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path: root/scene/resources/particles_material.cpp
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2021-04-17Split particle shader entry pointsreduz
* Particle shaders now have start() and process() * Particle collision happens between them. * The RESTART property is kept, so porting an old shader is still possible. This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-14Refactor GLSL shader compilationreduz
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
2021-03-25Fix ParticlesMaterial spreadMorris Tabor
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-01-27Fix particles not properly modified by their lifetimeYuri Roubinsky
2021-01-12Renamed `emit_particle` to `emit_subparticle` shader functionYuri Roubinsky
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-04Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags"Aaron Franke
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
2020-10-09Implement GPU Particle Collisionsreduz
-Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
2020-09-11doc: Sync classref with current sourceRémi Verschelde
Bind missing enums.
2020-09-06Implement manual particle emission and particle sub emitters.reduz
2020-09-02Re-Implement GPU particles on master.Juan Linietsky
-No new features yet -Unlike godot 3.x, sorting happens using GPU
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-09Fix GPU Particleszxcvdev
The special case atan(y,0) of the built-in shader function atan(y,x) returns different results on different devices. So this commit will add checks when the atan(y,x) function is used in ParticlesMaterial to set the direction of GPU Particles to make sure the desired values are returned (act as atan2(y,x)).
2020-01-16Validate input in (CPU)Particles set_emission_shape()Rémi Verschelde
Fixes #29777. Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-11-08Fixed prematurely ending animation of particles.Simon Hardt
2019-09-24fix particles scale randomizationclayjohn
2019-07-14added individual particle random lifetimeclayjohn
2019-07-06particles: Return uniform density spheres.Simon Puchert
This matches the previous change for cpu_particles.
2019-07-02Merge pull request #26613 from KoBeWi/direction_of_particlesRémi Verschelde
Add a Direction property to ParticlesMaterial
2019-06-29Many fallthrough switch cases now have the FALLTHROUGH macro to tell the ↵hbina085
compiler that this is intended.
2019-06-26Add a Direction property to ParticlesMaterialTomasz Chabora
2019-06-21Particles: Properly initialize angular velocity parameterRémi Verschelde
Right now it would take garbage values when loading scenes, which could end up written to the scene file.
2019-06-03Bind missing FLAG_DISABLE_Z enum value in ParticlesMaterialRémi Verschelde
Fixes #29419.
2019-02-24Explicitly use floating point numbers in the our shadersHein-Pieter van Braam
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-21Moved dirty material lists from static to lifetime controlled by main.Ibrahn Sahir
As with 7d82bed4f4cac8f5227d935c0496290e24eb48c8, The list is now destroyed before the OS object, so can print errors if there are unfreed materials.
2018-11-19Tweak the Hue Variation property hint to allow finer adjustmentsHugo Locurcio
2018-11-13ParticlesMaterial: Simplify PARAM_SCALE texture validationRémi Verschelde
Using the same helper method as other param textures.
2018-11-06Fix angular velocity property range in editor for ParticlesMaterialKanabenki
2018-11-04Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
2018-10-08Fixes to CPU particles for performance and avoiding NaNs.Juan Linietsky
2018-09-27Fix warnings about unhandled enum value in switch [-Wswitch]Rémi Verschelde
Fixes GCC 5 warnings of the form: core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch] core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch] Those can be trivial cases where adding a default fallback is the solution, or more complex issues/hidden bugs where missed values are actually meant to be handled.
2018-09-04Particles: Reset default velocity to 0, allow negative valuesRémi Verschelde
2018-09-04Style: Format generated shader code in ParticlesMaterialRémi Verschelde
2018-09-04Move ParticlesMaterial code to its own resource fileRémi Verschelde
It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense to have as a common resource. It also allowed to disable compilation of Particles (3D) when using 'disable_3d'. Also cleaned up includes in SpatialEditorGizmos and some other places, as well as dropped dead code in material_editor_plugin.cpp.