mirror of
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1049 lines
34 KiB
C++
1049 lines
34 KiB
C++
/*************************************************************************/
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/* visual_shader_particle_nodes.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_shader_particle_nodes.h"
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// VisualShaderNodeParticleEmitter
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int VisualShaderNodeParticleEmitter::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
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if (p_port == 0) {
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return "position";
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}
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return String();
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}
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bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const {
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return false;
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}
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VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() {
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}
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// VisualShaderNodeParticleSphereEmitter
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String VisualShaderNodeParticleSphereEmitter::get_caption() const {
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return "SphereEmitter";
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}
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int VisualShaderNodeParticleSphereEmitter::get_input_port_count() const {
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return 2;
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}
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VisualShaderNodeParticleSphereEmitter::PortType VisualShaderNodeParticleSphereEmitter::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "radius";
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} else if (p_port == 1) {
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return "inner_radius";
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}
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return String();
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}
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String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n";
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code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
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code += "}\n\n";
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return code;
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}
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String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
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return code;
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}
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VisualShaderNodeParticleSphereEmitter::VisualShaderNodeParticleSphereEmitter() {
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set_input_port_default_value(0, 10.0);
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set_input_port_default_value(1, 0.0);
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}
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// VisualShaderNodeParticleBoxEmitter
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String VisualShaderNodeParticleBoxEmitter::get_caption() const {
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return "BoxEmitter";
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}
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int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const {
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if (p_port == 0) {
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return PORT_TYPE_VECTOR;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "extents";
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}
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return String();
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}
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String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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code += "vec3 __get_random_point_in_box(inout uint seed, vec3 extents) {\n";
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code += " vec3 half_extents = extents / 2.0;\n";
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code += " return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n";
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code += "}\n\n";
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return code;
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}
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String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += " " + p_output_vars[0] + " = __get_random_point_in_box(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
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return code;
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}
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VisualShaderNodeParticleBoxEmitter::VisualShaderNodeParticleBoxEmitter() {
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set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
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}
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// VisualShaderNodeParticleRingEmitter
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String VisualShaderNodeParticleRingEmitter::get_caption() const {
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return "RingEmitter";
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}
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int VisualShaderNodeParticleRingEmitter::get_input_port_count() const {
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return 3;
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}
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VisualShaderNodeParticleRingEmitter::PortType VisualShaderNodeParticleRingEmitter::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "radius";
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} else if (p_port == 1) {
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return "inner_radius";
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} else if (p_port == 2) {
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return "height";
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}
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return String();
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}
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String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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code += "vec3 __get_random_point_on_ring(inout uint seed, float radius, float inner_radius, float height) {\n";
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code += " float angle = __rand_from_seed(seed) * PI * 2.0;\n";
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code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
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code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
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code += "}\n\n";
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return code;
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}
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String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code = " " + p_output_vars[0] + " = __get_random_point_on_ring(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
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return code;
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}
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VisualShaderNodeParticleRingEmitter::VisualShaderNodeParticleRingEmitter() {
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set_input_port_default_value(0, 10.0);
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set_input_port_default_value(1, 0.0);
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set_input_port_default_value(2, 0.0);
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}
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// VisualShaderNodeParticleMultiplyByAxisAngle
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void VisualShaderNodeParticleMultiplyByAxisAngle::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_degrees_mode", "enabled"), &VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode);
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ClassDB::bind_method(D_METHOD("is_degrees_mode"), &VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "degrees_mode"), "set_degrees_mode", "is_degrees_mode");
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}
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String VisualShaderNodeParticleMultiplyByAxisAngle::get_caption() const {
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return "MultiplyByAxisAngle";
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}
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int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const {
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return 3;
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}
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VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const {
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if (p_port == 0 || p_port == 1) { // position, rotation_axis
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return PORT_TYPE_VECTOR;
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}
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return PORT_TYPE_SCALAR; // angle (degrees/radians)
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}
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String VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "position";
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}
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if (p_port == 1) {
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return "axis";
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}
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if (p_port == 2) {
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if (degrees_mode) {
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return "angle (degrees)";
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} else {
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return "angle (radians)";
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}
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}
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return String();
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}
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bool VisualShaderNodeParticleMultiplyByAxisAngle::is_show_prop_names() const {
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return true;
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}
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int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const {
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return "position";
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}
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String VisualShaderNodeParticleMultiplyByAxisAngle::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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if (degrees_mode) {
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code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
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} else {
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code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
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}
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return code;
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}
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void VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode(bool p_enabled) {
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degrees_mode = p_enabled;
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emit_changed();
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}
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bool VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode() const {
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return degrees_mode;
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}
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Vector<StringName> VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("degrees_mode");
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props.push_back("axis_amount");
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return props;
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}
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bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const {
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return false;
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}
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VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() {
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set_input_port_default_value(1, Vector3(1, 0, 0));
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set_input_port_default_value(2, 0.0);
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}
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// VisualShaderNodeParticleConeVelocity
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String VisualShaderNodeParticleConeVelocity::get_caption() const {
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return "ConeVelocity";
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}
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int VisualShaderNodeParticleConeVelocity::get_input_port_count() const {
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return 2;
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}
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VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const {
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if (p_port == 0) {
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return PORT_TYPE_VECTOR;
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} else if (p_port == 1) {
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return PORT_TYPE_SCALAR;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleConeVelocity::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "direction";
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} else if (p_port == 1) {
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return "spread(degrees)";
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}
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return String();
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}
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int VisualShaderNodeParticleConeVelocity::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const {
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if (p_port == 0) {
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return "velocity";
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}
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return String();
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}
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bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const {
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return false;
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}
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String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
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code += " __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
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code += " __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
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code += " __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n";
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code += " __scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n";
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code += " __scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n";
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code += " __vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n";
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code += " __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n";
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code += " __vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n";
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code += " " + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n";
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return code;
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}
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VisualShaderNodeParticleConeVelocity::VisualShaderNodeParticleConeVelocity() {
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set_input_port_default_value(0, Vector3(1, 0, 0));
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set_input_port_default_value(1, 45.0);
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}
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// VisualShaderNodeParticleRandomness
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void VisualShaderNodeParticleRandomness::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type);
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ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
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BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
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BIND_ENUM_CONSTANT(OP_TYPE_MAX);
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}
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Vector<StringName> VisualShaderNodeParticleRandomness::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("op_type");
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return props;
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}
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String VisualShaderNodeParticleRandomness::get_caption() const {
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return "ParticleRandomness";
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}
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int VisualShaderNodeParticleRandomness::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const {
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if (op_type == OP_TYPE_VECTOR) {
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return PORT_TYPE_VECTOR;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleRandomness::get_output_port_name(int p_port) const {
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return "random";
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}
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int VisualShaderNodeParticleRandomness::get_input_port_count() const {
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return 2;
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}
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VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
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if (op_type == OP_TYPE_VECTOR) {
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return PORT_TYPE_VECTOR;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "min";
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} else if (p_port == 1) {
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return "max";
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}
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return String();
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}
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String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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if (op_type == OP_TYPE_SCALAR) {
|
|
code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
|
|
} else if (op_type == OP_TYPE_VECTOR) {
|
|
code += vformat(" %s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
|
|
}
|
|
return code;
|
|
}
|
|
|
|
void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
|
|
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
|
|
if (op_type == p_op_type) {
|
|
return;
|
|
}
|
|
if (p_op_type == OP_TYPE_SCALAR) {
|
|
set_input_port_default_value(0, 0.0);
|
|
set_input_port_default_value(1, 1.0);
|
|
} else {
|
|
set_input_port_default_value(0, Vector3(-1.0, -1.0, -1.0));
|
|
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
|
|
}
|
|
op_type = p_op_type;
|
|
emit_changed();
|
|
}
|
|
|
|
VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::get_op_type() const {
|
|
return op_type;
|
|
}
|
|
|
|
bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const {
|
|
return false;
|
|
}
|
|
|
|
VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
|
|
set_input_port_default_value(0, 0.0);
|
|
set_input_port_default_value(1, 1.0);
|
|
}
|
|
|
|
// VisualShaderNodeParticleAccelerator
|
|
|
|
void VisualShaderNodeParticleAccelerator::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShaderNodeParticleAccelerator::set_mode);
|
|
ClassDB::bind_method(D_METHOD("get_mode"), &VisualShaderNodeParticleAccelerator::get_mode);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Linear,Radial,Tangential"), "set_mode", "get_mode");
|
|
|
|
BIND_ENUM_CONSTANT(MODE_LINEAR);
|
|
BIND_ENUM_CONSTANT(MODE_RADIAL)
|
|
BIND_ENUM_CONSTANT(MODE_TANGENTIAL);
|
|
BIND_ENUM_CONSTANT(MODE_MAX);
|
|
}
|
|
|
|
Vector<StringName> VisualShaderNodeParticleAccelerator::get_editable_properties() const {
|
|
Vector<StringName> props;
|
|
props.push_back("mode");
|
|
return props;
|
|
}
|
|
|
|
String VisualShaderNodeParticleAccelerator::get_caption() const {
|
|
return "ParticleAccelerator";
|
|
}
|
|
|
|
int VisualShaderNodeParticleAccelerator::get_output_port_count() const {
|
|
return 1;
|
|
}
|
|
|
|
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const {
|
|
return PORT_TYPE_VECTOR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const {
|
|
return String();
|
|
}
|
|
|
|
int VisualShaderNodeParticleAccelerator::get_input_port_count() const {
|
|
return 3;
|
|
}
|
|
|
|
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const {
|
|
if (p_port == 0) {
|
|
return PORT_TYPE_VECTOR;
|
|
} else if (p_port == 1) {
|
|
return PORT_TYPE_SCALAR;
|
|
} else if (p_port == 2) {
|
|
return PORT_TYPE_VECTOR;
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleAccelerator::get_input_port_name(int p_port) const {
|
|
if (p_port == 0) {
|
|
return "amount";
|
|
} else if (p_port == 1) {
|
|
return "randomness";
|
|
} else if (p_port == 2) {
|
|
return "axis";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
|
String code;
|
|
switch (mode) {
|
|
case MODE_LINEAR:
|
|
code += " " + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
|
|
break;
|
|
case MODE_RADIAL:
|
|
code += " " + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
|
|
break;
|
|
case MODE_TANGENTIAL:
|
|
code += " __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n";
|
|
code += " " + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
void VisualShaderNodeParticleAccelerator::set_mode(Mode p_mode) {
|
|
ERR_FAIL_INDEX(int(p_mode), int(MODE_MAX));
|
|
if (mode == p_mode) {
|
|
return;
|
|
}
|
|
mode = p_mode;
|
|
emit_changed();
|
|
}
|
|
|
|
VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::get_mode() const {
|
|
return mode;
|
|
}
|
|
|
|
bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const {
|
|
return false;
|
|
}
|
|
|
|
VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() {
|
|
set_input_port_default_value(0, Vector3(1, 1, 1));
|
|
set_input_port_default_value(1, 0.0);
|
|
set_input_port_default_value(2, Vector3(0, -9.8, 0));
|
|
}
|
|
|
|
// VisualShaderNodeParticleOutput
|
|
|
|
String VisualShaderNodeParticleOutput::get_caption() const {
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
return "StartOutput";
|
|
} else if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
return "ProcessOutput";
|
|
} else if (shader_type == VisualShader::TYPE_COLLIDE) {
|
|
return "CollideOutput";
|
|
} else if (shader_type == VisualShader::TYPE_START_CUSTOM) {
|
|
return "CustomStartOutput";
|
|
} else if (shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return "CustomProcessOutput";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
int VisualShaderNodeParticleOutput::get_input_port_count() const {
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
return 8;
|
|
} else if (shader_type == VisualShader::TYPE_COLLIDE) {
|
|
return 5;
|
|
} else if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return 6;
|
|
} else { // TYPE_PROCESS
|
|
return 7;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_input_port_type(int p_port) const {
|
|
switch (p_port) {
|
|
case 0:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return PORT_TYPE_VECTOR; // custom.rgb
|
|
}
|
|
return PORT_TYPE_BOOLEAN; // active
|
|
case 1:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
break; // custom.a (scalar)
|
|
}
|
|
return PORT_TYPE_VECTOR; // velocity
|
|
case 2:
|
|
return PORT_TYPE_VECTOR; // color & velocity
|
|
case 3:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return PORT_TYPE_VECTOR; // color
|
|
}
|
|
break; // alpha (scalar)
|
|
case 4:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
break; // alpha
|
|
}
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
break; // scale
|
|
}
|
|
if (shader_type == VisualShader::TYPE_COLLIDE) {
|
|
return PORT_TYPE_TRANSFORM; // transform
|
|
}
|
|
return PORT_TYPE_VECTOR; // position
|
|
case 5:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return PORT_TYPE_TRANSFORM; // transform
|
|
}
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
return PORT_TYPE_VECTOR; // rotation_axis
|
|
}
|
|
break; // scale (scalar)
|
|
case 6:
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
return PORT_TYPE_VECTOR; // rotation_axis
|
|
}
|
|
break;
|
|
case 7:
|
|
break; // angle (scalar)
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleOutput::get_input_port_name(int p_port) const {
|
|
String port_name;
|
|
switch (p_port) {
|
|
case 0:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "custom";
|
|
break;
|
|
}
|
|
port_name = "active";
|
|
break;
|
|
case 1:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "custom_alpha";
|
|
break;
|
|
}
|
|
port_name = "velocity";
|
|
break;
|
|
case 2:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "velocity";
|
|
break;
|
|
}
|
|
port_name = "color";
|
|
break;
|
|
case 3:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "color";
|
|
break;
|
|
}
|
|
port_name = "alpha";
|
|
break;
|
|
case 4:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "alpha";
|
|
break;
|
|
}
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
port_name = "scale";
|
|
break;
|
|
}
|
|
if (shader_type == VisualShader::TYPE_COLLIDE) {
|
|
port_name = "transform";
|
|
break;
|
|
}
|
|
port_name = "position";
|
|
break;
|
|
case 5:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "transform";
|
|
break;
|
|
}
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
port_name = "rotation_axis";
|
|
break;
|
|
}
|
|
port_name = "scale";
|
|
break;
|
|
case 6:
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
port_name = "angle_in_radians";
|
|
break;
|
|
}
|
|
port_name = "rotation_axis";
|
|
break;
|
|
case 7:
|
|
port_name = "angle_in_radians";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (!port_name.is_empty()) {
|
|
return port_name.capitalize();
|
|
}
|
|
return String();
|
|
}
|
|
|
|
bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const {
|
|
if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) {
|
|
String name = get_input_port_name(p_index);
|
|
return bool(name == "Scale");
|
|
}
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
String name = get_input_port_name(p_index);
|
|
return bool(name == "Velocity");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
|
String code;
|
|
String tab = " ";
|
|
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
if (!p_input_vars[0].is_empty()) { // custom.rgb
|
|
code += tab + "CUSTOM.rgb = " + p_input_vars[0] + ";\n";
|
|
}
|
|
if (!p_input_vars[1].is_empty()) { // custom.a
|
|
code += tab + "CUSTOM.a = " + p_input_vars[1] + ";\n";
|
|
}
|
|
if (!p_input_vars[2].is_empty()) { // velocity
|
|
code += tab + "VELOCITY = " + p_input_vars[2] + ";\n";
|
|
}
|
|
if (!p_input_vars[3].is_empty()) { // color.rgb
|
|
code += tab + "COLOR.rgb = " + p_input_vars[3] + ";\n";
|
|
}
|
|
if (!p_input_vars[4].is_empty()) { // color.a
|
|
code += tab + "COLOR.a = " + p_input_vars[4] + ";\n";
|
|
}
|
|
if (!p_input_vars[5].is_empty()) { // transform
|
|
code += tab + "TRANSFORM = " + p_input_vars[5] + ";\n";
|
|
}
|
|
} else {
|
|
if (!p_input_vars[0].is_empty()) { // active (begin)
|
|
code += tab + "ACTIVE = " + p_input_vars[0] + ";\n";
|
|
code += tab + "if(ACTIVE) {\n";
|
|
tab += " ";
|
|
}
|
|
if (!p_input_vars[1].is_empty()) { // velocity
|
|
code += tab + "VELOCITY = " + p_input_vars[1] + ";\n";
|
|
}
|
|
if (!p_input_vars[2].is_empty()) { // color
|
|
code += tab + "COLOR.rgb = " + p_input_vars[2] + ";\n";
|
|
}
|
|
if (!p_input_vars[3].is_empty()) { // alpha
|
|
code += tab + "COLOR.a = " + p_input_vars[3] + ";\n";
|
|
}
|
|
|
|
// position
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
code += tab + "if (RESTART_POSITION) {\n";
|
|
if (!p_input_vars[4].is_empty()) {
|
|
code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n";
|
|
} else {
|
|
code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
|
}
|
|
code += tab + " if (RESTART_VELOCITY) {\n";
|
|
code += tab + " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
|
|
code += tab + " }\n";
|
|
code += tab + " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
|
|
code += tab + "}\n";
|
|
} else if (shader_type == VisualShader::TYPE_COLLIDE) { // position
|
|
if (!p_input_vars[4].is_empty()) {
|
|
code += tab + "TRANSFORM = " + p_input_vars[4] + ";\n";
|
|
}
|
|
}
|
|
|
|
if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) {
|
|
int scale = 5;
|
|
int rotation_axis = 6;
|
|
int rotation = 7;
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
scale = 4;
|
|
rotation_axis = 5;
|
|
rotation = 6;
|
|
}
|
|
String op;
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
op = "*=";
|
|
} else {
|
|
op = "=";
|
|
}
|
|
|
|
if (!p_input_vars[rotation].is_empty()) { // rotation_axis & angle_in_radians
|
|
String axis;
|
|
if (p_input_vars[rotation_axis].is_empty()) {
|
|
axis = "vec3(0, 1, 0)";
|
|
} else {
|
|
axis = p_input_vars[rotation_axis];
|
|
}
|
|
code += tab + "TRANSFORM " + op + " __build_rotation_mat4(" + axis + ", " + p_input_vars[rotation] + ");\n";
|
|
}
|
|
if (!p_input_vars[scale].is_empty()) { // scale
|
|
code += tab + "TRANSFORM " + op + " mat4(vec4(" + p_input_vars[scale] + ", 0, 0, 0), vec4(0, " + p_input_vars[scale] + ", 0, 0), vec4(0, 0, " + p_input_vars[scale] + ", 0), vec4(0, 0, 0, 1));\n";
|
|
}
|
|
}
|
|
if (!p_input_vars[0].is_empty()) { // active (end)
|
|
code += " }\n";
|
|
}
|
|
}
|
|
return code;
|
|
}
|
|
|
|
VisualShaderNodeParticleOutput::VisualShaderNodeParticleOutput() {
|
|
}
|
|
|
|
// EmitParticle
|
|
|
|
Vector<StringName> VisualShaderNodeParticleEmit::get_editable_properties() const {
|
|
Vector<StringName> props;
|
|
props.push_back("flags");
|
|
return props;
|
|
}
|
|
|
|
void VisualShaderNodeParticleEmit::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_flags", "flags"), &VisualShaderNodeParticleEmit::set_flags);
|
|
ClassDB::bind_method(D_METHOD("get_flags"), &VisualShaderNodeParticleEmit::get_flags);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Position,RotScale,Velocity,Color,Custom"), "set_flags", "get_flags");
|
|
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_ROT_SCALE);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM);
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::get_caption() const {
|
|
return "EmitParticle";
|
|
}
|
|
|
|
int VisualShaderNodeParticleEmit::get_input_port_count() const {
|
|
return 7;
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_port_type(int p_port) const {
|
|
switch (p_port) {
|
|
case 0:
|
|
return PORT_TYPE_BOOLEAN;
|
|
case 1:
|
|
return PORT_TYPE_TRANSFORM;
|
|
case 2:
|
|
return PORT_TYPE_VECTOR;
|
|
case 3:
|
|
return PORT_TYPE_VECTOR;
|
|
case 4:
|
|
return PORT_TYPE_SCALAR;
|
|
case 5:
|
|
return PORT_TYPE_VECTOR;
|
|
case 6:
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::get_input_port_name(int p_port) const {
|
|
switch (p_port) {
|
|
case 0:
|
|
return "condition";
|
|
case 1:
|
|
return "transform";
|
|
case 2:
|
|
return "velocity";
|
|
case 3:
|
|
return "color";
|
|
case 4:
|
|
return "alpha";
|
|
case 5:
|
|
return "custom";
|
|
case 6:
|
|
return "custom_alpha";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
int VisualShaderNodeParticleEmit::get_output_port_count() const {
|
|
return 0;
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_output_port_type(int p_port) const {
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::get_output_port_name(int p_port) const {
|
|
return String();
|
|
}
|
|
|
|
void VisualShaderNodeParticleEmit::add_flag(EmitFlags p_flag) {
|
|
flags |= p_flag;
|
|
emit_changed();
|
|
}
|
|
|
|
bool VisualShaderNodeParticleEmit::has_flag(EmitFlags p_flag) const {
|
|
return flags & p_flag;
|
|
}
|
|
|
|
void VisualShaderNodeParticleEmit::set_flags(EmitFlags p_flags) {
|
|
flags = (int)p_flags;
|
|
emit_changed();
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::EmitFlags VisualShaderNodeParticleEmit::get_flags() const {
|
|
return EmitFlags(flags);
|
|
}
|
|
|
|
bool VisualShaderNodeParticleEmit::is_show_prop_names() const {
|
|
return true;
|
|
}
|
|
|
|
bool VisualShaderNodeParticleEmit::is_generate_input_var(int p_port) const {
|
|
if (p_port == 0) {
|
|
if (!is_input_port_connected(0)) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::get_input_port_default_hint(int p_port) const {
|
|
switch (p_port) {
|
|
case 1:
|
|
return "default";
|
|
case 2:
|
|
return "default";
|
|
case 3:
|
|
return "default";
|
|
case 4:
|
|
return "default";
|
|
case 5:
|
|
return "default";
|
|
case 6:
|
|
return "default";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
|
String code;
|
|
String tab;
|
|
bool default_condition = false;
|
|
|
|
if (!is_input_port_connected(0)) {
|
|
default_condition = true;
|
|
if (get_input_port_default_value(0)) {
|
|
tab = " ";
|
|
} else {
|
|
return code;
|
|
}
|
|
} else {
|
|
tab = " ";
|
|
}
|
|
|
|
String transform;
|
|
if (p_input_vars[1].is_empty()) {
|
|
transform = "TRANSFORM";
|
|
} else {
|
|
transform = p_input_vars[1];
|
|
}
|
|
|
|
String velocity;
|
|
if (p_input_vars[2].is_empty()) {
|
|
velocity = "VELOCITY";
|
|
} else {
|
|
velocity = p_input_vars[2];
|
|
}
|
|
|
|
String color;
|
|
if (p_input_vars[3].is_empty()) {
|
|
color = "COLOR.rgb";
|
|
} else {
|
|
color = p_input_vars[3];
|
|
}
|
|
|
|
String alpha;
|
|
if (p_input_vars[4].is_empty()) {
|
|
alpha = "COLOR.a";
|
|
} else {
|
|
alpha = p_input_vars[4];
|
|
}
|
|
|
|
String custom;
|
|
if (p_input_vars[5].is_empty()) {
|
|
custom = "CUSTOM.rgb";
|
|
} else {
|
|
custom = p_input_vars[5];
|
|
}
|
|
|
|
String custom_alpha;
|
|
if (p_input_vars[6].is_empty()) {
|
|
custom_alpha = "CUSTOM.a";
|
|
} else {
|
|
custom_alpha = p_input_vars[6];
|
|
}
|
|
|
|
List<String> flags_arr;
|
|
|
|
if (has_flag(EmitFlags::EMIT_FLAG_POSITION)) {
|
|
flags_arr.push_back("FLAG_EMIT_POSITION");
|
|
}
|
|
if (has_flag(EmitFlags::EMIT_FLAG_ROT_SCALE)) {
|
|
flags_arr.push_back("FLAG_EMIT_ROT_SCALE");
|
|
}
|
|
if (has_flag(EmitFlags::EMIT_FLAG_VELOCITY)) {
|
|
flags_arr.push_back("FLAG_EMIT_VELOCITY");
|
|
}
|
|
if (has_flag(EmitFlags::EMIT_FLAG_COLOR)) {
|
|
flags_arr.push_back("FLAG_EMIT_COLOR");
|
|
}
|
|
if (has_flag(EmitFlags::EMIT_FLAG_CUSTOM)) {
|
|
flags_arr.push_back("FLAG_EMIT_CUSTOM");
|
|
}
|
|
|
|
String flags;
|
|
|
|
for (int i = 0; i < flags_arr.size(); i++) {
|
|
if (i > 0) {
|
|
flags += "|";
|
|
}
|
|
flags += flags_arr[i];
|
|
}
|
|
|
|
if (flags.is_empty()) {
|
|
flags = "uint(0)";
|
|
}
|
|
|
|
if (!default_condition) {
|
|
code += " if (" + p_input_vars[0] + ") {\n";
|
|
}
|
|
|
|
code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n";
|
|
|
|
if (!default_condition) {
|
|
code += " }\n";
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() {
|
|
set_input_port_default_value(0, true);
|
|
}
|