/*************************************************************************/ /* particles_material.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "particles_material.h" #include "core/version.h" Mutex ParticlesMaterial::material_mutex; SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = nullptr; Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map; ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = nullptr; void ParticlesMaterial::init_shaders() { dirty_materials = memnew(SelfList<ParticlesMaterial>::List); shader_names = memnew(ShaderNames); shader_names->direction = "direction"; shader_names->spread = "spread"; shader_names->flatness = "flatness"; shader_names->initial_linear_velocity_min = "initial_linear_velocity_min"; shader_names->initial_angle_min = "initial_angle_min"; shader_names->angular_velocity_min = "angular_velocity_min"; shader_names->orbit_velocity_min = "orbit_velocity_min"; shader_names->linear_accel_min = "linear_accel_min"; shader_names->radial_accel_min = "radial_accel_min"; shader_names->tangent_accel_min = "tangent_accel_min"; shader_names->damping_min = "damping_min"; shader_names->scale_min = "scale_min"; shader_names->hue_variation_min = "hue_variation_min"; shader_names->anim_speed_min = "anim_speed_min"; shader_names->anim_offset_min = "anim_offset_min"; shader_names->initial_linear_velocity_max = "initial_linear_velocity_max"; shader_names->initial_angle_max = "initial_angle_max"; shader_names->angular_velocity_max = "angular_velocity_max"; shader_names->orbit_velocity_max = "orbit_velocity_max"; shader_names->linear_accel_max = "linear_accel_max"; shader_names->radial_accel_max = "radial_accel_max"; shader_names->tangent_accel_max = "tangent_accel_max"; shader_names->damping_max = "damping_max"; shader_names->scale_max = "scale_max"; shader_names->hue_variation_max = "hue_variation_max"; shader_names->anim_speed_max = "anim_speed_max"; shader_names->anim_offset_max = "anim_offset_max"; 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->color_initial_ramp = "color_initial_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->emission_ring_axis = "emission_ring_axis"; shader_names->emission_ring_height = "emission_ring_height"; shader_names->emission_ring_radius = "emission_ring_radius"; shader_names->emission_ring_inner_radius = "emission_ring_inner_radius"; shader_names->gravity = "gravity"; shader_names->lifetime_randomness = "lifetime_randomness"; shader_names->sub_emitter_frequency = "sub_emitter_frequency"; shader_names->sub_emitter_amount_at_end = "sub_emitter_amount_at_end"; shader_names->sub_emitter_keep_velocity = "sub_emitter_keep_velocity"; shader_names->collision_friction = "collision_friction"; shader_names->collision_bounce = "collision_bounce"; } void ParticlesMaterial::finish_shaders() { memdelete(dirty_materials); dirty_materials = nullptr; 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 RS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } } current_key = mk; if (shader_map.has(mk)) { RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader); shader_map[mk].users++; return; } //must create a shader! // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticlesMaterial.\n\n"; code += "shader_type particles;\n"; if (collision_scale) { code += "render_mode collision_use_scale;\n"; } code += "uniform vec3 direction;\n"; code += "uniform float spread;\n"; code += "uniform float flatness;\n"; code += "uniform float initial_linear_velocity_min;\n"; code += "uniform float initial_angle_min;\n"; code += "uniform float angular_velocity_min;\n"; code += "uniform float orbit_velocity_min;\n"; code += "uniform float linear_accel_min;\n"; code += "uniform float radial_accel_min;\n"; code += "uniform float tangent_accel_min;\n"; code += "uniform float damping_min;\n"; code += "uniform float scale_min;\n"; code += "uniform float hue_variation_min;\n"; code += "uniform float anim_speed_min;\n"; code += "uniform float anim_offset_min;\n"; code += "uniform float initial_linear_velocity_max;\n"; code += "uniform float initial_angle_max;\n"; code += "uniform float angular_velocity_max;\n"; code += "uniform float orbit_velocity_max;\n"; code += "uniform float linear_accel_max;\n"; code += "uniform float radial_accel_max;\n"; code += "uniform float tangent_accel_max;\n"; code += "uniform float damping_max;\n"; code += "uniform float scale_max;\n"; code += "uniform float hue_variation_max;\n"; code += "uniform float anim_speed_max;\n"; code += "uniform float anim_offset_max;\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_RING: { code += "uniform vec3 " + shader_names->emission_ring_axis + ";\n"; code += "uniform float " + shader_names->emission_ring_height + ";\n"; code += "uniform float " + shader_names->emission_ring_radius + ";\n"; code += "uniform float " + shader_names->emission_ring_inner_radius + ";\n"; } break; case EMISSION_SHAPE_MAX: { // Max value for validity check. break; } } if (sub_emitter_mode != SUB_EMITTER_DISABLED) { if (sub_emitter_mode == SUB_EMITTER_CONSTANT) { code += "uniform float sub_emitter_frequency;\n"; } if (sub_emitter_mode == SUB_EMITTER_AT_END) { code += "uniform int sub_emitter_amount_at_end;\n"; } code += "uniform bool sub_emitter_keep_velocity;\n"; } code += "uniform vec4 color_value : hint_color;\n"; code += "uniform vec3 gravity;\n"; if (color_ramp.is_valid()) { code += "uniform sampler2D color_ramp;\n"; } if (color_initial_ramp.is_valid()) { code += "uniform sampler2D color_initial_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 (collision_enabled) { code += "uniform float collision_friction;\n"; code += "uniform float collision_bounce;\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 start() {\n"; code += " uint base_number = NUMBER;\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"; if (color_initial_ramp.is_valid()) { code += " float color_initial_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"; } 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 = 1.0;\n"; } code += " float spread_rad = spread * degree_to_rad;\n"; code += " if (RESTART_VELOCITY) {\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 = 1.0;\n"; } if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " {\n"; 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 * mix(initial_linear_velocity_min,initial_linear_velocity_max, rand_from_seed(alt_seed));\n"; code += " }\n"; } else { //initiate velocity spread in 3D code += " {\n"; 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), 0.0, 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 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n"; code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n"; code += " // rotate spread to direction\n"; code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n"; code += " if (length(binormal) < 0.0001) {\n"; code += " // direction is parallel to Y. Choose Z as the binormal.\n"; code += " binormal = vec3(0.0, 0.0, 1.0);\n"; code += " }\n"; code += " binormal = normalize(binormal);\n"; code += " vec3 normal = cross(binormal, direction_nrm);\n"; code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n"; code += " VELOCITY = spread_direction * mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed));\n"; code += " }\n"; } code += " }\n"; code += " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\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 = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n"; // animation offset (0-1) code += " if (RESTART_POSITION) {\n"; switch (emission_shape) { case EMISSION_SHAPE_POINT: { //do none, identity (will later be multiplied by emission transform) code += " TRANSFORM = mat4(vec4(1,0,0,0),vec4(0,1,0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n"; } 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 (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " {\n"; 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 += " if (RESTART_VELOCITY) VELOCITY.xy = rotm * VELOCITY.xy;\n"; code += " }\n"; } else { code += " {\n"; 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 += " if (RESTART_VELOCITY) VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n"; code += " }\n"; } } } break; case EMISSION_SHAPE_RING: { code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n"; code += " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n"; code += " vec3 axis = normalize(emission_ring_axis);\n"; code += " vec3 ortho_axis = vec3(0.0);\n"; code += " if (axis == vec3(1.0, 0.0, 0.0)) {\n"; code += " ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n"; code += " } else {\n"; code += " ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n"; code += " }\n"; code += " ortho_axis = normalize(ortho_axis);\n"; code += " float s = sin(ring_spawn_angle);\n"; code += " float c = cos(ring_spawn_angle);\n"; code += " float oc = 1.0 - c;\n"; code += " ortho_axis = mat3(\n"; code += " vec3(c + axis.x * axis.x * oc, axis.x * axis.y * oc - axis.z * s, axis.x * axis.z *oc + axis.y * s),\n"; code += " vec3(axis.x * axis.y * oc + s * axis.z, c + axis.y * axis.y * oc, axis.y * axis.z * oc - axis.x * s),\n"; code += " vec3(axis.z * axis.x * oc - axis.y * s, axis.z * axis.y * oc + axis.x * s, c + axis.z * axis.z * oc)\n"; code += " ) * ortho_axis;\n"; code += " ortho_axis = normalize(ortho_axis);\n"; code += " TRANSFORM[3].xyz = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * emission_ring_height - emission_ring_height / 2.0) * axis;\n"; } break; case EMISSION_SHAPE_MAX: { // Max value for validity check. break; } } code += " if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n"; code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " VELOCITY.z = 0.0;\n"; code += " TRANSFORM[3].z = 0.0;\n"; } code += " }\n"; code += "}\n\n"; code += "void process() {\n"; code += " uint base_number = NUMBER;\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"; if (color_initial_ramp.is_valid()) { code += " float color_initial_rand = rand_from_seed(alt_seed);\n"; } code += " float pi = 3.14159;\n"; code += " float degree_to_rad = pi / 180.0;\n"; code += "\n"; code += " CUSTOM.y += DELTA / LIFETIME;\n"; code += " float tv = CUSTOM.y / CUSTOM.w;\n"; if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) { code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_linear_velocity = 1.0;\n"; } if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) { code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_orbit_velocity = 1.0;\n"; } } if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) { code += " float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_angular_velocity = 1.0;\n"; } if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) { code += " float tex_linear_accel = textureLod(linear_accel_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_linear_accel = 1.0;\n"; } if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) { code += " float tex_radial_accel = textureLod(radial_accel_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_radial_accel = 1.0;\n"; } if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) { code += " float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_tangent_accel = 1.0;\n"; } if (tex_parameters[PARAM_DAMPING].is_valid()) { code += " float tex_damping = textureLod(damping_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_damping = 1.0;\n"; } if (tex_parameters[PARAM_ANGLE].is_valid()) { code += " float tex_angle = textureLod(angle_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_angle = 1.0;\n"; } if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) { code += " float tex_anim_speed = textureLod(anim_speed_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_anim_speed = 1.0;\n"; } if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) { code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_anim_offset = 1.0;\n"; } code += " vec3 force = gravity;\n"; code += " vec3 pos = TRANSFORM[3].xyz;\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " pos.z = 0.0;\n"; } code += " // apply linear acceleration\n"; code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : 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) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n"; code += " // apply tangential acceleration;\n"; code += " float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed))\n;"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n"; } else { code += " vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n"; code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0);\n"; } if (attractor_interaction_enabled) { code += " force += ATTRACTOR_FORCE;\n\n"; } code += " // apply attractor forces\n"; code += " VELOCITY += force * DELTA;\n"; code += " // orbit velocity\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\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 += " float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n"; code += " if (dmp * tex_damping > 0.0) {\n"; code += " float v = length(VELOCITY);\n"; code += " float damp = tex_damping * dmp;\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 = (tex_angle) * mix(initial_angle_min, initial_angle_max, rand_from_seed(alt_seed));\n"; code += " base_angle += CUSTOM.y * LIFETIME * (tex_angular_velocity) * mix(angular_velocity_min,angular_velocity_max, rand_from_seed(alt_seed));\n"; code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)) + tv * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n"; // angle // apply color // apply hue rotation if (tex_parameters[PARAM_SCALE].is_valid()) { code += " vec3 tex_scale = textureLod(scale_texture, vec2(tv, 0.0), 0.0).rgb;\n"; } else { code += " vec3 tex_scale = vec3(1.0);\n"; } if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) { code += " float tex_hue_variation = textureLod(hue_variation_texture, vec2(tv, 0.0), 0.0).r;\n"; } else { code += " float tex_hue_variation = 1.0;\n"; } code += " float hue_rot_angle = (tex_hue_variation) * pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed));\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(tv, 0.0), 0.0) * color_value;\n"; } else { code += " COLOR = hue_rot_mat * color_value;\n"; } if (color_initial_ramp.is_valid()) { code += " vec4 start_color = textureLod(color_initial_ramp, vec2(color_initial_rand, 0.0), 0.0);\n"; code += " COLOR *= start_color;\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"; } code += "\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { if (particle_flags[PARTICLE_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 (particle_flags[PARTICLE_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 (particle_flags[PARTICLE_FLAG_ROTATE_Y]) { code += " vec4 origin = TRANSFORM[3];\n"; code += " 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"; code += " TRANSFORM[3] = origin;\n"; } } //scale by scale code += " float base_scale = mix(scale_min, scale_max, scale_rand);\n"; code += " base_scale = sign(base_scale) * max(abs(base_scale), 0.001);\n"; code += " TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n"; code += " TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n"; code += " TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { code += " VELOCITY.z = 0.0;\n"; code += " TRANSFORM[3].z = 0.0;\n"; } if (collision_enabled) { code += " if (COLLIDED) {\n"; code += " TRANSFORM[3].xyz+=COLLISION_NORMAL * COLLISION_DEPTH;\n"; code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n"; code += " VELOCITY = mix(VELOCITY,vec3(0.0),collision_friction * DELTA * 100.0);\n"; code += " }\n"; } if (sub_emitter_mode != SUB_EMITTER_DISABLED) { code += " int emit_count = 0;\n"; switch (sub_emitter_mode) { case SUB_EMITTER_CONSTANT: { code += " float interval_from = CUSTOM.y * LIFETIME - DELTA;\n"; code += " float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n"; code += " if (DELTA >= interval_rem) emit_count = 1;\n"; } break; case SUB_EMITTER_AT_COLLISION: { //not implemented yet code += " if (COLLIDED) emit_count = 1;\n"; } break; case SUB_EMITTER_AT_END: { //not implemented yet code += " float unit_delta = DELTA/LIFETIME;\n"; code += " float end_time = CUSTOM.w * 0.95;\n"; // if we do at the end we might miss it, as it can just get deactivated by emitter code += " if (CUSTOM.y < end_time && (CUSTOM.y + unit_delta) >= end_time) emit_count = sub_emitter_amount_at_end;\n"; } break; default: { } } code += " for(int i=0;i<emit_count;i++) {\n"; code += " uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n"; code += " if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n"; code += " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n"; code += " }"; } code += " if (CUSTOM.y > CUSTOM.w) {\n"; code += " ACTIVE = false;\n"; code += " }\n"; code += "}\n"; code += "\n"; ShaderData shader_data; shader_data.shader = RS::get_singleton()->shader_create(); shader_data.users = 1; RS::get_singleton()->shader_set_code(shader_data.shader, code); shader_map[mk] = shader_data; RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader); } void ParticlesMaterial::flush_changes() { MutexLock lock(material_mutex); while (dirty_materials->first()) { dirty_materials->first()->self()->_update_shader(); } } void ParticlesMaterial::_queue_shader_change() { MutexLock lock(material_mutex); if (is_initialized && !element.in_list()) { dirty_materials->add(&element); } } bool ParticlesMaterial::_is_shader_dirty() const { MutexLock lock(material_mutex); return element.in_list(); } void ParticlesMaterial::set_direction(Vector3 p_direction) { direction = p_direction; RenderingServer::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; RenderingServer::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; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness); } float ParticlesMaterial::get_flatness() const { return flatness; } void ParticlesMaterial::set_param_min(Parameter p_param, float p_value) { ERR_FAIL_INDEX(p_param, PARAM_MAX); params_min[p_param] = p_value; if (params_min[p_param] > params_max[p_param]) { set_param_max(p_param, p_value); } switch (p_param) { case PARAM_INITIAL_LINEAR_VELOCITY: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_min, p_value); } break; case PARAM_ANGULAR_VELOCITY: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_min, p_value); } break; case PARAM_ORBIT_VELOCITY: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_min, p_value); } break; case PARAM_LINEAR_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_min, p_value); } break; case PARAM_RADIAL_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_min, p_value); } break; case PARAM_TANGENTIAL_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_min, p_value); } break; case PARAM_DAMPING: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_min, p_value); } break; case PARAM_ANGLE: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_min, p_value); } break; case PARAM_SCALE: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_min, p_value); } break; case PARAM_HUE_VARIATION: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_min, p_value); } break; case PARAM_ANIM_SPEED: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_min, p_value); } break; case PARAM_ANIM_OFFSET: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_min, p_value); } break; case PARAM_MAX: break; // Can't happen, but silences warning } } float ParticlesMaterial::get_param_min(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); return params_min[p_param]; } void ParticlesMaterial::set_param_max(Parameter p_param, float p_value) { ERR_FAIL_INDEX(p_param, PARAM_MAX); params_max[p_param] = p_value; if (params_min[p_param] > params_max[p_param]) { set_param_min(p_param, p_value); } switch (p_param) { case PARAM_INITIAL_LINEAR_VELOCITY: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_max, p_value); } break; case PARAM_ANGULAR_VELOCITY: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_max, p_value); } break; case PARAM_ORBIT_VELOCITY: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_max, p_value); } break; case PARAM_LINEAR_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_max, p_value); } break; case PARAM_RADIAL_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_max, p_value); } break; case PARAM_TANGENTIAL_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_max, p_value); } break; case PARAM_DAMPING: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_max, p_value); } break; case PARAM_ANGLE: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_max, p_value); } break; case PARAM_SCALE: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_max, p_value); } break; case PARAM_HUE_VARIATION: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_max, p_value); } break; case PARAM_ANIM_SPEED: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_max, p_value); } break; case PARAM_ANIM_OFFSET: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_max, p_value); } break; case PARAM_MAX: break; // Can't happen, but silences warning } } float ParticlesMaterial::get_param_max(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); return params_max[p_param]; } static void _adjust_curve_range(const Ref<Texture2D> &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<Texture2D> &p_texture) { ERR_FAIL_INDEX(p_param, PARAM_MAX); tex_parameters[p_param] = p_texture; RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID(); switch (p_param) { case PARAM_INITIAL_LINEAR_VELOCITY: { //do none for this one } break; case PARAM_ANGULAR_VELOCITY: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, tex_rid); _adjust_curve_range(p_texture, -360, 360); } break; case PARAM_ORBIT_VELOCITY: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, tex_rid); _adjust_curve_range(p_texture, -500, 500); } break; case PARAM_LINEAR_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, tex_rid); _adjust_curve_range(p_texture, -200, 200); } break; case PARAM_RADIAL_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, tex_rid); _adjust_curve_range(p_texture, -200, 200); } break; case PARAM_TANGENTIAL_ACCEL: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, tex_rid); _adjust_curve_range(p_texture, -200, 200); } break; case PARAM_DAMPING: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, tex_rid); _adjust_curve_range(p_texture, 0, 100); } break; case PARAM_ANGLE: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, tex_rid); _adjust_curve_range(p_texture, -360, 360); } break; case PARAM_SCALE: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, tex_rid); _adjust_curve_range(p_texture, 0, 1); } break; case PARAM_HUE_VARIATION: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, tex_rid); _adjust_curve_range(p_texture, -1, 1); } break; case PARAM_ANIM_SPEED: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, tex_rid); _adjust_curve_range(p_texture, 0, 200); } break; case PARAM_ANIM_OFFSET: { RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, tex_rid); } break; case PARAM_MAX: break; // Can't happen, but silences warning } _queue_shader_change(); } Ref<Texture2D> ParticlesMaterial::get_param_texture(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>()); return tex_parameters[p_param]; } void ParticlesMaterial::set_color(const Color &p_color) { RenderingServer::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<Texture2D> &p_texture) { color_ramp = p_texture; RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID(); RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid); _queue_shader_change(); notify_property_list_changed(); } Ref<Texture2D> ParticlesMaterial::get_color_ramp() const { return color_ramp; } void ParticlesMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) { color_initial_ramp = p_texture; RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID(); RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_initial_ramp, tex_rid); _queue_shader_change(); notify_property_list_changed(); } Ref<Texture2D> ParticlesMaterial::get_color_initial_ramp() const { return color_initial_ramp; } void ParticlesMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) { ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX); particle_flags[p_particle_flag] = p_enable; _queue_shader_change(); if (p_particle_flag == PARTICLE_FLAG_DISABLE_Z) { notify_property_list_changed(); } } bool ParticlesMaterial::get_particle_flag(ParticleFlags p_particle_flag) const { ERR_FAIL_INDEX_V(p_particle_flag, PARTICLE_FLAG_MAX, false); return particle_flags[p_particle_flag]; } void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) { ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX); emission_shape = p_shape; notify_property_list_changed(); _queue_shader_change(); } void ParticlesMaterial::set_emission_sphere_radius(real_t p_radius) { emission_sphere_radius = p_radius; RenderingServer::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; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents); } void ParticlesMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) { emission_point_texture = p_points; RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID(); RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid); } void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) { emission_normal_texture = p_normals; RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID(); RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid); } void ParticlesMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) { emission_color_texture = p_colors; RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID(); RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid); _queue_shader_change(); } void ParticlesMaterial::set_emission_point_count(int p_count) { emission_point_count = p_count; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count); } void ParticlesMaterial::set_emission_ring_axis(Vector3 p_axis) { emission_ring_axis = p_axis; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_axis, p_axis); } void ParticlesMaterial::set_emission_ring_height(real_t p_height) { emission_ring_height = p_height; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_height, p_height); } void ParticlesMaterial::set_emission_ring_radius(real_t p_radius) { emission_ring_radius = p_radius; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_radius, p_radius); } void ParticlesMaterial::set_emission_ring_inner_radius(real_t p_radius) { emission_ring_inner_radius = p_radius; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_inner_radius, p_radius); } ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const { return emission_shape; } real_t ParticlesMaterial::get_emission_sphere_radius() const { return emission_sphere_radius; } Vector3 ParticlesMaterial::get_emission_box_extents() const { return emission_box_extents; } Ref<Texture2D> ParticlesMaterial::get_emission_point_texture() const { return emission_point_texture; } Ref<Texture2D> ParticlesMaterial::get_emission_normal_texture() const { return emission_normal_texture; } Ref<Texture2D> ParticlesMaterial::get_emission_color_texture() const { return emission_color_texture; } int ParticlesMaterial::get_emission_point_count() const { return emission_point_count; } Vector3 ParticlesMaterial::get_emission_ring_axis() const { return emission_ring_axis; } real_t ParticlesMaterial::get_emission_ring_height() const { return emission_ring_height; } real_t ParticlesMaterial::get_emission_ring_radius() const { return emission_ring_radius; } real_t ParticlesMaterial::get_emission_ring_inner_radius() const { return emission_ring_inner_radius; } 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 } RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset); } Vector3 ParticlesMaterial::get_gravity() const { return gravity; } void ParticlesMaterial::set_lifetime_randomness(double p_lifetime) { lifetime_randomness = p_lifetime; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness); } double 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 == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) { property.usage = PROPERTY_USAGE_NONE; } if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("emission_ring_") && emission_shape != EMISSION_SHAPE_RING) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "sub_emitter_frequency" && sub_emitter_mode != SUB_EMITTER_CONSTANT) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "sub_emitter_amount_at_end" && sub_emitter_mode != SUB_EMITTER_AT_END) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("orbit_") && !particle_flags[PARTICLE_FLAG_DISABLE_Z]) { property.usage = PROPERTY_USAGE_NONE; } } void ParticlesMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) { sub_emitter_mode = p_sub_emitter_mode; _queue_shader_change(); notify_property_list_changed(); } ParticlesMaterial::SubEmitterMode ParticlesMaterial::get_sub_emitter_mode() const { return sub_emitter_mode; } void ParticlesMaterial::set_sub_emitter_frequency(double p_frequency) { sub_emitter_frequency = p_frequency; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); //pass delta instead of frequency, since its easier to compute } double ParticlesMaterial::get_sub_emitter_frequency() const { return sub_emitter_frequency; } void ParticlesMaterial::set_sub_emitter_amount_at_end(int p_amount) { sub_emitter_amount_at_end = p_amount; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_end, p_amount); } int ParticlesMaterial::get_sub_emitter_amount_at_end() const { return sub_emitter_amount_at_end; } void ParticlesMaterial::set_sub_emitter_keep_velocity(bool p_enable) { sub_emitter_keep_velocity = p_enable; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable); } bool ParticlesMaterial::get_sub_emitter_keep_velocity() const { return sub_emitter_keep_velocity; } void ParticlesMaterial::set_attractor_interaction_enabled(bool p_enable) { attractor_interaction_enabled = p_enable; _queue_shader_change(); } bool ParticlesMaterial::is_attractor_interaction_enabled() const { return attractor_interaction_enabled; } void ParticlesMaterial::set_collision_enabled(bool p_enabled) { collision_enabled = p_enabled; _queue_shader_change(); } bool ParticlesMaterial::is_collision_enabled() const { return collision_enabled; } void ParticlesMaterial::set_collision_use_scale(bool p_scale) { collision_scale = p_scale; _queue_shader_change(); } bool ParticlesMaterial::is_collision_using_scale() const { return collision_scale; } void ParticlesMaterial::set_collision_friction(float p_friction) { collision_friction = p_friction; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_friction, p_friction); } float ParticlesMaterial::get_collision_friction() const { return collision_friction; } void ParticlesMaterial::set_collision_bounce(float p_bounce) { collision_bounce = p_bounce; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_bounce, p_bounce); } float ParticlesMaterial::get_collision_bounce() const { return collision_bounce; } 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_min", "param", "value"), &ParticlesMaterial::set_param_min); ClassDB::bind_method(D_METHOD("get_param_min", "param"), &ParticlesMaterial::get_param_min); ClassDB::bind_method(D_METHOD("set_param_max", "param", "value"), &ParticlesMaterial::set_param_max); ClassDB::bind_method(D_METHOD("get_param_max", "param"), &ParticlesMaterial::get_param_max); 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_color_initial_ramp", "ramp"), &ParticlesMaterial::set_color_initial_ramp); ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticlesMaterial::get_color_initial_ramp); ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticlesMaterial::set_particle_flag); ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticlesMaterial::get_particle_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_emission_ring_axis", "axis"), &ParticlesMaterial::set_emission_ring_axis); ClassDB::bind_method(D_METHOD("get_emission_ring_axis"), &ParticlesMaterial::get_emission_ring_axis); ClassDB::bind_method(D_METHOD("set_emission_ring_height", "height"), &ParticlesMaterial::set_emission_ring_height); ClassDB::bind_method(D_METHOD("get_emission_ring_height"), &ParticlesMaterial::get_emission_ring_height); ClassDB::bind_method(D_METHOD("set_emission_ring_radius", "radius"), &ParticlesMaterial::set_emission_ring_radius); ClassDB::bind_method(D_METHOD("get_emission_ring_radius"), &ParticlesMaterial::get_emission_ring_radius); ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticlesMaterial::set_emission_ring_inner_radius); ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticlesMaterial::get_emission_ring_inner_radius); 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); ClassDB::bind_method(D_METHOD("get_sub_emitter_mode"), &ParticlesMaterial::get_sub_emitter_mode); ClassDB::bind_method(D_METHOD("set_sub_emitter_mode", "mode"), &ParticlesMaterial::set_sub_emitter_mode); ClassDB::bind_method(D_METHOD("get_sub_emitter_frequency"), &ParticlesMaterial::get_sub_emitter_frequency); ClassDB::bind_method(D_METHOD("set_sub_emitter_frequency", "hz"), &ParticlesMaterial::set_sub_emitter_frequency); ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticlesMaterial::get_sub_emitter_amount_at_end); ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticlesMaterial::set_sub_emitter_amount_at_end); ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticlesMaterial::get_sub_emitter_keep_velocity); ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticlesMaterial::set_sub_emitter_keep_velocity); ClassDB::bind_method(D_METHOD("set_attractor_interaction_enabled", "enabled"), &ParticlesMaterial::set_attractor_interaction_enabled); ClassDB::bind_method(D_METHOD("is_attractor_interaction_enabled"), &ParticlesMaterial::is_attractor_interaction_enabled); ClassDB::bind_method(D_METHOD("set_collision_enabled", "enabled"), &ParticlesMaterial::set_collision_enabled); ClassDB::bind_method(D_METHOD("is_collision_enabled"), &ParticlesMaterial::is_collision_enabled); ClassDB::bind_method(D_METHOD("set_collision_use_scale", "radius"), &ParticlesMaterial::set_collision_use_scale); ClassDB::bind_method(D_METHOD("is_collision_using_scale"), &ParticlesMaterial::is_collision_using_scale); ClassDB::bind_method(D_METHOD("set_collision_friction", "friction"), &ParticlesMaterial::set_collision_friction); ClassDB::bind_method(D_METHOD("get_collision_friction"), &ParticlesMaterial::get_collision_friction); ClassDB::bind_method(D_METHOD("set_collision_bounce", "bounce"), &ParticlesMaterial::set_collision_bounce); ClassDB::bind_method(D_METHOD("get_collision_bounce"), &ParticlesMaterial::get_collision_bounce); 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("Emission Shape", "emission_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points,Ring"), "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_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_ring_axis"), "set_emission_ring_axis", "get_emission_ring_axis"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_height"), "set_emission_ring_height", "get_emission_ring_height"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_radius"), "set_emission_ring_radius", "get_emission_ring_radius"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_inner_radius"), "set_emission_ring_inner_radius", "get_emission_ring_inner_radius"); ADD_GROUP("ParticleFlags", "particle_flag_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_align_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_rotate_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ROTATE_Y); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_disable_z"), "set_particle_flag", "get_particle_flag", PARTICLE_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_min", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_INITIAL_LINEAR_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_max", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_INITIAL_LINEAR_VELOCITY); ADD_GROUP("Angular Velocity", "angular_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_min", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANGULAR_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_max", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ORBIT_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_max", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_LINEAR_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_RADIAL_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_TANGENTIAL_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param_min", "get_param_min", PARAM_DAMPING); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_max", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param_min", "get_param_min", PARAM_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_max", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_min", "get_param_min", PARAM_SCALE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_max", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_max", "get_param_max", PARAM_SCALE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture,CurveXYZTexture"), "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, "GradientTexture1D"), "set_color_ramp", "get_color_ramp"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_initial_ramp", "get_color_initial_ramp"); ADD_GROUP("Hue Variation", "hue_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_max", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANIM_SPEED); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_max", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", 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_min", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANIM_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_max", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", 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_GROUP("Sub Emitter", "sub_emitter_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_mode", PROPERTY_HINT_ENUM, "Disabled,Constant,At End,At Collision"), "set_sub_emitter_mode", "get_sub_emitter_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sub_emitter_frequency", PROPERTY_HINT_RANGE, "0.01,100,0.01"), "set_sub_emitter_frequency", "get_sub_emitter_frequency"); ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_amount_at_end", PROPERTY_HINT_RANGE, "1,32,1"), "set_sub_emitter_amount_at_end", "get_sub_emitter_amount_at_end"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sub_emitter_keep_velocity"), "set_sub_emitter_keep_velocity", "get_sub_emitter_keep_velocity"); ADD_GROUP("Attractor Interaction", "attractor_interaction_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "attractor_interaction_enabled"), "set_attractor_interaction_enabled", "is_attractor_interaction_enabled"); ADD_GROUP("Collision", "collision_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_enabled"), "set_collision_enabled", "is_collision_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_friction", "get_collision_friction"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_bounce", "get_collision_bounce"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_scale"), "set_collision_use_scale", "is_collision_using_scale"); 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(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY); BIND_ENUM_CONSTANT(PARTICLE_FLAG_ROTATE_Y); BIND_ENUM_CONSTANT(PARTICLE_FLAG_DISABLE_Z); BIND_ENUM_CONSTANT(PARTICLE_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_RING); BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX); BIND_ENUM_CONSTANT(SUB_EMITTER_DISABLED); BIND_ENUM_CONSTANT(SUB_EMITTER_CONSTANT); BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END); BIND_ENUM_CONSTANT(SUB_EMITTER_AT_COLLISION); BIND_ENUM_CONSTANT(SUB_EMITTER_MAX); } ParticlesMaterial::ParticlesMaterial() : element(this) { set_direction(Vector3(1, 0, 0)); set_spread(45); set_flatness(0); set_param_min(PARAM_INITIAL_LINEAR_VELOCITY, 0); set_param_min(PARAM_ANGULAR_VELOCITY, 0); set_param_min(PARAM_ORBIT_VELOCITY, 0); set_param_min(PARAM_LINEAR_ACCEL, 0); set_param_min(PARAM_RADIAL_ACCEL, 0); set_param_min(PARAM_TANGENTIAL_ACCEL, 0); set_param_min(PARAM_DAMPING, 0); set_param_min(PARAM_ANGLE, 0); set_param_min(PARAM_SCALE, 1); set_param_min(PARAM_HUE_VARIATION, 0); set_param_min(PARAM_ANIM_SPEED, 0); set_param_min(PARAM_ANIM_OFFSET, 0); set_param_max(PARAM_INITIAL_LINEAR_VELOCITY, 0); set_param_max(PARAM_ANGULAR_VELOCITY, 0); set_param_max(PARAM_ORBIT_VELOCITY, 0); set_param_max(PARAM_LINEAR_ACCEL, 0); set_param_max(PARAM_RADIAL_ACCEL, 0); set_param_max(PARAM_TANGENTIAL_ACCEL, 0); set_param_max(PARAM_DAMPING, 0); set_param_max(PARAM_ANGLE, 0); set_param_max(PARAM_SCALE, 1); set_param_max(PARAM_HUE_VARIATION, 0); set_param_max(PARAM_ANIM_SPEED, 0); set_param_max(PARAM_ANIM_OFFSET, 0); set_emission_shape(EMISSION_SHAPE_POINT); set_emission_sphere_radius(1); set_emission_box_extents(Vector3(1, 1, 1)); set_emission_ring_axis(Vector3(0, 0, 1.0)); set_emission_ring_height(1); set_emission_ring_radius(1); set_emission_ring_inner_radius(0); set_gravity(Vector3(0, -9.8, 0)); set_lifetime_randomness(0); set_sub_emitter_mode(SUB_EMITTER_DISABLED); set_sub_emitter_frequency(4); set_sub_emitter_amount_at_end(1); set_sub_emitter_keep_velocity(false); set_attractor_interaction_enabled(true); set_collision_enabled(false); set_collision_bounce(0.0); set_collision_friction(0.0); set_collision_use_scale(false); for (int i = 0; i < PARTICLE_FLAG_MAX; i++) { particle_flags[i] = false; } set_color(Color(1, 1, 1, 1)); current_key.invalid_key = 1; is_initialized = true; _queue_shader_change(); } ParticlesMaterial::~ParticlesMaterial() { MutexLock lock(material_mutex); 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 RS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } RS::get_singleton()->material_set_shader(_get_material(), RID()); } }