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-rw-r--r--scene/resources/SCsub2
-rw-r--r--scene/resources/animation.cpp4
-rw-r--r--scene/resources/animation.h2
-rw-r--r--scene/resources/audio_stream_sample.cpp8
-rw-r--r--scene/resources/bit_mask.cpp3
-rw-r--r--scene/resources/bit_mask.h6
-rw-r--r--scene/resources/bounds.h4
-rw-r--r--scene/resources/canvas.h2
-rw-r--r--scene/resources/color_ramp.cpp2
-rw-r--r--scene/resources/color_ramp.h2
-rw-r--r--scene/resources/convex_polygon_shape.cpp2
-rw-r--r--scene/resources/convex_polygon_shape_2d.cpp2
-rw-r--r--scene/resources/curve.cpp3
-rw-r--r--scene/resources/curve.h2
-rw-r--r--scene/resources/default_theme/SCsub2
-rw-r--r--scene/resources/default_theme/default_theme.cpp48
-rw-r--r--scene/resources/dynamic_font.cpp4
-rw-r--r--scene/resources/dynamic_font.h8
-rw-r--r--scene/resources/dynamic_font_stb.cpp2
-rw-r--r--scene/resources/dynamic_font_stb.h2
-rw-r--r--scene/resources/environment.cpp2
-rw-r--r--scene/resources/environment.h2
-rw-r--r--scene/resources/font.cpp3
-rw-r--r--scene/resources/font.h4
-rw-r--r--scene/resources/material.cpp129
-rw-r--r--scene/resources/material.h8
-rw-r--r--scene/resources/mesh.cpp89
-rw-r--r--scene/resources/mesh.h9
-rw-r--r--scene/resources/mesh_data_tool.cpp8
-rw-r--r--scene/resources/mesh_library.h4
-rw-r--r--scene/resources/multimesh.cpp88
-rw-r--r--scene/resources/multimesh.h18
-rw-r--r--scene/resources/packed_scene.cpp6
-rw-r--r--scene/resources/packed_scene.h2
-rw-r--r--scene/resources/particles_material.cpp1262
-rw-r--r--scene/resources/particles_material.h302
-rw-r--r--scene/resources/physics_material.cpp5
-rw-r--r--scene/resources/physics_material.h7
-rw-r--r--scene/resources/polygon_path_finder.cpp2
-rw-r--r--scene/resources/polygon_path_finder.h2
-rw-r--r--scene/resources/primitive_meshes.cpp2
-rw-r--r--scene/resources/room.h4
-rw-r--r--scene/resources/scene_format_text.cpp20
-rw-r--r--scene/resources/scene_format_text.h8
-rw-r--r--scene/resources/shader.cpp13
-rw-r--r--scene/resources/shader.h8
-rw-r--r--scene/resources/shape.cpp2
-rw-r--r--scene/resources/shape.h2
-rw-r--r--scene/resources/shape_2d.h2
-rw-r--r--scene/resources/sky_box.cpp2
-rw-r--r--scene/resources/sky_box.h2
-rw-r--r--scene/resources/space_2d.h2
-rw-r--r--scene/resources/style_box.h2
-rw-r--r--scene/resources/surface_tool.cpp3
-rw-r--r--scene/resources/text_file.cpp2
-rw-r--r--scene/resources/text_file.h4
-rw-r--r--scene/resources/texture.cpp21
-rw-r--r--scene/resources/texture.h15
-rw-r--r--scene/resources/theme.cpp4
-rw-r--r--scene/resources/theme.h4
-rw-r--r--scene/resources/tile_set.cpp6
-rw-r--r--scene/resources/tile_set.h11
-rw-r--r--scene/resources/visual_shader.cpp44
-rw-r--r--scene/resources/visual_shader.h34
-rw-r--r--scene/resources/visual_shader_nodes.cpp30
-rw-r--r--scene/resources/visual_shader_nodes.h30
-rw-r--r--scene/resources/world.cpp4
-rw-r--r--scene/resources/world.h4
-rw-r--r--scene/resources/world_2d.cpp8
-rw-r--r--scene/resources/world_2d.h6
70 files changed, 2062 insertions, 299 deletions
diff --git a/scene/resources/SCsub b/scene/resources/SCsub
index 2ad90247a7..5e5b6f8fd5 100644
--- a/scene/resources/SCsub
+++ b/scene/resources/SCsub
@@ -4,6 +4,4 @@ Import('env')
env.add_source_files(env.scene_sources, "*.cpp")
-Export('env')
-
SConscript("default_theme/SCsub")
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index 58e6db3f5e..80ad2ad739 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -30,7 +30,7 @@
#include "animation.h"
-#include "geometry.h"
+#include "core/math/geometry.h"
#define ANIM_MIN_LENGTH 0.001
@@ -1442,7 +1442,7 @@ void Animation::track_set_key_transition(int p_track, int p_key_idx, float p_tra
case TYPE_BEZIER:
case TYPE_AUDIO:
case TYPE_ANIMATION: {
- // they dont use transition
+ // they don't use transition
} break;
}
}
diff --git a/scene/resources/animation.h b/scene/resources/animation.h
index a41e6ea5d7..6eec2c8bc7 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -31,7 +31,7 @@
#ifndef ANIMATION_H
#define ANIMATION_H
-#include "resource.h"
+#include "core/resource.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
diff --git a/scene/resources/audio_stream_sample.cpp b/scene/resources/audio_stream_sample.cpp
index e6a4b01deb..9ee85b64b6 100644
--- a/scene/resources/audio_stream_sample.cpp
+++ b/scene/resources/audio_stream_sample.cpp
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "audio_stream_sample.h"
-#include "io/marshalls.h"
-#include "os/file_access.h"
+#include "core/io/marshalls.h"
+#include "core/os/file_access.h"
void AudioStreamPlaybackSample::start(float p_from_pos) {
@@ -562,13 +562,13 @@ void AudioStreamSample::save_to_wav(String p_path) {
PoolVector<uint8_t>::Read read_data = get_data().read();
switch (format) {
case AudioStreamSample::FORMAT_8_BITS:
- for (int i = 0; i < data_bytes; i++) {
+ for (unsigned int i = 0; i < data_bytes; i++) {
uint8_t data_point = (read_data[i] + 128);
file->store_8(data_point);
}
break;
case AudioStreamSample::FORMAT_16_BITS:
- for (int i = 0; i < data_bytes / 2; i++) {
+ for (unsigned int i = 0; i < data_bytes / 2; i++) {
uint16_t data_point = decode_uint16(&read_data[i * 2]);
file->store_16(data_point);
}
diff --git a/scene/resources/bit_mask.cpp b/scene/resources/bit_mask.cpp
index 5694099754..56b236d03b 100644
--- a/scene/resources/bit_mask.cpp
+++ b/scene/resources/bit_mask.cpp
@@ -30,7 +30,7 @@
#include "bit_mask.h"
-#include "io/image_loader.h"
+#include "core/io/image_loader.h"
void BitMap::create(const Size2 &p_size) {
@@ -183,7 +183,6 @@ Vector<Vector2> BitMap::_march_square(const Rect2i &rect, const Point2i &start)
unsigned int count = 0;
Set<Point2i> case9s;
Set<Point2i> case6s;
- int i;
Vector<Vector2> _points;
do {
int sv = 0;
diff --git a/scene/resources/bit_mask.h b/scene/resources/bit_mask.h
index 40f0bfb04a..04191a7774 100644
--- a/scene/resources/bit_mask.h
+++ b/scene/resources/bit_mask.h
@@ -31,9 +31,9 @@
#ifndef BIT_MASK_H
#define BIT_MASK_H
-#include "image.h"
-#include "io/resource_loader.h"
-#include "resource.h"
+#include "core/image.h"
+#include "core/io/resource_loader.h"
+#include "core/resource.h"
class BitMap : public Resource {
diff --git a/scene/resources/bounds.h b/scene/resources/bounds.h
index dfe2fe40c6..c86e15ae40 100644
--- a/scene/resources/bounds.h
+++ b/scene/resources/bounds.h
@@ -31,8 +31,8 @@
#ifndef BOUNDS_H
#define BOUNDS_H
-#include "bsp_tree.h"
-#include "resource.h"
+#include "core/math/bsp_tree.h"
+#include "core/resource.h"
class Bounds : public Resource {
diff --git a/scene/resources/canvas.h b/scene/resources/canvas.h
index dfdea82ca5..cd37ea3583 100644
--- a/scene/resources/canvas.h
+++ b/scene/resources/canvas.h
@@ -31,7 +31,7 @@
#ifndef CANVAS_H
#define CANVAS_H
-#include "resource.h"
+#include "core/resource.h"
class Canvas : public Resource {
diff --git a/scene/resources/color_ramp.cpp b/scene/resources/color_ramp.cpp
index 4a43303d84..d5e8c17cbc 100644
--- a/scene/resources/color_ramp.cpp
+++ b/scene/resources/color_ramp.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "color_ramp.h"
-#include "core_string_names.h"
+#include "core/core_string_names.h"
//setter and getter names for property serialization
#define COLOR_RAMP_GET_OFFSETS "get_offsets"
diff --git a/scene/resources/color_ramp.h b/scene/resources/color_ramp.h
index 070ad7f0d3..88fa4beb7f 100644
--- a/scene/resources/color_ramp.h
+++ b/scene/resources/color_ramp.h
@@ -31,7 +31,7 @@
#ifndef SCENE_RESOURCES_COLOR_RAMP_H_
#define SCENE_RESOURCES_COLOR_RAMP_H_
-#include "resource.h"
+#include "core/resource.h"
class Gradient : public Resource {
GDCLASS(Gradient, Resource);
diff --git a/scene/resources/convex_polygon_shape.cpp b/scene/resources/convex_polygon_shape.cpp
index fa9369d3bc..9d47bca5ed 100644
--- a/scene/resources/convex_polygon_shape.cpp
+++ b/scene/resources/convex_polygon_shape.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "convex_polygon_shape.h"
-#include "quick_hull.h"
+#include "core/math/quick_hull.h"
#include "servers/physics_server.h"
Vector<Vector3> ConvexPolygonShape::_gen_debug_mesh_lines() {
diff --git a/scene/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp
index d061c4ea1e..f325af7ea4 100644
--- a/scene/resources/convex_polygon_shape_2d.cpp
+++ b/scene/resources/convex_polygon_shape_2d.cpp
@@ -30,7 +30,7 @@
#include "convex_polygon_shape_2d.h"
-#include "geometry.h"
+#include "core/math/geometry.h"
#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp
index d8989bf062..9188d890f7 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -30,7 +30,7 @@
#include "curve.h"
-#include "core_string_names.h"
+#include "core/core_string_names.h"
template <class T>
static _FORCE_INLINE_ T _bezier_interp(real_t t, T start, T control_1, T control_2, T end) {
@@ -491,6 +491,7 @@ void Curve::ensure_default_setup(float p_min, float p_max) {
void Curve::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_point_count"), &Curve::get_point_count);
ClassDB::bind_method(D_METHOD("add_point", "position", "left_tangent", "right_tangent", "left_mode", "right_mode"), &Curve::add_point, DEFVAL(0), DEFVAL(0), DEFVAL(TANGENT_FREE), DEFVAL(TANGENT_FREE));
ClassDB::bind_method(D_METHOD("remove_point", "index"), &Curve::remove_point);
ClassDB::bind_method(D_METHOD("clear_points"), &Curve::clear_points);
diff --git a/scene/resources/curve.h b/scene/resources/curve.h
index 058c4f1bc2..234e3a6779 100644
--- a/scene/resources/curve.h
+++ b/scene/resources/curve.h
@@ -31,7 +31,7 @@
#ifndef CURVE_H
#define CURVE_H
-#include "resource.h"
+#include "core/resource.h"
// y(x) curve
class Curve : public Resource {
diff --git a/scene/resources/default_theme/SCsub b/scene/resources/default_theme/SCsub
index bf9125be7f..b01e2fd54d 100644
--- a/scene/resources/default_theme/SCsub
+++ b/scene/resources/default_theme/SCsub
@@ -3,5 +3,3 @@
Import('env')
env.add_source_files(env.scene_sources, "*.cpp")
-
-Export('env')
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 0eee2ae393..4de47b2cb0 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -32,7 +32,7 @@
#include "scene/resources/theme.h"
-#include "os/os.h"
+#include "core/os/os.h"
#include "theme_data.h"
#include "font_hidpi.inc"
@@ -120,41 +120,7 @@ static Ref<Texture> make_icon(T p_src) {
return texture;
}
-static Ref<Shader> make_shader(const char *vertex_code, const char *fragment_code, const char *lighting_code) {
- Ref<Shader> shader = (memnew(Shader()));
- //shader->set_code(vertex_code, fragment_code, lighting_code);
-
- return shader;
-}
-
-static Ref<BitmapFont> make_font(int p_height, int p_ascent, int p_valign, int p_charcount, const int *p_chars, const Ref<Texture> &p_texture) {
-
- Ref<BitmapFont> font(memnew(BitmapFont));
- font->add_texture(p_texture);
-
- for (int i = 0; i < p_charcount; i++) {
-
- const int *c = &p_chars[i * 8];
-
- int chr = c[0];
- Rect2 frect;
- frect.position.x = c[1];
- frect.position.y = c[2];
- frect.size.x = c[3];
- frect.size.y = c[4];
- Point2 align(c[5], c[6] + p_valign);
- int advance = c[7];
-
- font->add_char(chr, 0, frect, align, advance);
- }
-
- font->set_height(p_height);
- font->set_ascent(p_ascent);
-
- return font;
-}
-
-static Ref<BitmapFont> make_font2(int p_height, int p_ascent, int p_charcount, const int *p_char_rects, int p_kerning_count, const int *p_kernings, int p_w, int p_h, const unsigned char *p_img) {
+static Ref<BitmapFont> make_font(int p_height, int p_ascent, int p_charcount, const int *p_char_rects, int p_kerning_count, const int *p_kernings, int p_w, int p_h, const unsigned char *p_img) {
Ref<BitmapFont> font(memnew(BitmapFont));
@@ -209,8 +175,6 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
tex_cache = memnew(TexCacheMap);
- //Ref<BitmapFont> default_font = make_font(_bi_font_normal_height,_bi_font_normal_ascent,_bi_font_normal_valign,_bi_font_normal_charcount,_bi_font_normal_characters,make_icon(font_normal_png));
-
// Font Colors
Color control_font_color = Color::html("e0e0e0");
@@ -364,6 +328,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_stylebox("pressed", "CheckBox", cbx_empty);
theme->set_stylebox("disabled", "CheckBox", cbx_empty);
theme->set_stylebox("hover", "CheckBox", cbx_empty);
+ theme->set_stylebox("hover_pressed", "CheckBox", cbx_empty);
theme->set_stylebox("focus", "CheckBox", cbx_focus);
theme->set_icon("checked", "CheckBox", make_icon(checked_png));
@@ -376,6 +341,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_color", "CheckBox", control_font_color);
theme->set_color("font_color_pressed", "CheckBox", control_font_color_pressed);
theme->set_color("font_color_hover", "CheckBox", control_font_color_hover);
+ theme->set_color("font_color_hover_pressed", "CheckBox", control_font_color_pressed);
theme->set_color("font_color_disabled", "CheckBox", control_font_color_disabled);
theme->set_constant("hseparation", "CheckBox", 4 * scale);
@@ -393,6 +359,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_stylebox("pressed", "CheckButton", cb_empty);
theme->set_stylebox("disabled", "CheckButton", cb_empty);
theme->set_stylebox("hover", "CheckButton", cb_empty);
+ theme->set_stylebox("hover_pressed", "CheckButton", cb_empty);
theme->set_stylebox("focus", "CheckButton", focus);
theme->set_icon("on", "CheckButton", make_icon(toggle_on_png));
@@ -403,6 +370,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_color", "CheckButton", control_font_color);
theme->set_color("font_color_pressed", "CheckButton", control_font_color_pressed);
theme->set_color("font_color_hover", "CheckButton", control_font_color_hover);
+ theme->set_color("font_color_hover_pressed", "CheckButton", control_font_color_pressed);
theme->set_color("font_color_disabled", "CheckButton", control_font_color_disabled);
theme->set_constant("hseparation", "CheckButton", 4 * scale);
@@ -909,9 +877,9 @@ void make_default_theme(bool p_hidpi, Ref<Font> p_font) {
if (p_font.is_valid()) {
default_font = p_font;
} else if (p_hidpi) {
- default_font = make_font2(_hidpi_font_height, _hidpi_font_ascent, _hidpi_font_charcount, &_hidpi_font_charrects[0][0], _hidpi_font_kerning_pair_count, &_hidpi_font_kerning_pairs[0][0], _hidpi_font_img_width, _hidpi_font_img_height, _hidpi_font_img_data);
+ default_font = make_font(_hidpi_font_height, _hidpi_font_ascent, _hidpi_font_charcount, &_hidpi_font_charrects[0][0], _hidpi_font_kerning_pair_count, &_hidpi_font_kerning_pairs[0][0], _hidpi_font_img_width, _hidpi_font_img_height, _hidpi_font_img_data);
} else {
- default_font = make_font2(_lodpi_font_height, _lodpi_font_ascent, _lodpi_font_charcount, &_lodpi_font_charrects[0][0], _lodpi_font_kerning_pair_count, &_lodpi_font_kerning_pairs[0][0], _lodpi_font_img_width, _lodpi_font_img_height, _lodpi_font_img_data);
+ default_font = make_font(_lodpi_font_height, _lodpi_font_ascent, _lodpi_font_charcount, &_lodpi_font_charrects[0][0], _lodpi_font_kerning_pair_count, &_lodpi_font_kerning_pairs[0][0], _lodpi_font_img_width, _lodpi_font_img_height, _lodpi_font_img_data);
}
Ref<Font> large_font = default_font;
fill_default_theme(t, default_font, large_font, default_icon, default_style, p_hidpi ? 2.0 : 1.0);
diff --git a/scene/resources/dynamic_font.cpp b/scene/resources/dynamic_font.cpp
index 4df849df6a..0785d3bfc6 100644
--- a/scene/resources/dynamic_font.cpp
+++ b/scene/resources/dynamic_font.cpp
@@ -30,8 +30,8 @@
#ifdef FREETYPE_ENABLED
#include "dynamic_font.h"
-#include "os/file_access.h"
-#include "os/os.h"
+#include "core/os/file_access.h"
+#include "core/os/os.h"
#include FT_STROKER_H
diff --git a/scene/resources/dynamic_font.h b/scene/resources/dynamic_font.h
index f460bca2d4..afda48a566 100644
--- a/scene/resources/dynamic_font.h
+++ b/scene/resources/dynamic_font.h
@@ -32,10 +32,10 @@
#define DYNAMIC_FONT_H
#ifdef FREETYPE_ENABLED
-#include "io/resource_loader.h"
-#include "os/mutex.h"
-#include "os/thread_safe.h"
-#include "pair.h"
+#include "core/io/resource_loader.h"
+#include "core/os/mutex.h"
+#include "core/os/thread_safe.h"
+#include "core/pair.h"
#include "scene/resources/font.h"
#include <ft2build.h>
diff --git a/scene/resources/dynamic_font_stb.cpp b/scene/resources/dynamic_font_stb.cpp
index be394e19c4..8cb2cc4983 100644
--- a/scene/resources/dynamic_font_stb.cpp
+++ b/scene/resources/dynamic_font_stb.cpp
@@ -33,7 +33,7 @@
#ifndef FREETYPE_ENABLED
#define STB_TRUETYPE_IMPLEMENTATION
-#include "os/file_access.h"
+#include "core/os/file_access.h"
void DynamicFontData::lock() {
diff --git a/scene/resources/dynamic_font_stb.h b/scene/resources/dynamic_font_stb.h
index feae29c0c2..e1ef72ea4f 100644
--- a/scene/resources/dynamic_font_stb.h
+++ b/scene/resources/dynamic_font_stb.h
@@ -33,8 +33,8 @@
#ifndef FREETYPE_ENABLED
+#include "core/io/resource_loader.h"
#include "font.h"
-#include "io/resource_loader.h"
#include "thirdparty/misc/stb_truetype.h"
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index d3da842b79..f4d5b8376b 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "environment.h"
-#include "project_settings.h"
+#include "core/project_settings.h"
#include "servers/visual_server.h"
#include "texture.h"
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index 7d66c7e60b..aab37719e0 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -31,7 +31,7 @@
#ifndef ENVIRONMENT_H
#define ENVIRONMENT_H
-#include "resource.h"
+#include "core/resource.h"
#include "scene/resources/sky_box.h"
#include "scene/resources/texture.h"
#include "servers/visual_server.h"
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index 3dfde01320..b78b3a6ffb 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -31,8 +31,8 @@
#include "font.h"
#include "core/io/resource_loader.h"
+#include "core/method_bind_ext.gen.inc"
#include "core/os/file_access.h"
-#include "method_bind_ext.gen.inc"
void Font::draw_halign(RID p_canvas_item, const Point2 &p_pos, HAlign p_align, float p_width, const String &p_text, const Color &p_modulate, const Color &p_outline_modulate) const {
float length = get_string_size(p_text).width;
@@ -178,6 +178,7 @@ PoolVector<int> BitmapFont::_get_kernings() const {
void BitmapFont::_set_textures(const Vector<Variant> &p_textures) {
+ textures.clear();
for (int i = 0; i < p_textures.size(); i++) {
Ref<Texture> tex = p_textures[i];
ERR_CONTINUE(!tex.is_valid());
diff --git a/scene/resources/font.h b/scene/resources/font.h
index 4e295b6035..39e66a822d 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -31,8 +31,8 @@
#ifndef FONT_H
#define FONT_H
-#include "map.h"
-#include "resource.h"
+#include "core/map.h"
+#include "core/resource.h"
#include "scene/resources/texture.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index b6d1916b2c..274c74a9a2 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -145,6 +145,31 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
+bool ShaderMaterial::property_can_revert(const String &p_name) {
+ if (shader.is_valid()) {
+
+ StringName pr = shader->remap_param(p_name);
+ if (pr) {
+ Variant default_value = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr);
+ Variant current_value;
+ _get(p_name, current_value);
+ return default_value.get_type() != Variant::NIL && default_value != current_value;
+ }
+ }
+ return false;
+}
+
+Variant ShaderMaterial::property_get_revert(const String &p_name) {
+ Variant r_ret;
+ if (shader.is_valid()) {
+ StringName pr = shader->remap_param(p_name);
+ if (pr) {
+ r_ret = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr);
+ }
+ }
+ return r_ret;
+}
+
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
if (shader.is_valid()) {
@@ -190,6 +215,8 @@ void ShaderMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
ClassDB::bind_method(D_METHOD("_shader_changed"), &ShaderMaterial::_shader_changed);
+ ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
+ ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
}
@@ -400,10 +427,8 @@ void SpatialMaterial::_update_shader() {
if (flags[FLAG_USE_VERTEX_LIGHTING]) {
code += ",vertex_lighting";
}
- bool using_world = false;
if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) {
code += ",world_vertex_coords";
- using_world = true;
}
if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
code += ",shadows_disabled";
@@ -535,7 +560,9 @@ void SpatialMaterial::_update_shader() {
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
- code += "\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
+ code += "\tif (!OUTPUT_IS_SRGB) {\n";
+ code += "\t\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
+ code += "\t}\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
@@ -583,11 +610,11 @@ void SpatialMaterial::_update_shader() {
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
//handle animation
- code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
- code += "\tint particle_frame = int(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
- code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n";
+ code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
+ code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
+ code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0.0,particle_total_frames-1.0); else particle_frame=mod(particle_frame,float(particle_total_frames));\n";
code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
- code += "\tUV += vec2(float(particle_frame % particles_anim_h_frames) / float(particles_anim_h_frames),float(particle_frame / particles_anim_h_frames) / float(particles_anim_v_frames));\n";
+ code += "\tUV += vec2(mod(particle_frame,float(particles_anim_h_frames)) / float(particles_anim_h_frames),particle_frame / float(particles_anim_h_frames) / float(particles_anim_v_frames));\n";
} break;
}
@@ -790,7 +817,7 @@ void SpatialMaterial::_update_shader() {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
}
- if (proximity_fade_enabled) {
+ if (!VisualServer::get_singleton()->is_low_end() && proximity_fade_enabled) {
code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
code += "\tworld_pos.xyz/=world_pos.w;\n";
@@ -798,43 +825,45 @@ void SpatialMaterial::_update_shader() {
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
- if (distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER) {
-
- code += "\t{\n";
- if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
-
- } else {
- code += "\t\tfloat fade_distance=-VERTEX.z;\n";
+ if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
+
+ if (!VisualServer::get_singleton()->is_low_end()) {
+ code += "\t{\n";
+ if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
+ code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
+
+ } else {
+ code += "\t\tfloat fade_distance=-VERTEX.z;\n";
+ }
+
+ code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
+ code += "\t\tint x = int(FRAGCOORD.x) % 4;\n";
+ code += "\t\tint y = int(FRAGCOORD.y) % 4;\n";
+ code += "\t\tint index = x + y * 4;\n";
+ code += "\t\tfloat limit = 0.0;\n\n";
+ code += "\t\tif (x < 8) {\n";
+ code += "\t\t\tif (index == 0) limit = 0.0625;\n";
+ code += "\t\t\tif (index == 1) limit = 0.5625;\n";
+ code += "\t\t\tif (index == 2) limit = 0.1875;\n";
+ code += "\t\t\tif (index == 3) limit = 0.6875;\n";
+ code += "\t\t\tif (index == 4) limit = 0.8125;\n";
+ code += "\t\t\tif (index == 5) limit = 0.3125;\n";
+ code += "\t\t\tif (index == 6) limit = 0.9375;\n";
+ code += "\t\t\tif (index == 7) limit = 0.4375;\n";
+ code += "\t\t\tif (index == 8) limit = 0.25;\n";
+ code += "\t\t\tif (index == 9) limit = 0.75;\n";
+ code += "\t\t\tif (index == 10) limit = 0.125;\n";
+ code += "\t\t\tif (index == 11) limit = 0.625;\n";
+ code += "\t\t\tif (index == 12) limit = 1.0;\n";
+ code += "\t\t\tif (index == 13) limit = 0.5;\n";
+ code += "\t\t\tif (index == 14) limit = 0.875;\n";
+ code += "\t\t\tif (index == 15) limit = 0.375;\n";
+ code += "\t\t}\n\n";
+ code += "\tif (fade < limit)\n";
+ code += "\t\tdiscard;\n";
+ code += "\t}\n\n";
}
- code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
- code += "\t\tint x = int(FRAGCOORD.x) % 4;\n";
- code += "\t\tint y = int(FRAGCOORD.y) % 4;\n";
- code += "\t\tint index = x + y * 4;\n";
- code += "\t\tfloat limit = 0.0;\n\n";
- code += "\t\tif (x < 8) {\n";
- code += "\t\t\tif (index == 0) limit = 0.0625;\n";
- code += "\t\t\tif (index == 1) limit = 0.5625;\n";
- code += "\t\t\tif (index == 2) limit = 0.1875;\n";
- code += "\t\t\tif (index == 3) limit = 0.6875;\n";
- code += "\t\t\tif (index == 4) limit = 0.8125;\n";
- code += "\t\t\tif (index == 5) limit = 0.3125;\n";
- code += "\t\t\tif (index == 6) limit = 0.9375;\n";
- code += "\t\t\tif (index == 7) limit = 0.4375;\n";
- code += "\t\t\tif (index == 8) limit = 0.25;\n";
- code += "\t\t\tif (index == 9) limit = 0.75;\n";
- code += "\t\t\tif (index == 10) limit = 0.125;\n";
- code += "\t\t\tif (index == 11) limit = 0.625;\n";
- code += "\t\t\tif (index == 12) limit = 1.0;\n";
- code += "\t\t\tif (index == 13) limit = 0.5;\n";
- code += "\t\t\tif (index == 14) limit = 0.875;\n";
- code += "\t\t\tif (index == 15) limit = 0.375;\n";
- code += "\t\t}\n\n";
- code += "\tif (fade < limit)\n";
- code += "\t\tdiscard;\n";
- code += "\t}\n\n";
-
} else {
code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
}
@@ -924,7 +953,7 @@ void SpatialMaterial::_update_shader() {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal);\n";
+ code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
}
@@ -1342,6 +1371,12 @@ void SpatialMaterial::_validate_feature(const String &text, Feature feature, Pro
}
}
+void SpatialMaterial::_validate_high_end(const String &text, PropertyInfo &property) const {
+ if (property.name.begins_with(text)) {
+ property.usage |= PROPERTY_USAGE_HIGH_END_GFX;
+ }
+}
+
void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
_validate_feature("emission", FEATURE_EMISSION, property);
@@ -1355,6 +1390,12 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_feature("refraction", FEATURE_REFRACTION, property);
_validate_feature("detail", FEATURE_DETAIL, property);
+ _validate_high_end("refraction", property);
+ _validate_high_end("subsurf_scatter", property);
+ _validate_high_end("anisotropy", property);
+ _validate_high_end("clearcoat", property);
+ _validate_high_end("depth", property);
+
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
property.usage = 0;
}
diff --git a/scene/resources/material.h b/scene/resources/material.h
index f43d240a53..0154874ae4 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -31,10 +31,10 @@
#ifndef MATERIAL_H
#define MATERIAL_H
-#include "resource.h"
+#include "core/resource.h"
+#include "core/self_list.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
-#include "self_list.h"
#include "servers/visual/shader_language.h"
#include "servers/visual_server.h"
/**
@@ -85,6 +85,8 @@ protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
+ bool property_can_revert(const String &p_name);
+ Variant property_get_revert(const String &p_name);
static void _bind_methods();
@@ -440,6 +442,8 @@ private:
static Ref<SpatialMaterial> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
+ void _validate_high_end(const String &text, PropertyInfo &property) const;
+
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 042cf28fec..6cd701eb9a 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -30,18 +30,13 @@
#include "mesh.h"
-#include "pair.h"
+#include "core/pair.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
#include "surface_tool.h"
#include <stdlib.h>
-void Mesh::_clear_triangle_mesh() const {
-
- triangle_mesh.unref();
-}
-
Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
if (triangle_mesh.is_valid())
@@ -111,6 +106,11 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
void Mesh::generate_debug_mesh_lines(Vector<Vector3> &r_lines) {
+ if (debug_lines.size() > 0) {
+ r_lines = debug_lines;
+ return;
+ }
+
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_null())
return;
@@ -120,23 +120,25 @@ void Mesh::generate_debug_mesh_lines(Vector<Vector3> &r_lines) {
const int triangles_num = tm->get_triangles().size();
PoolVector<Vector3> vertices = tm->get_vertices();
- r_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line
+ debug_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line
PoolVector<int>::Read ind_r = triangle_indices.read();
PoolVector<Vector3>::Read ver_r = vertices.read();
for (int j = 0, x = 0, i = 0; i < triangles_num; j += 6, x += 3, ++i) {
// Triangle line 1
- r_lines.write[j + 0] = ver_r[ind_r[x + 0]];
- r_lines.write[j + 1] = ver_r[ind_r[x + 1]];
+ debug_lines.write[j + 0] = ver_r[ind_r[x + 0]];
+ debug_lines.write[j + 1] = ver_r[ind_r[x + 1]];
// Triangle line 2
- r_lines.write[j + 2] = ver_r[ind_r[x + 1]];
- r_lines.write[j + 3] = ver_r[ind_r[x + 2]];
+ debug_lines.write[j + 2] = ver_r[ind_r[x + 1]];
+ debug_lines.write[j + 3] = ver_r[ind_r[x + 2]];
// Triangle line 3
- r_lines.write[j + 4] = ver_r[ind_r[x + 2]];
- r_lines.write[j + 5] = ver_r[ind_r[x + 0]];
+ debug_lines.write[j + 4] = ver_r[ind_r[x + 2]];
+ debug_lines.write[j + 5] = ver_r[ind_r[x + 0]];
}
+
+ r_lines = debug_lines;
}
void Mesh::generate_debug_mesh_indices(Vector<Vector3> &r_points) {
Ref<TriangleMesh> tm = generate_triangle_mesh();
@@ -482,6 +484,11 @@ void Mesh::_bind_methods() {
ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2, "lightmap_size_hint"), "set_lightmap_size_hint", "get_lightmap_size_hint");
+ ClassDB::bind_method(D_METHOD("get_surface_count"), &Mesh::get_surface_count);
+ ClassDB::bind_method(D_METHOD("surface_get_arrays", "surf_idx"), &Mesh::surface_get_arrays);
+ ClassDB::bind_method(D_METHOD("surface_get_blend_shape_arrays", "surf_idx"), &Mesh::surface_get_blend_shape_arrays);
+ ClassDB::bind_method(D_METHOD("surface_get_material", "surf_idx"), &Mesh::surface_get_material);
+
BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
@@ -531,53 +538,14 @@ void Mesh::_bind_methods() {
BIND_ENUM_CONSTANT(ARRAY_MAX);
}
-void Mesh::clear_cache() {
- _clear_triangle_mesh();
+void Mesh::clear_cache() const {
+ triangle_mesh.unref();
+ debug_lines.clear();
}
Mesh::Mesh() {
}
-static const char *_array_name[] = {
- "vertex_array",
- "normal_array",
- "tangent_array",
- "color_array",
- "tex_uv_array",
- "tex_uv2_array",
- "bone_array",
- "weights_array",
- "index_array",
- NULL
-};
-
-static const ArrayMesh::ArrayType _array_types[] = {
-
- ArrayMesh::ARRAY_VERTEX,
- ArrayMesh::ARRAY_NORMAL,
- ArrayMesh::ARRAY_TANGENT,
- ArrayMesh::ARRAY_COLOR,
- ArrayMesh::ARRAY_TEX_UV,
- ArrayMesh::ARRAY_TEX_UV2,
- ArrayMesh::ARRAY_BONES,
- ArrayMesh::ARRAY_WEIGHTS,
- ArrayMesh::ARRAY_INDEX
-};
-
-/* compatibility */
-static const int _format_translate[] = {
-
- ArrayMesh::ARRAY_FORMAT_VERTEX,
- ArrayMesh::ARRAY_FORMAT_NORMAL,
- ArrayMesh::ARRAY_FORMAT_TANGENT,
- ArrayMesh::ARRAY_FORMAT_COLOR,
- ArrayMesh::ARRAY_FORMAT_TEX_UV,
- ArrayMesh::ARRAY_FORMAT_TEX_UV2,
- ArrayMesh::ARRAY_FORMAT_BONES,
- ArrayMesh::ARRAY_FORMAT_WEIGHTS,
- ArrayMesh::ARRAY_FORMAT_INDEX,
-};
-
bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
String sname = p_name;
@@ -845,7 +813,7 @@ void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &
_recompute_aabb();
}
- _clear_triangle_mesh();
+ clear_cache();
_change_notify();
emit_changed();
}
@@ -924,7 +892,7 @@ void ArrayMesh::surface_remove(int p_idx) {
VisualServer::get_singleton()->mesh_remove_surface(mesh, p_idx);
surfaces.remove(p_idx);
- _clear_triangle_mesh();
+ clear_cache();
_recompute_aabb();
_change_notify();
emit_changed();
@@ -1030,7 +998,7 @@ void ArrayMesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data
else
aabb.merge_with(s.aabb);
- _clear_triangle_mesh();
+ clear_cache();
surfaces.push_back(s);
_change_notify();
@@ -1313,7 +1281,6 @@ void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &ArrayMesh::get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("add_surface_from_arrays", "primitive", "arrays", "blend_shapes", "compress_flags"), &ArrayMesh::add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
- ClassDB::bind_method(D_METHOD("get_surface_count"), &ArrayMesh::get_surface_count);
ClassDB::bind_method(D_METHOD("surface_remove", "surf_idx"), &ArrayMesh::surface_remove);
ClassDB::bind_method(D_METHOD("surface_update_region", "surf_idx", "offset", "data"), &ArrayMesh::surface_update_region);
ClassDB::bind_method(D_METHOD("surface_get_array_len", "surf_idx"), &ArrayMesh::surface_get_array_len);
@@ -1321,12 +1288,9 @@ void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("surface_get_format", "surf_idx"), &ArrayMesh::surface_get_format);
ClassDB::bind_method(D_METHOD("surface_get_primitive_type", "surf_idx"), &ArrayMesh::surface_get_primitive_type);
ClassDB::bind_method(D_METHOD("surface_set_material", "surf_idx", "material"), &ArrayMesh::surface_set_material);
- ClassDB::bind_method(D_METHOD("surface_get_material", "surf_idx"), &ArrayMesh::surface_get_material);
ClassDB::bind_method(D_METHOD("surface_find_by_name", "name"), &ArrayMesh::surface_find_by_name);
ClassDB::bind_method(D_METHOD("surface_set_name", "surf_idx", "name"), &ArrayMesh::surface_set_name);
ClassDB::bind_method(D_METHOD("surface_get_name", "surf_idx"), &ArrayMesh::surface_get_name);
- ClassDB::bind_method(D_METHOD("surface_get_arrays", "surf_idx"), &ArrayMesh::surface_get_arrays);
- ClassDB::bind_method(D_METHOD("surface_get_blend_shape_arrays", "surf_idx"), &ArrayMesh::surface_get_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("create_trimesh_shape"), &ArrayMesh::create_trimesh_shape);
ClassDB::bind_method(D_METHOD("create_convex_shape"), &ArrayMesh::create_convex_shape);
ClassDB::bind_method(D_METHOD("create_outline", "margin"), &ArrayMesh::create_outline);
@@ -1374,6 +1338,7 @@ void ArrayMesh::reload_from_file() {
VisualServer::get_singleton()->mesh_clear(mesh);
surfaces.clear();
clear_blend_shapes();
+ clear_cache();
Resource::reload_from_file();
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index 36bfca49f8..aebba09ef8 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -31,11 +31,11 @@
#ifndef MESH_H
#define MESH_H
-#include "resource.h"
+#include "core/math/triangle_mesh.h"
+#include "core/resource.h"
#include "scene/resources/material.h"
#include "scene/resources/shape.h"
#include "servers/visual_server.h"
-#include "triangle_mesh.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
@@ -44,11 +44,10 @@ class Mesh : public Resource {
GDCLASS(Mesh, Resource);
mutable Ref<TriangleMesh> triangle_mesh; //cached
+ mutable Vector<Vector3> debug_lines;
Size2 lightmap_size_hint;
protected:
- void _clear_triangle_mesh() const;
-
static void _bind_methods();
public:
@@ -146,7 +145,7 @@ public:
void set_lightmap_size_hint(const Vector2 &p_size);
Size2 get_lightmap_size_hint() const;
- void clear_cache();
+ void clear_cache() const;
Mesh();
};
diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp
index 6732303925..a5449e1fe8 100644
--- a/scene/resources/mesh_data_tool.cpp
+++ b/scene/resources/mesh_data_tool.cpp
@@ -79,9 +79,9 @@ Error MeshDataTool::create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surf
if (arrays[Mesh::ARRAY_COLOR].get_type() != Variant::NIL)
col = arrays[Mesh::ARRAY_COLOR].operator PoolVector<Color>().read();
- PoolVector<real_t>::Read bo;
+ PoolVector<int>::Read bo;
if (arrays[Mesh::ARRAY_BONES].get_type() != Variant::NIL)
- bo = arrays[Mesh::ARRAY_BONES].operator PoolVector<real_t>().read();
+ bo = arrays[Mesh::ARRAY_BONES].operator PoolVector<int>().read();
PoolVector<real_t>::Read we;
if (arrays[Mesh::ARRAY_WEIGHTS].get_type() != Variant::NIL)
@@ -194,7 +194,7 @@ Error MeshDataTool::commit_to_surface(const Ref<ArrayMesh> &p_mesh) {
PoolVector<Vector2> u;
PoolVector<Vector2> u2;
PoolVector<Color> c;
- PoolVector<real_t> b;
+ PoolVector<int> b;
PoolVector<real_t> w;
PoolVector<int> in;
@@ -233,7 +233,7 @@ Error MeshDataTool::commit_to_surface(const Ref<ArrayMesh> &p_mesh) {
col = c.write();
}
- PoolVector<real_t>::Write bo;
+ PoolVector<int>::Write bo;
if (format & Mesh::ARRAY_FORMAT_BONES) {
b.resize(vcount * 4);
bo = b.write();
diff --git a/scene/resources/mesh_library.h b/scene/resources/mesh_library.h
index 69719960e2..3ce0cf9b66 100644
--- a/scene/resources/mesh_library.h
+++ b/scene/resources/mesh_library.h
@@ -31,9 +31,9 @@
#ifndef GRID_THEME_H
#define GRID_THEME_H
-#include "map.h"
+#include "core/map.h"
+#include "core/resource.h"
#include "mesh.h"
-#include "resource.h"
#include "scene/3d/navigation_mesh.h"
#include "shape.h"
diff --git a/scene/resources/multimesh.cpp b/scene/resources/multimesh.cpp
index 4d0a14e3aa..e8e19fdb60 100644
--- a/scene/resources/multimesh.cpp
+++ b/scene/resources/multimesh.cpp
@@ -33,8 +33,6 @@
void MultiMesh::_set_transform_array(const PoolVector<Vector3> &p_array) {
- int instance_count = get_instance_count();
-
PoolVector<Vector3> xforms = p_array;
int len = xforms.size();
ERR_FAIL_COND((len / 4) != instance_count);
@@ -57,8 +55,6 @@ void MultiMesh::_set_transform_array(const PoolVector<Vector3> &p_array) {
PoolVector<Vector3> MultiMesh::_get_transform_array() const {
- int instance_count = get_instance_count();
-
if (instance_count == 0)
return PoolVector<Vector3>();
@@ -81,13 +77,11 @@ PoolVector<Vector3> MultiMesh::_get_transform_array() const {
void MultiMesh::_set_color_array(const PoolVector<Color> &p_array) {
- int instance_count = get_instance_count();
-
PoolVector<Color> colors = p_array;
int len = colors.size();
- ERR_FAIL_COND(len != instance_count);
if (len == 0)
return;
+ ERR_FAIL_COND(len != instance_count);
PoolVector<Color>::Read r = colors.read();
@@ -99,9 +93,7 @@ void MultiMesh::_set_color_array(const PoolVector<Color> &p_array) {
PoolVector<Color> MultiMesh::_get_color_array() const {
- int instance_count = get_instance_count();
-
- if (instance_count == 0)
+ if (instance_count == 0 || color_format == COLOR_NONE)
return PoolVector<Color>();
PoolVector<Color> colors;
@@ -115,6 +107,37 @@ PoolVector<Color> MultiMesh::_get_color_array() const {
return colors;
}
+void MultiMesh::_set_custom_data_array(const PoolVector<Color> &p_array) {
+
+ PoolVector<Color> custom_datas = p_array;
+ int len = custom_datas.size();
+ if (len == 0)
+ return;
+ ERR_FAIL_COND(len != instance_count);
+
+ PoolVector<Color>::Read r = custom_datas.read();
+
+ for (int i = 0; i < len; i++) {
+
+ set_instance_custom_data(i, r[i]);
+ }
+}
+
+PoolVector<Color> MultiMesh::_get_custom_data_array() const {
+
+ if (instance_count == 0 || custom_data_format == CUSTOM_DATA_NONE)
+ return PoolVector<Color>();
+
+ PoolVector<Color> custom_datas;
+ custom_datas.resize(instance_count);
+
+ for (int i = 0; i < instance_count; i++) {
+
+ custom_datas.set(i, get_instance_custom_data(i));
+ }
+
+ return custom_datas;
+}
void MultiMesh::set_mesh(const Ref<Mesh> &p_mesh) {
mesh = p_mesh;
@@ -130,12 +153,13 @@ Ref<Mesh> MultiMesh::get_mesh() const {
}
void MultiMesh::set_instance_count(int p_count) {
-
- VisualServer::get_singleton()->multimesh_allocate(multimesh, p_count, VS::MultimeshTransformFormat(transform_format), VS::MultimeshColorFormat(color_format));
+ ERR_FAIL_COND(p_count < 0);
+ VisualServer::get_singleton()->multimesh_allocate(multimesh, p_count, VS::MultimeshTransformFormat(transform_format), VS::MultimeshColorFormat(color_format), VS::MultimeshCustomDataFormat(custom_data_format));
+ instance_count = p_count;
}
int MultiMesh::get_instance_count() const {
- return VisualServer::get_singleton()->multimesh_get_instance_count(multimesh);
+ return instance_count;
}
void MultiMesh::set_instance_transform(int p_instance, const Transform &p_transform) {
@@ -156,6 +180,15 @@ Color MultiMesh::get_instance_color(int p_instance) const {
return VisualServer::get_singleton()->multimesh_instance_get_color(multimesh, p_instance);
}
+void MultiMesh::set_instance_custom_data(int p_instance, const Color &p_custom_data) {
+
+ VisualServer::get_singleton()->multimesh_instance_set_custom_data(multimesh, p_instance, p_custom_data);
+}
+Color MultiMesh::get_instance_custom_data(int p_instance) const {
+
+ return VisualServer::get_singleton()->multimesh_instance_get_custom_data(multimesh, p_instance);
+}
+
AABB MultiMesh::get_aabb() const {
return VisualServer::get_singleton()->multimesh_get_aabb(multimesh);
@@ -168,6 +201,7 @@ RID MultiMesh::get_rid() const {
void MultiMesh::set_color_format(ColorFormat p_color_format) {
+ ERR_FAIL_COND(instance_count > 0);
color_format = p_color_format;
}
@@ -176,8 +210,20 @@ MultiMesh::ColorFormat MultiMesh::get_color_format() const {
return color_format;
}
+void MultiMesh::set_custom_data_format(CustomDataFormat p_custom_data_format) {
+
+ ERR_FAIL_COND(instance_count > 0);
+ custom_data_format = p_custom_data_format;
+}
+
+MultiMesh::CustomDataFormat MultiMesh::get_custom_data_format() const {
+
+ return custom_data_format;
+}
+
void MultiMesh::set_transform_format(TransformFormat p_transform_format) {
+ ERR_FAIL_COND(instance_count > 0);
transform_format = p_transform_format;
}
MultiMesh::TransformFormat MultiMesh::get_transform_format() const {
@@ -191,6 +237,8 @@ void MultiMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mesh"), &MultiMesh::get_mesh);
ClassDB::bind_method(D_METHOD("set_color_format", "format"), &MultiMesh::set_color_format);
ClassDB::bind_method(D_METHOD("get_color_format"), &MultiMesh::get_color_format);
+ ClassDB::bind_method(D_METHOD("set_custom_data_format", "format"), &MultiMesh::set_custom_data_format);
+ ClassDB::bind_method(D_METHOD("get_custom_data_format"), &MultiMesh::get_custom_data_format);
ClassDB::bind_method(D_METHOD("set_transform_format", "format"), &MultiMesh::set_transform_format);
ClassDB::bind_method(D_METHOD("get_transform_format"), &MultiMesh::get_transform_format);
@@ -200,19 +248,25 @@ void MultiMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_instance_transform", "instance"), &MultiMesh::get_instance_transform);
ClassDB::bind_method(D_METHOD("set_instance_color", "instance", "color"), &MultiMesh::set_instance_color);
ClassDB::bind_method(D_METHOD("get_instance_color", "instance"), &MultiMesh::get_instance_color);
+ ClassDB::bind_method(D_METHOD("set_instance_custom_data", "instance", "custom_data"), &MultiMesh::set_instance_custom_data);
+ ClassDB::bind_method(D_METHOD("get_instance_custom_data", "instance"), &MultiMesh::get_instance_custom_data);
ClassDB::bind_method(D_METHOD("get_aabb"), &MultiMesh::get_aabb);
ClassDB::bind_method(D_METHOD("_set_transform_array"), &MultiMesh::_set_transform_array);
ClassDB::bind_method(D_METHOD("_get_transform_array"), &MultiMesh::_get_transform_array);
ClassDB::bind_method(D_METHOD("_set_color_array"), &MultiMesh::_set_color_array);
ClassDB::bind_method(D_METHOD("_get_color_array"), &MultiMesh::_get_color_array);
+ ClassDB::bind_method(D_METHOD("_set_custom_data_array"), &MultiMesh::_set_custom_data_array);
+ ClassDB::bind_method(D_METHOD("_get_custom_data_array"), &MultiMesh::_get_custom_data_array);
ADD_PROPERTY(PropertyInfo(Variant::INT, "color_format", PROPERTY_HINT_ENUM, "None,Byte,Float"), "set_color_format", "get_color_format");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transform_format", PROPERTY_HINT_ENUM, "2D,3D"), "set_transform_format", "get_transform_format");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "instance_count", PROPERTY_HINT_RANGE, "0,16384,1"), "set_instance_count", "get_instance_count");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "custom_data_format", PROPERTY_HINT_ENUM, "None,Byte,Float"), "set_custom_data_format", "get_custom_data_format");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "instance_count", PROPERTY_HINT_RANGE, "0,16384,1,or_greater"), "set_instance_count", "get_instance_count");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "transform_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_transform_array", "_get_transform_array");
ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "color_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_color_array", "_get_color_array");
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "custom_data_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_custom_data_array", "_get_custom_data_array");
BIND_ENUM_CONSTANT(TRANSFORM_2D);
BIND_ENUM_CONSTANT(TRANSFORM_3D);
@@ -220,13 +274,19 @@ void MultiMesh::_bind_methods() {
BIND_ENUM_CONSTANT(COLOR_NONE);
BIND_ENUM_CONSTANT(COLOR_8BIT);
BIND_ENUM_CONSTANT(COLOR_FLOAT);
+
+ BIND_ENUM_CONSTANT(CUSTOM_DATA_NONE);
+ BIND_ENUM_CONSTANT(CUSTOM_DATA_8BIT);
+ BIND_ENUM_CONSTANT(CUSTOM_DATA_FLOAT);
}
MultiMesh::MultiMesh() {
multimesh = VisualServer::get_singleton()->multimesh_create();
color_format = COLOR_NONE;
+ custom_data_format = CUSTOM_DATA_NONE;
transform_format = TRANSFORM_2D;
+ instance_count = 0;
}
MultiMesh::~MultiMesh() {
diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h
index 0875d6d06d..ec5a5ca4d5 100644
--- a/scene/resources/multimesh.h
+++ b/scene/resources/multimesh.h
@@ -51,11 +51,19 @@ public:
COLOR_FLOAT = VS::MULTIMESH_COLOR_FLOAT,
};
+ enum CustomDataFormat {
+ CUSTOM_DATA_NONE,
+ CUSTOM_DATA_8BIT,
+ CUSTOM_DATA_FLOAT,
+ };
+
private:
Ref<Mesh> mesh;
RID multimesh;
TransformFormat transform_format;
ColorFormat color_format;
+ CustomDataFormat custom_data_format;
+ int instance_count;
protected:
static void _bind_methods();
@@ -66,6 +74,9 @@ protected:
void _set_color_array(const PoolVector<Color> &p_array);
PoolVector<Color> _get_color_array() const;
+ void _set_custom_data_array(const PoolVector<Color> &p_array);
+ PoolVector<Color> _get_custom_data_array() const;
+
public:
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
@@ -73,6 +84,9 @@ public:
void set_color_format(ColorFormat p_color_format);
ColorFormat get_color_format() const;
+ void set_custom_data_format(CustomDataFormat p_custom_data_format);
+ CustomDataFormat get_custom_data_format() const;
+
void set_transform_format(TransformFormat p_transform_format);
TransformFormat get_transform_format() const;
@@ -85,6 +99,9 @@ public:
void set_instance_color(int p_instance, const Color &p_color);
Color get_instance_color(int p_instance) const;
+ void set_instance_custom_data(int p_instance, const Color &p_custom_data);
+ Color get_instance_custom_data(int p_instance) const;
+
virtual AABB get_aabb() const;
virtual RID get_rid() const;
@@ -95,5 +112,6 @@ public:
VARIANT_ENUM_CAST(MultiMesh::TransformFormat);
VARIANT_ENUM_CAST(MultiMesh::ColorFormat);
+VARIANT_ENUM_CAST(MultiMesh::CustomDataFormat);
#endif // MULTI_MESH_H
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index f034e07ff9..086fb83af9 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -31,9 +31,9 @@
#include "packed_scene.h"
#include "core/core_string_names.h"
-#include "engine.h"
-#include "io/resource_loader.h"
-#include "project_settings.h"
+#include "core/engine.h"
+#include "core/io/resource_loader.h"
+#include "core/project_settings.h"
#include "scene/2d/node_2d.h"
#include "scene/3d/spatial.h"
#include "scene/gui/control.h"
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index 278986eb62..e5f22f5e3b 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -31,7 +31,7 @@
#ifndef PACKED_SCENE_H
#define PACKED_SCENE_H
-#include "resource.h"
+#include "core/resource.h"
#include "scene/main/node.h"
class SceneState : public Reference {
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
new file mode 100644
index 0000000000..6f67ba8af1
--- /dev/null
+++ b/scene/resources/particles_material.cpp
@@ -0,0 +1,1262 @@
+/*************************************************************************/
+/* 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 += " 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) {\n";
+ code += " COLOR *= textureLod(trail_color_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0);\n";
+ code += " }\n";
+ }
+ code += "\n";
+
+ if (flags[FLAG_DISABLE_Z]) {
+
+ if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
+ code += " if (length(VELOCITY) > 0.0) {\n";
+ code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
+ code += " } else {\n";
+ code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
+ code += " }\n";
+ code += " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz, TRANSFORM[2].xyz));\n";
+ code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
+ } else {
+ code += " TRANSFORM[0] = vec4(cos(CUSTOM.x), -sin(CUSTOM.x), 0.0, 0.0);\n";
+ code += " TRANSFORM[1] = vec4(sin(CUSTOM.x), cos(CUSTOM.x), 0.0, 0.0);\n";
+ code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
+ }
+
+ } else {
+ // orient particle Y towards velocity
+ if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
+ code += " if (length(VELOCITY) > 0.0) {\n";
+ code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
+ code += " } else {\n";
+ code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
+ code += " }\n";
+ code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n";
+ code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
+ code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
+ code += " } else {\n";
+ code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
+ code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
+ code += " }\n";
+ } else {
+ code += " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
+ code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
+ code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
+ }
+ // turn particle by rotation in Y
+ if (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) {\n";
+ code += " base_scale = 0.000001;\n";
+ code += " }\n";
+ if (trail_size_modifier.is_valid()) {
+ code += " if (trail_divisor > 1) {\n";
+ code += " base_scale *= textureLod(trail_size_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0).r;\n";
+ code += " }\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;
+ case PARAM_MAX: break; // Can't happen, but silences warning
+ }
+}
+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;
+ case PARAM_MAX: break; // Can't happen, but silences warning
+ }
+}
+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;
+ case PARAM_MAX: break; // Can't happen, but silences warning
+ }
+
+ _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_lesser,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, 0);
+ 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..91fdcc0346
--- /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 "core/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
diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp
index dc5ca1aef6..03b3589727 100644
--- a/scene/resources/physics_material.cpp
+++ b/scene/resources/physics_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* 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 */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "physics_material.h"
void PhysicsMaterial::_bind_methods() {
diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h
index c69e44a7da..bf11bf0ac1 100644
--- a/scene/resources/physics_material.h
+++ b/scene/resources/physics_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* 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 */
@@ -27,10 +27,11 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef physics_material_override_H
#define physics_material_override_H
-#include "resource.h"
+#include "core/resource.h"
#include "servers/physics_server.h"
class PhysicsMaterial : public Resource {
diff --git a/scene/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp
index 44f9ebaf33..bd03930c9e 100644
--- a/scene/resources/polygon_path_finder.cpp
+++ b/scene/resources/polygon_path_finder.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "polygon_path_finder.h"
-#include "geometry.h"
+#include "core/math/geometry.h"
bool PolygonPathFinder::_is_point_inside(const Vector2 &p_point) const {
diff --git a/scene/resources/polygon_path_finder.h b/scene/resources/polygon_path_finder.h
index 19761c274c..66282458af 100644
--- a/scene/resources/polygon_path_finder.h
+++ b/scene/resources/polygon_path_finder.h
@@ -31,7 +31,7 @@
#ifndef POLYGON_PATH_FINDER_H
#define POLYGON_PATH_FINDER_H
-#include "resource.h"
+#include "core/resource.h"
class PolygonPathFinder : public Resource {
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 28aa6f1aa7..63aa44e1d8 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -89,7 +89,7 @@ void PrimitiveMesh::_update() const {
pending_request = false;
- _clear_triangle_mesh();
+ clear_cache();
const_cast<PrimitiveMesh *>(this)->emit_changed();
}
diff --git a/scene/resources/room.h b/scene/resources/room.h
index 359d918665..d5ad847516 100644
--- a/scene/resources/room.h
+++ b/scene/resources/room.h
@@ -31,8 +31,8 @@
#ifndef ROOM_BOUNDS_H
#define ROOM_BOUNDS_H
-#include "bsp_tree.h"
-#include "resource.h"
+#include "core/math/bsp_tree.h"
+#include "core/resource.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
diff --git a/scene/resources/scene_format_text.cpp b/scene/resources/scene_format_text.cpp
index fd9989fe72..597ffe49ae 100644
--- a/scene/resources/scene_format_text.cpp
+++ b/scene/resources/scene_format_text.cpp
@@ -30,15 +30,15 @@
#include "scene_format_text.h"
#include "core/io/resource_format_binary.h"
-#include "os/dir_access.h"
-#include "project_settings.h"
-#include "version.h"
+#include "core/os/dir_access.h"
+#include "core/project_settings.h"
+#include "core/version.h"
//version 2: changed names for basis, aabb, poolvectors, etc.
#define FORMAT_VERSION 2
-#include "os/dir_access.h"
-#include "version.h"
+#include "core/os/dir_access.h"
+#include "core/version.h"
#define _printerr() ERR_PRINT(String(res_path + ":" + itos(lines) + " - Parse Error: " + error_text).utf8().get_data());
@@ -294,25 +294,25 @@ Ref<PackedScene> ResourceInteractiveLoaderText::_parse_node_tag(VariantParser::R
if (!next_tag.fields.has("from")) {
error = ERR_FILE_CORRUPT;
- error_text = "missing 'from' field fron connection tag";
+ error_text = "missing 'from' field from connection tag";
return Ref<PackedScene>();
}
if (!next_tag.fields.has("to")) {
error = ERR_FILE_CORRUPT;
- error_text = "missing 'to' field fron connection tag";
+ error_text = "missing 'to' field from connection tag";
return Ref<PackedScene>();
}
if (!next_tag.fields.has("signal")) {
error = ERR_FILE_CORRUPT;
- error_text = "missing 'signal' field fron connection tag";
+ error_text = "missing 'signal' field from connection tag";
return Ref<PackedScene>();
}
if (!next_tag.fields.has("method")) {
error = ERR_FILE_CORRUPT;
- error_text = "missing 'method' field fron connection tag";
+ error_text = "missing 'method' field from connection tag";
return Ref<PackedScene>();
}
@@ -358,7 +358,7 @@ Ref<PackedScene> ResourceInteractiveLoaderText::_parse_node_tag(VariantParser::R
if (!next_tag.fields.has("path")) {
error = ERR_FILE_CORRUPT;
- error_text = "missing 'path' field fron connection tag";
+ error_text = "missing 'path' field from connection tag";
_printerr();
return Ref<PackedScene>();
}
diff --git a/scene/resources/scene_format_text.h b/scene/resources/scene_format_text.h
index c28ded3d77..8d1af2bbb2 100644
--- a/scene/resources/scene_format_text.h
+++ b/scene/resources/scene_format_text.h
@@ -31,11 +31,11 @@
#ifndef SCENE_FORMAT_TEXT_H
#define SCENE_FORMAT_TEXT_H
-#include "io/resource_loader.h"
-#include "io/resource_saver.h"
-#include "os/file_access.h"
+#include "core/io/resource_loader.h"
+#include "core/io/resource_saver.h"
+#include "core/os/file_access.h"
+#include "core/variant_parser.h"
#include "scene/resources/packed_scene.h"
-#include "variant_parser.h"
class ResourceInteractiveLoaderText : public ResourceInteractiveLoader {
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index f53f03c1c8..66bf3b4991 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "shader.h"
-#include "os/file_access.h"
+#include "core/os/file_access.h"
#include "scene/scene_string_names.h"
#include "servers/visual/shader_language.h"
#include "servers/visual_server.h"
@@ -126,6 +126,11 @@ void Shader::get_default_texture_param_list(List<StringName> *r_textures) const
r_textures->push_back(E->key());
}
}
+
+bool Shader::is_text_shader() const {
+ return true;
+}
+
bool Shader::has_param(const StringName &p_param) const {
return params_cache.has(p_param);
@@ -235,8 +240,10 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc
void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
- if (Object::cast_to<Shader>(*p_resource)) {
- p_extensions->push_back("shader");
+ if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
+ if (shader->is_text_shader()) {
+ p_extensions->push_back("shader");
+ }
}
}
bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
diff --git a/scene/resources/shader.h b/scene/resources/shader.h
index efc5da7753..c2c205237f 100644
--- a/scene/resources/shader.h
+++ b/scene/resources/shader.h
@@ -31,9 +31,9 @@
#ifndef SHADER_H
#define SHADER_H
-#include "io/resource_loader.h"
-#include "io/resource_saver.h"
-#include "resource.h"
+#include "core/io/resource_loader.h"
+#include "core/io/resource_saver.h"
+#include "core/resource.h"
#include "scene/resources/texture.h"
class Shader : public Resource {
@@ -79,6 +79,8 @@ public:
Ref<Texture> get_default_texture_param(const StringName &p_param) const;
void get_default_texture_param_list(List<StringName> *r_textures) const;
+ virtual bool is_text_shader() const;
+
_FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
if (params_cache_dirty)
get_param_list(NULL);
diff --git a/scene/resources/shape.cpp b/scene/resources/shape.cpp
index a48ce0564b..8ccca81acd 100644
--- a/scene/resources/shape.cpp
+++ b/scene/resources/shape.cpp
@@ -30,7 +30,7 @@
#include "shape.h"
-#include "os/os.h"
+#include "core/os/os.h"
#include "scene/main/scene_tree.h"
#include "scene/resources/mesh.h"
#include "servers/physics_server.h"
diff --git a/scene/resources/shape.h b/scene/resources/shape.h
index 0c44b86e92..6643f4ee44 100644
--- a/scene/resources/shape.h
+++ b/scene/resources/shape.h
@@ -31,7 +31,7 @@
#ifndef SHAPE_H
#define SHAPE_H
-#include "resource.h"
+#include "core/resource.h"
class ArrayMesh;
class Shape : public Resource {
diff --git a/scene/resources/shape_2d.h b/scene/resources/shape_2d.h
index 7eb0406bd8..fa39daa565 100644
--- a/scene/resources/shape_2d.h
+++ b/scene/resources/shape_2d.h
@@ -31,7 +31,7 @@
#ifndef SHAPE_2D_H
#define SHAPE_2D_H
-#include "resource.h"
+#include "core/resource.h"
class Shape2D : public Resource {
GDCLASS(Shape2D, Resource);
diff --git a/scene/resources/sky_box.cpp b/scene/resources/sky_box.cpp
index 4176aed4d8..a6a52c7bba 100644
--- a/scene/resources/sky_box.cpp
+++ b/scene/resources/sky_box.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "sky_box.h"
-#include "io/image_loader.h"
+#include "core/io/image_loader.h"
void Sky::set_radiance_size(RadianceSize p_size) {
ERR_FAIL_INDEX(p_size, RADIANCE_SIZE_MAX);
diff --git a/scene/resources/sky_box.h b/scene/resources/sky_box.h
index e561653a9e..bbb852822d 100644
--- a/scene/resources/sky_box.h
+++ b/scene/resources/sky_box.h
@@ -31,7 +31,7 @@
#ifndef SKY_BOX_H
#define SKY_BOX_H
-#include "os/thread.h"
+#include "core/os/thread.h"
#include "scene/resources/texture.h"
class Sky : public Resource {
GDCLASS(Sky, Resource);
diff --git a/scene/resources/space_2d.h b/scene/resources/space_2d.h
index 148285ac6d..1143ad2bd5 100644
--- a/scene/resources/space_2d.h
+++ b/scene/resources/space_2d.h
@@ -31,7 +31,7 @@
#ifndef SPACE_2D_H
#define SPACE_2D_H
-#include "resource.h"
+#include "core/resource.h"
#include "servers/physics_2d_server.h"
class Space2D : public Resource {
diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h
index ed193a1ab4..df3ebe1c36 100644
--- a/scene/resources/style_box.h
+++ b/scene/resources/style_box.h
@@ -31,7 +31,7 @@
#ifndef STYLE_BOX_H
#define STYLE_BOX_H
-#include "resource.h"
+#include "core/resource.h"
#include "scene/resources/texture.h"
#include "servers/visual_server.h"
/**
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 81fabf40fe..5d4c7861e3 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -29,7 +29,8 @@
/*************************************************************************/
#include "surface_tool.h"
-#include "method_bind_ext.gen.inc"
+
+#include "core/method_bind_ext.gen.inc"
#define _VERTEX_SNAP 0.0001
#define EQ_VERTEX_DIST 0.00001
diff --git a/scene/resources/text_file.cpp b/scene/resources/text_file.cpp
index e2fe0adfc5..2af24ad2d5 100644
--- a/scene/resources/text_file.cpp
+++ b/scene/resources/text_file.cpp
@@ -30,7 +30,7 @@
#include "text_file.h"
-#include "os/file_access.h"
+#include "core/os/file_access.h"
bool TextFile::has_text() const {
return text != "";
diff --git a/scene/resources/text_file.h b/scene/resources/text_file.h
index 40b648eebb..3abc769dc6 100644
--- a/scene/resources/text_file.h
+++ b/scene/resources/text_file.h
@@ -31,8 +31,8 @@
#ifndef TEXTFILE_H
#define TEXTFILE_H
-#include "io/resource_loader.h"
-#include "io/resource_saver.h"
+#include "core/io/resource_loader.h"
+#include "core/io/resource_saver.h"
class TextFile : public Resource {
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 811e5c3d2c..f0e3979f13 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -29,11 +29,12 @@
/*************************************************************************/
#include "texture.h"
-#include "bit_mask.h"
+
+#include "core/core_string_names.h"
+#include "core/io/image_loader.h"
#include "core/method_bind_ext.gen.inc"
#include "core/os/os.h"
-#include "core_string_names.h"
-#include "io/image_loader.h"
+#include "scene/resources/bit_mask.h"
Size2 Texture::get_size() const {
@@ -206,6 +207,9 @@ void ImageTexture::set_flags(uint32_t p_flags) {
flags=p_flags|cube; */
flags = p_flags;
+ if (w == 0 || h == 0) {
+ return; //uninitialized, do not set to texture
+ }
VisualServer::get_singleton()->texture_set_flags(texture, p_flags);
}
@@ -1606,7 +1610,7 @@ void GradientTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update"), &GradientTexture::_update);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_gradient", "get_gradient");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "width"), "set_width", "get_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width");
}
void GradientTexture::set_gradient(Ref<Gradient> p_gradient) {
@@ -1632,16 +1636,17 @@ void GradientTexture::_queue_update() {
if (update_pending)
return;
+ update_pending = true;
call_deferred("_update");
}
void GradientTexture::_update() {
+ update_pending = false;
+
if (gradient.is_null())
return;
- update_pending = false;
-
PoolVector<uint8_t> data;
data.resize(width * 4);
{
@@ -1944,8 +1949,8 @@ void AnimatedTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "fps", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_fps", "get_fps");
for (int i = 0; i < MAX_FRAMES; i++) {
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_frame_texture", "get_frame_texture", i);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01"), "set_frame_delay", "get_frame_delay", i);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_frame_texture", "get_frame_texture", i);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_frame_delay", "get_frame_delay", i);
}
}
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index 79e6d2cdf9..cb759c63da 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -31,15 +31,16 @@
#ifndef TEXTURE_H
#define TEXTURE_H
-#include "curve.h"
-#include "io/resource_loader.h"
-#include "os/mutex.h"
-#include "os/rw_lock.h"
-#include "os/thread_safe.h"
-#include "rect2.h"
-#include "resource.h"
+#include "core/io/resource_loader.h"
+#include "core/math/rect2.h"
+#include "core/os/mutex.h"
+#include "core/os/rw_lock.h"
+#include "core/os/thread_safe.h"
+#include "core/resource.h"
#include "scene/resources/color_ramp.h"
+#include "scene/resources/curve.h"
#include "servers/visual_server.h"
+
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp
index f903669fc7..b102d477f2 100644
--- a/scene/resources/theme.cpp
+++ b/scene/resources/theme.cpp
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "theme.h"
-#include "os/file_access.h"
-#include "print_string.h"
+#include "core/os/file_access.h"
+#include "core/print_string.h"
Ref<Theme> Theme::default_theme;
diff --git a/scene/resources/theme.h b/scene/resources/theme.h
index e0d4038e7e..0b76e95f18 100644
--- a/scene/resources/theme.h
+++ b/scene/resources/theme.h
@@ -31,8 +31,8 @@
#ifndef THEME_H
#define THEME_H
-#include "io/resource_loader.h"
-#include "resource.h"
+#include "core/io/resource_loader.h"
+#include "core/resource.h"
#include "scene/resources/font.h"
#include "scene/resources/shader.h"
#include "scene/resources/style_box.h"
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index c85f672ebf..f852ecd7eb 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "tile_set.h"
-#include "array.h"
+#include "core/array.h"
bool TileSet::_set(const StringName &p_name, const Variant &p_value) {
@@ -940,6 +940,8 @@ void TileSet::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_tile", "id"), &TileSet::create_tile);
ClassDB::bind_method(D_METHOD("autotile_set_bitmask_mode", "id", "mode"), &TileSet::autotile_set_bitmask_mode);
ClassDB::bind_method(D_METHOD("autotile_get_bitmask_mode", "id"), &TileSet::autotile_get_bitmask_mode);
+ ClassDB::bind_method(D_METHOD("autotile_set_size", "id", "size"), &TileSet::autotile_set_size);
+ ClassDB::bind_method(D_METHOD("autotile_get_size", "id"), &TileSet::autotile_get_size);
ClassDB::bind_method(D_METHOD("tile_set_name", "id", "name"), &TileSet::tile_set_name);
ClassDB::bind_method(D_METHOD("tile_get_name", "id"), &TileSet::tile_get_name);
ClassDB::bind_method(D_METHOD("tile_set_texture", "id", "texture"), &TileSet::tile_set_texture);
@@ -956,6 +958,8 @@ void TileSet::_bind_methods() {
ClassDB::bind_method(D_METHOD("tile_get_region", "id"), &TileSet::tile_get_region);
ClassDB::bind_method(D_METHOD("tile_set_shape", "id", "shape_id", "shape"), &TileSet::tile_set_shape);
ClassDB::bind_method(D_METHOD("tile_get_shape", "id", "shape_id"), &TileSet::tile_get_shape);
+ ClassDB::bind_method(D_METHOD("tile_set_shape_offset", "id", "shape_id", "shape_offset"), &TileSet::tile_set_shape_offset);
+ ClassDB::bind_method(D_METHOD("tile_get_shape_offset", "id", "shape_id"), &TileSet::tile_get_shape_offset);
ClassDB::bind_method(D_METHOD("tile_set_shape_transform", "id", "shape_id", "shape_transform"), &TileSet::tile_set_shape_transform);
ClassDB::bind_method(D_METHOD("tile_get_shape_transform", "id", "shape_id"), &TileSet::tile_get_shape_transform);
ClassDB::bind_method(D_METHOD("tile_set_shape_one_way", "id", "shape_id", "one_way"), &TileSet::tile_set_shape_one_way);
diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h
index 40eee2700d..1802bf12b6 100644
--- a/scene/resources/tile_set.h
+++ b/scene/resources/tile_set.h
@@ -32,7 +32,7 @@
#define TILE_SET_H
#include "core/array.h"
-#include "resource.h"
+#include "core/resource.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/navigation_polygon.h"
#include "scene/resources/shape_2d.h"
@@ -80,8 +80,8 @@ public:
struct AutotileData {
BitmaskMode bitmask_mode;
- int spacing;
Size2 size;
+ int spacing;
Vector2 icon_coord;
Map<Vector2, uint16_t> flags;
Map<Vector2, Ref<OccluderPolygon2D> > occluder_map;
@@ -90,11 +90,10 @@ public:
// Default size to prevent invalid value
explicit AutotileData() :
+ bitmask_mode(BITMASK_2X2),
size(64, 64),
spacing(0),
- icon_coord(0, 0) {
- bitmask_mode = BITMASK_2X2;
- }
+ icon_coord(0, 0) {}
};
private:
@@ -111,8 +110,8 @@ private:
Vector2 navigation_polygon_offset;
Ref<NavigationPolygon> navigation_polygon;
Ref<ShaderMaterial> material;
- Color modulate;
TileMode tile_mode;
+ Color modulate;
AutotileData autotile_data;
int z_index;
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index dac12205b6..96b9cfa137 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1,6 +1,36 @@
+/*************************************************************************/
+/* visual_shader.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 "visual_shader.h"
+#include "core/vmap.h"
#include "servers/visual/shader_types.h"
-#include "vmap.h"
void VisualShaderNode::set_output_port_for_preview(int p_index) {
@@ -384,6 +414,10 @@ Shader::Mode VisualShader::get_mode() const {
return shader_mode;
}
+bool VisualShader::is_text_shader() const {
+ return false;
+}
+
String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
Ref<VisualShaderNode> node = get_node(p_type, p_node);
@@ -762,10 +796,10 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
val.basis.transpose();
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
Array values;
- for (int i = 0; i < 3; i++) {
- values.push_back(val.basis[i].x);
- values.push_back(val.basis[i].y);
- values.push_back(val.basis[i].z);
+ for (int j = 0; j < 3; j++) {
+ values.push_back(val.basis[j].x);
+ values.push_back(val.basis[j].y);
+ values.push_back(val.basis[j].z);
}
values.push_back(val.origin.x);
values.push_back(val.origin.y);
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 6ff1c9a9fe..2867daac3a 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -1,8 +1,38 @@
+/*************************************************************************/
+/* visual_shader.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. */
+/*************************************************************************/
+
#ifndef VISUAL_SHADER_H
#define VISUAL_SHADER_H
+#include "core/string_builder.h"
#include "scene/resources/shader.h"
-#include "string_builder.h"
class VisualShaderNodeUniform;
class VisualShaderNode;
@@ -111,6 +141,8 @@ public:
void set_mode(Mode p_mode);
virtual Mode get_mode() const;
+ virtual bool is_text_shader() const;
+
void set_graph_offset(const Vector2 &p_offset);
Vector2 get_graph_offset() const;
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 98ecdbdf30..d011b102a2 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -1,3 +1,33 @@
+/*************************************************************************/
+/* visual_shader_nodes.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 "visual_shader_nodes.h"
////////////// Scalar
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 2ede36fbc8..3057f7239a 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -1,3 +1,33 @@
+/*************************************************************************/
+/* visual_shader_nodes.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. */
+/*************************************************************************/
+
#ifndef VISUAL_SHADER_NODES_H
#define VISUAL_SHADER_NODES_H
diff --git a/scene/resources/world.cpp b/scene/resources/world.cpp
index 82183d24e7..b4588cd87c 100644
--- a/scene/resources/world.cpp
+++ b/scene/resources/world.cpp
@@ -30,8 +30,8 @@
#include "world.h"
-#include "camera_matrix.h"
-#include "octree.h"
+#include "core/math/camera_matrix.h"
+#include "core/math/octree.h"
#include "scene/3d/camera.h"
#include "scene/3d/visibility_notifier.h"
#include "scene/scene_string_names.h"
diff --git a/scene/resources/world.h b/scene/resources/world.h
index 54bdf25784..4ba6b13476 100644
--- a/scene/resources/world.h
+++ b/scene/resources/world.h
@@ -31,14 +31,14 @@
#ifndef WORLD_H
#define WORLD_H
-#include "resource.h"
+#include "core/resource.h"
#include "scene/resources/environment.h"
#include "servers/physics_server.h"
#include "servers/visual_server.h"
-class SpatialIndexer;
class Camera;
class VisibilityNotifier;
+struct SpatialIndexer;
class World : public Resource {
GDCLASS(World, Resource);
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index bed6ffd1bd..dd78d04104 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -29,13 +29,13 @@
/*************************************************************************/
#include "world_2d.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
-//#include "servers/spatial_sound_2d_server.h"
-#include "project_settings.h"
+
+#include "core/project_settings.h"
#include "scene/2d/camera_2d.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/main/viewport.h"
+#include "servers/physics_2d_server.h"
+#include "servers/visual_server.h"
struct SpatialIndexer2D {
diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h
index 59f34e32f2..88ad392f85 100644
--- a/scene/resources/world_2d.h
+++ b/scene/resources/world_2d.h
@@ -31,13 +31,13 @@
#ifndef WORLD_2D_H
#define WORLD_2D_H
-#include "project_settings.h"
-#include "resource.h"
+#include "core/project_settings.h"
+#include "core/resource.h"
#include "servers/physics_2d_server.h"
-class SpatialIndexer2D;
class VisibilityNotifier2D;
class Viewport;
+struct SpatialIndexer2D;
class World2D : public Resource {