/*************************************************************************/ /* particles_material.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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::List *ParticlesMaterial::dirty_materials = NULL; Map ParticlesMaterial::shader_map; ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL; void ParticlesMaterial::init_shaders() { #ifndef NO_THREADS material_mutex = Mutex::create(); #endif dirty_materials = memnew(SelfList::List); shader_names = memnew(ShaderNames); shader_names->direction = "direction"; 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"; shader_names->lifetime_randomness = "lifetime_randomness"; } void ParticlesMaterial::finish_shaders() { #ifndef NO_THREADS memdelete(material_mutex); #endif memdelete(dirty_materials); dirty_materials = NULL; 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 vec3 direction;\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"; code += "uniform float lifetime_randomness;\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; case EMISSION_SHAPE_MAX: { // Max value for validity check. 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 || emission_shape == EMISSION_SHAPE_DIRECTED_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 += " bool restart = false;\n"; code += " if (CUSTOM.y > CUSTOM.w) {\n"; code += " restart = true;\n"; code += " }\n\n"; code += " if (RESTART || 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 += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\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 += " angle1_rad += direction.z != 0.0 ? atan(direction.x, direction.z) : sign(direction.x) * (pi / 2.0);\n"; code += " angle2_rad += direction.z != 0.0 ? atan(direction.y, abs(direction.z)) : (direction.x != 0.0 ? atan(direction.y, abs(direction.x)) : sign(direction.y) * (pi / 2.0));\n"; code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n"; code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n"; code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n"; code += " vec3 vec_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n"; code += " vec_direction = normalize(vec_direction);\n"; code += " VELOCITY = vec_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.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n"; 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 += " float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n"; code += " float t = rand_from_seed(alt_seed) * 2.0 * pi;\n"; code += " float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n"; code += " TRANSFORM[3].xyz = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s);\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(0.0, 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; case EMISSION_SHAPE_MAX: { // Max value for validity check. 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 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 || emission_shape == EMISSION_SHAPE_DIRECTED_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 = tex_scale * mix(scale, 1.0, scale_random * scale_rand);\n"; code += " if (base_scale < 0.000001) {\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 += " if (CUSTOM.y > CUSTOM.w) {"; code += " ACTIVE = false;\n"; code += " }\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_direction(Vector3 p_direction) { direction = p_direction; VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction); } Vector3 ParticlesMaterial::get_direction() const { return direction; } 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 &p_texture, float p_min, float p_max) { Ref 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 &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); _adjust_curve_range(p_texture, 0, 1); } 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 ParticlesMaterial::get_param_texture(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref()); 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 &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 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) { ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX); 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 &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 &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 &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 ParticlesMaterial::get_emission_point_texture() const { return emission_point_texture; } Ref ParticlesMaterial::get_emission_normal_texture() const { return emission_normal_texture; } Ref 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 &p_trail_size_modifier) { trail_size_modifier = p_trail_size_modifier; Ref 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 ParticlesMaterial::get_trail_size_modifier() const { return trail_size_modifier; } void ParticlesMaterial::set_trail_color_modifier(const Ref &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 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; } void ParticlesMaterial::set_lifetime_randomness(float p_lifetime) { lifetime_randomness = p_lifetime; VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness); } float ParticlesMaterial::get_lifetime_randomness() const { return lifetime_randomness; } 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_direction", "degrees"), &ParticlesMaterial::set_direction); ClassDB::bind_method(D_METHOD("get_direction"), &ParticlesMaterial::get_direction); 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); ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "randomness"), &ParticlesMaterial::set_lifetime_randomness); ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &ParticlesMaterial::get_lifetime_randomness); ADD_GROUP("Time", ""); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness"); 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::FLOAT, "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, "Texture2D"), "set_emission_point_texture", "get_emission_point_texture"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_normal_texture", "get_emission_normal_texture"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "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("Direction", ""); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::FLOAT, "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::FLOAT, "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::FLOAT, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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::FLOAT, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "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); 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_DISABLE_Z); 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); BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX); } ParticlesMaterial::ParticlesMaterial() : element(this) { set_direction(Vector3(1, 0, 0)); set_spread(45); set_flatness(0); set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0); set_param(PARAM_ANGULAR_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)); set_lifetime_randomness(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(); }