterial::get_emission_box_extents() const {
return emission_box_extents;
}
Ref<Texture2D> ParticleProcessMaterial::get_emission_point_texture() const {
return emission_point_texture;
}
Ref<Texture2D> ParticleProcessMaterial::get_emission_normal_texture() const {
return emission_normal_texture;
}
Ref<Texture2D> ParticleProcessMaterial::get_emission_color_texture() const {
return emission_color_texture;
}
int ParticleProcessMaterial::get_emission_point_count() const {
return emission_point_count;
}
Vector3 ParticleProcessMaterial::get_emission_ring_axis() const {
return emission_ring_axis;
}
real_t ParticleProcessMaterial::get_emission_ring_height() const {
return emission_ring_height;
}
real_t ParticleProcessMaterial::get_emission_ring_radius() const {
return emission_ring_radius;
}
real_t ParticleProcessMaterial::get_emission_ring_inner_radius() const {
return emission_ring_inner_radius;
}
void ParticleProcessMaterial::set_turbulence_enabled(const bool p_turbulence_enabled) {
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();
}
bool ParticleProcessMaterial::get_turbulence_enabled() const {
return turbulence_enabled;
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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);
}
float ParticleProcessMaterial::get_turbulence_noise_strength() const {
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return turbulence_noise_strength;
}
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);
}
float ParticleProcessMaterial::get_turbulence_noise_scale() const {
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return turbulence_noise_scale;
}
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);
}
float ParticleProcessMaterial::get_turbulence_noise_speed_random() const {
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return turbulence_noise_speed_random;
}
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);
}
Vector3 ParticleProcessMaterial::get_turbulence_noise_speed() const {
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return turbulence_noise_speed;
}
void ParticleProcessMaterial::set_gravity(const Vector3 &p_gravity) {
gravity = p_gravity;
Vector3 gset = gravity;
if (gset == Vector3()) {
gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
}
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
}
Vector3 ParticleProcessMaterial::get_gravity() const {
return gravity;
}
void ParticleProcessMaterial::set_lifetime_randomness(double p_lifetime) {
lifetime_randomness = p_lifetime;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
}
double ParticleProcessMaterial::get_lifetime_randomness() const {
return lifetime_randomness;
}
RID ParticleProcessMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
void ParticleProcessMaterial::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "emission_sphere_radius" && (emission_shape != EMISSION_SHAPE_SPHERE && emission_shape != EMISSION_SHAPE_SPHERE_SURFACE)) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
p_property.usage = PROPERTY_USAGE_NONE;
}
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;
}
if (p_property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("emission_ring_") && emission_shape != EMISSION_SHAPE_RING) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "sub_emitter_frequency" && sub_emitter_mode != SUB_EMITTER_CONSTANT) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "sub_emitter_amount_at_end" && sub_emitter_mode != SUB_EMITTER_AT_END) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "sub_emitter_amount_at_collision" && sub_emitter_mode != SUB_EMITTER_AT_COLLISION) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("orbit_") && !particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
p_property.usage = PROPERTY_USAGE_NONE;
}
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if (!turbulence_enabled) {
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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}
}
if (p_property.name == "collision_friction" && collision_mode != COLLISION_RIGID) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "collision_bounce" && collision_mode != COLLISION_RIGID) {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
void ParticleProcessMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) {
sub_emitter_mode = p_sub_emitter_mode;
_queue_shader_change();
notify_property_list_changed();
}
ParticleProcessMaterial::SubEmitterMode ParticleProcessMaterial::get_sub_emitter_mode() const {
return sub_emitter_mode;
}
void ParticleProcessMaterial::set_sub_emitter_frequency(double p_frequency) {
sub_emitter_frequency = p_frequency;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); //pass delta instead of frequency, since its easier to compute
}
double ParticleProcessMaterial::get_sub_emitter_frequency() const {
return sub_emitter_frequency;
}
void ParticleProcessMaterial::set_sub_emitter_amount_at_end(int p_amount) {
sub_emitter_amount_at_end = p_amount;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_end, p_amount);
}
int ParticleProcessMaterial::get_sub_emitter_amount_at_end() const {
return sub_emitter_amount_at_end;
}
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;
}
void ParticleProcessMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
sub_emitter_keep_velocity = p_enable;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable);
}
bool ParticleProcessMaterial::get_sub_emitter_keep_velocity() const {
return sub_emitter_keep_velocity;
}
void ParticleProcessMaterial::set_attractor_interaction_enabled(bool p_enable) {
attractor_interaction_enabled = p_enable;
_queue_shader_change();
}
bool ParticleProcessMaterial::is_attractor_interaction_enabled() const {
return attractor_interaction_enabled;
}
void ParticleProcessMaterial::set_collision_mode(CollisionMode p_collision_mode) {
collision_mode = p_collision_mode;
_queue_shader_change();
notify_property_list_changed();
}
ParticleProcessMaterial::CollisionMode ParticleProcessMaterial::get_collision_mode() const {
return collision_mode;
}
void ParticleProcessMaterial::set_collision_use_scale(bool p_scale) {
collision_scale = p_scale;
_queue_shader_change();
}
bool ParticleProcessMaterial::is_collision_using_scale() const {
return collision_scale;
}
void ParticleProcessMaterial::set_collision_friction(float p_friction) {
collision_friction = p_friction;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_friction, p_friction);
}
float ParticleProcessMaterial::get_collision_friction() const {
return collision_friction;
}
void ParticleProcessMaterial::set_collision_bounce(float p_bounce) {
collision_bounce = p_bounce;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_bounce, p_bounce);
}
float ParticleProcessMaterial::get_collision_bounce() const {
return collision_bounce;
}
Shader::Mode ParticleProcessMaterial::get_shader_mode() const {
return Shader::MODE_PARTICLES;
}
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);
ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticleProcessMaterial::set_spread);
ClassDB::bind_method(D_METHOD("get_spread"), &ParticleProcessMaterial::get_spread);
ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticleProcessMaterial::set_flatness);
ClassDB::bind_method(D_METHOD("get_flatness"), &ParticleProcessMaterial::get_flatness);
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);
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);
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);
ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticleProcessMaterial::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &ParticleProcessMaterial::get_color);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
ADD_GROUP("Emission Shape", "emission_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Sphere Surface,Box,Points,Directed Points,Ring"), "set_emission_shape", "get_emission_shape");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01,or_greater"), "set_emission_sphere_radius", "get_emission_sphere_radius");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_point_texture", "get_emission_point_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_normal_texture", "get_emission_normal_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_color_texture", "get_emission_color_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_ring_axis"), "set_emission_ring_axis", "get_emission_ring_axis");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_height"), "set_emission_ring_height", "get_emission_ring_height");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_radius"), "set_emission_ring_radius", "get_emission_ring_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_inner_radius"), "set_emission_ring_inner_radius", "get_emission_ring_inner_radius");
ADD_GROUP("Particle Flags", "particle_flag_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_align_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_rotate_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ROTATE_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_disable_z"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_DISABLE_Z);
ADD_GROUP("Direction", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
ADD_GROUP("Gravity", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("Initial Velocity", "initial_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_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);
ADD_GROUP("Angular Velocity", "angular_");
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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
ADD_GROUP("Orbit Velocity", "orbit_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
ADD_GROUP("Linear Accel", "linear_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
ADD_GROUP("Radial Accel", "radial_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
ADD_GROUP("Tangential Accel", "tangential_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
ADD_GROUP("Damping", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
ADD_GROUP("Angle", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
ADD_GROUP("Scale", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_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);
ADD_GROUP("Color", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_ramp", "get_color_ramp");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_initial_ramp", "get_color_initial_ramp");
ADD_GROUP("Hue Variation", "hue_");
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);
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_");
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);
ADD_GROUP("Animation", "anim_");
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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_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);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
ADD_GROUP("Sub Emitter", "sub_emitter_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_mode", PROPERTY_HINT_ENUM, "Disabled,Constant,At End,At Collision"), "set_sub_emitter_mode", "get_sub_emitter_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sub_emitter_frequency", PROPERTY_HINT_RANGE, "0.01,100,0.01,suffix:Hz"), "set_sub_emitter_frequency", "get_sub_emitter_frequency");
ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_amount_at_end", PROPERTY_HINT_RANGE, "1,32,1"), "set_sub_emitter_amount_at_end", "get_sub_emitter_amount_at_end");
ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_amount_at_collision", PROPERTY_HINT_RANGE, "1,32,1"), "set_sub_emitter_amount_at_collision", "get_sub_emitter_amount_at_collision");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sub_emitter_keep_velocity"), "set_sub_emitter_keep_velocity", "get_sub_emitter_keep_velocity");
ADD_GROUP("Attractor Interaction", "attractor_interaction_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "attractor_interaction_enabled"), "set_attractor_interaction_enabled", "is_attractor_interaction_enabled");
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mode", PROPERTY_HINT_ENUM, "Disabled,Rigid,Hide On Contact"), "set_collision_mode", "get_collision_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_friction", "get_collision_friction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_bounce", "get_collision_bounce");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_scale"), "set_collision_use_scale", "is_collision_using_scale");
BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
BIND_ENUM_CONSTANT(PARAM_DAMPING);
BIND_ENUM_CONSTANT(PARAM_ANGLE);
BIND_ENUM_CONSTANT(PARAM_SCALE);
BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY);
BIND_ENUM_CONSTANT(PARTICLE_FLAG_ROTATE_Y);
BIND_ENUM_CONSTANT(PARTICLE_FLAG_DISABLE_Z);
BIND_ENUM_CONSTANT(PARTICLE_FLAG_MAX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE_SURFACE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_RING);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX);
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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);
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);
BIND_ENUM_CONSTANT(COLLISION_DISABLED);
BIND_ENUM_CONSTANT(COLLISION_RIGID);
BIND_ENUM_CONSTANT(COLLISION_HIDE_ON_CONTACT);
BIND_ENUM_CONSTANT(COLLISION_MAX);
}
ParticleProcessMaterial::ParticleProcessMaterial() :
element(this) {
set_direction(Vector3(1, 0, 0));
set_spread(45);
set_flatness(0);
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);
set_emission_shape(EMISSION_SHAPE_POINT);
set_emission_sphere_radius(1);
set_emission_box_extents(Vector3(1, 1, 1));
set_emission_ring_axis(Vector3(0, 0, 1.0));
set_emission_ring_height(1);
set_emission_ring_radius(1);
set_emission_ring_inner_radius(0);
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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);
set_gravity(Vector3(0, -9.8, 0));
set_lifetime_randomness(0);
set_sub_emitter_mode(SUB_EMITTER_DISABLED);
set_sub_emitter_frequency(4);
set_sub_emitter_amount_at_end(1);
set_sub_emitter_amount_at_collision(1);
set_sub_emitter_keep_velocity(false);
set_attractor_interaction_enabled(true);
set_collision_mode(COLLISION_DISABLED);
set_collision_bounce(0.0);
set_collision_friction(0.0);
set_collision_use_scale(false);
for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
particle_flags[i] = false;
}
set_color(Color(1, 1, 1, 1));
current_key.invalid_key = 1;
is_initialized = true;
_queue_shader_change();
}
ParticleProcessMaterial::~ParticleProcessMaterial() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
MutexLock lock(material_mutex);
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
RS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
RS::get_singleton()->material_set_shader(_get_material(), RID());
}
}