/*************************************************************************/ /* visual_shader_particle_nodes.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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" // VisualShaderNodeParticleEmitter int VisualShaderNodeParticleEmitter::get_output_port_count() const { return 1; } VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const { if (p_port == 0) { return "position"; } return String(); } 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, VisualShader::Type p_type, int p_id) const { String code; code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n"; code += "\treturn __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; code += "\t" + 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) { return PORT_TYPE_VECTOR; } return PORT_TYPE_SCALAR; } 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, VisualShader::Type p_type, int p_id) const { String code; code += "vec3 __get_random_point_in_box(inout uint seed, vec3 extents) {\n"; code += "\tvec3 half_extents = extents / 2.0;\n"; code += "\treturn 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; code += "\t" + p_output_vars[0] + " = __get_random_point_in_box(__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, VisualShader::Type p_type, int p_id) const { String code; code += "vec3 __get_random_point_on_ring(inout uint seed, float radius, float inner_radius, float height) {\n"; code += "\tfloat angle = __rand_from_seed(seed) * PI * 2.0;\n"; code += "\tvec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n"; code += "\treturn 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; code = "\t" + p_output_vars[0] + " = __get_random_point_on_ring(__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); } // 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; } 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; } 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 += "\t" + 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 += "\t" + 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"); props.push_back("axis_amount"); return props; } 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; } 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; } String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const { if (p_port == 0) { return "velocity"; } return String(); } 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 += "\t__radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; code += "\t__scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; code += "\t__scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; code += "\t__vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n"; code += "\t__scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n"; code += "\t__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 += "\t__vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n"; code += "\t__vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n"; code += "\t__vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n"; code += "\t" + 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,Vector"), "set_op_type", "get_op_type"); BIND_ENUM_CONSTANT(OP_TYPE_SCALAR); BIND_ENUM_CONSTANT(OP_TYPE_VECTOR); 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 { if (op_type == OP_TYPE_VECTOR) { return PORT_TYPE_VECTOR; } 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 { if (op_type == OP_TYPE_VECTOR) { return PORT_TYPE_VECTOR; } 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; if (op_type == OP_TYPE_SCALAR) { code += vformat("\t%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]); } else if (op_type == OP_TYPE_VECTOR) { code += vformat("\t%s = __randv_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]); } return code; } void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) { ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX); if (p_op_type != op_type) { if (p_op_type == OP_TYPE_SCALAR) { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 1.0); } else { set_input_port_default_value(0, Vector3(-1.0, -1.0, -1.0)); set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); } } op_type = p_op_type; emit_changed(); } VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::get_op_type() const { return op_type; } VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() { set_input_port_default_value(0, 0.0); 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; } 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; } else if (p_port == 1) { return PORT_TYPE_SCALAR; } else if (p_port == 2) { return PORT_TYPE_VECTOR; } 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 += "\t" + 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 += "\t" + 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 += "\t__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 += "\t" + 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; case MODE_MAX: break; default: break; } return code; } void VisualShaderNodeParticleAccelerator::set_mode(Mode p_mode) { mode = p_mode; emit_changed(); } VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::get_mode() const { return mode; } 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; // 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; // velocity case 2: return PORT_TYPE_VECTOR; // color & velocity case 3: if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { return PORT_TYPE_VECTOR; // 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; // 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; // rotation_axis } break; // scale (scalar) case 6: if (shader_type == VisualShader::TYPE_START) { return PORT_TYPE_VECTOR; // 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 = "\t"; 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 += "\t"; } 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 + "\tTRANSFORM = 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 + "\tTRANSFORM = 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 + "\tif (RESTART_VELOCITY) {\n"; code += tab + "\t\tVELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n"; code += tab + "\t}\n"; code += tab + "\tTRANSFORM = 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 += "\t}\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; case 3: return PORT_TYPE_VECTOR; case 4: return PORT_TYPE_SCALAR; case 5: return PORT_TYPE_VECTOR; 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; } String VisualShaderNodeParticleEmit::get_input_port_default_hint(int p_port) const { switch (p_port) { case 1: return "default"; case 2: return "default"; case 3: return "default"; case 4: return "default"; case 5: return "default"; case 6: return "default"; } return String(); } 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 = "\t"; } else { return code; } } else { tab = "\t\t"; } 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 += "\tif (" + p_input_vars[0] + ") {\n"; } code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n"; if (!default_condition) { code += "\t}\n"; } return code; } VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() { set_input_port_default_value(0, true); }