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Diffstat (limited to 'scene/resources/visual_shader_particle_nodes.cpp')
-rw-r--r-- | scene/resources/visual_shader_particle_nodes.cpp | 1573 |
1 files changed, 1573 insertions, 0 deletions
diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp new file mode 100644 index 0000000000..c970b9c08b --- /dev/null +++ b/scene/resources/visual_shader_particle_nodes.cpp @@ -0,0 +1,1573 @@ +/*************************************************************************/ +/* visual_shader_particle_nodes.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "visual_shader_particle_nodes.h" + +#include "core/core_string_names.h" + +// VisualShaderNodeParticleEmitter + +int VisualShaderNodeParticleEmitter::get_output_port_count() const { + return 1; +} + +VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} + +String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const { + if (p_port == 0) { + return "position"; + } + return String(); +} + +bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const { + return false; +} + +void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) { + mode_2d = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeParticleEmitter::is_mode_2d() const { + return mode_2d; +} + +Vector<StringName> VisualShaderNodeParticleEmitter::get_editable_properties() const { + Vector<StringName> props; + props.push_back("mode_2d"); + return props; +} + +Map<StringName, String> VisualShaderNodeParticleEmitter::get_editable_properties_names() const { + Map<StringName, String> names; + names.insert("mode_2d", TTR("2D Mode")); + return names; +} + +bool VisualShaderNodeParticleEmitter::is_show_prop_names() const { + return true; +} + +void VisualShaderNodeParticleEmitter::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_mode_2d", "enabled"), &VisualShaderNodeParticleEmitter::set_mode_2d); + ClassDB::bind_method(D_METHOD("is_mode_2d"), &VisualShaderNodeParticleEmitter::is_mode_2d); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "mode_2d"), "set_mode_2d", "is_mode_2d"); +} + +VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() { +} + +// VisualShaderNodeParticleSphereEmitter + +String VisualShaderNodeParticleSphereEmitter::get_caption() const { + return "SphereEmitter"; +} + +int VisualShaderNodeParticleSphereEmitter::get_input_port_count() const { + return 2; +} + +VisualShaderNodeParticleSphereEmitter::PortType VisualShaderNodeParticleSphereEmitter::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "radius"; + } else if (p_port == 1) { + return "inner_radius"; + } + return String(); +} + +String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code; + + code += "vec2 __get_random_point_in_circle(inout uint seed, float radius, float inner_radius) {\n"; + code += " return __get_random_unit_vec2(seed) * __randf_range(seed, inner_radius, radius);\n"; + code += "}\n\n"; + + code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n"; + code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n"; + code += "}\n\n"; + + return code; +} + +String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + + if (mode_2d) { + code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n"; + } else { + code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; + } + + return code; +} + +VisualShaderNodeParticleSphereEmitter::VisualShaderNodeParticleSphereEmitter() { + set_input_port_default_value(0, 10.0); + set_input_port_default_value(1, 0.0); +} + +// VisualShaderNodeParticleBoxEmitter + +String VisualShaderNodeParticleBoxEmitter::get_caption() const { + return "BoxEmitter"; +} + +int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const { + return 1; +} + +VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const { + if (p_port == 0) { + return PORT_TYPE_VECTOR; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "extents"; + } + return String(); +} + +String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code; + + code += "vec2 __get_random_point_in_box2d(inout uint seed, vec2 extents) {\n"; + code += " vec2 half_extents = extents / 2.0;\n"; + code += " return vec2(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y));\n"; + code += "}\n\n"; + + code += "vec3 __get_random_point_in_box3d(inout uint seed, vec3 extents) {\n"; + code += " vec3 half_extents = extents / 2.0;\n"; + code += " return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n"; + code += "}\n\n"; + + return code; +} + +String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + if (mode_2d) { + code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ".xy), 0.0);\n"; + } else { + code += " " + p_output_vars[0] + " = __get_random_point_in_box3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n"; + } + return code; +} + +VisualShaderNodeParticleBoxEmitter::VisualShaderNodeParticleBoxEmitter() { + set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0)); +} + +// VisualShaderNodeParticleRingEmitter + +String VisualShaderNodeParticleRingEmitter::get_caption() const { + return "RingEmitter"; +} + +int VisualShaderNodeParticleRingEmitter::get_input_port_count() const { + return 3; +} + +VisualShaderNodeParticleRingEmitter::PortType VisualShaderNodeParticleRingEmitter::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "radius"; + } else if (p_port == 1) { + return "inner_radius"; + } else if (p_port == 2) { + return "height"; + } + return String(); +} + +String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code; + + code += "vec2 __get_random_point_on_ring2d(inout uint seed, float radius, float inner_radius) {\n"; + code += " float angle = __rand_from_seed(seed) * TAU;\n"; + code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n"; + code += " return vec2(ring.x, ring.y);\n"; + code += "}\n\n"; + + code += "vec3 __get_random_point_on_ring3d(inout uint seed, float radius, float inner_radius, float height) {\n"; + code += " float angle = __rand_from_seed(seed) * TAU;\n"; + code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n"; + code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n"; + code += "}\n\n"; + + return code; +} + +String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + + if (mode_2d) { + code = " " + p_output_vars[0] + " = vec3(__get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n"; + } else { + code = " " + p_output_vars[0] + " = __get_random_point_on_ring3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n"; + } + + return code; +} + +VisualShaderNodeParticleRingEmitter::VisualShaderNodeParticleRingEmitter() { + set_input_port_default_value(0, 10.0); + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, 0.0); +} + +// VisualShaderNodeParticleMeshEmitter + +String VisualShaderNodeParticleMeshEmitter::get_caption() const { + return "MeshEmitter"; +} + +int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const { + return 6; +} + +VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_VECTOR; // position + case 1: + return PORT_TYPE_VECTOR; // normal + case 2: + return PORT_TYPE_VECTOR; // color + case 3: + return PORT_TYPE_SCALAR; // alpha + case 4: + return PORT_TYPE_VECTOR; // uv + case 5: + return PORT_TYPE_VECTOR; // uv2 + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleMeshEmitter::get_output_port_name(int p_port) const { + switch (p_port) { + case 0: + return "position"; + case 1: + return "normal"; + case 2: + return "color"; + case 3: + return "alpha"; + case 4: + return "uv"; + case 5: + return "uv2"; + } + return String(); +} + +int VisualShaderNodeParticleMeshEmitter::get_input_port_count() const { + return 0; +} + +VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleMeshEmitter::get_input_port_name(int p_port) const { + return String(); +} + +String VisualShaderNodeParticleMeshEmitter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code; + + if (is_output_port_connected(0)) { // position + code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_vx") + ";\n"; + } + + if (is_output_port_connected(1)) { // normal + code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_nm") + ";\n"; + } + + if (is_output_port_connected(2) || is_output_port_connected(3)) { // color & alpha + code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_col") + ";\n"; + } + + if (is_output_port_connected(4)) { // uv + code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv") + ";\n"; + } + + if (is_output_port_connected(5)) { // uv2 + code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv2") + ";\n"; + } + + return code; +} + +String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, bool p_ignore_mode2d) const { + String code; + if (is_output_port_connected(p_index)) { + if (mode_2d && !p_ignore_mode2d) { + code += " " + p_output_vars[p_index] + " = vec3("; + code += "texelFetch("; + code += make_unique_id(p_type, p_id, p_texture_name) + ", "; + code += "ivec2(__scalar_ibuff, 0), 0).xy, 0.0);\n"; + } else { + code += " " + p_output_vars[p_index] + " = texelFetch("; + code += make_unique_id(p_type, p_id, p_texture_name) + ", "; + code += "ivec2(__scalar_ibuff, 0), 0).xyz;\n"; + } + } + return code; +} + +String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + code += " __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n"; + + code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx"); + code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm"); + + if (is_output_port_connected(2) || is_output_port_connected(3)) { + code += " __vec4_buff = texelFetch("; + code += make_unique_id(p_type, p_id, "mesh_col") + ", "; + code += "ivec2(__scalar_ibuff, 0), 0);\n"; + if (is_output_port_connected(2)) { + code += " " + p_output_vars[2] + " = __vec4_buff.rgb;\n"; + } else { + code += " " + p_output_vars[2] + " = vec3(0.0);\n"; + } + if (is_output_port_connected(3)) { + code += " " + p_output_vars[3] + " = __vec4_buff.a;\n"; + } else { + code += " " + p_output_vars[3] + " = 0.0;\n"; + } + } + + code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", true); + code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", true); + + return code; +} + +Vector<VisualShader::DefaultTextureParam> VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { + Vector<VisualShader::DefaultTextureParam> ret; + + if (is_output_port_connected(0)) { + VisualShader::DefaultTextureParam dtp; + dtp.name = make_unique_id(p_type, p_id, "mesh_vx"); + dtp.params.push_back(position_texture); + ret.push_back(dtp); + } + + if (is_output_port_connected(1)) { + VisualShader::DefaultTextureParam dtp; + dtp.name = make_unique_id(p_type, p_id, "mesh_nm"); + dtp.params.push_back(normal_texture); + ret.push_back(dtp); + } + + if (is_output_port_connected(2) || is_output_port_connected(3)) { + VisualShader::DefaultTextureParam dtp; + dtp.name = make_unique_id(p_type, p_id, "mesh_col"); + dtp.params.push_back(color_texture); + ret.push_back(dtp); + } + + if (is_output_port_connected(4)) { + VisualShader::DefaultTextureParam dtp; + dtp.name = make_unique_id(p_type, p_id, "mesh_uv"); + dtp.params.push_back(uv_texture); + ret.push_back(dtp); + } + + if (is_output_port_connected(5)) { + VisualShader::DefaultTextureParam dtp; + dtp.name = make_unique_id(p_type, p_id, "mesh_uv2"); + dtp.params.push_back(uv2_texture); + ret.push_back(dtp); + } + + return ret; +} + +void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture) { + Ref<Image> image; + image.instantiate(); + + if (p_array.size() == 0) { + image->create(1, 1, false, Image::Format::FORMAT_RGBF); + } else { + image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF); + } + + for (int i = 0; i < p_array.size(); i++) { + Vector2 v = p_array[i]; + image->set_pixel(i, 0, Color(v.x, v.y, 0)); + } + if (r_texture->get_width() != p_array.size() || p_array.size() == 0) { + r_texture->create_from_image(image); + } else { + r_texture->update(image); + } +} + +void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture) { + Ref<Image> image; + image.instantiate(); + + if (p_array.size() == 0) { + image->create(1, 1, false, Image::Format::FORMAT_RGBF); + } else { + image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF); + } + + for (int i = 0; i < p_array.size(); i++) { + Vector3 v = p_array[i]; + image->set_pixel(i, 0, Color(v.x, v.y, v.z)); + } + if (r_texture->get_width() != p_array.size() || p_array.size() == 0) { + r_texture->create_from_image(image); + } else { + r_texture->update(image); + } +} + +void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture) { + Ref<Image> image; + image.instantiate(); + + if (p_array.size() == 0) { + image->create(1, 1, false, Image::Format::FORMAT_RGBA8); + } else { + image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBA8); + } + + for (int i = 0; i < p_array.size(); i++) { + image->set_pixel(i, 0, p_array[i]); + } + if (r_texture->get_width() != p_array.size() || p_array.size() == 0) { + r_texture->create_from_image(image); + } else { + r_texture->update(image); + } +} + +void VisualShaderNodeParticleMeshEmitter::_update_textures() { + if (!mesh.is_valid()) { + return; + } + + Vector<Vector3> vertices; + Vector<Vector3> normals; + Vector<Color> colors; + Vector<Vector2> uvs; + Vector<Vector2> uvs2; + + const int surface_count = mesh->get_surface_count(); + + if (use_all_surfaces) { + for (int i = 0; i < surface_count; i++) { + const Array surface_arrays = mesh->surface_get_arrays(i); + const int surface_arrays_size = surface_arrays.size(); + + // position + if (surface_arrays_size > Mesh::ARRAY_VERTEX) { + Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX]; + for (int j = 0; j < vertex_array.size(); j++) { + vertices.push_back((Vector3)vertex_array[j]); + } + } + + // normal + if (surface_arrays_size > Mesh::ARRAY_NORMAL) { + Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL]; + for (int j = 0; j < normal_array.size(); j++) { + normals.push_back((Vector3)normal_array[j]); + } + } + + // color + if (surface_arrays_size > Mesh::ARRAY_COLOR) { + Array color_array = surface_arrays[Mesh::ARRAY_COLOR]; + for (int j = 0; j < color_array.size(); j++) { + colors.push_back((Color)color_array[j]); + } + } + + // uv + if (surface_arrays_size > Mesh::ARRAY_TEX_UV) { + Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV]; + for (int j = 0; j < uv_array.size(); j++) { + uvs.push_back((Vector2)uv_array[j]); + } + } + + // uv2 + if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) { + Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2]; + for (int j = 0; j < uv2_array.size(); j++) { + uvs2.push_back((Vector2)uv2_array[j]); + } + } + } + } else { + if (surface_index >= 0 && surface_index < surface_count) { + const Array surface_arrays = mesh->surface_get_arrays(surface_index); + const int surface_arrays_size = surface_arrays.size(); + + // position + if (surface_arrays_size > Mesh::ARRAY_VERTEX) { + Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX]; + for (int i = 0; i < vertex_array.size(); i++) { + vertices.push_back((Vector3)vertex_array[i]); + } + } + + // normal + if (surface_arrays_size > Mesh::ARRAY_NORMAL) { + Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL]; + for (int i = 0; i < normal_array.size(); i++) { + normals.push_back((Vector3)normal_array[i]); + } + } + + // color + if (surface_arrays_size > Mesh::ARRAY_COLOR) { + Array color_array = surface_arrays[Mesh::ARRAY_COLOR]; + for (int i = 0; i < color_array.size(); i++) { + colors.push_back((Color)color_array[i]); + } + } + + // uv + if (surface_arrays_size > Mesh::ARRAY_TEX_UV) { + Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV]; + for (int j = 0; j < uv_array.size(); j++) { + uvs.push_back((Vector2)uv_array[j]); + } + } + + // uv2 + if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) { + Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2]; + for (int j = 0; j < uv2_array.size(); j++) { + uvs2.push_back((Vector2)uv2_array[j]); + } + } + } + } + + _update_texture(vertices, position_texture); + _update_texture(normals, normal_texture); + _update_texture(colors, color_texture); + _update_texture(uvs, uv_texture); + _update_texture(uvs2, uv2_texture); +} + +void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref<Mesh> p_mesh) { + if (mesh == p_mesh) { + return; + } + + if (mesh.is_valid()) { + Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures); + + if (mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) { + mesh->disconnect(CoreStringNames::get_singleton()->changed, callable); + } + } + + mesh = p_mesh; + + if (mesh.is_valid()) { + Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures); + + if (!mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) { + mesh->connect(CoreStringNames::get_singleton()->changed, callable); + } + } + + emit_changed(); +} + +Ref<Mesh> VisualShaderNodeParticleMeshEmitter::get_mesh() const { + return mesh; +} + +void VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces(bool p_enabled) { + if (use_all_surfaces == p_enabled) { + return; + } + use_all_surfaces = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces() const { + return use_all_surfaces; +} + +void VisualShaderNodeParticleMeshEmitter::set_surface_index(int p_surface_index) { + if (mesh.is_valid()) { + if (mesh->get_surface_count() > 0) { + p_surface_index = CLAMP(p_surface_index, 0, mesh->get_surface_count() - 1); + } else { + p_surface_index = 0; + } + } else if (p_surface_index < 0) { + p_surface_index = 0; + } + if (surface_index == p_surface_index) { + return; + } + surface_index = p_surface_index; + emit_changed(); +} + +int VisualShaderNodeParticleMeshEmitter::get_surface_index() const { + return surface_index; +} + +Vector<StringName> VisualShaderNodeParticleMeshEmitter::get_editable_properties() const { + Vector<StringName> props = VisualShaderNodeParticleEmitter::get_editable_properties(); + + props.push_back("mesh"); + props.push_back("use_all_surfaces"); + if (!use_all_surfaces) { + props.push_back("surface_index"); + } + + return props; +} + +Map<StringName, String> VisualShaderNodeParticleMeshEmitter::get_editable_properties_names() const { + Map<StringName, String> names = VisualShaderNodeParticleEmitter::get_editable_properties_names(); + + names.insert("mesh", TTR("Mesh")); + names.insert("use_all_surfaces", TTR("Use All Surfaces")); + if (!use_all_surfaces) { + names.insert("surface_index", TTR("Surface Index")); + } + + return names; +} + +void VisualShaderNodeParticleMeshEmitter::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &VisualShaderNodeParticleMeshEmitter::set_mesh); + ClassDB::bind_method(D_METHOD("get_mesh"), &VisualShaderNodeParticleMeshEmitter::get_mesh); + ClassDB::bind_method(D_METHOD("set_use_all_surfaces", "enabled"), &VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces); + ClassDB::bind_method(D_METHOD("is_use_all_surfaces"), &VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces); + ClassDB::bind_method(D_METHOD("set_surface_index", "surface_index"), &VisualShaderNodeParticleMeshEmitter::set_surface_index); + ClassDB::bind_method(D_METHOD("get_surface_index"), &VisualShaderNodeParticleMeshEmitter::get_surface_index); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_all_surfaces"), "set_use_all_surfaces", "is_use_all_surfaces"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "surface_index"), "set_surface_index", "get_surface_index"); +} + +VisualShaderNodeParticleMeshEmitter::VisualShaderNodeParticleMeshEmitter() { + connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures)); + + position_texture.instantiate(); + normal_texture.instantiate(); + color_texture.instantiate(); + uv_texture.instantiate(); + uv2_texture.instantiate(); +} + +// VisualShaderNodeParticleMultiplyByAxisAngle + +void VisualShaderNodeParticleMultiplyByAxisAngle::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_degrees_mode", "enabled"), &VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode); + ClassDB::bind_method(D_METHOD("is_degrees_mode"), &VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "degrees_mode"), "set_degrees_mode", "is_degrees_mode"); +} + +String VisualShaderNodeParticleMultiplyByAxisAngle::get_caption() const { + return "MultiplyByAxisAngle"; +} + +int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const { + return 3; +} + +VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const { + if (p_port == 0 || p_port == 1) { // position, rotation_axis + return PORT_TYPE_VECTOR; + } + return PORT_TYPE_SCALAR; // angle (degrees/radians) +} + +String VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "position"; + } + if (p_port == 1) { + return "axis"; + } + if (p_port == 2) { + if (degrees_mode) { + return "angle (degrees)"; + } else { + return "angle (radians)"; + } + } + return String(); +} + +bool VisualShaderNodeParticleMultiplyByAxisAngle::is_show_prop_names() const { + return true; +} + +int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const { + return 1; +} + +VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} + +String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const { + return "position"; +} + +String VisualShaderNodeParticleMultiplyByAxisAngle::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + if (degrees_mode) { + code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n"; + } else { + code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n"; + } + return code; +} + +void VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode(bool p_enabled) { + degrees_mode = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode() const { + return degrees_mode; +} + +Vector<StringName> VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_properties() const { + Vector<StringName> props; + props.push_back("degrees_mode"); + return props; +} + +bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const { + return false; +} + +VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() { + set_input_port_default_value(1, Vector3(1, 0, 0)); + set_input_port_default_value(2, 0.0); +} + +// VisualShaderNodeParticleConeVelocity + +String VisualShaderNodeParticleConeVelocity::get_caption() const { + return "ConeVelocity"; +} + +int VisualShaderNodeParticleConeVelocity::get_input_port_count() const { + return 2; +} + +VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const { + if (p_port == 0) { + return PORT_TYPE_VECTOR; + } else if (p_port == 1) { + return PORT_TYPE_SCALAR; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleConeVelocity::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "direction"; + } else if (p_port == 1) { + return "spread(degrees)"; + } + return String(); +} + +int VisualShaderNodeParticleConeVelocity::get_output_port_count() const { + return 1; +} + +VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} + +String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const { + if (p_port == 0) { + return "velocity"; + } + return String(); +} + +bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const { + return false; +} + +String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + code += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; + code += " __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; + code += " __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; + code += " __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n"; + code += " __scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n"; + code += " __scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n"; + code += " __vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n"; + code += " __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n"; + code += " __vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n"; + code += " " + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n"; + return code; +} + +VisualShaderNodeParticleConeVelocity::VisualShaderNodeParticleConeVelocity() { + set_input_port_default_value(0, Vector3(1, 0, 0)); + set_input_port_default_value(1, 45.0); +} + +// VisualShaderNodeParticleRandomness + +void VisualShaderNodeParticleRandomness::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type); + ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type"); + + BIND_ENUM_CONSTANT(OP_TYPE_SCALAR); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR); + BIND_ENUM_CONSTANT(OP_TYPE_MAX); +} + +Vector<StringName> VisualShaderNodeParticleRandomness::get_editable_properties() const { + Vector<StringName> props; + props.push_back("op_type"); + return props; +} + +String VisualShaderNodeParticleRandomness::get_caption() const { + return "ParticleRandomness"; +} + +int VisualShaderNodeParticleRandomness::get_output_port_count() const { + return 1; +} + +VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const { + if (op_type == OP_TYPE_VECTOR) { + return PORT_TYPE_VECTOR; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleRandomness::get_output_port_name(int p_port) const { + return "random"; +} + +int VisualShaderNodeParticleRandomness::get_input_port_count() const { + return 2; +} + +VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const { + if (op_type == OP_TYPE_VECTOR) { + return PORT_TYPE_VECTOR; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "min"; + } else if (p_port == 1) { + return "max"; + } + return String(); +} + +String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + if (op_type == OP_TYPE_SCALAR) { + code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); + } else if (op_type == OP_TYPE_VECTOR) { + code += vformat(" %s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); + } + return code; +} + +void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX)); + if (op_type == p_op_type) { + return; + } + if (p_op_type == OP_TYPE_SCALAR) { + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 1.0); + } else { + set_input_port_default_value(0, Vector3(-1.0, -1.0, -1.0)); + set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); + } + op_type = p_op_type; + emit_changed(); +} + +VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::get_op_type() const { + return op_type; +} + +bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const { + return false; +} + +VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() { + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 1.0); +} + +// VisualShaderNodeParticleAccelerator + +void VisualShaderNodeParticleAccelerator::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShaderNodeParticleAccelerator::set_mode); + ClassDB::bind_method(D_METHOD("get_mode"), &VisualShaderNodeParticleAccelerator::get_mode); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Linear,Radial,Tangential"), "set_mode", "get_mode"); + + BIND_ENUM_CONSTANT(MODE_LINEAR); + BIND_ENUM_CONSTANT(MODE_RADIAL) + BIND_ENUM_CONSTANT(MODE_TANGENTIAL); + BIND_ENUM_CONSTANT(MODE_MAX); +} + +Vector<StringName> VisualShaderNodeParticleAccelerator::get_editable_properties() const { + Vector<StringName> props; + props.push_back("mode"); + return props; +} + +String VisualShaderNodeParticleAccelerator::get_caption() const { + return "ParticleAccelerator"; +} + +int VisualShaderNodeParticleAccelerator::get_output_port_count() const { + return 1; +} + +VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} + +String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeParticleAccelerator::get_input_port_count() const { + return 3; +} + +VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const { + if (p_port == 0) { + return PORT_TYPE_VECTOR; + } else if (p_port == 1) { + return PORT_TYPE_SCALAR; + } else if (p_port == 2) { + return PORT_TYPE_VECTOR; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleAccelerator::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "amount"; + } else if (p_port == 1) { + return "randomness"; + } else if (p_port == 2) { + return "axis"; + } + return String(); +} + +String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + switch (mode) { + case MODE_LINEAR: + code += " " + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n"; + break; + case MODE_RADIAL: + code += " " + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n"; + break; + case MODE_TANGENTIAL: + code += " __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n"; + code += " " + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n"; + break; + default: + break; + } + + return code; +} + +void VisualShaderNodeParticleAccelerator::set_mode(Mode p_mode) { + ERR_FAIL_INDEX(int(p_mode), int(MODE_MAX)); + if (mode == p_mode) { + return; + } + mode = p_mode; + emit_changed(); +} + +VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::get_mode() const { + return mode; +} + +bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const { + return false; +} + +VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() { + set_input_port_default_value(0, Vector3(1, 1, 1)); + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, Vector3(0, -9.8, 0)); +} + +// VisualShaderNodeParticleOutput + +String VisualShaderNodeParticleOutput::get_caption() const { + if (shader_type == VisualShader::TYPE_START) { + return "StartOutput"; + } else if (shader_type == VisualShader::TYPE_PROCESS) { + return "ProcessOutput"; + } else if (shader_type == VisualShader::TYPE_COLLIDE) { + return "CollideOutput"; + } else if (shader_type == VisualShader::TYPE_START_CUSTOM) { + return "CustomStartOutput"; + } else if (shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + return "CustomProcessOutput"; + } + return String(); +} + +int VisualShaderNodeParticleOutput::get_input_port_count() const { + if (shader_type == VisualShader::TYPE_START) { + return 8; + } else if (shader_type == VisualShader::TYPE_COLLIDE) { + return 5; + } else if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + return 6; + } else { // TYPE_PROCESS + return 7; + } + return 0; +} + +VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + return PORT_TYPE_VECTOR; // custom.rgb + } + return PORT_TYPE_BOOLEAN; // active + case 1: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + break; // custom.a (scalar) + } + return PORT_TYPE_VECTOR; // velocity + case 2: + return PORT_TYPE_VECTOR; // color & velocity + case 3: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + return PORT_TYPE_VECTOR; // color + } + break; // alpha (scalar) + case 4: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + break; // alpha + } + if (shader_type == VisualShader::TYPE_PROCESS) { + break; // scale + } + if (shader_type == VisualShader::TYPE_COLLIDE) { + return PORT_TYPE_TRANSFORM; // transform + } + return PORT_TYPE_VECTOR; // position + case 5: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + return PORT_TYPE_TRANSFORM; // transform + } + if (shader_type == VisualShader::TYPE_PROCESS) { + return PORT_TYPE_VECTOR; // rotation_axis + } + break; // scale (scalar) + case 6: + if (shader_type == VisualShader::TYPE_START) { + return PORT_TYPE_VECTOR; // rotation_axis + } + break; + case 7: + break; // angle (scalar) + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleOutput::get_input_port_name(int p_port) const { + String port_name; + switch (p_port) { + case 0: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + port_name = "custom"; + break; + } + port_name = "active"; + break; + case 1: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + port_name = "custom_alpha"; + break; + } + port_name = "velocity"; + break; + case 2: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + port_name = "velocity"; + break; + } + port_name = "color"; + break; + case 3: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + port_name = "color"; + break; + } + port_name = "alpha"; + break; + case 4: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + port_name = "alpha"; + break; + } + if (shader_type == VisualShader::TYPE_PROCESS) { + port_name = "scale"; + break; + } + if (shader_type == VisualShader::TYPE_COLLIDE) { + port_name = "transform"; + break; + } + port_name = "position"; + break; + case 5: + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + port_name = "transform"; + break; + } + if (shader_type == VisualShader::TYPE_PROCESS) { + port_name = "rotation_axis"; + break; + } + port_name = "scale"; + break; + case 6: + if (shader_type == VisualShader::TYPE_PROCESS) { + port_name = "angle_in_radians"; + break; + } + port_name = "rotation_axis"; + break; + case 7: + port_name = "angle_in_radians"; + break; + default: + break; + } + if (!port_name.is_empty()) { + return port_name.capitalize(); + } + return String(); +} + +bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const { + if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) { + String name = get_input_port_name(p_index); + return bool(name == "Scale"); + } + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + String name = get_input_port_name(p_index); + return bool(name == "Velocity"); + } + return false; +} + +String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + String tab = " "; + + if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { + if (!p_input_vars[0].is_empty()) { // custom.rgb + code += tab + "CUSTOM.rgb = " + p_input_vars[0] + ";\n"; + } + if (!p_input_vars[1].is_empty()) { // custom.a + code += tab + "CUSTOM.a = " + p_input_vars[1] + ";\n"; + } + if (!p_input_vars[2].is_empty()) { // velocity + code += tab + "VELOCITY = " + p_input_vars[2] + ";\n"; + } + if (!p_input_vars[3].is_empty()) { // color.rgb + code += tab + "COLOR.rgb = " + p_input_vars[3] + ";\n"; + } + if (!p_input_vars[4].is_empty()) { // color.a + code += tab + "COLOR.a = " + p_input_vars[4] + ";\n"; + } + if (!p_input_vars[5].is_empty()) { // transform + code += tab + "TRANSFORM = " + p_input_vars[5] + ";\n"; + } + } else { + if (!p_input_vars[0].is_empty()) { // active (begin) + code += tab + "ACTIVE = " + p_input_vars[0] + ";\n"; + code += tab + "if(ACTIVE) {\n"; + tab += " "; + } + if (!p_input_vars[1].is_empty()) { // velocity + code += tab + "VELOCITY = " + p_input_vars[1] + ";\n"; + } + if (!p_input_vars[2].is_empty()) { // color + code += tab + "COLOR.rgb = " + p_input_vars[2] + ";\n"; + } + if (!p_input_vars[3].is_empty()) { // alpha + code += tab + "COLOR.a = " + p_input_vars[3] + ";\n"; + } + + // position + if (shader_type == VisualShader::TYPE_START) { + code += tab + "if (RESTART_POSITION) {\n"; + if (!p_input_vars[4].is_empty()) { + code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n"; + } else { + code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + } + code += tab + " if (RESTART_VELOCITY) {\n"; + code += tab + " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n"; + code += tab + " }\n"; + code += tab + " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n"; + code += tab + "}\n"; + } else if (shader_type == VisualShader::TYPE_COLLIDE) { // position + if (!p_input_vars[4].is_empty()) { + code += tab + "TRANSFORM = " + p_input_vars[4] + ";\n"; + } + } + + if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) { + int scale = 5; + int rotation_axis = 6; + int rotation = 7; + if (shader_type == VisualShader::TYPE_PROCESS) { + scale = 4; + rotation_axis = 5; + rotation = 6; + } + String op; + if (shader_type == VisualShader::TYPE_START) { + op = "*="; + } else { + op = "="; + } + + if (!p_input_vars[rotation].is_empty()) { // rotation_axis & angle_in_radians + String axis; + if (p_input_vars[rotation_axis].is_empty()) { + axis = "vec3(0, 1, 0)"; + } else { + axis = p_input_vars[rotation_axis]; + } + code += tab + "TRANSFORM " + op + " __build_rotation_mat4(" + axis + ", " + p_input_vars[rotation] + ");\n"; + } + if (!p_input_vars[scale].is_empty()) { // scale + code += tab + "TRANSFORM " + op + " mat4(vec4(" + p_input_vars[scale] + ", 0, 0, 0), vec4(0, " + p_input_vars[scale] + ", 0, 0), vec4(0, 0, " + p_input_vars[scale] + ", 0), vec4(0, 0, 0, 1));\n"; + } + } + if (!p_input_vars[0].is_empty()) { // active (end) + code += " }\n"; + } + } + return code; +} + +VisualShaderNodeParticleOutput::VisualShaderNodeParticleOutput() { +} + +// EmitParticle + +Vector<StringName> VisualShaderNodeParticleEmit::get_editable_properties() const { + Vector<StringName> props; + props.push_back("flags"); + return props; +} + +void VisualShaderNodeParticleEmit::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_flags", "flags"), &VisualShaderNodeParticleEmit::set_flags); + ClassDB::bind_method(D_METHOD("get_flags"), &VisualShaderNodeParticleEmit::get_flags); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Position,RotScale,Velocity,Color,Custom"), "set_flags", "get_flags"); + + BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION); + BIND_ENUM_CONSTANT(EMIT_FLAG_ROT_SCALE); + BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY); + BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR); + BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM); +} + +String VisualShaderNodeParticleEmit::get_caption() const { + return "EmitParticle"; +} + +int VisualShaderNodeParticleEmit::get_input_port_count() const { + return 7; +} + +VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_BOOLEAN; + case 1: + return PORT_TYPE_TRANSFORM; + case 2: + return PORT_TYPE_VECTOR; + case 3: + return PORT_TYPE_VECTOR; + case 4: + return PORT_TYPE_SCALAR; + case 5: + return PORT_TYPE_VECTOR; + case 6: + return PORT_TYPE_SCALAR; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleEmit::get_input_port_name(int p_port) const { + switch (p_port) { + case 0: + return "condition"; + case 1: + return "transform"; + case 2: + return "velocity"; + case 3: + return "color"; + case 4: + return "alpha"; + case 5: + return "custom"; + case 6: + return "custom_alpha"; + } + return String(); +} + +int VisualShaderNodeParticleEmit::get_output_port_count() const { + return 0; +} + +VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeParticleEmit::get_output_port_name(int p_port) const { + return String(); +} + +void VisualShaderNodeParticleEmit::add_flag(EmitFlags p_flag) { + flags |= p_flag; + emit_changed(); +} + +bool VisualShaderNodeParticleEmit::has_flag(EmitFlags p_flag) const { + return flags & p_flag; +} + +void VisualShaderNodeParticleEmit::set_flags(EmitFlags p_flags) { + flags = (int)p_flags; + emit_changed(); +} + +VisualShaderNodeParticleEmit::EmitFlags VisualShaderNodeParticleEmit::get_flags() const { + return EmitFlags(flags); +} + +bool VisualShaderNodeParticleEmit::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeParticleEmit::is_generate_input_var(int p_port) const { + if (p_port == 0) { + if (!is_input_port_connected(0)) { + return false; + } + } + return true; +} + +String VisualShaderNodeParticleEmit::get_input_port_default_hint(int p_port) const { + switch (p_port) { + case 1: + return "default"; + case 2: + return "default"; + case 3: + return "default"; + case 4: + return "default"; + case 5: + return "default"; + case 6: + return "default"; + } + return String(); +} + +String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + String tab; + bool default_condition = false; + + if (!is_input_port_connected(0)) { + default_condition = true; + if (get_input_port_default_value(0)) { + tab = " "; + } else { + return code; + } + } else { + tab = " "; + } + + String transform; + if (p_input_vars[1].is_empty()) { + transform = "TRANSFORM"; + } else { + transform = p_input_vars[1]; + } + + String velocity; + if (p_input_vars[2].is_empty()) { + velocity = "VELOCITY"; + } else { + velocity = p_input_vars[2]; + } + + String color; + if (p_input_vars[3].is_empty()) { + color = "COLOR.rgb"; + } else { + color = p_input_vars[3]; + } + + String alpha; + if (p_input_vars[4].is_empty()) { + alpha = "COLOR.a"; + } else { + alpha = p_input_vars[4]; + } + + String custom; + if (p_input_vars[5].is_empty()) { + custom = "CUSTOM.rgb"; + } else { + custom = p_input_vars[5]; + } + + String custom_alpha; + if (p_input_vars[6].is_empty()) { + custom_alpha = "CUSTOM.a"; + } else { + custom_alpha = p_input_vars[6]; + } + + List<String> flags_arr; + + if (has_flag(EmitFlags::EMIT_FLAG_POSITION)) { + flags_arr.push_back("FLAG_EMIT_POSITION"); + } + if (has_flag(EmitFlags::EMIT_FLAG_ROT_SCALE)) { + flags_arr.push_back("FLAG_EMIT_ROT_SCALE"); + } + if (has_flag(EmitFlags::EMIT_FLAG_VELOCITY)) { + flags_arr.push_back("FLAG_EMIT_VELOCITY"); + } + if (has_flag(EmitFlags::EMIT_FLAG_COLOR)) { + flags_arr.push_back("FLAG_EMIT_COLOR"); + } + if (has_flag(EmitFlags::EMIT_FLAG_CUSTOM)) { + flags_arr.push_back("FLAG_EMIT_CUSTOM"); + } + + String flags; + + for (int i = 0; i < flags_arr.size(); i++) { + if (i > 0) { + flags += "|"; + } + flags += flags_arr[i]; + } + + if (flags.is_empty()) { + flags = "uint(0)"; + } + + if (!default_condition) { + code += " if (" + p_input_vars[0] + ") {\n"; + } + + code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n"; + + if (!default_condition) { + code += " }\n"; + } + + return code; +} + +VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() { + set_input_port_default_value(0, true); +} |