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-rw-r--r--editor/plugins/cpu_particles_editor_plugin.cpp1
-rw-r--r--editor/plugins/material_editor_plugin.cpp390
-rw-r--r--editor/plugins/material_editor_plugin.h71
-rw-r--r--editor/plugins/particles_2d_editor_plugin.cpp2
-rw-r--r--editor/plugins/particles_2d_editor_plugin.h1
-rw-r--r--editor/plugins/particles_editor_plugin.cpp3
-rw-r--r--editor/plugins/particles_editor_plugin.h1
-rw-r--r--editor/plugins/path_editor_plugin.cpp2
-rw-r--r--editor/plugins/spatial_editor_plugin.cpp14
-rw-r--r--editor/spatial_editor_gizmos.cpp27
-rw-r--r--editor/spatial_editor_gizmos.h20
-rw-r--r--scene/2d/cpu_particles_2d.cpp4
-rw-r--r--scene/2d/cpu_particles_2d.h4
-rw-r--r--scene/2d/particles_2d.cpp9
-rw-r--r--scene/2d/particles_2d.h8
-rw-r--r--scene/3d/cpu_particles.cpp5
-rw-r--r--scene/3d/cpu_particles.h3
-rw-r--r--scene/3d/particles.cpp1218
-rw-r--r--scene/3d/particles.h272
-rw-r--r--scene/register_scene_types.cpp5
-rw-r--r--scene/resources/particles_material.cpp1245
-rw-r--r--scene/resources/particles_material.h302
22 files changed, 1606 insertions, 2001 deletions
diff --git a/editor/plugins/cpu_particles_editor_plugin.cpp b/editor/plugins/cpu_particles_editor_plugin.cpp
index dc7176a6cc..8d3ebc5052 100644
--- a/editor/plugins/cpu_particles_editor_plugin.cpp
+++ b/editor/plugins/cpu_particles_editor_plugin.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "cpu_particles_editor_plugin.h"
+
#include "editor/plugins/spatial_editor_plugin.h"
void CPUParticlesEditor::_node_removed(Node *p_node) {
diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp
index f282d391ff..5e59a73061 100644
--- a/editor/plugins/material_editor_plugin.cpp
+++ b/editor/plugins/material_editor_plugin.cpp
@@ -28,397 +28,9 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
-// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
-
#include "material_editor_plugin.h"
-#include "scene/3d/particles.h"
-
-#if 0
-
-#include "scene/main/viewport.h"
-
-void MaterialEditor::_gui_input(InputEvent p_event) {
-
-
-}
-
-void MaterialEditor::_notification(int p_what) {
-
- if (p_what==NOTIFICATION_PHYSICS_PROCESS) {
-
- }
-
-
- if (p_what==NOTIFICATION_READY) {
-
- //get_scene()->connect("node_removed",this,"_node_removed");
-
- if (first_enter) {
- //it's in propertyeditor so.. could be moved around
-
- light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
- light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
- light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
- light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
-
- sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons"));
- sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons"));
- box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons"));
- box_switch->set_pressed_texture(get_icon("MaterialPreviewCube","EditorIcons"));
-
- first_enter=false;
- }
-
- }
-
- if (p_what==NOTIFICATION_DRAW) {
-
-
- Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
- Size2 size = get_size();
-
- draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
-
- }
-}
-
-
-
-void MaterialEditor::edit(Ref<Material> p_material) {
-
- material=p_material;
-
- if (!material.is_null()) {
- sphere_mesh->surface_set_material(0,material);
- box_mesh->surface_set_material(0,material);
- } else {
-
- hide();
- }
-
-}
-
-
-void MaterialEditor::_button_pressed(Node* p_button) {
-
- if (p_button==light_1_switch) {
- light1->set_enabled(!light_1_switch->is_pressed());
- }
-
- if (p_button==light_2_switch) {
- light2->set_enabled(!light_2_switch->is_pressed());
- }
-
- if (p_button==box_switch) {
- box_instance->show();
- sphere_instance->hide();
- box_switch->set_pressed(true);
- sphere_switch->set_pressed(false);
- }
-
- if (p_button==sphere_switch) {
- box_instance->hide();
- sphere_instance->show();
- box_switch->set_pressed(false);
- sphere_switch->set_pressed(true);
- }
-
-}
-
-void MaterialEditor::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("_gui_input"),&MaterialEditor::_gui_input);
- ClassDB::bind_method(D_METHOD("_button_pressed"),&MaterialEditor::_button_pressed);
-
-}
-
-MaterialEditor::MaterialEditor() {
-
- viewport = memnew( Viewport );
- Ref<World> world;
- world.instance();
- viewport->set_world(world); //use own world
- add_child(viewport);
- viewport->set_disable_input(true);
-
- camera = memnew( Camera );
- camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
- camera->set_perspective(45,0.1,10);
- viewport->add_child(camera);
-
- light1 = memnew( DirectionalLight );
- light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
- viewport->add_child(light1);
-
- light2 = memnew( DirectionalLight );
- light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
- light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
- light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
- viewport->add_child(light2);
-
- sphere_instance = memnew( MeshInstance );
- viewport->add_child(sphere_instance);
-
- box_instance = memnew( MeshInstance );
- viewport->add_child(box_instance);
-
- Transform box_xform;
- box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
- box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
- box_xform.basis.scale(Vector3(0.8,0.8,0.8));
- box_instance->set_transform(box_xform);
-
- {
-
- sphere_mesh.instance();
-
-
- int lats=32;
- int lons=32;
- float radius=1.0;
-
- PoolVector<Vector3> vertices;
- PoolVector<Vector3> normals;
- PoolVector<Vector2> uvs;
- PoolVector<float> tangents;
- Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
-
- for(int i = 1; i <= lats; i++) {
- double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats);
- double z0 = Math::sin(lat0);
- double zr0 = Math::cos(lat0);
-
- double lat1 = Math_PI * (-0.5 + (double) i / lats);
- double z1 = Math::sin(lat1);
- double zr1 = Math::cos(lat1);
-
- for(int j = lons; j >= 1; j--) {
-
- double lng0 = 2 * Math_PI * (double) (j - 1) / lons;
- double x0 = Math::cos(lng0);
- double y0 = Math::sin(lng0);
-
- double lng1 = 2 * Math_PI * (double) (j) / lons;
- double x1 = Math::cos(lng1);
- double y1 = Math::sin(lng1);
-
-
- Vector3 v[4]={
- Vector3(x1 * zr0, z0, y1 *zr0),
- Vector3(x1 * zr1, z1, y1 *zr1),
- Vector3(x0 * zr1, z1, y0 *zr1),
- Vector3(x0 * zr0, z0, y0 *zr0)
- };
-
-#define ADD_POINT(m_idx) \
- normals.push_back(v[m_idx]); \
- vertices.push_back(v[m_idx] * radius); \
- { \
- Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
- uv /= Math_PI; \
- uv *= 4.0; \
- uv = uv * 0.5 + Vector2(0.5, 0.5); \
- uvs.push_back(uv); \
- } \
- { \
- Vector3 t = tt.xform(v[m_idx]); \
- tangents.push_back(t.x); \
- tangents.push_back(t.y); \
- tangents.push_back(t.z); \
- tangents.push_back(1.0); \
- }
-
-
-
- ADD_POINT(0);
- ADD_POINT(1);
- ADD_POINT(2);
-
- ADD_POINT(2);
- ADD_POINT(3);
- ADD_POINT(0);
- }
- }
-
- Array arr;
- arr.resize(VS::ARRAY_MAX);
- arr[VS::ARRAY_VERTEX]=vertices;
- arr[VS::ARRAY_NORMAL]=normals;
- arr[VS::ARRAY_TANGENT]=tangents;
- arr[VS::ARRAY_TEX_UV]=uvs;
-
- sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr);
-
- sphere_instance->set_mesh(sphere_mesh);
-
- }
- {
-
-
- box_mesh.instance();
-
- PoolVector<Vector3> vertices;
- PoolVector<Vector3> normals;
- PoolVector<float> tangents;
- PoolVector<Vector3> uvs;
-
- int vtx_idx=0;
-#define ADD_VTX(m_idx) \
- ; \
- vertices.push_back(face_points[m_idx]); \
- normals.push_back(normal_points[m_idx]); \
- tangents.push_back(normal_points[m_idx][1]); \
- tangents.push_back(normal_points[m_idx][2]); \
- tangents.push_back(normal_points[m_idx][0]); \
- tangents.push_back(1.0); \
- uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \
- vtx_idx++;\
-
- for (int i=0;i<6;i++) {
-
-
- Vector3 face_points[4];
- Vector3 normal_points[4];
- float uv_points[8]={0,0,0,1,1,1,1,0};
-
- for (int j=0;j<4;j++) {
-
- float v[3];
- v[0]=1.0;
- v[1]=1-2*((j>>1)&1);
- v[2]=v[1]*(1-2*(j&1));
-
- for (int k=0;k<3;k++) {
-
- if (i<3)
- face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
- else
- face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
- }
- normal_points[j]=Vector3();
- normal_points[j][i%3]=(i>=3?-1:1);
- }
-
- //tri 1
- ADD_VTX(0);
- ADD_VTX(1);
- ADD_VTX(2);
- //tri 2
- ADD_VTX(2);
- ADD_VTX(3);
- ADD_VTX(0);
-
- }
-
-
-
- Array d;
- d.resize(VS::ARRAY_MAX);
- d[VisualServer::ARRAY_NORMAL]= normals ;
- d[VisualServer::ARRAY_TANGENT]= tangents ;
- d[VisualServer::ARRAY_TEX_UV]= uvs ;
- d[VisualServer::ARRAY_VERTEX]= vertices ;
-
- PoolVector<int> indices;
- indices.resize(vertices.size());
- for(int i=0;i<vertices.size();i++)
- indices.set(i,i);
- d[VisualServer::ARRAY_INDEX]=indices;
-
- box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d);
- box_instance->set_mesh(box_mesh);
- box_instance->hide();
-
-
-
- }
-
- set_custom_minimum_size(Size2(1,150)*EDSCALE);
-
- HBoxContainer *hb = memnew( HBoxContainer );
- add_child(hb);
- hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
-
- VBoxContainer *vb_shape = memnew( VBoxContainer );
- hb->add_child(vb_shape);
-
- sphere_switch = memnew( TextureButton );
- sphere_switch->set_toggle_mode(true);
- sphere_switch->set_pressed(true);
- vb_shape->add_child(sphere_switch);
- sphere_switch->connect("pressed",this,"_button_pressed",varray(sphere_switch));
-
- box_switch = memnew( TextureButton );
- box_switch->set_toggle_mode(true);
- box_switch->set_pressed(false);
- vb_shape->add_child(box_switch);
- box_switch->connect("pressed",this,"_button_pressed",varray(box_switch));
-
- hb->add_spacer();
-
- VBoxContainer *vb_light = memnew( VBoxContainer );
- hb->add_child(vb_light);
-
- light_1_switch = memnew( TextureButton );
- light_1_switch->set_toggle_mode(true);
- vb_light->add_child(light_1_switch);
- light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
-
- light_2_switch = memnew( TextureButton );
- light_2_switch->set_toggle_mode(true);
- vb_light->add_child(light_2_switch);
- light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
-
- first_enter=true;
-
-}
-
-
-void MaterialEditorPlugin::edit(Object *p_object) {
-
- Material * s = Object::cast_to<Material>(p_object);
- if (!s)
- return;
-
- material_editor->edit(Ref<Material>(s));
-}
-
-bool MaterialEditorPlugin::handles(Object *p_object) const {
-
- return p_object->is_type("Material");
-}
-
-void MaterialEditorPlugin::make_visible(bool p_visible) {
-
- if (p_visible) {
- material_editor->show();
- //material_editor->set_process(true);
- } else {
-
- material_editor->hide();
- //material_editor->set_process(false);
- }
-
-}
-
-MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
-
- editor=p_node;
- material_editor = memnew( MaterialEditor );
- add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor);
- material_editor->hide();
-
-
-
-}
-
-
-MaterialEditorPlugin::~MaterialEditorPlugin()
-{
-}
-#endif
+#include "scene/resources/particles_material.h"
String SpatialMaterialConversionPlugin::converts_to() const {
diff --git a/editor/plugins/material_editor_plugin.h b/editor/plugins/material_editor_plugin.h
index 31a927d83f..c06d95e700 100644
--- a/editor/plugins/material_editor_plugin.h
+++ b/editor/plugins/material_editor_plugin.h
@@ -32,77 +32,6 @@
#define MATERIAL_EDITOR_PLUGIN_H
#include "editor/property_editor.h"
-// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
-// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
-#if 0
-
-#include "editor/editor_node.h"
-#include "editor/editor_plugin.h"
-#include "scene/3d/camera.h"
-#include "scene/3d/light.h"
-#include "scene/3d/mesh_instance.h"
-#include "scene/resources/material.h"
-
-class MaterialEditor : public Control {
-
- GDCLASS(MaterialEditor, Control);
-
-
- Viewport *viewport;
- MeshInstance *sphere_instance;
- MeshInstance *box_instance;
- DirectionalLight *light1;
- DirectionalLight *light2;
- Camera *camera;
-
- Ref<Mesh> sphere_mesh;
- Ref<Mesh> box_mesh;
-
- TextureButton *sphere_switch;
- TextureButton *box_switch;
-
- TextureButton *light_1_switch;
- TextureButton *light_2_switch;
-
-
- Ref<Material> material;
-
-
- void _button_pressed(Node* p_button);
- bool first_enter;
-
-protected:
- void _notification(int p_what);
- void _gui_input(InputEvent p_event);
- static void _bind_methods();
-public:
-
- void edit(Ref<Material> p_material);
- MaterialEditor();
-};
-
-
-class MaterialEditorPlugin : public EditorPlugin {
-
- GDCLASS( MaterialEditorPlugin, EditorPlugin );
-
- MaterialEditor *material_editor;
- EditorNode *editor;
-
-public:
-
- virtual String get_name() const { return "Material"; }
- bool has_main_screen() const { return false; }
- virtual void edit(Object *p_node);
- virtual bool handles(Object *p_node) const;
- virtual void make_visible(bool p_visible);
-
- MaterialEditorPlugin(EditorNode *p_node);
- ~MaterialEditorPlugin();
-
-};
-
-#endif
class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin)
diff --git a/editor/plugins/particles_2d_editor_plugin.cpp b/editor/plugins/particles_2d_editor_plugin.cpp
index ae5d510502..3bde157edf 100644
--- a/editor/plugins/particles_2d_editor_plugin.cpp
+++ b/editor/plugins/particles_2d_editor_plugin.cpp
@@ -32,8 +32,8 @@
#include "canvas_item_editor_plugin.h"
#include "io/image_loader.h"
-#include "scene/3d/particles.h"
#include "scene/gui/separator.h"
+#include "scene/resources/particles_material.h"
void Particles2DEditorPlugin::edit(Object *p_object) {
diff --git a/editor/plugins/particles_2d_editor_plugin.h b/editor/plugins/particles_2d_editor_plugin.h
index 2b6123141b..71ca8ef499 100644
--- a/editor/plugins/particles_2d_editor_plugin.h
+++ b/editor/plugins/particles_2d_editor_plugin.h
@@ -34,7 +34,6 @@
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/collision_polygon_2d.h"
-
#include "scene/2d/particles_2d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/file_dialog.h"
diff --git a/editor/plugins/particles_editor_plugin.cpp b/editor/plugins/particles_editor_plugin.cpp
index 3c381158a4..9a1a60805f 100644
--- a/editor/plugins/particles_editor_plugin.cpp
+++ b/editor/plugins/particles_editor_plugin.cpp
@@ -29,9 +29,12 @@
/*************************************************************************/
#include "particles_editor_plugin.h"
+
#include "editor/plugins/spatial_editor_plugin.h"
#include "io/resource_loader.h"
#include "scene/3d/cpu_particles.h"
+#include "scene/resources/particles_material.h"
+
bool ParticlesEditorBase::_generate(PoolVector<Vector3> &points, PoolVector<Vector3> &normals) {
bool use_normals = emission_fill->get_selected() == 1;
diff --git a/editor/plugins/particles_editor_plugin.h b/editor/plugins/particles_editor_plugin.h
index 622ce6e8a9..830d30d98f 100644
--- a/editor/plugins/particles_editor_plugin.h
+++ b/editor/plugins/particles_editor_plugin.h
@@ -43,6 +43,7 @@
class ParticlesEditorBase : public Control {
GDCLASS(ParticlesEditorBase, Control)
+
protected:
Spatial *base_node;
Panel *panel;
diff --git a/editor/plugins/path_editor_plugin.cpp b/editor/plugins/path_editor_plugin.cpp
index ef7ecb0fb0..d74cd11cbc 100644
--- a/editor/plugins/path_editor_plugin.cpp
+++ b/editor/plugins/path_editor_plugin.cpp
@@ -30,7 +30,7 @@
#include "path_editor_plugin.h"
-#include "os/keyboard.h"
+#include "core/os/keyboard.h"
#include "scene/resources/curve.h"
#include "spatial_editor_plugin.h"
diff --git a/editor/plugins/spatial_editor_plugin.cpp b/editor/plugins/spatial_editor_plugin.cpp
index 6425b06879..60a72124c1 100644
--- a/editor/plugins/spatial_editor_plugin.cpp
+++ b/editor/plugins/spatial_editor_plugin.cpp
@@ -30,23 +30,25 @@
#include "spatial_editor_plugin.h"
-#include "camera_matrix.h"
+#include "core/math/camera_matrix.h"
#include "core/os/input.h"
-
+#include "core/os/keyboard.h"
+#include "core/print_string.h"
+#include "core/project_settings.h"
+#include "core/sort.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/script_editor_debugger.h"
#include "editor/spatial_editor_gizmos.h"
-#include "os/keyboard.h"
-#include "print_string.h"
-#include "project_settings.h"
#include "scene/3d/camera.h"
+#include "scene/3d/collision_shape.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/3d/physics_body.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/surface_tool.h"
-#include "sort.h"
#define DISTANCE_DEFAULT 4
diff --git a/editor/spatial_editor_gizmos.cpp b/editor/spatial_editor_gizmos.cpp
index 07b3c44807..c615e90a11 100644
--- a/editor/spatial_editor_gizmos.cpp
+++ b/editor/spatial_editor_gizmos.cpp
@@ -32,8 +32,27 @@
#include "geometry.h"
#include "quick_hull.h"
-#include "scene/3d/camera.h"
+#include "scene/3d/audio_stream_player_3d.h"
+#include "scene/3d/baked_lightmap.h"
+#include "scene/3d/collision_polygon.h"
+#include "scene/3d/collision_shape.h"
+#include "scene/3d/gi_probe.h"
+#include "scene/3d/light.h"
+#include "scene/3d/listener.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/3d/navigation_mesh.h"
+#include "scene/3d/particles.h"
+#include "scene/3d/physics_joint.h"
+#include "scene/3d/portal.h"
+#include "scene/3d/position_3d.h"
+#include "scene/3d/ray_cast.h"
+#include "scene/3d/reflection_probe.h"
+#include "scene/3d/room_instance.h"
#include "scene/3d/soft_body.h"
+#include "scene/3d/spring_arm.h"
+#include "scene/3d/sprite_3d.h"
+#include "scene/3d/vehicle_body.h"
+#include "scene/3d/visibility_notifier.h"
#include "scene/resources/box_shape.h"
#include "scene/resources/capsule_shape.h"
#include "scene/resources/convex_polygon_shape.h"
@@ -44,12 +63,6 @@
#include "scene/resources/sphere_shape.h"
#include "scene/resources/surface_tool.h"
-// Keep small children away from this file.
-// It's so ugly it will eat them alive
-
-// The previous comment is kept only for historical reasons.
-// No children will be harmed by the viewing of this file... hopefully.
-
#define HANDLE_HALF_SIZE 9.5
bool EditorSpatialGizmo::can_draw() const {
diff --git a/editor/spatial_editor_gizmos.h b/editor/spatial_editor_gizmos.h
index 6f29e9d999..371e3bc689 100644
--- a/editor/spatial_editor_gizmos.h
+++ b/editor/spatial_editor_gizmos.h
@@ -32,27 +32,7 @@
#define SPATIAL_EDITOR_GIZMOS_H
#include "editor/plugins/spatial_editor_plugin.h"
-#include "scene/3d/audio_stream_player_3d.h"
-#include "scene/3d/baked_lightmap.h"
#include "scene/3d/camera.h"
-#include "scene/3d/collision_polygon.h"
-#include "scene/3d/collision_shape.h"
-#include "scene/3d/gi_probe.h"
-#include "scene/3d/light.h"
-#include "scene/3d/listener.h"
-#include "scene/3d/mesh_instance.h"
-#include "scene/3d/navigation_mesh.h"
-#include "scene/3d/particles.h"
-#include "scene/3d/physics_joint.h"
-#include "scene/3d/portal.h"
-#include "scene/3d/position_3d.h"
-#include "scene/3d/ray_cast.h"
-#include "scene/3d/reflection_probe.h"
-#include "scene/3d/room_instance.h"
-#include "scene/3d/spring_arm.h"
-#include "scene/3d/sprite_3d.h"
-#include "scene/3d/vehicle_body.h"
-#include "scene/3d/visibility_notifier.h"
class Camera;
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 136d41e2f9..a8e0f0d07f 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -30,9 +30,7 @@
#include "cpu_particles_2d.h"
-#include "scene/3d/particles.h"
-#include "scene/main/viewport.h"
-#include "scene/resources/surface_tool.h"
+//#include "scene/resources/particles_material.h"
#include "servers/visual_server.h"
void CPUParticles2D::set_emitting(bool p_emitting) {
diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h
index fa8e6b54ef..dbe9f59748 100644
--- a/scene/2d/cpu_particles_2d.h
+++ b/scene/2d/cpu_particles_2d.h
@@ -30,10 +30,10 @@
#ifndef CPU_PARTICLES_2D_H
#define CPU_PARTICLES_2D_H
+
#include "rid.h"
#include "scene/2d/node_2d.h"
-#include "scene/main/timer.h"
-#include "scene/resources/material.h"
+#include "scene/resources/texture.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
diff --git a/scene/2d/particles_2d.cpp b/scene/2d/particles_2d.cpp
index a4c3057416..7e824cdf75 100644
--- a/scene/2d/particles_2d.cpp
+++ b/scene/2d/particles_2d.cpp
@@ -30,10 +30,13 @@
#include "particles_2d.h"
-#include "engine.h"
-#include "scene/3d/particles.h"
+#include "scene/resources/particles_material.h"
#include "scene/scene_string_names.h"
+#ifdef TOOLS_ENABLED
+#include "core/engine.h"
+#endif
+
void Particles2D::set_emitting(bool p_emitting) {
VS::get_singleton()->particles_set_emitting(particles, p_emitting);
@@ -114,7 +117,7 @@ void Particles2D::set_process_material(const Ref<Material> &p_material) {
process_material = p_material;
Ref<ParticlesMaterial> pm = p_material;
if (pm.is_valid() && !pm->get_flag(ParticlesMaterial::FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) {
- //likely a new material, modify it!
+ // Likely a new (3D) material, modify it to match 2D space
pm->set_flag(ParticlesMaterial::FLAG_DISABLE_Z, true);
pm->set_gravity(Vector3(0, 98, 0));
}
diff --git a/scene/2d/particles_2d.h b/scene/2d/particles_2d.h
index 31a66afb2a..816149ba79 100644
--- a/scene/2d/particles_2d.h
+++ b/scene/2d/particles_2d.h
@@ -28,11 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef PARTICLES_FRAME_H
-#define PARTICLES_FRAME_H
+#ifndef PARTICLES_2D_H
+#define PARTICLES_2D_H
+#include "rid.h"
#include "scene/2d/node_2d.h"
-#include "scene/resources/color_ramp.h"
#include "scene/resources/texture.h"
class Particles2D : public Node2D {
@@ -132,4 +132,4 @@ public:
VARIANT_ENUM_CAST(Particles2D::DrawOrder)
-#endif // PARTICLES_FRAME_H
+#endif // PARTICLES_2D_H
diff --git a/scene/3d/cpu_particles.cpp b/scene/3d/cpu_particles.cpp
index 3f76303ad3..712f0ba78b 100644
--- a/scene/3d/cpu_particles.cpp
+++ b/scene/3d/cpu_particles.cpp
@@ -30,10 +30,9 @@
#include "cpu_particles.h"
-#include "particles.h"
#include "scene/3d/camera.h"
-#include "scene/main/viewport.h"
-#include "scene/resources/surface_tool.h"
+#include "scene/3d/particles.h"
+#include "scene/resources/particles_material.h"
#include "servers/visual_server.h"
AABB CPUParticles::get_aabb() const {
diff --git a/scene/3d/cpu_particles.h b/scene/3d/cpu_particles.h
index 85bce789f7..47d0ef3f5e 100644
--- a/scene/3d/cpu_particles.h
+++ b/scene/3d/cpu_particles.h
@@ -30,10 +30,9 @@
#ifndef CPU_PARTICLES_H
#define CPU_PARTICLES_H
+
#include "rid.h"
#include "scene/3d/visual_instance.h"
-#include "scene/main/timer.h"
-#include "scene/resources/material.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp
index 6ba569ac75..10b26778ef 100644
--- a/scene/3d/particles.cpp
+++ b/scene/3d/particles.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "particles.h"
-#include "scene/resources/surface_tool.h"
+
#include "servers/visual_server.h"
AABB Particles::get_aabb() const {
@@ -378,1219 +378,3 @@ Particles::~Particles() {
VS::get_singleton()->free(particles);
}
-
-//////////////////////////////////////
-
-Mutex *ParticlesMaterial::material_mutex = NULL;
-SelfList<ParticlesMaterial>::List ParticlesMaterial::dirty_materials;
-Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
-ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL;
-
-void ParticlesMaterial::init_shaders() {
-
-#ifndef NO_THREADS
- material_mutex = Mutex::create();
-#endif
-
- shader_names = memnew(ShaderNames);
-
- shader_names->spread = "spread";
- shader_names->flatness = "flatness";
- shader_names->initial_linear_velocity = "initial_linear_velocity";
- shader_names->initial_angle = "initial_angle";
- shader_names->angular_velocity = "angular_velocity";
- shader_names->orbit_velocity = "orbit_velocity";
- shader_names->linear_accel = "linear_accel";
- shader_names->radial_accel = "radial_accel";
- shader_names->tangent_accel = "tangent_accel";
- shader_names->damping = "damping";
- shader_names->scale = "scale";
- shader_names->hue_variation = "hue_variation";
- shader_names->anim_speed = "anim_speed";
- shader_names->anim_offset = "anim_offset";
-
- shader_names->initial_linear_velocity_random = "initial_linear_velocity_random";
- shader_names->initial_angle_random = "initial_angle_random";
- shader_names->angular_velocity_random = "angular_velocity_random";
- shader_names->orbit_velocity_random = "orbit_velocity_random";
- shader_names->linear_accel_random = "linear_accel_random";
- shader_names->radial_accel_random = "radial_accel_random";
- shader_names->tangent_accel_random = "tangent_accel_random";
- shader_names->damping_random = "damping_random";
- shader_names->scale_random = "scale_random";
- shader_names->hue_variation_random = "hue_variation_random";
- shader_names->anim_speed_random = "anim_speed_random";
- shader_names->anim_offset_random = "anim_offset_random";
-
- 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->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->trail_divisor = "trail_divisor";
- shader_names->trail_size_modifier = "trail_size_modifier";
- shader_names->trail_color_modifier = "trail_color_modifier";
-
- shader_names->gravity = "gravity";
-}
-
-void ParticlesMaterial::finish_shaders() {
-
-#ifndef NO_THREADS
- memdelete(material_mutex);
-#endif
-
- memdelete(shader_names);
-}
-
-void ParticlesMaterial::_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
- VS::get_singleton()->free(shader_map[current_key].shader);
- shader_map.erase(current_key);
- }
- }
-
- current_key = mk;
-
- if (shader_map.has(mk)) {
-
- VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
- shader_map[mk].users++;
- return;
- }
-
- //must create a shader!
-
- String code = "shader_type particles;\n";
-
- code += "uniform float spread;\n";
- code += "uniform float flatness;\n";
- code += "uniform float initial_linear_velocity;\n";
- code += "uniform float initial_angle;\n";
- code += "uniform float angular_velocity;\n";
- code += "uniform float orbit_velocity;\n";
- code += "uniform float linear_accel;\n";
- code += "uniform float radial_accel;\n";
- code += "uniform float tangent_accel;\n";
- code += "uniform float damping;\n";
- code += "uniform float scale;\n";
- code += "uniform float hue_variation;\n";
- code += "uniform float anim_speed;\n";
- code += "uniform float anim_offset;\n";
-
- code += "uniform float initial_linear_velocity_random;\n";
- code += "uniform float initial_angle_random;\n";
- code += "uniform float angular_velocity_random;\n";
- code += "uniform float orbit_velocity_random;\n";
- code += "uniform float linear_accel_random;\n";
- code += "uniform float radial_accel_random;\n";
- code += "uniform float tangent_accel_random;\n";
- code += "uniform float damping_random;\n";
- code += "uniform float scale_random;\n";
- code += "uniform float hue_variation_random;\n";
- code += "uniform float anim_speed_random;\n";
- code += "uniform float anim_offset_random;\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_BOX: {
- code += "uniform vec3 emission_box_extents;\n";
- } break;
- case EMISSION_SHAPE_DIRECTED_POINTS: {
- code += "uniform sampler2D emission_texture_normal : hint_black;\n";
- } //fallthrough
- case EMISSION_SHAPE_POINTS: {
- code += "uniform sampler2D emission_texture_points : hint_black;\n";
- code += "uniform int emission_texture_point_count;\n";
- if (emission_color_texture.is_valid()) {
- code += "uniform sampler2D emission_texture_color : hint_white;\n";
- }
- } break;
- }
-
- code += "uniform vec4 color_value : hint_color;\n";
-
- code += "uniform int trail_divisor;\n";
-
- code += "uniform vec3 gravity;\n";
-
- if (color_ramp.is_valid())
- code += "uniform sampler2D color_ramp;\n";
-
- if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
- code += "uniform sampler2D linear_velocity_texture;\n";
- if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
- code += "uniform sampler2D orbit_velocity_texture;\n";
- if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
- code += "uniform sampler2D angular_velocity_texture;\n";
- if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
- code += "uniform sampler2D linear_accel_texture;\n";
- if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
- code += "uniform sampler2D radial_accel_texture;\n";
- if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
- code += "uniform sampler2D tangent_accel_texture;\n";
- if (tex_parameters[PARAM_DAMPING].is_valid())
- code += "uniform sampler2D damping_texture;\n";
- if (tex_parameters[PARAM_ANGLE].is_valid())
- code += "uniform sampler2D angle_texture;\n";
- if (tex_parameters[PARAM_SCALE].is_valid())
- code += "uniform sampler2D scale_texture;\n";
- if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
- code += "uniform sampler2D hue_variation_texture;\n";
- if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
- code += "uniform sampler2D anim_speed_texture;\n";
- if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
- code += "uniform sampler2D anim_offset_texture;\n";
-
- if (trail_size_modifier.is_valid()) {
- code += "uniform sampler2D trail_size_modifier;\n";
- }
-
- if (trail_color_modifier.is_valid()) {
- code += "uniform sampler2D trail_color_modifier;\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 vertex() {\n";
- code += " uint base_number = NUMBER/uint(trail_divisor);\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";
- code += " float pi = 3.14159;\n";
- code += " float degree_to_rad = pi / 180.0;\n";
- code += "\n";
-
- if (emission_shape >= EMISSION_SHAPE_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 += " if (RESTART) {\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 = 0.0;\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 = 0.0;\n";
-
- code += " float spread_rad = spread*degree_to_rad;\n";
-
- if (flags[FLAG_DISABLE_Z]) {
-
- code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed)*spread_rad;\n";
- code += " vec3 rot = vec3( cos(angle1_rad), sin(angle1_rad),0.0 );\n";
- code += " VELOCITY = rot*initial_linear_velocity*mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
-
- } else {
- //initiate velocity spread in 3D
- 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, cos(angle1_rad));\n";
- code += " vec3 direction_yz = vec3( 0, sin(angle2_rad), cos(angle2_rad));\n";
- code += " direction_yz.z = direction_yz.z / sqrt(direction_yz.z); //better uniform distribution\n";
- code += " vec3 direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
- code += " direction = normalize(direction);\n";
- code += " VELOCITY = direction*initial_linear_velocity*mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
- }
-
- code += " float base_angle = (initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
- code += " CUSTOM.x = base_angle*degree_to_rad;\n"; //angle
- code += " CUSTOM.y = 0.0;\n"; //phase
- code += " CUSTOM.z = (anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random);\n"; //animation offset (0-1)
- switch (emission_shape) {
- case EMISSION_SHAPE_POINT: {
- //do none
- } break;
- case EMISSION_SHAPE_SPHERE: {
- code += " TRANSFORM[3].xyz = normalize(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_sphere_radius;\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 (flags[FLAG_DISABLE_Z]) {
-
- 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 += " VELOCITY.xy = rotm * VELOCITY.xy;\n";
- } else {
- 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, 1.0, 0.0);\n";
- code += " vec3 tangent = normalize(cross(v0, normal));\n";
- code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
- code += " VELOCITY = mat3(tangent,bitangent,normal) * VELOCITY;\n";
- }
- }
- } break;
- }
- code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY,0.0)).xyz;\n";
- code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
- if (flags[FLAG_DISABLE_Z]) {
- code += " VELOCITY.z = 0.0;\n";
- code += " TRANSFORM[3].z = 0.0;\n";
- }
-
- code += " } else {\n";
-
- code += " CUSTOM.y += DELTA/LIFETIME;\n";
- if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
- code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_linear_velocity = 0.0;\n";
-
- if (flags[FLAG_DISABLE_Z]) {
-
- if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
- code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_orbit_velocity = 0.0;\n";
- }
-
- if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
- code += " float tex_angular_velocity = textureLod(angular_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_angular_velocity = 0.0;\n";
-
- if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
- code += " float tex_linear_accel = textureLod(linear_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_linear_accel = 0.0;\n";
-
- if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
- code += " float tex_radial_accel = textureLod(radial_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_radial_accel = 0.0;\n";
-
- if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
- code += " float tex_tangent_accel = textureLod(tangent_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_tangent_accel = 0.0;\n";
-
- if (tex_parameters[PARAM_DAMPING].is_valid())
- code += " float tex_damping = textureLod(damping_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_damping = 0.0;\n";
-
- if (tex_parameters[PARAM_ANGLE].is_valid())
- code += " float tex_angle = textureLod(angle_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_angle = 0.0;\n";
-
- if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
- code += " float tex_anim_speed = textureLod(anim_speed_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_anim_speed = 0.0;\n";
-
- if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
- code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_anim_offset = 0.0;\n";
-
- code += " vec3 force = gravity; \n";
- code += " vec3 pos = TRANSFORM[3].xyz; \n";
- if (flags[FLAG_DISABLE_Z]) {
- code += " pos.z = 0.0; \n";
- }
- code += " //apply linear acceleration\n";
- code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * (linear_accel+tex_linear_accel)*mix(1.0,rand_from_seed(alt_seed),linear_accel_random) : vec3(0.0);\n";
- code += " //apply radial acceleration\n";
- code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
- code += " vec3 diff = pos-org;\n";
- code += " force += length(diff) > 0.0 ? normalize(diff) * (radial_accel+tex_radial_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random) : vec3(0.0);\n";
- code += " //apply tangential acceleration;\n";
- if (flags[FLAG_DISABLE_Z]) {
- code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0,1.0)),0.0) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),tangent_accel_random)) : vec3(0.0);\n";
-
- } else {
- code += " vec3 crossDiff = cross(normalize(diff),normalize(gravity));\n";
- code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),tangent_accel_random)) : vec3(0.0);\n";
- }
- code += " //apply attractor forces\n";
- code += " VELOCITY += force * DELTA;\n";
- code += " //orbit velocity\n";
- if (flags[FLAG_DISABLE_Z]) {
-
- code += " float orbit_amount = (orbit_velocity+tex_orbit_velocity)*mix(1.0,rand_from_seed(alt_seed),orbit_velocity_random);\n";
- code += " if (orbit_amount!=0.0) {\n";
- code += " float ang = orbit_amount * DELTA * pi * 2.0;\n";
- code += " mat2 rot = mat2(vec2(cos(ang),-sin(ang)),vec2(sin(ang),cos(ang)));\n";
- code += " TRANSFORM[3].xy-=diff.xy;\n";
- code += " TRANSFORM[3].xy+=rot * diff.xy;\n";
- code += " }\n";
- }
-
- if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
- code += " VELOCITY = normalize(VELOCITY)*tex_linear_velocity;\n";
- }
- code += " if (damping + tex_damping > 0.0) {\n";
- code += " \n";
- code += " float v = length(VELOCITY);\n";
- code += " float damp = (damping+tex_damping)*mix(1.0,rand_from_seed(alt_seed),damping_random);\n";
- code += " v -= damp * DELTA;\n";
- code += " if (v < 0.0) {\n";
- code += " VELOCITY = vec3(0.0);\n";
- code += " } else {\n";
- code += " VELOCITY = normalize(VELOCITY) * v;\n";
- code += " }\n";
- code += " }\n";
- code += " float base_angle = (initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
- code += " base_angle += CUSTOM.y*LIFETIME*(angular_velocity+tex_angular_velocity)*mix(1.0,rand_from_seed(alt_seed)*2.0-1.0,angular_velocity_random);\n";
- code += " CUSTOM.x = base_angle*degree_to_rad;\n"; //angle
- code += " CUSTOM.z = (anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random)+CUSTOM.y*(anim_speed+tex_anim_speed)*mix(1.0,rand_from_seed(alt_seed),anim_speed_random);\n"; //angle
- if (flags[FLAG_ANIM_LOOP]) {
- code += " CUSTOM.z = mod(CUSTOM.z,1.0);\n"; //loop
-
- } else {
- code += " CUSTOM.z = clamp(CUSTOM.z,0.0,1.0);\n"; //0 to 1 only
- }
- code += " }\n";
- //apply color
- //apply hue rotation
- if (tex_parameters[PARAM_SCALE].is_valid())
- code += " float tex_scale = textureLod(scale_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_scale = 1.0;\n";
-
- if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
- code += " float tex_hue_variation = textureLod(hue_variation_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
- else
- code += " float tex_hue_variation = 0.0;\n";
-
- code += " float hue_rot_angle = (hue_variation+tex_hue_variation)*pi*2.0*mix(1.0,hue_rot_rand*2.0-1.0,hue_variation_random);\n";
- code += " float hue_rot_c = cos(hue_rot_angle);\n";
- code += " float hue_rot_s = sin(hue_rot_angle);\n";
- code += " mat4 hue_rot_mat = mat4( vec4(0.299, 0.587, 0.114, 0.0),\n";
- code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
- code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
- code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
- code += " mat4( vec4(0.701, -0.587, -0.114, 0.0),\n";
- code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
- code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
- code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
- code += " mat4( vec4(0.168, 0.330, -0.497, 0.0),\n";
- code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
- code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
- code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
- if (color_ramp.is_valid()) {
- code += " COLOR = hue_rot_mat * textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0);\n";
- } else {
- code += " COLOR = hue_rot_mat * color_value;\n";
- }
- if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) {
- code += " COLOR*= texelFetch(emission_texture_color,emission_tex_ofs,0);\n";
- }
- if (trail_color_modifier.is_valid()) {
- code += " if (trail_divisor > 1) { COLOR *= textureLod(trail_color_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0); }\n";
- }
- code += "\n";
-
- if (flags[FLAG_DISABLE_Z]) {
-
- if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
- code += " if (length(VELOCITY) > 0.0) { TRANSFORM[1].xyz = normalize(VELOCITY); } else { TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); }\n";
- code += " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz,TRANSFORM[2].xyz));\n";
- code += " TRANSFORM[2] = vec4(0.0,0.0,1.0,0.0);\n";
- } else {
- code += " TRANSFORM[0] = vec4(cos(CUSTOM.x),-sin(CUSTOM.x),0.0,0.0);\n";
- code += " TRANSFORM[1] = vec4(sin(CUSTOM.x),cos(CUSTOM.x),0.0,0.0);\n";
- code += " TRANSFORM[2] = vec4(0.0,0.0,1.0,0.0);\n";
- }
-
- } else {
- //orient particle Y towards velocity
- if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
- code += " if (length(VELOCITY) > 0.0) { TRANSFORM[1].xyz = normalize(VELOCITY); } else { TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); }\n";
- code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n";
- code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n";
- code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n";
- code += " } else {\n";
- code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n";
- code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n";
- code += " }\n";
- } else {
- code += " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
- code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
- code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
- }
- //turn particle by rotation in Y
- if (flags[FLAG_ROTATE_Y]) {
- code += " TRANSFORM = TRANSFORM * mat4( vec4(cos(CUSTOM.x),0.0,-sin(CUSTOM.x),0.0), vec4(0.0,1.0,0.0,0.0),vec4(sin(CUSTOM.x),0.0,cos(CUSTOM.x),0.0),vec4(0.0,0.0,0.0,1.0));\n";
- }
- }
- //scale by scale
- code += " float base_scale = mix(scale*tex_scale,1.0,scale_random*scale_rand);\n";
- code += " if (base_scale==0.0) base_scale=0.000001;\n";
- if (trail_size_modifier.is_valid()) {
- code += " if (trail_divisor > 1) { base_scale *= textureLod(trail_size_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0).r; } \n";
- }
-
- code += " TRANSFORM[0].xyz *= base_scale;\n";
- code += " TRANSFORM[1].xyz *= base_scale;\n";
- code += " TRANSFORM[2].xyz *= base_scale;\n";
- if (flags[FLAG_DISABLE_Z]) {
- code += " VELOCITY.z = 0.0;\n";
- code += " TRANSFORM[3].z = 0.0;\n";
- }
- code += "}\n";
- code += "\n";
-
- ShaderData shader_data;
- shader_data.shader = VS::get_singleton()->shader_create();
- shader_data.users = 1;
-
- VS::get_singleton()->shader_set_code(shader_data.shader, code);
-
- shader_map[mk] = shader_data;
-
- VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
-}
-
-void ParticlesMaterial::flush_changes() {
-
- if (material_mutex)
- material_mutex->lock();
-
- while (dirty_materials.first()) {
-
- dirty_materials.first()->self()->_update_shader();
- }
-
- if (material_mutex)
- material_mutex->unlock();
-}
-
-void ParticlesMaterial::_queue_shader_change() {
-
- if (material_mutex)
- material_mutex->lock();
-
- if (!element.in_list()) {
- dirty_materials.add(&element);
- }
-
- if (material_mutex)
- material_mutex->unlock();
-}
-
-bool ParticlesMaterial::_is_shader_dirty() const {
-
- bool dirty = false;
-
- if (material_mutex)
- material_mutex->lock();
-
- dirty = element.in_list();
-
- if (material_mutex)
- material_mutex->unlock();
-
- return dirty;
-}
-
-void ParticlesMaterial::set_spread(float p_spread) {
-
- spread = p_spread;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
-}
-
-float ParticlesMaterial::get_spread() const {
-
- return spread;
-}
-
-void ParticlesMaterial::set_flatness(float p_flatness) {
-
- flatness = p_flatness;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
-}
-float ParticlesMaterial::get_flatness() const {
-
- return flatness;
-}
-
-void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
-
- ERR_FAIL_INDEX(p_param, PARAM_MAX);
-
- parameters[p_param] = p_value;
-
- switch (p_param) {
- case PARAM_INITIAL_LINEAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
- } break;
- case PARAM_ANGULAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
- } break;
- case PARAM_ORBIT_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
- } break;
- case PARAM_LINEAR_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
- } break;
- case PARAM_RADIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
- } break;
- case PARAM_TANGENTIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
- } break;
- case PARAM_DAMPING: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
- } break;
- case PARAM_ANGLE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
- } break;
- case PARAM_SCALE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
- } break;
- case PARAM_HUE_VARIATION: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
- } break;
- case PARAM_ANIM_SPEED: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
- } break;
- case PARAM_ANIM_OFFSET: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
- } break;
- }
-}
-float ParticlesMaterial::get_param(Parameter p_param) const {
-
- ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
-
- return parameters[p_param];
-}
-
-void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
-
- ERR_FAIL_INDEX(p_param, PARAM_MAX);
-
- randomness[p_param] = p_value;
-
- switch (p_param) {
- case PARAM_INITIAL_LINEAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
- } break;
- case PARAM_ANGULAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
- } break;
- case PARAM_ORBIT_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
- } break;
- case PARAM_LINEAR_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
- } break;
- case PARAM_RADIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
- } break;
- case PARAM_TANGENTIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
- } break;
- case PARAM_DAMPING: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
- } break;
- case PARAM_ANGLE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
- } break;
- case PARAM_SCALE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
- } break;
- case PARAM_HUE_VARIATION: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
- } break;
- case PARAM_ANIM_SPEED: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
- } break;
- case PARAM_ANIM_OFFSET: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
- } break;
- }
-}
-float ParticlesMaterial::get_param_randomness(Parameter p_param) const {
-
- ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
-
- return randomness[p_param];
-}
-
-static void _adjust_curve_range(const Ref<Texture> &p_texture, float p_min, float p_max) {
-
- Ref<CurveTexture> curve_tex = p_texture;
- if (!curve_tex.is_valid())
- return;
-
- curve_tex->ensure_default_setup(p_min, p_max);
-}
-
-void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture> &p_texture) {
-
- ERR_FAIL_INDEX(p_param, PARAM_MAX);
-
- tex_parameters[p_param] = p_texture;
-
- switch (p_param) {
- case PARAM_INITIAL_LINEAR_VELOCITY: {
- //do none for this one
- } break;
- case PARAM_ANGULAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
- _adjust_curve_range(p_texture, -360, 360);
- } break;
- case PARAM_ORBIT_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
- _adjust_curve_range(p_texture, -500, 500);
- } break;
- case PARAM_LINEAR_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
- _adjust_curve_range(p_texture, -200, 200);
- } break;
- case PARAM_RADIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
- _adjust_curve_range(p_texture, -200, 200);
- } break;
- case PARAM_TANGENTIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
- _adjust_curve_range(p_texture, -200, 200);
- } break;
- case PARAM_DAMPING: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
- _adjust_curve_range(p_texture, 0, 100);
- } break;
- case PARAM_ANGLE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
- _adjust_curve_range(p_texture, -360, 360);
- } break;
- case PARAM_SCALE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
-
- Ref<CurveTexture> curve_tex = p_texture;
- if (curve_tex.is_valid()) {
- curve_tex->ensure_default_setup();
- }
-
- } break;
- case PARAM_HUE_VARIATION: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
- _adjust_curve_range(p_texture, -1, 1);
- } break;
- case PARAM_ANIM_SPEED: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
- _adjust_curve_range(p_texture, 0, 200);
- } break;
- case PARAM_ANIM_OFFSET: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
- } break;
- }
-
- _queue_shader_change();
-}
-Ref<Texture> ParticlesMaterial::get_param_texture(Parameter p_param) const {
-
- ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture>());
-
- return tex_parameters[p_param];
-}
-
-void ParticlesMaterial::set_color(const Color &p_color) {
-
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
- color = p_color;
-}
-
-Color ParticlesMaterial::get_color() const {
-
- return color;
-}
-
-void ParticlesMaterial::set_color_ramp(const Ref<Texture> &p_texture) {
-
- color_ramp = p_texture;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
- _queue_shader_change();
- _change_notify();
-}
-
-Ref<Texture> ParticlesMaterial::get_color_ramp() const {
-
- return color_ramp;
-}
-
-void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) {
- ERR_FAIL_INDEX(p_flag, FLAG_MAX);
- flags[p_flag] = p_enable;
- _queue_shader_change();
- if (p_flag == FLAG_DISABLE_Z) {
- _change_notify();
- }
-}
-
-bool ParticlesMaterial::get_flag(Flags p_flag) const {
- ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
- return flags[p_flag];
-}
-
-void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
-
- emission_shape = p_shape;
- _change_notify();
- _queue_shader_change();
-}
-
-void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
-
- emission_sphere_radius = p_radius;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
-}
-
-void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
-
- emission_box_extents = p_extents;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
-}
-
-void ParticlesMaterial::set_emission_point_texture(const Ref<Texture> &p_points) {
-
- emission_point_texture = p_points;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, p_points);
-}
-
-void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture> &p_normals) {
-
- emission_normal_texture = p_normals;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, p_normals);
-}
-
-void ParticlesMaterial::set_emission_color_texture(const Ref<Texture> &p_colors) {
-
- emission_color_texture = p_colors;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, p_colors);
- _queue_shader_change();
-}
-
-void ParticlesMaterial::set_emission_point_count(int p_count) {
-
- emission_point_count = p_count;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
-}
-
-ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
-
- return emission_shape;
-}
-
-float ParticlesMaterial::get_emission_sphere_radius() const {
-
- return emission_sphere_radius;
-}
-Vector3 ParticlesMaterial::get_emission_box_extents() const {
-
- return emission_box_extents;
-}
-Ref<Texture> ParticlesMaterial::get_emission_point_texture() const {
-
- return emission_point_texture;
-}
-Ref<Texture> ParticlesMaterial::get_emission_normal_texture() const {
-
- return emission_normal_texture;
-}
-
-Ref<Texture> ParticlesMaterial::get_emission_color_texture() const {
-
- return emission_color_texture;
-}
-
-int ParticlesMaterial::get_emission_point_count() const {
-
- return emission_point_count;
-}
-
-void ParticlesMaterial::set_trail_divisor(int p_divisor) {
-
- trail_divisor = p_divisor;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
-}
-
-int ParticlesMaterial::get_trail_divisor() const {
-
- return trail_divisor;
-}
-
-void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier) {
-
- trail_size_modifier = p_trail_size_modifier;
-
- Ref<CurveTexture> curve = trail_size_modifier;
- if (curve.is_valid()) {
- curve->ensure_default_setup();
- }
-
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, curve);
- _queue_shader_change();
-}
-
-Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const {
-
- return trail_size_modifier;
-}
-
-void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) {
-
- trail_color_modifier = p_trail_color_modifier;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, p_trail_color_modifier);
- _queue_shader_change();
-}
-
-Ref<GradientTexture> ParticlesMaterial::get_trail_color_modifier() const {
-
- return trail_color_modifier;
-}
-
-void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
-
- gravity = p_gravity;
- Vector3 gset = gravity;
- if (gset == Vector3()) {
- gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
- }
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
-}
-
-Vector3 ParticlesMaterial::get_gravity() const {
-
- return gravity;
-}
-
-RID ParticlesMaterial::get_shader_rid() const {
-
- ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
- return shader_map[current_key].shader;
-}
-
-void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
-
- if (property.name == "color" && color_ramp.is_valid()) {
- property.usage = 0;
- }
-
- if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
- property.usage = 0;
- }
-
- if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
- property.usage = 0;
- }
-
- if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) {
- property.usage = 0;
- }
-
- if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
- property.usage = 0;
- }
-
- if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
- property.usage = 0;
- }
-
- if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) {
- property.usage = 0;
- }
-}
-
-Shader::Mode ParticlesMaterial::get_shader_mode() const {
-
- return Shader::MODE_PARTICLES;
-}
-
-void ParticlesMaterial::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread);
- ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread);
-
- ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness);
- ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness);
-
- ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param);
- ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param);
-
- ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness);
- ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness);
-
- ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture);
- ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture);
-
- ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color);
- ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color);
-
- ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp);
- ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp);
-
- ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &ParticlesMaterial::set_flag);
- ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_flag);
-
- ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape);
- ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape);
-
- ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius);
- ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius);
-
- ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents);
- ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents);
-
- ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticlesMaterial::set_emission_point_texture);
- ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticlesMaterial::get_emission_point_texture);
-
- ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticlesMaterial::set_emission_normal_texture);
- ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticlesMaterial::get_emission_normal_texture);
-
- ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticlesMaterial::set_emission_color_texture);
- ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticlesMaterial::get_emission_color_texture);
-
- ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count);
- ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count);
-
- ClassDB::bind_method(D_METHOD("set_trail_divisor", "divisor"), &ParticlesMaterial::set_trail_divisor);
- ClassDB::bind_method(D_METHOD("get_trail_divisor"), &ParticlesMaterial::get_trail_divisor);
-
- ClassDB::bind_method(D_METHOD("set_trail_size_modifier", "texture"), &ParticlesMaterial::set_trail_size_modifier);
- ClassDB::bind_method(D_METHOD("get_trail_size_modifier"), &ParticlesMaterial::get_trail_size_modifier);
-
- ClassDB::bind_method(D_METHOD("set_trail_color_modifier", "texture"), &ParticlesMaterial::set_trail_color_modifier);
- ClassDB::bind_method(D_METHOD("get_trail_color_modifier"), &ParticlesMaterial::get_trail_color_modifier);
-
- ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity);
- ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity);
-
- ADD_GROUP("Trail", "trail_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_divisor", PROPERTY_HINT_RANGE, "1,1000000,1"), "set_trail_divisor", "get_trail_divisor");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_size_modifier", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_trail_size_modifier", "get_trail_size_modifier");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_color_modifier", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_trail_color_modifier", "get_trail_color_modifier");
- ADD_GROUP("Emission Shape", "emission_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01,or_greater"), "set_emission_sphere_radius", "get_emission_sphere_radius");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_point_texture", "get_emission_point_texture");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_normal_texture", "get_emission_normal_texture");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_color_texture", "get_emission_color_texture");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
- ADD_GROUP("Flags", "flag_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z);
- ADD_GROUP("Spread", "");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
- ADD_GROUP("Gravity", "");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
- ADD_GROUP("Initial Velocity", "initial_");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
- ADD_GROUP("Angular Velocity", "angular_");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-360,360,0.01"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
- ADD_GROUP("Orbit Velocity", "orbit_");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
- ADD_GROUP("Linear Accel", "linear_");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
- ADD_GROUP("Radial Accel", "radial_");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
- ADD_GROUP("Tangential Accel", "tangential_");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
- ADD_GROUP("Damping", "");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
- ADD_GROUP("Angle", "");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
- ADD_GROUP("Scale", "");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
- ADD_GROUP("Color", "");
- ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp");
-
- ADD_GROUP("Hue Variation", "hue_");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
- ADD_GROUP("Animation", "anim_");
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anim_loop"), "set_flag", "get_flag", FLAG_ANIM_LOOP);
-
- BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
- BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
- BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
- BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
- BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
- BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
- BIND_ENUM_CONSTANT(PARAM_DAMPING);
- BIND_ENUM_CONSTANT(PARAM_ANGLE);
- BIND_ENUM_CONSTANT(PARAM_SCALE);
- BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
- BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
- BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
- BIND_ENUM_CONSTANT(PARAM_MAX);
-
- BIND_ENUM_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY);
- BIND_ENUM_CONSTANT(FLAG_ROTATE_Y);
- BIND_ENUM_CONSTANT(FLAG_MAX);
-
- BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
- BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
- BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
- BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
- BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
-}
-
-ParticlesMaterial::ParticlesMaterial() :
- element(this) {
-
- set_spread(45);
- set_flatness(0);
- set_param(PARAM_INITIAL_LINEAR_VELOCITY, 1);
- set_param(PARAM_ORBIT_VELOCITY, 0);
- set_param(PARAM_LINEAR_ACCEL, 0);
- set_param(PARAM_RADIAL_ACCEL, 0);
- set_param(PARAM_TANGENTIAL_ACCEL, 0);
- set_param(PARAM_DAMPING, 0);
- set_param(PARAM_ANGLE, 0);
- set_param(PARAM_SCALE, 1);
- set_param(PARAM_HUE_VARIATION, 0);
- set_param(PARAM_ANIM_SPEED, 0);
- set_param(PARAM_ANIM_OFFSET, 0);
- set_emission_shape(EMISSION_SHAPE_POINT);
- set_emission_sphere_radius(1);
- set_emission_box_extents(Vector3(1, 1, 1));
- set_trail_divisor(1);
- set_gravity(Vector3(0, -9.8, 0));
- emission_point_count = 1;
-
- for (int i = 0; i < PARAM_MAX; i++) {
- set_param_randomness(Parameter(i), 0);
- }
-
- for (int i = 0; i < FLAG_MAX; i++) {
- flags[i] = false;
- }
-
- set_color(Color(1, 1, 1, 1));
-
- current_key.key = 0;
- current_key.invalid_key = 1;
-
- _queue_shader_change();
-}
-
-ParticlesMaterial::~ParticlesMaterial() {
-
- if (material_mutex)
- material_mutex->lock();
-
- if (shader_map.has(current_key)) {
- shader_map[current_key].users--;
- if (shader_map[current_key].users == 0) {
- //deallocate shader, as it's no longer in use
- VS::get_singleton()->free(shader_map[current_key].shader);
- shader_map.erase(current_key);
- }
-
- VS::get_singleton()->material_set_shader(_get_material(), RID());
- }
-
- if (material_mutex)
- material_mutex->unlock();
-}
diff --git a/scene/3d/particles.h b/scene/3d/particles.h
index 17e21c6cee..742246f78c 100644
--- a/scene/3d/particles.h
+++ b/scene/3d/particles.h
@@ -28,12 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef VISUALINSTANCEPARTICLES_H
-#define VISUALINSTANCEPARTICLES_H
+#ifndef PARTICLES_H
+#define PARTICLES_H
#include "rid.h"
#include "scene/3d/visual_instance.h"
-#include "scene/main/timer.h"
#include "scene/resources/material.h"
/**
@@ -135,269 +134,4 @@ public:
VARIANT_ENUM_CAST(Particles::DrawOrder)
-class ParticlesMaterial : public Material {
-
- GDCLASS(ParticlesMaterial, Material)
-
-public:
- enum Parameter {
-
- PARAM_INITIAL_LINEAR_VELOCITY,
- PARAM_ANGULAR_VELOCITY,
- PARAM_ORBIT_VELOCITY,
- PARAM_LINEAR_ACCEL,
- PARAM_RADIAL_ACCEL,
- PARAM_TANGENTIAL_ACCEL,
- PARAM_DAMPING,
- PARAM_ANGLE,
- PARAM_SCALE,
- PARAM_HUE_VARIATION,
- PARAM_ANIM_SPEED,
- PARAM_ANIM_OFFSET,
- PARAM_MAX
- };
-
- enum Flags {
- FLAG_ALIGN_Y_TO_VELOCITY,
- FLAG_ROTATE_Y,
- FLAG_DISABLE_Z,
- FLAG_ANIM_LOOP,
- FLAG_MAX
- };
-
- enum EmissionShape {
- EMISSION_SHAPE_POINT,
- EMISSION_SHAPE_SPHERE,
- EMISSION_SHAPE_BOX,
- EMISSION_SHAPE_POINTS,
- EMISSION_SHAPE_DIRECTED_POINTS,
- };
-
-private:
- union MaterialKey {
-
- struct {
- uint32_t texture_mask : 16;
- uint32_t texture_color : 1;
- uint32_t flags : 4;
- uint32_t emission_shape : 2;
- uint32_t trail_size_texture : 1;
- uint32_t trail_color_texture : 1;
- uint32_t invalid_key : 1;
- uint32_t has_emission_color : 1;
- };
-
- uint32_t key;
-
- bool operator<(const MaterialKey &p_key) const {
- return key < p_key.key;
- }
- };
-
- struct ShaderData {
- RID shader;
- int users;
- };
-
- static Map<MaterialKey, ShaderData> shader_map;
-
- MaterialKey current_key;
-
- _FORCE_INLINE_ MaterialKey _compute_key() const {
-
- MaterialKey mk;
- mk.key = 0;
- for (int i = 0; i < PARAM_MAX; i++) {
- if (tex_parameters[i].is_valid()) {
- mk.texture_mask |= (1 << i);
- }
- }
- for (int i = 0; i < FLAG_MAX; i++) {
- if (flags[i]) {
- mk.flags |= (1 << i);
- }
- }
-
- mk.texture_color = color_ramp.is_valid() ? 1 : 0;
- mk.emission_shape = emission_shape;
- mk.trail_color_texture = trail_color_modifier.is_valid() ? 1 : 0;
- mk.trail_size_texture = trail_size_modifier.is_valid() ? 1 : 0;
- mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
-
- return mk;
- }
-
- static Mutex *material_mutex;
- static SelfList<ParticlesMaterial>::List dirty_materials;
-
- struct ShaderNames {
- StringName spread;
- StringName flatness;
- StringName initial_linear_velocity;
- StringName initial_angle;
- StringName angular_velocity;
- StringName orbit_velocity;
- StringName linear_accel;
- StringName radial_accel;
- StringName tangent_accel;
- StringName damping;
- StringName scale;
- StringName hue_variation;
- StringName anim_speed;
- StringName anim_offset;
-
- StringName initial_linear_velocity_random;
- StringName initial_angle_random;
- StringName angular_velocity_random;
- StringName orbit_velocity_random;
- StringName linear_accel_random;
- StringName radial_accel_random;
- StringName tangent_accel_random;
- StringName damping_random;
- StringName scale_random;
- StringName hue_variation_random;
- StringName anim_speed_random;
- StringName anim_offset_random;
-
- StringName angle_texture;
- StringName angular_velocity_texture;
- StringName orbit_velocity_texture;
- StringName linear_accel_texture;
- StringName radial_accel_texture;
- StringName tangent_accel_texture;
- StringName damping_texture;
- StringName scale_texture;
- StringName hue_variation_texture;
- StringName anim_speed_texture;
- StringName anim_offset_texture;
-
- StringName color;
- StringName color_ramp;
-
- StringName emission_sphere_radius;
- StringName emission_box_extents;
- StringName emission_texture_point_count;
- StringName emission_texture_points;
- StringName emission_texture_normal;
- StringName emission_texture_color;
-
- StringName trail_divisor;
- StringName trail_size_modifier;
- StringName trail_color_modifier;
-
- StringName gravity;
- };
-
- static ShaderNames *shader_names;
-
- SelfList<ParticlesMaterial> element;
-
- void _update_shader();
- _FORCE_INLINE_ void _queue_shader_change();
- _FORCE_INLINE_ bool _is_shader_dirty() const;
-
- float spread;
- float flatness;
-
- float parameters[PARAM_MAX];
- float randomness[PARAM_MAX];
-
- Ref<Texture> tex_parameters[PARAM_MAX];
- Color color;
- Ref<Texture> color_ramp;
-
- bool flags[FLAG_MAX];
-
- EmissionShape emission_shape;
- float emission_sphere_radius;
- Vector3 emission_box_extents;
- Ref<Texture> emission_point_texture;
- Ref<Texture> emission_normal_texture;
- Ref<Texture> emission_color_texture;
- int emission_point_count;
-
- bool anim_loop;
-
- int trail_divisor;
-
- Ref<CurveTexture> trail_size_modifier;
- Ref<GradientTexture> trail_color_modifier;
-
- Vector3 gravity;
-
- //do not save emission points here
-
-protected:
- static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const;
-
-public:
- void set_spread(float p_spread);
- float get_spread() const;
-
- void set_flatness(float p_flatness);
- float get_flatness() const;
-
- void set_param(Parameter p_param, float p_value);
- float get_param(Parameter p_param) const;
-
- void set_param_randomness(Parameter p_param, float p_value);
- float get_param_randomness(Parameter p_param) const;
-
- void set_param_texture(Parameter p_param, const Ref<Texture> &p_texture);
- Ref<Texture> get_param_texture(Parameter p_param) const;
-
- void set_color(const Color &p_color);
- Color get_color() const;
-
- void set_color_ramp(const Ref<Texture> &p_texture);
- Ref<Texture> get_color_ramp() const;
-
- void set_flag(Flags p_flag, bool p_enable);
- bool get_flag(Flags p_flag) const;
-
- void set_emission_shape(EmissionShape p_shape);
- void set_emission_sphere_radius(float p_radius);
- void set_emission_box_extents(Vector3 p_extents);
- void set_emission_point_texture(const Ref<Texture> &p_points);
- void set_emission_normal_texture(const Ref<Texture> &p_normals);
- void set_emission_color_texture(const Ref<Texture> &p_colors);
- void set_emission_point_count(int p_count);
-
- EmissionShape get_emission_shape() const;
- float get_emission_sphere_radius() const;
- Vector3 get_emission_box_extents() const;
- Ref<Texture> get_emission_point_texture() const;
- Ref<Texture> get_emission_normal_texture() const;
- Ref<Texture> get_emission_color_texture() const;
- int get_emission_point_count() const;
-
- void set_trail_divisor(int p_divisor);
- int get_trail_divisor() const;
-
- void set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier);
- Ref<CurveTexture> get_trail_size_modifier() const;
-
- void set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier);
- Ref<GradientTexture> get_trail_color_modifier() const;
-
- void set_gravity(const Vector3 &p_gravity);
- Vector3 get_gravity() const;
-
- static void init_shaders();
- static void finish_shaders();
- static void flush_changes();
-
- RID get_shader_rid() const;
-
- virtual Shader::Mode get_shader_mode() const;
-
- ParticlesMaterial();
- ~ParticlesMaterial();
-};
-
-VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
-VARIANT_ENUM_CAST(ParticlesMaterial::Flags)
-VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)
-
-#endif
+#endif // PARTICLES_H
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index a4422af21d..97230d422b 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -144,6 +144,7 @@
#include "scene/resources/mesh_data_tool.h"
#include "scene/resources/mesh_library.h"
#include "scene/resources/packed_scene.h"
+#include "scene/resources/particles_material.h"
#include "scene/resources/plane_shape.h"
#include "scene/resources/polygon_path_finder.h"
#include "scene/resources/primitive_meshes.h"
@@ -165,8 +166,6 @@
#include "scene/resources/world_2d.h"
#include "scene/scene_string_names.h"
-#include "scene/3d/cpu_particles.h"
-#include "scene/3d/particles.h"
#include "scene/3d/scenario_fx.h"
#include "scene/3d/spatial.h"
@@ -179,6 +178,7 @@
#include "scene/3d/camera.h"
#include "scene/3d/collision_polygon.h"
#include "scene/3d/collision_shape.h"
+#include "scene/3d/cpu_particles.h"
#include "scene/3d/gi_probe.h"
#include "scene/3d/immediate_geometry.h"
#include "scene/3d/interpolated_camera.h"
@@ -188,6 +188,7 @@
#include "scene/3d/multimesh_instance.h"
#include "scene/3d/navigation.h"
#include "scene/3d/navigation_mesh.h"
+#include "scene/3d/particles.h"
#include "scene/3d/path.h"
#include "scene/3d/physics_body.h"
#include "scene/3d/physics_joint.h"
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
new file mode 100644
index 0000000000..14bc4f71c2
--- /dev/null
+++ b/scene/resources/particles_material.cpp
@@ -0,0 +1,1245 @@
+/*************************************************************************/
+/* particles_material.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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 "particles_material.h"
+
+Mutex *ParticlesMaterial::material_mutex = NULL;
+SelfList<ParticlesMaterial>::List ParticlesMaterial::dirty_materials;
+Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
+ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL;
+
+void ParticlesMaterial::init_shaders() {
+
+#ifndef NO_THREADS
+ material_mutex = Mutex::create();
+#endif
+
+ shader_names = memnew(ShaderNames);
+
+ shader_names->spread = "spread";
+ shader_names->flatness = "flatness";
+ shader_names->initial_linear_velocity = "initial_linear_velocity";
+ shader_names->initial_angle = "initial_angle";
+ shader_names->angular_velocity = "angular_velocity";
+ shader_names->orbit_velocity = "orbit_velocity";
+ shader_names->linear_accel = "linear_accel";
+ shader_names->radial_accel = "radial_accel";
+ shader_names->tangent_accel = "tangent_accel";
+ shader_names->damping = "damping";
+ shader_names->scale = "scale";
+ shader_names->hue_variation = "hue_variation";
+ shader_names->anim_speed = "anim_speed";
+ shader_names->anim_offset = "anim_offset";
+
+ shader_names->initial_linear_velocity_random = "initial_linear_velocity_random";
+ shader_names->initial_angle_random = "initial_angle_random";
+ shader_names->angular_velocity_random = "angular_velocity_random";
+ shader_names->orbit_velocity_random = "orbit_velocity_random";
+ shader_names->linear_accel_random = "linear_accel_random";
+ shader_names->radial_accel_random = "radial_accel_random";
+ shader_names->tangent_accel_random = "tangent_accel_random";
+ shader_names->damping_random = "damping_random";
+ shader_names->scale_random = "scale_random";
+ shader_names->hue_variation_random = "hue_variation_random";
+ shader_names->anim_speed_random = "anim_speed_random";
+ shader_names->anim_offset_random = "anim_offset_random";
+
+ 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->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->trail_divisor = "trail_divisor";
+ shader_names->trail_size_modifier = "trail_size_modifier";
+ shader_names->trail_color_modifier = "trail_color_modifier";
+
+ shader_names->gravity = "gravity";
+}
+
+void ParticlesMaterial::finish_shaders() {
+
+#ifndef NO_THREADS
+ memdelete(material_mutex);
+#endif
+
+ memdelete(shader_names);
+}
+
+void ParticlesMaterial::_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
+ VS::get_singleton()->free(shader_map[current_key].shader);
+ shader_map.erase(current_key);
+ }
+ }
+
+ current_key = mk;
+
+ if (shader_map.has(mk)) {
+
+ VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
+ shader_map[mk].users++;
+ return;
+ }
+
+ //must create a shader!
+
+ String code = "shader_type particles;\n";
+
+ code += "uniform float spread;\n";
+ code += "uniform float flatness;\n";
+ code += "uniform float initial_linear_velocity;\n";
+ code += "uniform float initial_angle;\n";
+ code += "uniform float angular_velocity;\n";
+ code += "uniform float orbit_velocity;\n";
+ code += "uniform float linear_accel;\n";
+ code += "uniform float radial_accel;\n";
+ code += "uniform float tangent_accel;\n";
+ code += "uniform float damping;\n";
+ code += "uniform float scale;\n";
+ code += "uniform float hue_variation;\n";
+ code += "uniform float anim_speed;\n";
+ code += "uniform float anim_offset;\n";
+
+ code += "uniform float initial_linear_velocity_random;\n";
+ code += "uniform float initial_angle_random;\n";
+ code += "uniform float angular_velocity_random;\n";
+ code += "uniform float orbit_velocity_random;\n";
+ code += "uniform float linear_accel_random;\n";
+ code += "uniform float radial_accel_random;\n";
+ code += "uniform float tangent_accel_random;\n";
+ code += "uniform float damping_random;\n";
+ code += "uniform float scale_random;\n";
+ code += "uniform float hue_variation_random;\n";
+ code += "uniform float anim_speed_random;\n";
+ code += "uniform float anim_offset_random;\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_BOX: {
+ code += "uniform vec3 emission_box_extents;\n";
+ } break;
+ case EMISSION_SHAPE_DIRECTED_POINTS: {
+ code += "uniform sampler2D emission_texture_normal : hint_black;\n";
+ } //fallthrough
+ case EMISSION_SHAPE_POINTS: {
+ code += "uniform sampler2D emission_texture_points : hint_black;\n";
+ code += "uniform int emission_texture_point_count;\n";
+ if (emission_color_texture.is_valid()) {
+ code += "uniform sampler2D emission_texture_color : hint_white;\n";
+ }
+ } break;
+ }
+
+ code += "uniform vec4 color_value : hint_color;\n";
+
+ code += "uniform int trail_divisor;\n";
+
+ code += "uniform vec3 gravity;\n";
+
+ if (color_ramp.is_valid())
+ code += "uniform sampler2D color_ramp;\n";
+
+ if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
+ code += "uniform sampler2D linear_velocity_texture;\n";
+ if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
+ code += "uniform sampler2D orbit_velocity_texture;\n";
+ if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
+ code += "uniform sampler2D angular_velocity_texture;\n";
+ if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
+ code += "uniform sampler2D linear_accel_texture;\n";
+ if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
+ code += "uniform sampler2D radial_accel_texture;\n";
+ if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
+ code += "uniform sampler2D tangent_accel_texture;\n";
+ if (tex_parameters[PARAM_DAMPING].is_valid())
+ code += "uniform sampler2D damping_texture;\n";
+ if (tex_parameters[PARAM_ANGLE].is_valid())
+ code += "uniform sampler2D angle_texture;\n";
+ if (tex_parameters[PARAM_SCALE].is_valid())
+ code += "uniform sampler2D scale_texture;\n";
+ if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
+ code += "uniform sampler2D hue_variation_texture;\n";
+ if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
+ code += "uniform sampler2D anim_speed_texture;\n";
+ if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
+ code += "uniform sampler2D anim_offset_texture;\n";
+
+ if (trail_size_modifier.is_valid()) {
+ code += "uniform sampler2D trail_size_modifier;\n";
+ }
+
+ if (trail_color_modifier.is_valid()) {
+ code += "uniform sampler2D trail_color_modifier;\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 vertex() {\n";
+ code += " uint base_number = NUMBER/uint(trail_divisor);\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";
+ code += " float pi = 3.14159;\n";
+ code += " float degree_to_rad = pi / 180.0;\n";
+ code += "\n";
+
+ if (emission_shape >= EMISSION_SHAPE_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 += " if (RESTART) {\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 = 0.0;\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 = 0.0;\n";
+
+ code += " float spread_rad = spread*degree_to_rad;\n";
+
+ if (flags[FLAG_DISABLE_Z]) {
+
+ code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed)*spread_rad;\n";
+ code += " vec3 rot = vec3( cos(angle1_rad), sin(angle1_rad),0.0 );\n";
+ code += " VELOCITY = rot*initial_linear_velocity*mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
+
+ } else {
+ //initiate velocity spread in 3D
+ 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, cos(angle1_rad));\n";
+ code += " vec3 direction_yz = vec3( 0, sin(angle2_rad), cos(angle2_rad));\n";
+ code += " direction_yz.z = direction_yz.z / sqrt(direction_yz.z); //better uniform distribution\n";
+ code += " vec3 direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
+ code += " direction = normalize(direction);\n";
+ code += " VELOCITY = direction*initial_linear_velocity*mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
+ }
+
+ code += " float base_angle = (initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
+ code += " CUSTOM.x = base_angle*degree_to_rad;\n"; //angle
+ code += " CUSTOM.y = 0.0;\n"; //phase
+ code += " CUSTOM.z = (anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random);\n"; //animation offset (0-1)
+ switch (emission_shape) {
+ case EMISSION_SHAPE_POINT: {
+ //do none
+ } break;
+ case EMISSION_SHAPE_SPHERE: {
+ code += " TRANSFORM[3].xyz = normalize(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_sphere_radius;\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 (flags[FLAG_DISABLE_Z]) {
+
+ 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 += " VELOCITY.xy = rotm * VELOCITY.xy;\n";
+ } else {
+ 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, 1.0, 0.0);\n";
+ code += " vec3 tangent = normalize(cross(v0, normal));\n";
+ code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
+ code += " VELOCITY = mat3(tangent,bitangent,normal) * VELOCITY;\n";
+ }
+ }
+ } break;
+ }
+ code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY,0.0)).xyz;\n";
+ code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
+ if (flags[FLAG_DISABLE_Z]) {
+ code += " VELOCITY.z = 0.0;\n";
+ code += " TRANSFORM[3].z = 0.0;\n";
+ }
+
+ code += " } else {\n";
+
+ code += " CUSTOM.y += DELTA/LIFETIME;\n";
+ if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
+ code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_linear_velocity = 0.0;\n";
+
+ if (flags[FLAG_DISABLE_Z]) {
+
+ if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
+ code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_orbit_velocity = 0.0;\n";
+ }
+
+ if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
+ code += " float tex_angular_velocity = textureLod(angular_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_angular_velocity = 0.0;\n";
+
+ if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
+ code += " float tex_linear_accel = textureLod(linear_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_linear_accel = 0.0;\n";
+
+ if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
+ code += " float tex_radial_accel = textureLod(radial_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_radial_accel = 0.0;\n";
+
+ if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
+ code += " float tex_tangent_accel = textureLod(tangent_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_tangent_accel = 0.0;\n";
+
+ if (tex_parameters[PARAM_DAMPING].is_valid())
+ code += " float tex_damping = textureLod(damping_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_damping = 0.0;\n";
+
+ if (tex_parameters[PARAM_ANGLE].is_valid())
+ code += " float tex_angle = textureLod(angle_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_angle = 0.0;\n";
+
+ if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
+ code += " float tex_anim_speed = textureLod(anim_speed_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_anim_speed = 0.0;\n";
+
+ if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
+ code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_anim_offset = 0.0;\n";
+
+ code += " vec3 force = gravity; \n";
+ code += " vec3 pos = TRANSFORM[3].xyz; \n";
+ if (flags[FLAG_DISABLE_Z]) {
+ code += " pos.z = 0.0; \n";
+ }
+ code += " //apply linear acceleration\n";
+ code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * (linear_accel+tex_linear_accel)*mix(1.0,rand_from_seed(alt_seed),linear_accel_random) : vec3(0.0);\n";
+ code += " //apply radial acceleration\n";
+ code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
+ code += " vec3 diff = pos-org;\n";
+ code += " force += length(diff) > 0.0 ? normalize(diff) * (radial_accel+tex_radial_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random) : vec3(0.0);\n";
+ code += " //apply tangential acceleration;\n";
+ if (flags[FLAG_DISABLE_Z]) {
+ code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0,1.0)),0.0) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),tangent_accel_random)) : vec3(0.0);\n";
+
+ } else {
+ code += " vec3 crossDiff = cross(normalize(diff),normalize(gravity));\n";
+ code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),tangent_accel_random)) : vec3(0.0);\n";
+ }
+ code += " //apply attractor forces\n";
+ code += " VELOCITY += force * DELTA;\n";
+ code += " //orbit velocity\n";
+ if (flags[FLAG_DISABLE_Z]) {
+
+ code += " float orbit_amount = (orbit_velocity+tex_orbit_velocity)*mix(1.0,rand_from_seed(alt_seed),orbit_velocity_random);\n";
+ code += " if (orbit_amount!=0.0) {\n";
+ code += " float ang = orbit_amount * DELTA * pi * 2.0;\n";
+ code += " mat2 rot = mat2(vec2(cos(ang),-sin(ang)),vec2(sin(ang),cos(ang)));\n";
+ code += " TRANSFORM[3].xy-=diff.xy;\n";
+ code += " TRANSFORM[3].xy+=rot * diff.xy;\n";
+ code += " }\n";
+ }
+
+ if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
+ code += " VELOCITY = normalize(VELOCITY)*tex_linear_velocity;\n";
+ }
+ code += " if (damping + tex_damping > 0.0) {\n";
+ code += " \n";
+ code += " float v = length(VELOCITY);\n";
+ code += " float damp = (damping+tex_damping)*mix(1.0,rand_from_seed(alt_seed),damping_random);\n";
+ code += " v -= damp * DELTA;\n";
+ code += " if (v < 0.0) {\n";
+ code += " VELOCITY = vec3(0.0);\n";
+ code += " } else {\n";
+ code += " VELOCITY = normalize(VELOCITY) * v;\n";
+ code += " }\n";
+ code += " }\n";
+ code += " float base_angle = (initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
+ code += " base_angle += CUSTOM.y*LIFETIME*(angular_velocity+tex_angular_velocity)*mix(1.0,rand_from_seed(alt_seed)*2.0-1.0,angular_velocity_random);\n";
+ code += " CUSTOM.x = base_angle*degree_to_rad;\n"; //angle
+ code += " CUSTOM.z = (anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random)+CUSTOM.y*(anim_speed+tex_anim_speed)*mix(1.0,rand_from_seed(alt_seed),anim_speed_random);\n"; //angle
+ if (flags[FLAG_ANIM_LOOP]) {
+ code += " CUSTOM.z = mod(CUSTOM.z,1.0);\n"; //loop
+
+ } else {
+ code += " CUSTOM.z = clamp(CUSTOM.z,0.0,1.0);\n"; //0 to 1 only
+ }
+ code += " }\n";
+ //apply color
+ //apply hue rotation
+ if (tex_parameters[PARAM_SCALE].is_valid())
+ code += " float tex_scale = textureLod(scale_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_scale = 1.0;\n";
+
+ if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
+ code += " float tex_hue_variation = textureLod(hue_variation_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
+ else
+ code += " float tex_hue_variation = 0.0;\n";
+
+ code += " float hue_rot_angle = (hue_variation+tex_hue_variation)*pi*2.0*mix(1.0,hue_rot_rand*2.0-1.0,hue_variation_random);\n";
+ code += " float hue_rot_c = cos(hue_rot_angle);\n";
+ code += " float hue_rot_s = sin(hue_rot_angle);\n";
+ code += " mat4 hue_rot_mat = mat4( vec4(0.299, 0.587, 0.114, 0.0),\n";
+ code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
+ code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
+ code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
+ code += " mat4( vec4(0.701, -0.587, -0.114, 0.0),\n";
+ code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
+ code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
+ code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
+ code += " mat4( vec4(0.168, 0.330, -0.497, 0.0),\n";
+ code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
+ code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
+ code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
+ if (color_ramp.is_valid()) {
+ code += " COLOR = hue_rot_mat * textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0);\n";
+ } else {
+ code += " COLOR = hue_rot_mat * color_value;\n";
+ }
+ if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) {
+ code += " COLOR*= texelFetch(emission_texture_color,emission_tex_ofs,0);\n";
+ }
+ if (trail_color_modifier.is_valid()) {
+ code += " if (trail_divisor > 1) { COLOR *= textureLod(trail_color_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0); }\n";
+ }
+ code += "\n";
+
+ if (flags[FLAG_DISABLE_Z]) {
+
+ if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
+ code += " if (length(VELOCITY) > 0.0) { TRANSFORM[1].xyz = normalize(VELOCITY); } else { TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); }\n";
+ code += " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz,TRANSFORM[2].xyz));\n";
+ code += " TRANSFORM[2] = vec4(0.0,0.0,1.0,0.0);\n";
+ } else {
+ code += " TRANSFORM[0] = vec4(cos(CUSTOM.x),-sin(CUSTOM.x),0.0,0.0);\n";
+ code += " TRANSFORM[1] = vec4(sin(CUSTOM.x),cos(CUSTOM.x),0.0,0.0);\n";
+ code += " TRANSFORM[2] = vec4(0.0,0.0,1.0,0.0);\n";
+ }
+
+ } else {
+ //orient particle Y towards velocity
+ if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
+ code += " if (length(VELOCITY) > 0.0) { TRANSFORM[1].xyz = normalize(VELOCITY); } else { TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); }\n";
+ code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n";
+ code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n";
+ code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n";
+ code += " } else {\n";
+ code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n";
+ code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n";
+ code += " }\n";
+ } else {
+ code += " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
+ code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
+ code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
+ }
+ //turn particle by rotation in Y
+ if (flags[FLAG_ROTATE_Y]) {
+ code += " TRANSFORM = TRANSFORM * mat4( vec4(cos(CUSTOM.x),0.0,-sin(CUSTOM.x),0.0), vec4(0.0,1.0,0.0,0.0),vec4(sin(CUSTOM.x),0.0,cos(CUSTOM.x),0.0),vec4(0.0,0.0,0.0,1.0));\n";
+ }
+ }
+ //scale by scale
+ code += " float base_scale = mix(scale*tex_scale,1.0,scale_random*scale_rand);\n";
+ code += " if (base_scale==0.0) base_scale=0.000001;\n";
+ if (trail_size_modifier.is_valid()) {
+ code += " if (trail_divisor > 1) { base_scale *= textureLod(trail_size_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0).r; } \n";
+ }
+
+ code += " TRANSFORM[0].xyz *= base_scale;\n";
+ code += " TRANSFORM[1].xyz *= base_scale;\n";
+ code += " TRANSFORM[2].xyz *= base_scale;\n";
+ if (flags[FLAG_DISABLE_Z]) {
+ code += " VELOCITY.z = 0.0;\n";
+ code += " TRANSFORM[3].z = 0.0;\n";
+ }
+ code += "}\n";
+ code += "\n";
+
+ ShaderData shader_data;
+ shader_data.shader = VS::get_singleton()->shader_create();
+ shader_data.users = 1;
+
+ VS::get_singleton()->shader_set_code(shader_data.shader, code);
+
+ shader_map[mk] = shader_data;
+
+ VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
+}
+
+void ParticlesMaterial::flush_changes() {
+
+ if (material_mutex)
+ material_mutex->lock();
+
+ while (dirty_materials.first()) {
+
+ dirty_materials.first()->self()->_update_shader();
+ }
+
+ if (material_mutex)
+ material_mutex->unlock();
+}
+
+void ParticlesMaterial::_queue_shader_change() {
+
+ if (material_mutex)
+ material_mutex->lock();
+
+ if (!element.in_list()) {
+ dirty_materials.add(&element);
+ }
+
+ if (material_mutex)
+ material_mutex->unlock();
+}
+
+bool ParticlesMaterial::_is_shader_dirty() const {
+
+ bool dirty = false;
+
+ if (material_mutex)
+ material_mutex->lock();
+
+ dirty = element.in_list();
+
+ if (material_mutex)
+ material_mutex->unlock();
+
+ return dirty;
+}
+
+void ParticlesMaterial::set_spread(float p_spread) {
+
+ spread = p_spread;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
+}
+
+float ParticlesMaterial::get_spread() const {
+
+ return spread;
+}
+
+void ParticlesMaterial::set_flatness(float p_flatness) {
+
+ flatness = p_flatness;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
+}
+float ParticlesMaterial::get_flatness() const {
+
+ return flatness;
+}
+
+void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
+
+ ERR_FAIL_INDEX(p_param, PARAM_MAX);
+
+ parameters[p_param] = p_value;
+
+ switch (p_param) {
+ case PARAM_INITIAL_LINEAR_VELOCITY: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
+ } break;
+ case PARAM_ANGULAR_VELOCITY: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
+ } break;
+ case PARAM_ORBIT_VELOCITY: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
+ } break;
+ case PARAM_LINEAR_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
+ } break;
+ case PARAM_RADIAL_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
+ } break;
+ case PARAM_TANGENTIAL_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
+ } break;
+ case PARAM_DAMPING: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
+ } break;
+ case PARAM_ANGLE: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
+ } break;
+ case PARAM_SCALE: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
+ } break;
+ case PARAM_HUE_VARIATION: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
+ } break;
+ case PARAM_ANIM_SPEED: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
+ } break;
+ case PARAM_ANIM_OFFSET: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
+ } break;
+ }
+}
+float ParticlesMaterial::get_param(Parameter p_param) const {
+
+ ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
+
+ return parameters[p_param];
+}
+
+void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
+
+ ERR_FAIL_INDEX(p_param, PARAM_MAX);
+
+ randomness[p_param] = p_value;
+
+ switch (p_param) {
+ case PARAM_INITIAL_LINEAR_VELOCITY: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
+ } break;
+ case PARAM_ANGULAR_VELOCITY: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
+ } break;
+ case PARAM_ORBIT_VELOCITY: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
+ } break;
+ case PARAM_LINEAR_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
+ } break;
+ case PARAM_RADIAL_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
+ } break;
+ case PARAM_TANGENTIAL_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
+ } break;
+ case PARAM_DAMPING: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
+ } break;
+ case PARAM_ANGLE: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
+ } break;
+ case PARAM_SCALE: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
+ } break;
+ case PARAM_HUE_VARIATION: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
+ } break;
+ case PARAM_ANIM_SPEED: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
+ } break;
+ case PARAM_ANIM_OFFSET: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
+ } break;
+ }
+}
+float ParticlesMaterial::get_param_randomness(Parameter p_param) const {
+
+ ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
+
+ return randomness[p_param];
+}
+
+static void _adjust_curve_range(const Ref<Texture> &p_texture, float p_min, float p_max) {
+
+ Ref<CurveTexture> curve_tex = p_texture;
+ if (!curve_tex.is_valid())
+ return;
+
+ curve_tex->ensure_default_setup(p_min, p_max);
+}
+
+void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture> &p_texture) {
+
+ ERR_FAIL_INDEX(p_param, PARAM_MAX);
+
+ tex_parameters[p_param] = p_texture;
+
+ switch (p_param) {
+ case PARAM_INITIAL_LINEAR_VELOCITY: {
+ //do none for this one
+ } break;
+ case PARAM_ANGULAR_VELOCITY: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
+ _adjust_curve_range(p_texture, -360, 360);
+ } break;
+ case PARAM_ORBIT_VELOCITY: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
+ _adjust_curve_range(p_texture, -500, 500);
+ } break;
+ case PARAM_LINEAR_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
+ _adjust_curve_range(p_texture, -200, 200);
+ } break;
+ case PARAM_RADIAL_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
+ _adjust_curve_range(p_texture, -200, 200);
+ } break;
+ case PARAM_TANGENTIAL_ACCEL: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
+ _adjust_curve_range(p_texture, -200, 200);
+ } break;
+ case PARAM_DAMPING: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
+ _adjust_curve_range(p_texture, 0, 100);
+ } break;
+ case PARAM_ANGLE: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
+ _adjust_curve_range(p_texture, -360, 360);
+ } break;
+ case PARAM_SCALE: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
+
+ Ref<CurveTexture> curve_tex = p_texture;
+ if (curve_tex.is_valid()) {
+ curve_tex->ensure_default_setup();
+ }
+
+ } break;
+ case PARAM_HUE_VARIATION: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
+ _adjust_curve_range(p_texture, -1, 1);
+ } break;
+ case PARAM_ANIM_SPEED: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
+ _adjust_curve_range(p_texture, 0, 200);
+ } break;
+ case PARAM_ANIM_OFFSET: {
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
+ } break;
+ }
+
+ _queue_shader_change();
+}
+Ref<Texture> ParticlesMaterial::get_param_texture(Parameter p_param) const {
+
+ ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture>());
+
+ return tex_parameters[p_param];
+}
+
+void ParticlesMaterial::set_color(const Color &p_color) {
+
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
+ color = p_color;
+}
+
+Color ParticlesMaterial::get_color() const {
+
+ return color;
+}
+
+void ParticlesMaterial::set_color_ramp(const Ref<Texture> &p_texture) {
+
+ color_ramp = p_texture;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
+ _queue_shader_change();
+ _change_notify();
+}
+
+Ref<Texture> ParticlesMaterial::get_color_ramp() const {
+
+ return color_ramp;
+}
+
+void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) {
+ ERR_FAIL_INDEX(p_flag, FLAG_MAX);
+ flags[p_flag] = p_enable;
+ _queue_shader_change();
+ if (p_flag == FLAG_DISABLE_Z) {
+ _change_notify();
+ }
+}
+
+bool ParticlesMaterial::get_flag(Flags p_flag) const {
+ ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
+ return flags[p_flag];
+}
+
+void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
+
+ emission_shape = p_shape;
+ _change_notify();
+ _queue_shader_change();
+}
+
+void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
+
+ emission_sphere_radius = p_radius;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
+}
+
+void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
+
+ emission_box_extents = p_extents;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
+}
+
+void ParticlesMaterial::set_emission_point_texture(const Ref<Texture> &p_points) {
+
+ emission_point_texture = p_points;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, p_points);
+}
+
+void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture> &p_normals) {
+
+ emission_normal_texture = p_normals;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, p_normals);
+}
+
+void ParticlesMaterial::set_emission_color_texture(const Ref<Texture> &p_colors) {
+
+ emission_color_texture = p_colors;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, p_colors);
+ _queue_shader_change();
+}
+
+void ParticlesMaterial::set_emission_point_count(int p_count) {
+
+ emission_point_count = p_count;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
+}
+
+ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
+
+ return emission_shape;
+}
+
+float ParticlesMaterial::get_emission_sphere_radius() const {
+
+ return emission_sphere_radius;
+}
+Vector3 ParticlesMaterial::get_emission_box_extents() const {
+
+ return emission_box_extents;
+}
+Ref<Texture> ParticlesMaterial::get_emission_point_texture() const {
+
+ return emission_point_texture;
+}
+Ref<Texture> ParticlesMaterial::get_emission_normal_texture() const {
+
+ return emission_normal_texture;
+}
+
+Ref<Texture> ParticlesMaterial::get_emission_color_texture() const {
+
+ return emission_color_texture;
+}
+
+int ParticlesMaterial::get_emission_point_count() const {
+
+ return emission_point_count;
+}
+
+void ParticlesMaterial::set_trail_divisor(int p_divisor) {
+
+ trail_divisor = p_divisor;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
+}
+
+int ParticlesMaterial::get_trail_divisor() const {
+
+ return trail_divisor;
+}
+
+void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier) {
+
+ trail_size_modifier = p_trail_size_modifier;
+
+ Ref<CurveTexture> curve = trail_size_modifier;
+ if (curve.is_valid()) {
+ curve->ensure_default_setup();
+ }
+
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, curve);
+ _queue_shader_change();
+}
+
+Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const {
+
+ return trail_size_modifier;
+}
+
+void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) {
+
+ trail_color_modifier = p_trail_color_modifier;
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, p_trail_color_modifier);
+ _queue_shader_change();
+}
+
+Ref<GradientTexture> ParticlesMaterial::get_trail_color_modifier() const {
+
+ return trail_color_modifier;
+}
+
+void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
+
+ gravity = p_gravity;
+ Vector3 gset = gravity;
+ if (gset == Vector3()) {
+ gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
+ }
+ VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
+}
+
+Vector3 ParticlesMaterial::get_gravity() const {
+
+ return gravity;
+}
+
+RID ParticlesMaterial::get_shader_rid() const {
+
+ ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
+ return shader_map[current_key].shader;
+}
+
+void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
+
+ if (property.name == "color" && color_ramp.is_valid()) {
+ property.usage = 0;
+ }
+
+ if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
+ property.usage = 0;
+ }
+
+ if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
+ property.usage = 0;
+ }
+
+ if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) {
+ property.usage = 0;
+ }
+
+ if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
+ property.usage = 0;
+ }
+
+ if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) {
+ property.usage = 0;
+ }
+}
+
+Shader::Mode ParticlesMaterial::get_shader_mode() const {
+
+ return Shader::MODE_PARTICLES;
+}
+
+void ParticlesMaterial::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread);
+ ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread);
+
+ ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness);
+ ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness);
+
+ ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param);
+ ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param);
+
+ ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness);
+ ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness);
+
+ ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture);
+ ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture);
+
+ ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color);
+ ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color);
+
+ ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp);
+ ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp);
+
+ ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &ParticlesMaterial::set_flag);
+ ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_flag);
+
+ ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape);
+ ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape);
+
+ ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius);
+ ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius);
+
+ ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents);
+ ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents);
+
+ ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticlesMaterial::set_emission_point_texture);
+ ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticlesMaterial::get_emission_point_texture);
+
+ ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticlesMaterial::set_emission_normal_texture);
+ ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticlesMaterial::get_emission_normal_texture);
+
+ ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticlesMaterial::set_emission_color_texture);
+ ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticlesMaterial::get_emission_color_texture);
+
+ ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count);
+ ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count);
+
+ ClassDB::bind_method(D_METHOD("set_trail_divisor", "divisor"), &ParticlesMaterial::set_trail_divisor);
+ ClassDB::bind_method(D_METHOD("get_trail_divisor"), &ParticlesMaterial::get_trail_divisor);
+
+ ClassDB::bind_method(D_METHOD("set_trail_size_modifier", "texture"), &ParticlesMaterial::set_trail_size_modifier);
+ ClassDB::bind_method(D_METHOD("get_trail_size_modifier"), &ParticlesMaterial::get_trail_size_modifier);
+
+ ClassDB::bind_method(D_METHOD("set_trail_color_modifier", "texture"), &ParticlesMaterial::set_trail_color_modifier);
+ ClassDB::bind_method(D_METHOD("get_trail_color_modifier"), &ParticlesMaterial::get_trail_color_modifier);
+
+ ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity);
+ ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity);
+
+ ADD_GROUP("Trail", "trail_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_divisor", PROPERTY_HINT_RANGE, "1,1000000,1"), "set_trail_divisor", "get_trail_divisor");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_size_modifier", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_trail_size_modifier", "get_trail_size_modifier");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_color_modifier", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_trail_color_modifier", "get_trail_color_modifier");
+ ADD_GROUP("Emission Shape", "emission_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01,or_greater"), "set_emission_sphere_radius", "get_emission_sphere_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_point_texture", "get_emission_point_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_normal_texture", "get_emission_normal_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_color_texture", "get_emission_color_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
+ ADD_GROUP("Flags", "flag_");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z);
+ ADD_GROUP("Spread", "");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
+ ADD_GROUP("Gravity", "");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
+ ADD_GROUP("Initial Velocity", "initial_");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
+ ADD_GROUP("Angular Velocity", "angular_");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-360,360,0.01"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
+ ADD_GROUP("Orbit Velocity", "orbit_");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
+ ADD_GROUP("Linear Accel", "linear_");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
+ ADD_GROUP("Radial Accel", "radial_");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
+ ADD_GROUP("Tangential Accel", "tangential_");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
+ ADD_GROUP("Damping", "");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
+ ADD_GROUP("Angle", "");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
+ ADD_GROUP("Scale", "");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
+ ADD_GROUP("Color", "");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp");
+
+ ADD_GROUP("Hue Variation", "hue_");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
+ ADD_GROUP("Animation", "anim_");
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anim_loop"), "set_flag", "get_flag", FLAG_ANIM_LOOP);
+
+ BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
+ BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
+ BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
+ BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
+ BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
+ BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
+ BIND_ENUM_CONSTANT(PARAM_DAMPING);
+ BIND_ENUM_CONSTANT(PARAM_ANGLE);
+ BIND_ENUM_CONSTANT(PARAM_SCALE);
+ BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
+ BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
+ BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
+ BIND_ENUM_CONSTANT(PARAM_MAX);
+
+ BIND_ENUM_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY);
+ BIND_ENUM_CONSTANT(FLAG_ROTATE_Y);
+ BIND_ENUM_CONSTANT(FLAG_MAX);
+
+ BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
+ BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
+ BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
+ BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
+ BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
+}
+
+ParticlesMaterial::ParticlesMaterial() :
+ element(this) {
+
+ set_spread(45);
+ set_flatness(0);
+ set_param(PARAM_INITIAL_LINEAR_VELOCITY, 1);
+ set_param(PARAM_ORBIT_VELOCITY, 0);
+ set_param(PARAM_LINEAR_ACCEL, 0);
+ set_param(PARAM_RADIAL_ACCEL, 0);
+ set_param(PARAM_TANGENTIAL_ACCEL, 0);
+ set_param(PARAM_DAMPING, 0);
+ set_param(PARAM_ANGLE, 0);
+ set_param(PARAM_SCALE, 1);
+ set_param(PARAM_HUE_VARIATION, 0);
+ set_param(PARAM_ANIM_SPEED, 0);
+ set_param(PARAM_ANIM_OFFSET, 0);
+ set_emission_shape(EMISSION_SHAPE_POINT);
+ set_emission_sphere_radius(1);
+ set_emission_box_extents(Vector3(1, 1, 1));
+ set_trail_divisor(1);
+ set_gravity(Vector3(0, -9.8, 0));
+ emission_point_count = 1;
+
+ for (int i = 0; i < PARAM_MAX; i++) {
+ set_param_randomness(Parameter(i), 0);
+ }
+
+ for (int i = 0; i < FLAG_MAX; i++) {
+ flags[i] = false;
+ }
+
+ set_color(Color(1, 1, 1, 1));
+
+ current_key.key = 0;
+ current_key.invalid_key = 1;
+
+ _queue_shader_change();
+}
+
+ParticlesMaterial::~ParticlesMaterial() {
+
+ if (material_mutex)
+ material_mutex->lock();
+
+ if (shader_map.has(current_key)) {
+ shader_map[current_key].users--;
+ if (shader_map[current_key].users == 0) {
+ //deallocate shader, as it's no longer in use
+ VS::get_singleton()->free(shader_map[current_key].shader);
+ shader_map.erase(current_key);
+ }
+
+ VS::get_singleton()->material_set_shader(_get_material(), RID());
+ }
+
+ if (material_mutex)
+ material_mutex->unlock();
+}
diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h
new file mode 100644
index 0000000000..8090926fa3
--- /dev/null
+++ b/scene/resources/particles_material.h
@@ -0,0 +1,302 @@
+/*************************************************************************/
+/* particles_material.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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 "rid.h"
+#include "scene/resources/material.h"
+
+#ifndef PARTICLES_MATERIAL_H
+#define PARTICLES_MATERIAL_H
+
+class ParticlesMaterial : public Material {
+
+ GDCLASS(ParticlesMaterial, Material)
+
+public:
+ enum Parameter {
+
+ PARAM_INITIAL_LINEAR_VELOCITY,
+ PARAM_ANGULAR_VELOCITY,
+ PARAM_ORBIT_VELOCITY,
+ PARAM_LINEAR_ACCEL,
+ PARAM_RADIAL_ACCEL,
+ PARAM_TANGENTIAL_ACCEL,
+ PARAM_DAMPING,
+ PARAM_ANGLE,
+ PARAM_SCALE,
+ PARAM_HUE_VARIATION,
+ PARAM_ANIM_SPEED,
+ PARAM_ANIM_OFFSET,
+ PARAM_MAX
+ };
+
+ enum Flags {
+ FLAG_ALIGN_Y_TO_VELOCITY,
+ FLAG_ROTATE_Y,
+ FLAG_DISABLE_Z,
+ FLAG_ANIM_LOOP,
+ FLAG_MAX
+ };
+
+ enum EmissionShape {
+ EMISSION_SHAPE_POINT,
+ EMISSION_SHAPE_SPHERE,
+ EMISSION_SHAPE_BOX,
+ EMISSION_SHAPE_POINTS,
+ EMISSION_SHAPE_DIRECTED_POINTS,
+ };
+
+private:
+ union MaterialKey {
+
+ struct {
+ uint32_t texture_mask : 16;
+ uint32_t texture_color : 1;
+ uint32_t flags : 4;
+ uint32_t emission_shape : 2;
+ uint32_t trail_size_texture : 1;
+ uint32_t trail_color_texture : 1;
+ uint32_t invalid_key : 1;
+ uint32_t has_emission_color : 1;
+ };
+
+ uint32_t key;
+
+ bool operator<(const MaterialKey &p_key) const {
+ return key < p_key.key;
+ }
+ };
+
+ struct ShaderData {
+ RID shader;
+ int users;
+ };
+
+ static Map<MaterialKey, ShaderData> shader_map;
+
+ MaterialKey current_key;
+
+ _FORCE_INLINE_ MaterialKey _compute_key() const {
+
+ MaterialKey mk;
+ mk.key = 0;
+ for (int i = 0; i < PARAM_MAX; i++) {
+ if (tex_parameters[i].is_valid()) {
+ mk.texture_mask |= (1 << i);
+ }
+ }
+ for (int i = 0; i < FLAG_MAX; i++) {
+ if (flags[i]) {
+ mk.flags |= (1 << i);
+ }
+ }
+
+ mk.texture_color = color_ramp.is_valid() ? 1 : 0;
+ mk.emission_shape = emission_shape;
+ mk.trail_color_texture = trail_color_modifier.is_valid() ? 1 : 0;
+ mk.trail_size_texture = trail_size_modifier.is_valid() ? 1 : 0;
+ mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
+
+ return mk;
+ }
+
+ static Mutex *material_mutex;
+ static SelfList<ParticlesMaterial>::List dirty_materials;
+
+ struct ShaderNames {
+ StringName spread;
+ StringName flatness;
+ StringName initial_linear_velocity;
+ StringName initial_angle;
+ StringName angular_velocity;
+ StringName orbit_velocity;
+ StringName linear_accel;
+ StringName radial_accel;
+ StringName tangent_accel;
+ StringName damping;
+ StringName scale;
+ StringName hue_variation;
+ StringName anim_speed;
+ StringName anim_offset;
+
+ StringName initial_linear_velocity_random;
+ StringName initial_angle_random;
+ StringName angular_velocity_random;
+ StringName orbit_velocity_random;
+ StringName linear_accel_random;
+ StringName radial_accel_random;
+ StringName tangent_accel_random;
+ StringName damping_random;
+ StringName scale_random;
+ StringName hue_variation_random;
+ StringName anim_speed_random;
+ StringName anim_offset_random;
+
+ StringName angle_texture;
+ StringName angular_velocity_texture;
+ StringName orbit_velocity_texture;
+ StringName linear_accel_texture;
+ StringName radial_accel_texture;
+ StringName tangent_accel_texture;
+ StringName damping_texture;
+ StringName scale_texture;
+ StringName hue_variation_texture;
+ StringName anim_speed_texture;
+ StringName anim_offset_texture;
+
+ StringName color;
+ StringName color_ramp;
+
+ StringName emission_sphere_radius;
+ StringName emission_box_extents;
+ StringName emission_texture_point_count;
+ StringName emission_texture_points;
+ StringName emission_texture_normal;
+ StringName emission_texture_color;
+
+ StringName trail_divisor;
+ StringName trail_size_modifier;
+ StringName trail_color_modifier;
+
+ StringName gravity;
+ };
+
+ static ShaderNames *shader_names;
+
+ SelfList<ParticlesMaterial> element;
+
+ void _update_shader();
+ _FORCE_INLINE_ void _queue_shader_change();
+ _FORCE_INLINE_ bool _is_shader_dirty() const;
+
+ float spread;
+ float flatness;
+
+ float parameters[PARAM_MAX];
+ float randomness[PARAM_MAX];
+
+ Ref<Texture> tex_parameters[PARAM_MAX];
+ Color color;
+ Ref<Texture> color_ramp;
+
+ bool flags[FLAG_MAX];
+
+ EmissionShape emission_shape;
+ float emission_sphere_radius;
+ Vector3 emission_box_extents;
+ Ref<Texture> emission_point_texture;
+ Ref<Texture> emission_normal_texture;
+ Ref<Texture> emission_color_texture;
+ int emission_point_count;
+
+ bool anim_loop;
+
+ int trail_divisor;
+
+ Ref<CurveTexture> trail_size_modifier;
+ Ref<GradientTexture> trail_color_modifier;
+
+ Vector3 gravity;
+
+ //do not save emission points here
+
+protected:
+ static void _bind_methods();
+ virtual void _validate_property(PropertyInfo &property) const;
+
+public:
+ void set_spread(float p_spread);
+ float get_spread() const;
+
+ void set_flatness(float p_flatness);
+ float get_flatness() const;
+
+ void set_param(Parameter p_param, float p_value);
+ float get_param(Parameter p_param) const;
+
+ void set_param_randomness(Parameter p_param, float p_value);
+ float get_param_randomness(Parameter p_param) const;
+
+ void set_param_texture(Parameter p_param, const Ref<Texture> &p_texture);
+ Ref<Texture> get_param_texture(Parameter p_param) const;
+
+ void set_color(const Color &p_color);
+ Color get_color() const;
+
+ void set_color_ramp(const Ref<Texture> &p_texture);
+ Ref<Texture> get_color_ramp() const;
+
+ void set_flag(Flags p_flag, bool p_enable);
+ bool get_flag(Flags p_flag) const;
+
+ void set_emission_shape(EmissionShape p_shape);
+ void set_emission_sphere_radius(float p_radius);
+ void set_emission_box_extents(Vector3 p_extents);
+ void set_emission_point_texture(const Ref<Texture> &p_points);
+ void set_emission_normal_texture(const Ref<Texture> &p_normals);
+ void set_emission_color_texture(const Ref<Texture> &p_colors);
+ void set_emission_point_count(int p_count);
+
+ EmissionShape get_emission_shape() const;
+ float get_emission_sphere_radius() const;
+ Vector3 get_emission_box_extents() const;
+ Ref<Texture> get_emission_point_texture() const;
+ Ref<Texture> get_emission_normal_texture() const;
+ Ref<Texture> get_emission_color_texture() const;
+ int get_emission_point_count() const;
+
+ void set_trail_divisor(int p_divisor);
+ int get_trail_divisor() const;
+
+ void set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier);
+ Ref<CurveTexture> get_trail_size_modifier() const;
+
+ void set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier);
+ Ref<GradientTexture> get_trail_color_modifier() const;
+
+ void set_gravity(const Vector3 &p_gravity);
+ Vector3 get_gravity() const;
+
+ static void init_shaders();
+ static void finish_shaders();
+ static void flush_changes();
+
+ RID get_shader_rid() const;
+
+ virtual Shader::Mode get_shader_mode() const;
+
+ ParticlesMaterial();
+ ~ParticlesMaterial();
+};
+
+VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
+VARIANT_ENUM_CAST(ParticlesMaterial::Flags)
+VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)
+
+#endif // PARTICLES_MATERIAL_H