2018-09-04 11:30:04 +02:00
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/*************************************************************************/
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/* particles_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2020-01-01 11:16:22 +01:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2018-09-04 11:30:04 +02:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-09-11 18:13:45 +02:00
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#include "core/rid.h"
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2018-09-04 11:30:04 +02:00
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#include "scene/resources/material.h"
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#ifndef PARTICLES_MATERIAL_H
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#define PARTICLES_MATERIAL_H
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2020-09-06 14:18:10 +02:00
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/*
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TODO:
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-Path following
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*Manual emission
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-Sub Emitters
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-Attractors
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-Emitter positions deformable by bones
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-Collision
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-Proper trails
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*/
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2018-09-04 11:30:04 +02:00
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class ParticlesMaterial : public Material {
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2019-03-19 19:35:57 +01:00
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GDCLASS(ParticlesMaterial, Material);
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2018-09-04 11:30:04 +02:00
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public:
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enum Parameter {
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PARAM_INITIAL_LINEAR_VELOCITY,
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PARAM_ANGULAR_VELOCITY,
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PARAM_ORBIT_VELOCITY,
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PARAM_LINEAR_ACCEL,
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PARAM_RADIAL_ACCEL,
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PARAM_TANGENTIAL_ACCEL,
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PARAM_DAMPING,
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PARAM_ANGLE,
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PARAM_SCALE,
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PARAM_HUE_VARIATION,
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PARAM_ANIM_SPEED,
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PARAM_ANIM_OFFSET,
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PARAM_MAX
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};
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enum Flags {
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FLAG_ALIGN_Y_TO_VELOCITY,
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FLAG_ROTATE_Y,
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FLAG_DISABLE_Z,
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FLAG_MAX
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};
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enum EmissionShape {
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EMISSION_SHAPE_POINT,
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EMISSION_SHAPE_SPHERE,
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EMISSION_SHAPE_BOX,
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EMISSION_SHAPE_POINTS,
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EMISSION_SHAPE_DIRECTED_POINTS,
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EMISSION_SHAPE_MAX
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};
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enum SubEmitterMode {
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SUB_EMITTER_DISABLED,
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SUB_EMITTER_CONSTANT,
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SUB_EMITTER_AT_END,
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SUB_EMITTER_AT_COLLISION,
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SUB_EMITTER_MAX
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};
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private:
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union MaterialKey {
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struct {
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uint32_t texture_mask : 16;
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uint32_t texture_color : 1;
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uint32_t flags : 4;
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uint32_t emission_shape : 2;
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uint32_t invalid_key : 1;
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uint32_t has_emission_color : 1;
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uint32_t sub_emitter : 2;
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};
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uint32_t key;
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bool operator<(const MaterialKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct ShaderData {
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RID shader;
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int users;
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};
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static Map<MaterialKey, ShaderData> shader_map;
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MaterialKey current_key;
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_FORCE_INLINE_ MaterialKey _compute_key() const {
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MaterialKey mk;
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mk.key = 0;
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for (int i = 0; i < PARAM_MAX; i++) {
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if (tex_parameters[i].is_valid()) {
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mk.texture_mask |= (1 << i);
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}
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}
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for (int i = 0; i < FLAG_MAX; i++) {
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if (flags[i]) {
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mk.flags |= (1 << i);
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}
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}
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mk.texture_color = color_ramp.is_valid() ? 1 : 0;
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mk.emission_shape = emission_shape;
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mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
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mk.sub_emitter = sub_emitter_mode;
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return mk;
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}
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2020-02-26 11:28:13 +01:00
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static Mutex material_mutex;
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2018-11-21 16:48:05 +01:00
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static SelfList<ParticlesMaterial>::List *dirty_materials;
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struct ShaderNames {
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StringName direction;
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StringName spread;
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StringName flatness;
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StringName initial_linear_velocity;
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StringName initial_angle;
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StringName angular_velocity;
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StringName orbit_velocity;
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StringName linear_accel;
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StringName radial_accel;
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StringName tangent_accel;
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StringName damping;
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StringName scale;
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StringName hue_variation;
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StringName anim_speed;
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StringName anim_offset;
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StringName initial_linear_velocity_random;
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StringName initial_angle_random;
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StringName angular_velocity_random;
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StringName orbit_velocity_random;
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StringName linear_accel_random;
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StringName radial_accel_random;
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StringName tangent_accel_random;
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StringName damping_random;
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StringName scale_random;
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StringName hue_variation_random;
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StringName anim_speed_random;
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StringName anim_offset_random;
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StringName angle_texture;
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StringName angular_velocity_texture;
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StringName orbit_velocity_texture;
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StringName linear_accel_texture;
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StringName radial_accel_texture;
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StringName tangent_accel_texture;
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StringName damping_texture;
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StringName scale_texture;
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StringName hue_variation_texture;
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StringName anim_speed_texture;
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StringName anim_offset_texture;
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StringName color;
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StringName color_ramp;
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StringName emission_sphere_radius;
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StringName emission_box_extents;
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StringName emission_texture_point_count;
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StringName emission_texture_points;
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StringName emission_texture_normal;
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StringName emission_texture_color;
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StringName gravity;
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StringName lifetime_randomness;
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StringName sub_emitter_frequency;
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StringName sub_emitter_amount_at_end;
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StringName sub_emitter_keep_velocity;
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2018-09-04 11:30:04 +02:00
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};
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static ShaderNames *shader_names;
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SelfList<ParticlesMaterial> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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_FORCE_INLINE_ bool _is_shader_dirty() const;
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Vector3 direction;
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float spread;
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float flatness;
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float parameters[PARAM_MAX];
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float randomness[PARAM_MAX];
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2019-06-11 20:43:37 +02:00
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Ref<Texture2D> tex_parameters[PARAM_MAX];
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Color color;
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Ref<Texture2D> color_ramp;
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bool flags[FLAG_MAX];
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EmissionShape emission_shape;
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float emission_sphere_radius;
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Vector3 emission_box_extents;
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2019-06-11 20:43:37 +02:00
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Ref<Texture2D> emission_point_texture;
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Ref<Texture2D> emission_normal_texture;
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Ref<Texture2D> emission_color_texture;
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int emission_point_count;
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bool anim_loop;
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Vector3 gravity;
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2019-07-15 06:48:20 +02:00
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float lifetime_randomness;
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2020-09-06 14:18:10 +02:00
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SubEmitterMode sub_emitter_mode;
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float sub_emitter_frequency;
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int sub_emitter_amount_at_end;
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bool sub_emitter_keep_velocity;
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2018-09-04 11:30:04 +02:00
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//do not save emission points here
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const override;
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public:
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2019-03-04 23:45:53 +01:00
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void set_direction(Vector3 p_direction);
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Vector3 get_direction() const;
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2018-09-04 11:30:04 +02:00
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void set_spread(float p_spread);
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float get_spread() const;
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void set_flatness(float p_flatness);
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float get_flatness() const;
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void set_param(Parameter p_param, float p_value);
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float get_param(Parameter p_param) const;
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void set_param_randomness(Parameter p_param, float p_value);
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float get_param_randomness(Parameter p_param) const;
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2019-06-11 20:43:37 +02:00
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void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_param_texture(Parameter p_param) const;
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void set_color(const Color &p_color);
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Color get_color() const;
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2019-06-11 20:43:37 +02:00
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void set_color_ramp(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_color_ramp() const;
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void set_flag(Flags p_flag, bool p_enable);
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bool get_flag(Flags p_flag) const;
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void set_emission_shape(EmissionShape p_shape);
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void set_emission_sphere_radius(float p_radius);
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void set_emission_box_extents(Vector3 p_extents);
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void set_emission_point_texture(const Ref<Texture2D> &p_points);
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void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
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void set_emission_color_texture(const Ref<Texture2D> &p_colors);
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2018-09-04 11:30:04 +02:00
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void set_emission_point_count(int p_count);
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EmissionShape get_emission_shape() const;
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float get_emission_sphere_radius() const;
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Vector3 get_emission_box_extents() const;
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Ref<Texture2D> get_emission_point_texture() const;
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Ref<Texture2D> get_emission_normal_texture() const;
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Ref<Texture2D> get_emission_color_texture() const;
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2018-09-04 11:30:04 +02:00
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int get_emission_point_count() const;
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void set_gravity(const Vector3 &p_gravity);
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Vector3 get_gravity() const;
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2019-07-15 06:48:20 +02:00
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void set_lifetime_randomness(float p_lifetime);
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float get_lifetime_randomness() const;
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2018-09-04 11:30:04 +02:00
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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2020-09-06 14:18:10 +02:00
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void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode);
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SubEmitterMode get_sub_emitter_mode() const;
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void set_sub_emitter_frequency(float p_frequency);
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float get_sub_emitter_frequency() const;
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void set_sub_emitter_amount_at_end(int p_amount);
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int get_sub_emitter_amount_at_end() const;
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void set_sub_emitter_keep_velocity(bool p_enable);
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bool get_sub_emitter_keep_velocity() const;
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2018-09-04 11:30:04 +02:00
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RID get_shader_rid() const;
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2020-07-10 12:34:39 +02:00
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virtual Shader::Mode get_shader_mode() const override;
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2018-09-04 11:30:04 +02:00
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ParticlesMaterial();
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~ParticlesMaterial();
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};
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VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
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VARIANT_ENUM_CAST(ParticlesMaterial::Flags)
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VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)
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2020-09-06 14:18:10 +02:00
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VARIANT_ENUM_CAST(ParticlesMaterial::SubEmitterMode)
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2018-09-04 11:30:04 +02:00
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#endif // PARTICLES_MATERIAL_H
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