/*************************************************************************/ /* visual_shader_particle_nodes.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "visual_shader_particle_nodes.h" #include "core/core_string_names.h" // VisualShaderNodeParticleEmitter int VisualShaderNodeParticleEmitter::get_output_port_count() const { return 1; } VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const { if (mode_2d) { return PORT_TYPE_VECTOR_2D; } return PORT_TYPE_VECTOR_3D; } String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const { if (p_port == 0) { return "position"; } return String(); } bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const { return false; } void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) { if (mode_2d == p_enabled) { return; } mode_2d = p_enabled; emit_changed(); } bool VisualShaderNodeParticleEmitter::is_mode_2d() const { return mode_2d; } Vector VisualShaderNodeParticleEmitter::get_editable_properties() const { Vector props; props.push_back("mode_2d"); return props; } HashMap VisualShaderNodeParticleEmitter::get_editable_properties_names() const { HashMap names; names.insert("mode_2d", RTR("2D Mode")); return names; } bool VisualShaderNodeParticleEmitter::is_show_prop_names() const { return true; } void VisualShaderNodeParticleEmitter::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mode_2d", "enabled"), &VisualShaderNodeParticleEmitter::set_mode_2d); ClassDB::bind_method(D_METHOD("is_mode_2d"), &VisualShaderNodeParticleEmitter::is_mode_2d); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "mode_2d"), "set_mode_2d", "is_mode_2d"); } VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() { } // VisualShaderNodeParticleSphereEmitter String VisualShaderNodeParticleSphereEmitter::get_caption() const { return "SphereEmitter"; } int VisualShaderNodeParticleSphereEmitter::get_input_port_count() const { return 2; } VisualShaderNodeParticleSphereEmitter::PortType VisualShaderNodeParticleSphereEmitter::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) const { if (p_port == 0) { return "radius"; } else if (p_port == 1) { return "inner_radius"; } return String(); } String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const { String code; code += "vec2 __get_random_point_in_circle(inout uint seed, float radius, float inner_radius) {\n"; code += " return __get_random_unit_vec2(seed) * __randf_range(seed, inner_radius, radius);\n"; code += "}\n\n"; code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n"; code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n"; code += "}\n\n"; return code; } String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; if (mode_2d) { code += " " + p_output_vars[0] + " = __get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; } else { code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; } return code; } VisualShaderNodeParticleSphereEmitter::VisualShaderNodeParticleSphereEmitter() { set_input_port_default_value(0, 10.0); set_input_port_default_value(1, 0.0); } // VisualShaderNodeParticleBoxEmitter String VisualShaderNodeParticleBoxEmitter::get_caption() const { return "BoxEmitter"; } int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const { return 1; } VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const { if (p_port == 0) { if (mode_2d) { return PORT_TYPE_VECTOR_2D; } return PORT_TYPE_VECTOR_3D; } return PORT_TYPE_SCALAR; } void VisualShaderNodeParticleBoxEmitter::set_mode_2d(bool p_enabled) { if (mode_2d == p_enabled) { return; } if (p_enabled) { set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); } else { set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); } mode_2d = p_enabled; emit_changed(); } String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const { if (p_port == 0) { return "extents"; } return String(); } String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const { String code; code += "vec2 __get_random_point_in_box2d(inout uint seed, vec2 extents) {\n"; code += " vec2 half_extents = extents / 2.0;\n"; code += " return vec2(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y));\n"; code += "}\n\n"; code += "vec3 __get_random_point_in_box3d(inout uint seed, vec3 extents) {\n"; code += " vec3 half_extents = extents / 2.0;\n"; code += " return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n"; code += "}\n\n"; return code; } String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; if (mode_2d) { code += " " + p_output_vars[0] + " = __get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n"; } else { code += " " + p_output_vars[0] + " = __get_random_point_in_box3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n"; } return code; } VisualShaderNodeParticleBoxEmitter::VisualShaderNodeParticleBoxEmitter() { set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0)); } // VisualShaderNodeParticleRingEmitter String VisualShaderNodeParticleRingEmitter::get_caption() const { return "RingEmitter"; } int VisualShaderNodeParticleRingEmitter::get_input_port_count() const { return 3; } VisualShaderNodeParticleRingEmitter::PortType VisualShaderNodeParticleRingEmitter::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) const { if (p_port == 0) { return "radius"; } else if (p_port == 1) { return "inner_radius"; } else if (p_port == 2) { return "height"; } return String(); } String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const { String code; code += "vec2 __get_random_point_on_ring2d(inout uint seed, float radius, float inner_radius) {\n"; code += " float angle = __rand_from_seed(seed) * TAU;\n"; code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n"; code += " return vec2(ring.x, ring.y);\n"; code += "}\n\n"; code += "vec3 __get_random_point_on_ring3d(inout uint seed, float radius, float inner_radius, float height) {\n"; code += " float angle = __rand_from_seed(seed) * TAU;\n"; code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n"; code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n"; code += "}\n\n"; return code; } String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; if (mode_2d) { code = " " + p_output_vars[0] + " = __get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; } else { code = " " + p_output_vars[0] + " = __get_random_point_on_ring3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n"; } return code; } VisualShaderNodeParticleRingEmitter::VisualShaderNodeParticleRingEmitter() { set_input_port_default_value(0, 10.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 0.0); } // VisualShaderNodeParticleMeshEmitter String VisualShaderNodeParticleMeshEmitter::get_caption() const { return "MeshEmitter"; } int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const { return 6; } VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const { switch (p_port) { case 0: // position if (mode_2d) { return PORT_TYPE_VECTOR_2D; } return PORT_TYPE_VECTOR_3D; case 1: // normal if (mode_2d) { return PORT_TYPE_VECTOR_2D; } return PORT_TYPE_VECTOR_3D; case 2: // color return PORT_TYPE_VECTOR_3D; case 3: // alpha return PORT_TYPE_SCALAR; case 4: // uv return PORT_TYPE_VECTOR_2D; case 5: // uv2 return PORT_TYPE_VECTOR_2D; } return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleMeshEmitter::get_output_port_name(int p_port) const { switch (p_port) { case 0: return "position"; case 1: return "normal"; case 2: return "color"; case 3: return "alpha"; case 4: return "uv"; case 5: return "uv2"; } return String(); } int VisualShaderNodeParticleMeshEmitter::get_input_port_count() const { return 0; } VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleMeshEmitter::get_input_port_name(int p_port) const { return String(); } String VisualShaderNodeParticleMeshEmitter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code; if (is_output_port_connected(0)) { // position code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_vx") + ";\n"; } if (is_output_port_connected(1)) { // normal code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_nm") + ";\n"; } if (is_output_port_connected(2) || is_output_port_connected(3)) { // color & alpha code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_col") + ";\n"; } if (is_output_port_connected(4)) { // uv code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv") + ";\n"; } if (is_output_port_connected(5)) { // uv2 code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv2") + ";\n"; } return code; } String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, PortType p_port_type) const { String code; if (is_output_port_connected(p_index)) { switch (p_port_type) { case PORT_TYPE_VECTOR_2D: { code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name)); } break; case PORT_TYPE_VECTOR_3D: { if (mode_2d) { code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name)); } else { code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xyz;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name)); } } break; default: break; } } return code; } String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; code += " __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n"; code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx", VisualShaderNode::PORT_TYPE_VECTOR_3D); code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm", VisualShaderNode::PORT_TYPE_VECTOR_3D); if (is_output_port_connected(2) || is_output_port_connected(3)) { code += vformat(" __vec4_buff = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0);\n", make_unique_id(p_type, p_id, "mesh_col")); if (is_output_port_connected(2)) { code += " " + p_output_vars[2] + " = __vec4_buff.rgb;\n"; } if (is_output_port_connected(3)) { code += " " + p_output_vars[3] + " = __vec4_buff.a;\n"; } } code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", VisualShaderNode::PORT_TYPE_VECTOR_2D); code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", VisualShaderNode::PORT_TYPE_VECTOR_2D); return code; } Vector VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { Vector ret; if (is_output_port_connected(0)) { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "mesh_vx"); dtp.params.push_back(position_texture); ret.push_back(dtp); } if (is_output_port_connected(1)) { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "mesh_nm"); dtp.params.push_back(normal_texture); ret.push_back(dtp); } if (is_output_port_connected(2) || is_output_port_connected(3)) { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "mesh_col"); dtp.params.push_back(color_texture); ret.push_back(dtp); } if (is_output_port_connected(4)) { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "mesh_uv"); dtp.params.push_back(uv_texture); ret.push_back(dtp); } if (is_output_port_connected(5)) { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "mesh_uv2"); dtp.params.push_back(uv2_texture); ret.push_back(dtp); } return ret; } void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector &p_array, Ref &r_texture) { Ref image; image.instantiate(); if (p_array.size() == 0) { image->create(1, 1, false, Image::Format::FORMAT_RGBF); } else { image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF); } for (int i = 0; i < p_array.size(); i++) { Vector2 v = p_array[i]; image->set_pixel(i, 0, Color(v.x, v.y, 0)); } if (r_texture->get_width() != p_array.size() || p_array.size() == 0) { r_texture->set_image(image); } else { r_texture->update(image); } } void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector &p_array, Ref &r_texture) { Ref image; image.instantiate(); if (p_array.size() == 0) { image->create(1, 1, false, Image::Format::FORMAT_RGBF); } else { image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF); } for (int i = 0; i < p_array.size(); i++) { Vector3 v = p_array[i]; image->set_pixel(i, 0, Color(v.x, v.y, v.z)); } if (r_texture->get_width() != p_array.size() || p_array.size() == 0) { r_texture->set_image(image); } else { r_texture->update(image); } } void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector &p_array, Ref &r_texture) { Ref image; image.instantiate(); if (p_array.size() == 0) { image->create(1, 1, false, Image::Format::FORMAT_RGBA8); } else { image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBA8); } for (int i = 0; i < p_array.size(); i++) { image->set_pixel(i, 0, p_array[i]); } if (r_texture->get_width() != p_array.size() || p_array.size() == 0) { r_texture->set_image(image); } else { r_texture->update(image); } } void VisualShaderNodeParticleMeshEmitter::_update_textures() { if (!mesh.is_valid()) { return; } Vector vertices; Vector normals; Vector colors; Vector uvs; Vector uvs2; const int surface_count = mesh->get_surface_count(); if (use_all_surfaces) { for (int i = 0; i < surface_count; i++) { const Array surface_arrays = mesh->surface_get_arrays(i); const int surface_arrays_size = surface_arrays.size(); // position if (surface_arrays_size > Mesh::ARRAY_VERTEX) { Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX]; for (int j = 0; j < vertex_array.size(); j++) { vertices.push_back((Vector3)vertex_array[j]); } } // normal if (surface_arrays_size > Mesh::ARRAY_NORMAL) { Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL]; for (int j = 0; j < normal_array.size(); j++) { normals.push_back((Vector3)normal_array[j]); } } // color if (surface_arrays_size > Mesh::ARRAY_COLOR) { Array color_array = surface_arrays[Mesh::ARRAY_COLOR]; for (int j = 0; j < color_array.size(); j++) { colors.push_back((Color)color_array[j]); } } // uv if (surface_arrays_size > Mesh::ARRAY_TEX_UV) { Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV]; for (int j = 0; j < uv_array.size(); j++) { uvs.push_back((Vector2)uv_array[j]); } } // uv2 if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) { Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2]; for (int j = 0; j < uv2_array.size(); j++) { uvs2.push_back((Vector2)uv2_array[j]); } } } } else { if (surface_index >= 0 && surface_index < surface_count) { const Array surface_arrays = mesh->surface_get_arrays(surface_index); const int surface_arrays_size = surface_arrays.size(); // position if (surface_arrays_size > Mesh::ARRAY_VERTEX) { Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX]; for (int i = 0; i < vertex_array.size(); i++) { vertices.push_back((Vector3)vertex_array[i]); } } // normal if (surface_arrays_size > Mesh::ARRAY_NORMAL) { Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL]; for (int i = 0; i < normal_array.size(); i++) { normals.push_back((Vector3)normal_array[i]); } } // color if (surface_arrays_size > Mesh::ARRAY_COLOR) { Array color_array = surface_arrays[Mesh::ARRAY_COLOR]; for (int i = 0; i < color_array.size(); i++) { colors.push_back((Color)color_array[i]); } } // uv if (surface_arrays_size > Mesh::ARRAY_TEX_UV) { Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV]; for (int j = 0; j < uv_array.size(); j++) { uvs.push_back((Vector2)uv_array[j]); } } // uv2 if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) { Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2]; for (int j = 0; j < uv2_array.size(); j++) { uvs2.push_back((Vector2)uv2_array[j]); } } } } _update_texture(vertices, position_texture); _update_texture(normals, normal_texture); _update_texture(colors, color_texture); _update_texture(uvs, uv_texture); _update_texture(uvs2, uv2_texture); } void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref p_mesh) { if (mesh == p_mesh) { return; } if (mesh.is_valid()) { Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures); if (mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) { mesh->disconnect(CoreStringNames::get_singleton()->changed, callable); } } mesh = p_mesh; if (mesh.is_valid()) { Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures); if (!mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) { mesh->connect(CoreStringNames::get_singleton()->changed, callable); } } emit_changed(); } Ref VisualShaderNodeParticleMeshEmitter::get_mesh() const { return mesh; } void VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces(bool p_enabled) { if (use_all_surfaces == p_enabled) { return; } use_all_surfaces = p_enabled; emit_changed(); } bool VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces() const { return use_all_surfaces; } void VisualShaderNodeParticleMeshEmitter::set_surface_index(int p_surface_index) { if (mesh.is_valid()) { if (mesh->get_surface_count() > 0) { p_surface_index = CLAMP(p_surface_index, 0, mesh->get_surface_count() - 1); } else { p_surface_index = 0; } } else if (p_surface_index < 0) { p_surface_index = 0; } if (surface_index == p_surface_index) { return; } surface_index = p_surface_index; emit_changed(); } int VisualShaderNodeParticleMeshEmitter::get_surface_index() const { return surface_index; } Vector VisualShaderNodeParticleMeshEmitter::get_editable_properties() const { Vector props = VisualShaderNodeParticleEmitter::get_editable_properties(); props.push_back("mesh"); props.push_back("use_all_surfaces"); if (!use_all_surfaces) { props.push_back("surface_index"); } return props; } HashMap VisualShaderNodeParticleMeshEmitter::get_editable_properties_names() const { HashMap names = VisualShaderNodeParticleEmitter::get_editable_properties_names(); names.insert("mesh", RTR("Mesh")); names.insert("use_all_surfaces", RTR("Use All Surfaces")); if (!use_all_surfaces) { names.insert("surface_index", RTR("Surface Index")); } return names; } void VisualShaderNodeParticleMeshEmitter::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &VisualShaderNodeParticleMeshEmitter::set_mesh); ClassDB::bind_method(D_METHOD("get_mesh"), &VisualShaderNodeParticleMeshEmitter::get_mesh); ClassDB::bind_method(D_METHOD("set_use_all_surfaces", "enabled"), &VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces); ClassDB::bind_method(D_METHOD("is_use_all_surfaces"), &VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces); ClassDB::bind_method(D_METHOD("set_surface_index", "surface_index"), &VisualShaderNodeParticleMeshEmitter::set_surface_index); ClassDB::bind_method(D_METHOD("get_surface_index"), &VisualShaderNodeParticleMeshEmitter::get_surface_index); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_all_surfaces"), "set_use_all_surfaces", "is_use_all_surfaces"); ADD_PROPERTY(PropertyInfo(Variant::INT, "surface_index"), "set_surface_index", "get_surface_index"); } VisualShaderNodeParticleMeshEmitter::VisualShaderNodeParticleMeshEmitter() { connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures)); position_texture.instantiate(); normal_texture.instantiate(); color_texture.instantiate(); uv_texture.instantiate(); uv2_texture.instantiate(); } // VisualShaderNodeParticleMultiplyByAxisAngle void VisualShaderNodeParticleMultiplyByAxisAngle::_bind_methods() { ClassDB::bind_method(D_METHOD("set_degrees_mode", "enabled"), &VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode); ClassDB::bind_method(D_METHOD("is_degrees_mode"), &VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "degrees_mode"), "set_degrees_mode", "is_degrees_mode"); } String VisualShaderNodeParticleMultiplyByAxisAngle::get_caption() const { return "MultiplyByAxisAngle"; } int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const { return 3; } VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const { if (p_port == 0 || p_port == 1) { // position, rotation_axis return PORT_TYPE_VECTOR_3D; } return PORT_TYPE_SCALAR; // angle (degrees/radians) } String VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_name(int p_port) const { if (p_port == 0) { return "position"; } if (p_port == 1) { return "axis"; } if (p_port == 2) { if (degrees_mode) { return "angle (degrees)"; } else { return "angle (radians)"; } } return String(); } bool VisualShaderNodeParticleMultiplyByAxisAngle::is_show_prop_names() const { return true; } int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const { return 1; } VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR_3D; } String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const { return "position"; } String VisualShaderNodeParticleMultiplyByAxisAngle::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; if (degrees_mode) { code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n"; } else { code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n"; } return code; } void VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode(bool p_enabled) { degrees_mode = p_enabled; emit_changed(); } bool VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode() const { return degrees_mode; } Vector VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_properties() const { Vector props; props.push_back("degrees_mode"); return props; } bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const { return false; } VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() { set_input_port_default_value(1, Vector3(1, 0, 0)); set_input_port_default_value(2, 0.0); } // VisualShaderNodeParticleConeVelocity String VisualShaderNodeParticleConeVelocity::get_caption() const { return "ConeVelocity"; } int VisualShaderNodeParticleConeVelocity::get_input_port_count() const { return 2; } VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const { if (p_port == 0) { return PORT_TYPE_VECTOR_3D; } else if (p_port == 1) { return PORT_TYPE_SCALAR; } return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleConeVelocity::get_input_port_name(int p_port) const { if (p_port == 0) { return "direction"; } else if (p_port == 1) { return "spread(degrees)"; } return String(); } int VisualShaderNodeParticleConeVelocity::get_output_port_count() const { return 1; } VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR_3D; } String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const { if (p_port == 0) { return "velocity"; } return String(); } bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const { return false; } String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; code += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; code += " __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; code += " __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; code += " __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n"; code += " __scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n"; code += " __scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n"; code += " __vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n"; code += " __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n"; code += " __vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n"; code += " " + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n"; return code; } VisualShaderNodeParticleConeVelocity::VisualShaderNodeParticleConeVelocity() { set_input_port_default_value(0, Vector3(1, 0, 0)); set_input_port_default_value(1, 45.0); } // VisualShaderNodeParticleRandomness void VisualShaderNodeParticleRandomness::_bind_methods() { ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type); ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type"); BIND_ENUM_CONSTANT(OP_TYPE_SCALAR); BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D); BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D); BIND_ENUM_CONSTANT(OP_TYPE_MAX); } Vector VisualShaderNodeParticleRandomness::get_editable_properties() const { Vector props; props.push_back("op_type"); return props; } String VisualShaderNodeParticleRandomness::get_caption() const { return "ParticleRandomness"; } int VisualShaderNodeParticleRandomness::get_output_port_count() const { return 1; } VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const { switch (op_type) { case OP_TYPE_VECTOR_2D: return PORT_TYPE_VECTOR_2D; case OP_TYPE_VECTOR_3D: return PORT_TYPE_VECTOR_3D; default: break; } return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleRandomness::get_output_port_name(int p_port) const { return "random"; } int VisualShaderNodeParticleRandomness::get_input_port_count() const { return 2; } VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const { switch (op_type) { case OP_TYPE_VECTOR_2D: return PORT_TYPE_VECTOR_2D; case OP_TYPE_VECTOR_3D: return PORT_TYPE_VECTOR_3D; default: break; } return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const { if (p_port == 0) { return "min"; } else if (p_port == 1) { return "max"; } return String(); } String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; switch (op_type) { case OP_TYPE_SCALAR: { code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); } break; case OP_TYPE_VECTOR_2D: { code += vformat(" %s = __randv2_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); } break; case OP_TYPE_VECTOR_3D: { code += vformat(" %s = __randv3_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); } break; default: break; } return code; } void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) { ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX)); if (op_type == p_op_type) { return; } switch (p_op_type) { case OP_TYPE_SCALAR: { set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); } break; case OP_TYPE_VECTOR_2D: { set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); } break; case OP_TYPE_VECTOR_3D: { set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); } break; default: break; } op_type = p_op_type; emit_changed(); } VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::get_op_type() const { return op_type; } bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const { return false; } VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() { set_input_port_default_value(0, -1.0); set_input_port_default_value(1, 1.0); } // VisualShaderNodeParticleAccelerator void VisualShaderNodeParticleAccelerator::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShaderNodeParticleAccelerator::set_mode); ClassDB::bind_method(D_METHOD("get_mode"), &VisualShaderNodeParticleAccelerator::get_mode); ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Linear,Radial,Tangential"), "set_mode", "get_mode"); BIND_ENUM_CONSTANT(MODE_LINEAR); BIND_ENUM_CONSTANT(MODE_RADIAL) BIND_ENUM_CONSTANT(MODE_TANGENTIAL); BIND_ENUM_CONSTANT(MODE_MAX); } Vector VisualShaderNodeParticleAccelerator::get_editable_properties() const { Vector props; props.push_back("mode"); return props; } String VisualShaderNodeParticleAccelerator::get_caption() const { return "ParticleAccelerator"; } int VisualShaderNodeParticleAccelerator::get_output_port_count() const { return 1; } VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR_3D; } String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const { return String(); } int VisualShaderNodeParticleAccelerator::get_input_port_count() const { return 3; } VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const { if (p_port == 0) { return PORT_TYPE_VECTOR_3D; } else if (p_port == 1) { return PORT_TYPE_SCALAR; } else if (p_port == 2) { return PORT_TYPE_VECTOR_3D; } return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleAccelerator::get_input_port_name(int p_port) const { if (p_port == 0) { return "amount"; } else if (p_port == 1) { return "randomness"; } else if (p_port == 2) { return "axis"; } return String(); } String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; switch (mode) { case MODE_LINEAR: code += " " + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n"; break; case MODE_RADIAL: code += " " + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n"; break; case MODE_TANGENTIAL: code += " __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n"; code += " " + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n"; break; default: break; } return code; } void VisualShaderNodeParticleAccelerator::set_mode(Mode p_mode) { ERR_FAIL_INDEX(int(p_mode), int(MODE_MAX)); if (mode == p_mode) { return; } mode = p_mode; emit_changed(); } VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::get_mode() const { return mode; } bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const { return false; } VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() { set_input_port_default_value(0, Vector3(1, 1, 1)); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, Vector3(0, -9.8, 0)); } // VisualShaderNodeParticleOutput String VisualShaderNodeParticleOutput::get_caption() const { if (shader_type == VisualShader::TYPE_START) { return "StartOutput"; } else if (shader_type == VisualShader::TYPE_PROCESS) { return "ProcessOutput"; } else if (shader_type == VisualShader::TYPE_COLLIDE) { return "CollideOutput"; } else if (shader_type == VisualShader::TYPE_START_CUSTOM) { return "CustomStartOutput"; } else if (shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { return "CustomProcessOutput"; } return String(); } int VisualShaderNodeParticleOutput::get_input_port_count() const { if (shader_type == VisualShader::TYPE_START) { return 8; } else if (shader_type == VisualShader::TYPE_COLLIDE) { return 5; } else if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { return 6; } else { // TYPE_PROCESS return 7; } return 0; } VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_input_port_type(int p_port) const { switch (p_port) { case 0: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { return PORT_TYPE_VECTOR_3D; // custom.rgb } return PORT_TYPE_BOOLEAN; // active case 1: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { break; // custom.a (scalar) } return PORT_TYPE_VECTOR_3D; // velocity case 2: return PORT_TYPE_VECTOR_3D; // color & velocity case 3: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { return PORT_TYPE_VECTOR_3D; // color } break; // alpha (scalar) case 4: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { break; // alpha } if (shader_type == VisualShader::TYPE_PROCESS) { break; // scale } if (shader_type == VisualShader::TYPE_COLLIDE) { return PORT_TYPE_TRANSFORM; // transform } return PORT_TYPE_VECTOR_3D; // position case 5: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { return PORT_TYPE_TRANSFORM; // transform } if (shader_type == VisualShader::TYPE_PROCESS) { return PORT_TYPE_VECTOR_3D; // rotation_axis } break; // scale (scalar) case 6: if (shader_type == VisualShader::TYPE_START) { return PORT_TYPE_VECTOR_3D; // rotation_axis } break; case 7: break; // angle (scalar) } return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleOutput::get_input_port_name(int p_port) const { String port_name; switch (p_port) { case 0: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { port_name = "custom"; break; } port_name = "active"; break; case 1: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { port_name = "custom_alpha"; break; } port_name = "velocity"; break; case 2: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { port_name = "velocity"; break; } port_name = "color"; break; case 3: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { port_name = "color"; break; } port_name = "alpha"; break; case 4: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { port_name = "alpha"; break; } if (shader_type == VisualShader::TYPE_PROCESS) { port_name = "scale"; break; } if (shader_type == VisualShader::TYPE_COLLIDE) { port_name = "transform"; break; } port_name = "position"; break; case 5: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { port_name = "transform"; break; } if (shader_type == VisualShader::TYPE_PROCESS) { port_name = "rotation_axis"; break; } port_name = "scale"; break; case 6: if (shader_type == VisualShader::TYPE_PROCESS) { port_name = "angle_in_radians"; break; } port_name = "rotation_axis"; break; case 7: port_name = "angle_in_radians"; break; default: break; } if (!port_name.is_empty()) { return port_name.capitalize(); } return String(); } bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const { if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) { String name = get_input_port_name(p_index); return bool(name == "Scale"); } if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { String name = get_input_port_name(p_index); return bool(name == "Velocity"); } return false; } String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; String tab = " "; if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { if (!p_input_vars[0].is_empty()) { // custom.rgb code += tab + "CUSTOM.rgb = " + p_input_vars[0] + ";\n"; } if (!p_input_vars[1].is_empty()) { // custom.a code += tab + "CUSTOM.a = " + p_input_vars[1] + ";\n"; } if (!p_input_vars[2].is_empty()) { // velocity code += tab + "VELOCITY = " + p_input_vars[2] + ";\n"; } if (!p_input_vars[3].is_empty()) { // color.rgb code += tab + "COLOR.rgb = " + p_input_vars[3] + ";\n"; } if (!p_input_vars[4].is_empty()) { // color.a code += tab + "COLOR.a = " + p_input_vars[4] + ";\n"; } if (!p_input_vars[5].is_empty()) { // transform code += tab + "TRANSFORM = " + p_input_vars[5] + ";\n"; } } else { if (!p_input_vars[0].is_empty()) { // Active (begin). code += tab + "ACTIVE = " + p_input_vars[0] + ";\n"; code += tab + "if(ACTIVE) {\n"; tab += " "; } if (!p_input_vars[1].is_empty()) { // velocity code += tab + "VELOCITY = " + p_input_vars[1] + ";\n"; } if (!p_input_vars[2].is_empty()) { // color code += tab + "COLOR.rgb = " + p_input_vars[2] + ";\n"; } if (!p_input_vars[3].is_empty()) { // alpha code += tab + "COLOR.a = " + p_input_vars[3] + ";\n"; } // position if (shader_type == VisualShader::TYPE_START) { code += tab + "if (RESTART_POSITION) {\n"; if (!p_input_vars[4].is_empty()) { code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n"; } else { code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } code += tab + " if (RESTART_VELOCITY) {\n"; code += tab + " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n"; code += tab + " }\n"; code += tab + " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n"; code += tab + "}\n"; } else if (shader_type == VisualShader::TYPE_COLLIDE) { // position if (!p_input_vars[4].is_empty()) { code += tab + "TRANSFORM = " + p_input_vars[4] + ";\n"; } } if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) { int scale = 5; int rotation_axis = 6; int rotation = 7; if (shader_type == VisualShader::TYPE_PROCESS) { scale = 4; rotation_axis = 5; rotation = 6; } String op; if (shader_type == VisualShader::TYPE_START) { op = "*="; } else { op = "="; } if (!p_input_vars[rotation].is_empty()) { // rotation_axis & angle_in_radians String axis; if (p_input_vars[rotation_axis].is_empty()) { axis = "vec3(0, 1, 0)"; } else { axis = p_input_vars[rotation_axis]; } code += tab + "TRANSFORM " + op + " __build_rotation_mat4(" + axis + ", " + p_input_vars[rotation] + ");\n"; } if (!p_input_vars[scale].is_empty()) { // scale code += tab + "TRANSFORM " + op + " mat4(vec4(" + p_input_vars[scale] + ", 0, 0, 0), vec4(0, " + p_input_vars[scale] + ", 0, 0), vec4(0, 0, " + p_input_vars[scale] + ", 0), vec4(0, 0, 0, 1));\n"; } } if (!p_input_vars[0].is_empty()) { // Active (end). code += " }\n"; } } return code; } VisualShaderNodeParticleOutput::VisualShaderNodeParticleOutput() { } // EmitParticle Vector VisualShaderNodeParticleEmit::get_editable_properties() const { Vector props; props.push_back("flags"); return props; } void VisualShaderNodeParticleEmit::_bind_methods() { ClassDB::bind_method(D_METHOD("set_flags", "flags"), &VisualShaderNodeParticleEmit::set_flags); ClassDB::bind_method(D_METHOD("get_flags"), &VisualShaderNodeParticleEmit::get_flags); ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Position,RotScale,Velocity,Color,Custom"), "set_flags", "get_flags"); BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION); BIND_ENUM_CONSTANT(EMIT_FLAG_ROT_SCALE); BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY); BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR); BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM); } String VisualShaderNodeParticleEmit::get_caption() const { return "EmitParticle"; } int VisualShaderNodeParticleEmit::get_input_port_count() const { return 7; } VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_port_type(int p_port) const { switch (p_port) { case 0: return PORT_TYPE_BOOLEAN; case 1: return PORT_TYPE_TRANSFORM; case 2: return PORT_TYPE_VECTOR_3D; case 3: return PORT_TYPE_VECTOR_3D; case 4: return PORT_TYPE_SCALAR; case 5: return PORT_TYPE_VECTOR_3D; case 6: return PORT_TYPE_SCALAR; } return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleEmit::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "condition"; case 1: return "transform"; case 2: return "velocity"; case 3: return "color"; case 4: return "alpha"; case 5: return "custom"; case 6: return "custom_alpha"; } return String(); } int VisualShaderNodeParticleEmit::get_output_port_count() const { return 0; } VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeParticleEmit::get_output_port_name(int p_port) const { return String(); } void VisualShaderNodeParticleEmit::add_flag(EmitFlags p_flag) { flags |= p_flag; emit_changed(); } bool VisualShaderNodeParticleEmit::has_flag(EmitFlags p_flag) const { return flags & p_flag; } void VisualShaderNodeParticleEmit::set_flags(EmitFlags p_flags) { flags = (int)p_flags; emit_changed(); } VisualShaderNodeParticleEmit::EmitFlags VisualShaderNodeParticleEmit::get_flags() const { return EmitFlags(flags); } bool VisualShaderNodeParticleEmit::is_show_prop_names() const { return true; } bool VisualShaderNodeParticleEmit::is_generate_input_var(int p_port) const { if (p_port == 0) { if (!is_input_port_connected(0)) { return false; } } return true; } bool VisualShaderNodeParticleEmit::is_input_port_default(int p_port, Shader::Mode p_mode) const { switch (p_port) { case 1: return true; case 2: return true; case 3: return true; case 4: return true; case 5: return true; case 6: return true; } return false; } String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; String tab; bool default_condition = false; if (!is_input_port_connected(0)) { default_condition = true; if (get_input_port_default_value(0)) { tab = " "; } else { return code; } } else { tab = " "; } String transform; if (p_input_vars[1].is_empty()) { transform = "TRANSFORM"; } else { transform = p_input_vars[1]; } String velocity; if (p_input_vars[2].is_empty()) { velocity = "VELOCITY"; } else { velocity = p_input_vars[2]; } String color; if (p_input_vars[3].is_empty()) { color = "COLOR.rgb"; } else { color = p_input_vars[3]; } String alpha; if (p_input_vars[4].is_empty()) { alpha = "COLOR.a"; } else { alpha = p_input_vars[4]; } String custom; if (p_input_vars[5].is_empty()) { custom = "CUSTOM.rgb"; } else { custom = p_input_vars[5]; } String custom_alpha; if (p_input_vars[6].is_empty()) { custom_alpha = "CUSTOM.a"; } else { custom_alpha = p_input_vars[6]; } List flags_arr; if (has_flag(EmitFlags::EMIT_FLAG_POSITION)) { flags_arr.push_back("FLAG_EMIT_POSITION"); } if (has_flag(EmitFlags::EMIT_FLAG_ROT_SCALE)) { flags_arr.push_back("FLAG_EMIT_ROT_SCALE"); } if (has_flag(EmitFlags::EMIT_FLAG_VELOCITY)) { flags_arr.push_back("FLAG_EMIT_VELOCITY"); } if (has_flag(EmitFlags::EMIT_FLAG_COLOR)) { flags_arr.push_back("FLAG_EMIT_COLOR"); } if (has_flag(EmitFlags::EMIT_FLAG_CUSTOM)) { flags_arr.push_back("FLAG_EMIT_CUSTOM"); } String flags; for (int i = 0; i < flags_arr.size(); i++) { if (i > 0) { flags += "|"; } flags += flags_arr[i]; } if (flags.is_empty()) { flags = "uint(0)"; } if (!default_condition) { code += " if (" + p_input_vars[0] + ") {\n"; } code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n"; if (!default_condition) { code += " }\n"; } return code; } VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() { set_input_port_default_value(0, true); }