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authorreduz <reduzio@gmail.com>2021-04-27 12:43:49 -0300
committerreduz <reduzio@gmail.com>2021-04-30 17:38:02 -0300
commit90056460ad8e22d9166523dcb2defebb0581f95c (patch)
treed4cb11cbd03dc5b401f41627217b5d82cf06d195 /scene/resources/material.h
parent0ad03ba052dd3b7bea558a3a76c7ff5c46bf681a (diff)
Implement Particle Trails
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
Diffstat (limited to 'scene/resources/material.h')
-rw-r--r--scene/resources/material.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 70452a5f74..ad1b7b3e33 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -235,6 +235,7 @@ public:
FLAG_USE_TEXTURE_REPEAT,
FLAG_INVERT_HEIGHTMAP,
FLAG_SUBSURFACE_MODE_SKIN,
+ FLAG_PARTICLE_TRAILS_MODE,
FLAG_MAX
};
@@ -305,16 +306,15 @@ private:
uint64_t roughness_channel : get_num_bits(TEXTURE_CHANNEL_MAX - 1);
uint64_t emission_op : get_num_bits(EMISSION_OP_MAX - 1);
uint64_t distance_fade : get_num_bits(DISTANCE_FADE_MAX - 1);
-
- // flag bitfield
- uint64_t feature_mask : FEATURE_MAX - 1;
- uint64_t flags : FLAG_MAX - 1;
-
// booleans
uint64_t deep_parallax : 1;
uint64_t grow : 1;
uint64_t proximity_fade : 1;
+ // flag bitfield
+ uint32_t feature_mask;
+ uint32_t flags;
+
MaterialKey() {
memset(this, 0, sizeof(MaterialKey));
}