Merge pull request #91946 from Flynsarmy/tabby_tab_tabs
Fix code style for generated shader code from ParticleProcessMaterial
This commit is contained in:
commit
2e51be35e2
1 changed files with 272 additions and 283 deletions
|
@ -147,13 +147,13 @@ void ParticleProcessMaterial::finish_shaders() {
|
|||
void ParticleProcessMaterial::_update_shader() {
|
||||
MaterialKey mk = _compute_key();
|
||||
if (mk == current_key) {
|
||||
return; //no update required in the end
|
||||
return; // No update required in the end.
|
||||
}
|
||||
|
||||
if (shader_map.has(current_key)) {
|
||||
shader_map[current_key].users--;
|
||||
if (shader_map[current_key].users == 0) {
|
||||
//deallocate shader, as it's no longer in use
|
||||
// Deallocate shader, as it's no longer in use.
|
||||
RS::get_singleton()->free(shader_map[current_key].shader);
|
||||
shader_map.erase(current_key);
|
||||
}
|
||||
|
@ -166,23 +166,26 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
shader_map[mk].users++;
|
||||
return;
|
||||
}
|
||||
//must create a shader!
|
||||
|
||||
// No pre-existing shader, create one.
|
||||
|
||||
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
|
||||
String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticleProcessMaterial.\n\n";
|
||||
|
||||
code += "shader_type particles;\n";
|
||||
code += "render_mode disable_velocity;\n";
|
||||
|
||||
if (collision_scale) {
|
||||
code += "render_mode collision_use_scale;\n";
|
||||
}
|
||||
code += "\n";
|
||||
|
||||
// Define uniforms.
|
||||
|
||||
code += "uniform vec3 direction;\n";
|
||||
code += "uniform float spread;\n";
|
||||
code += "uniform float flatness;\n";
|
||||
|
||||
code += "uniform float inherit_emitter_velocity_ratio = 0;\n";
|
||||
code += "uniform float inherit_emitter_velocity_ratio = 0.0;\n";
|
||||
|
||||
code += "uniform float initial_linear_velocity_min;\n";
|
||||
code += "uniform float initial_linear_velocity_max;\n";
|
||||
|
@ -227,10 +230,10 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += "uniform float anim_offset_max;\n";
|
||||
|
||||
code += "uniform float lifetime_randomness;\n";
|
||||
code += "uniform vec3 emission_shape_offset = vec3(0.);\n";
|
||||
code += "uniform vec3 emission_shape_scale = vec3(1.);\n";
|
||||
code += "uniform vec3 emission_shape_offset = vec3(0.0);\n";
|
||||
code += "uniform vec3 emission_shape_scale = vec3(1.0);\n";
|
||||
|
||||
code += "uniform vec3 velocity_pivot = vec3(0.);\n";
|
||||
code += "uniform vec3 velocity_pivot = vec3(0.0);\n";
|
||||
|
||||
if (tex_parameters[PARAM_SCALE_OVER_VELOCITY].is_valid()) {
|
||||
code += "uniform float scale_over_velocity_min = 0.0;\n";
|
||||
|
@ -346,10 +349,10 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += "uniform sampler2D scale_over_velocity_curve : repeat_disable;\n";
|
||||
}
|
||||
if (tex_parameters[PARAM_DIRECTIONAL_VELOCITY].is_valid()) {
|
||||
code += "uniform sampler2D directional_velocity_curve: repeat_disable;\n";
|
||||
code += "uniform sampler2D directional_velocity_curve : repeat_disable;\n";
|
||||
}
|
||||
if (velocity_limit_curve.is_valid()) {
|
||||
code += "uniform sampler2D velocity_limit_curve: repeat_disable;\n";
|
||||
code += "uniform sampler2D velocity_limit_curve : repeat_disable;\n";
|
||||
}
|
||||
|
||||
if (collision_mode == COLLISION_RIGID) {
|
||||
|
@ -372,23 +375,29 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
if (turbulence_color_ramp.is_valid()) {
|
||||
code += "uniform sampler2D turbulence_color_ramp;\n";
|
||||
}
|
||||
code += "\n";
|
||||
}
|
||||
|
||||
//functions for 3D noise / turbulence
|
||||
code += "\n\n";
|
||||
code += "\n";
|
||||
|
||||
// Define helper functions.
|
||||
|
||||
if (turbulence_enabled) {
|
||||
// Functions for 3D noise / turbulence.
|
||||
code += "// Functions for 3D noise / turbulence.\n";
|
||||
code += "vec4 grad(vec4 p) {\n";
|
||||
code += " p = fract(vec4(\n";
|
||||
code += " dot(p, vec4(0.143081, 0.001724, 0.280166, 0.262771)),\n";
|
||||
code += " dot(p, vec4(0.645401, -0.047791, -0.146698, 0.595016)),\n";
|
||||
code += " dot(p, vec4(-0.499665, -0.095734, 0.425674, -0.207367)),\n";
|
||||
code += " dot(p, vec4(-0.013596, -0.848588, 0.423736, 0.17044))));\n";
|
||||
code += " dot(p, vec4(0.143081, 0.001724, 0.280166, 0.262771)),\n";
|
||||
code += " dot(p, vec4(0.645401, -0.047791, -0.146698, 0.595016)),\n";
|
||||
code += " dot(p, vec4(-0.499665, -0.095734, 0.425674, -0.207367)),\n";
|
||||
code += " dot(p, vec4(-0.013596, -0.848588, 0.423736, 0.17044))));\n";
|
||||
code += " return fract((p.xyzw * p.yzwx) * 2365.952041) * 2.0 - 1.0;\n";
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "float noise(vec4 coord) {\n";
|
||||
code += " // Domain rotation to improve the look of XYZ slices + animation patterns.\n";
|
||||
code += " coord = vec4(\n";
|
||||
code += " coord.xyz + dot(coord, vec4(vec3(-0.1666667), -0.5)),\n";
|
||||
code += " dot(coord, vec4(0.5)));\n\n";
|
||||
code += " coord.xyz + dot(coord, vec4(vec3(-0.1666667), -0.5)),\n";
|
||||
code += " dot(coord, vec4(0.5)));\n\n";
|
||||
code += " vec4 base = floor(coord), delta = coord - base;\n\n";
|
||||
code += " vec4 grad_0000 = grad(base + vec4(0.0, 0.0, 0.0, 0.0)), grad_1000 = grad(base + vec4(1.0, 0.0, 0.0, 0.0));\n";
|
||||
code += " vec4 grad_0100 = grad(base + vec4(0.0, 1.0, 0.0, 0.0)), grad_1100 = grad(base + vec4(1.0, 1.0, 0.0, 0.0));\n";
|
||||
|
@ -399,23 +408,24 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " vec4 grad_0011 = grad(base + vec4(0.0, 0.0, 1.0, 1.0)), grad_1011 = grad(base + vec4(1.0, 0.0, 1.0, 1.0));\n";
|
||||
code += " vec4 grad_0111 = grad(base + vec4(0.0, 1.0, 1.0, 1.0)), grad_1111 = grad(base + vec4(1.0, 1.0, 1.0, 1.0));\n\n";
|
||||
code += " vec4 result_0123 = vec4(\n";
|
||||
code += " dot(delta - vec4(0.0, 0.0, 0.0, 0.0), grad_0000), dot(delta - vec4(1.0, 0.0, 0.0, 0.0), grad_1000),\n";
|
||||
code += " dot(delta - vec4(0.0, 1.0, 0.0, 0.0), grad_0100), dot(delta - vec4(1.0, 1.0, 0.0, 0.0), grad_1100));\n";
|
||||
code += " dot(delta - vec4(0.0, 0.0, 0.0, 0.0), grad_0000), dot(delta - vec4(1.0, 0.0, 0.0, 0.0), grad_1000),\n";
|
||||
code += " dot(delta - vec4(0.0, 1.0, 0.0, 0.0), grad_0100), dot(delta - vec4(1.0, 1.0, 0.0, 0.0), grad_1100));\n";
|
||||
code += " vec4 result_4567 = vec4(\n";
|
||||
code += " dot(delta - vec4(0.0, 0.0, 1.0, 0.0), grad_0010), dot(delta - vec4(1.0, 0.0, 1.0, 0.0), grad_1010),\n";
|
||||
code += " dot(delta - vec4(0.0, 1.0, 1.0, 0.0), grad_0110), dot(delta - vec4(1.0, 1.0, 1.0, 0.0), grad_1110));\n";
|
||||
code += " dot(delta - vec4(0.0, 0.0, 1.0, 0.0), grad_0010), dot(delta - vec4(1.0, 0.0, 1.0, 0.0), grad_1010),\n";
|
||||
code += " dot(delta - vec4(0.0, 1.0, 1.0, 0.0), grad_0110), dot(delta - vec4(1.0, 1.0, 1.0, 0.0), grad_1110));\n";
|
||||
code += " vec4 result_89AB = vec4(\n";
|
||||
code += " dot(delta - vec4(0.0, 0.0, 0.0, 1.0), grad_0001), dot(delta - vec4(1.0, 0.0, 0.0, 1.0), grad_1001),\n";
|
||||
code += " dot(delta - vec4(0.0, 1.0, 0.0, 1.0), grad_0101), dot(delta - vec4(1.0, 1.0, 0.0, 1.0), grad_1101));\n";
|
||||
code += " dot(delta - vec4(0.0, 0.0, 0.0, 1.0), grad_0001), dot(delta - vec4(1.0, 0.0, 0.0, 1.0), grad_1001),\n";
|
||||
code += " dot(delta - vec4(0.0, 1.0, 0.0, 1.0), grad_0101), dot(delta - vec4(1.0, 1.0, 0.0, 1.0), grad_1101));\n";
|
||||
code += " vec4 result_CDEF = vec4(\n";
|
||||
code += " dot(delta - vec4(0.0, 0.0, 1.0, 1.0), grad_0011), dot(delta - vec4(1.0, 0.0, 1.0, 1.0), grad_1011),\n";
|
||||
code += " dot(delta - vec4(0.0, 1.0, 1.0, 1.0), grad_0111), dot(delta - vec4(1.0, 1.0, 1.0, 1.0), grad_1111));\n\n";
|
||||
code += " dot(delta - vec4(0.0, 0.0, 1.0, 1.0), grad_0011), dot(delta - vec4(1.0, 0.0, 1.0, 1.0), grad_1011),\n";
|
||||
code += " dot(delta - vec4(0.0, 1.0, 1.0, 1.0), grad_0111), dot(delta - vec4(1.0, 1.0, 1.0, 1.0), grad_1111));\n\n";
|
||||
code += " vec4 fade = delta * delta * delta * (10.0 + delta * (-15.0 + delta * 6.0));\n";
|
||||
code += " vec4 result_W0 = mix(result_0123, result_89AB, fade.w), result_W1 = mix(result_4567, result_CDEF, fade.w);\n";
|
||||
code += " vec4 result_WZ = mix(result_W0, result_W1, fade.z);\n";
|
||||
code += " vec2 result_WZY = mix(result_WZ.xy, result_WZ.zw, fade.y);\n";
|
||||
code += " return mix(result_WZY.x, result_WZY.y, fade.x);\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "// Curl 3D and three-noise function with friendly permission by Isaac Cohen.\n";
|
||||
code += "// Modified to accept 4D noise.\n";
|
||||
code += "vec3 noise_3x(vec4 p) {\n";
|
||||
|
@ -424,7 +434,8 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " float s2 = noise(p - vec4(vec3(0.0), 1.7320508 * 2048.333333));\n";
|
||||
code += " vec3 c = vec3(s, s1, s2);\n";
|
||||
code += " return c;\n";
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "vec3 curl_3d(vec4 p, float c) {\n";
|
||||
code += " float epsilon = 0.001 + c;\n";
|
||||
code += " vec4 dx = vec4(epsilon, 0.0, 0.0, 0.0);\n";
|
||||
|
@ -440,7 +451,8 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " float y = (z1.x - z0.x) - (x1.z - x0.z);\n";
|
||||
code += " float z = (x1.y - x0.y) - (y1.x - y0.x);\n";
|
||||
code += " return normalize(vec3(x, y, z));\n";
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "vec3 get_noise_direction(vec3 pos) {\n";
|
||||
code += " float adj_contrast = max((turbulence_noise_strength - 1.0), 0.0) * 70.0;\n";
|
||||
code += " vec4 noise_time = TIME * vec4(turbulence_noise_speed, turbulence_noise_speed_random);\n";
|
||||
|
@ -448,66 +460,70 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " vec3 noise_direction = curl_3d(noise_pos + noise_time, adj_contrast);\n";
|
||||
code += " noise_direction = mix(0.9 * noise_direction, noise_direction, turbulence_noise_strength - 9.0);\n";
|
||||
code += " return noise_direction;\n";
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
}
|
||||
code += "vec4 rotate_hue(vec4 current_color, float hue_rot_angle){\n";
|
||||
|
||||
code += "vec4 rotate_hue(vec4 current_color, float hue_rot_angle) {\n";
|
||||
code += " float hue_rot_c = cos(hue_rot_angle);\n";
|
||||
code += " float hue_rot_s = sin(hue_rot_angle);\n";
|
||||
code += " mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0),\n";
|
||||
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
|
||||
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
|
||||
code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
|
||||
code += " mat4(vec4(0.701, -0.587, -0.114, 0.0),\n";
|
||||
code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
|
||||
code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
|
||||
code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
|
||||
code += " mat4(vec4(0.168, 0.330, -0.497, 0.0),\n";
|
||||
code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
|
||||
code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
|
||||
code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
|
||||
code += " mat4 hue_rot_mat =\n";
|
||||
code += " mat4(vec4(0.299, 0.587, 0.114, 0.0),\n";
|
||||
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
|
||||
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
|
||||
code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
|
||||
code += " mat4(vec4(0.701, -0.587, -0.114, 0.0),\n";
|
||||
code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
|
||||
code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
|
||||
code += " vec4(0.000, 0.000, 0.000, 0.0)) *\n";
|
||||
code += " hue_rot_c +\n";
|
||||
code += " mat4(vec4(0.168, 0.330, -0.497, 0.0),\n";
|
||||
code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
|
||||
code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
|
||||
code += " vec4(0.000, 0.000, 0.000, 0.0)) *\n";
|
||||
code += " hue_rot_s;\n";
|
||||
code += " return hue_rot_mat * current_color;\n";
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
|
||||
//need a random function
|
||||
code += "\n\n";
|
||||
// Random functions.
|
||||
code += "float rand_from_seed(inout uint seed) {\n";
|
||||
code += " int k;\n";
|
||||
code += " int s = int(seed);\n";
|
||||
code += " if (s == 0)\n";
|
||||
code += " s = 305420679;\n";
|
||||
code += " if (s == 0) {\n";
|
||||
code += " s = 305420679;\n";
|
||||
code += " }\n";
|
||||
code += " k = s / 127773;\n";
|
||||
code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
|
||||
code += " if (s < 0)\n";
|
||||
code += " if (s < 0) {\n";
|
||||
code += " s += 2147483647;\n";
|
||||
code += " }\n";
|
||||
code += " seed = uint(s);\n";
|
||||
code += " return float(seed % uint(65536)) / 65535.0;\n";
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "float rand_from_seed_m1_p1(inout uint seed) {\n";
|
||||
code += " return rand_from_seed(seed) * 2.0 - 1.0;\n";
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
code += "}\n\n";
|
||||
|
||||
//improve seed quality
|
||||
// Improve seed quality.
|
||||
code += "uint hash(uint x) {\n";
|
||||
code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
|
||||
code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
|
||||
code += " x = (x >> uint(16)) ^ x;\n";
|
||||
code += " return x;\n";
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "struct DisplayParameters{\n";
|
||||
// Define structs.
|
||||
|
||||
code += "struct DisplayParameters {\n";
|
||||
code += " vec3 scale;\n";
|
||||
code += " float hue_rotation;\n";
|
||||
code += " float animation_speed;\n";
|
||||
code += " float animation_offset;\n";
|
||||
code += " float lifetime;\n";
|
||||
code += " vec4 color;\n";
|
||||
code += "};\n";
|
||||
code += "\n";
|
||||
code += "struct DynamicsParameters{\n";
|
||||
code += "};\n\n";
|
||||
|
||||
code += "struct DynamicsParameters {\n";
|
||||
code += " float angle;\n";
|
||||
code += " float angular_velocity;\n";
|
||||
code += " float initial_velocity_multiplier;\n";
|
||||
|
@ -517,44 +533,43 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
if (turbulence_enabled) {
|
||||
code += " float turb_influence;\n";
|
||||
}
|
||||
code += "};\n";
|
||||
code += "struct PhysicalParameters{\n";
|
||||
code += "};\n\n";
|
||||
|
||||
code += "struct PhysicalParameters {\n";
|
||||
code += " float linear_accel;\n";
|
||||
code += " float radial_accel;\n";
|
||||
code += " float tangent_accel;\n";
|
||||
code += " float damping;\n";
|
||||
code += "};\n";
|
||||
code += "};\n\n";
|
||||
|
||||
code += "\n";
|
||||
code += "void calculate_initial_physical_params(inout PhysicalParameters params, inout uint alt_seed){\n";
|
||||
code += "void calculate_initial_physical_params(inout PhysicalParameters params, inout uint alt_seed) {\n";
|
||||
code += " params.linear_accel = mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.radial_accel = mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.tangent_accel = mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.damping = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n";
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
code += "void calculate_initial_dynamics_params(inout DynamicsParameters params,inout uint alt_seed){\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "void calculate_initial_dynamics_params(inout DynamicsParameters params, inout uint alt_seed) {\n";
|
||||
code += " // -------------------- DO NOT REORDER OPERATIONS, IT BREAKS VISUAL COMPATIBILITY\n";
|
||||
code += " // -------------------- ADD NEW OPERATIONS AT THE BOTTOM\n";
|
||||
code += " params.angle = mix(initial_angle_min, initial_angle_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.angular_velocity = mix(angular_velocity_min, angular_velocity_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.initial_velocity_multiplier = mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed));\n";
|
||||
code += " params.directional_velocity = mix(directional_velocity_min, directional_velocity_max,rand_from_seed(alt_seed));\n";
|
||||
code += " params.radial_velocity = mix(radial_velocity_min, radial_velocity_max,rand_from_seed(alt_seed));\n";
|
||||
code += " params.orbit_velocity = mix(orbit_velocity_min, orbit_velocity_max,rand_from_seed(alt_seed));\n";
|
||||
code += " params.initial_velocity_multiplier = mix(initial_linear_velocity_min, initial_linear_velocity_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.directional_velocity = mix(directional_velocity_min, directional_velocity_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.radial_velocity = mix(radial_velocity_min, radial_velocity_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.orbit_velocity = mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\n";
|
||||
if (turbulence_enabled) {
|
||||
code += " params.turb_influence = mix(turbulence_influence_min,turbulence_influence_max,rand_from_seed(alt_seed));\n";
|
||||
code += " params.turb_influence = mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed));\n";
|
||||
}
|
||||
code += "}\n";
|
||||
code += "void calculate_initial_display_params(inout DisplayParameters params,inout uint alt_seed){\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "void calculate_initial_display_params(inout DisplayParameters params, inout uint alt_seed) {\n";
|
||||
code += " // -------------------- DO NOT REORDER OPERATIONS, IT BREAKS VISUAL COMPATIBILITY\n";
|
||||
code += " // -------------------- ADD NEW OPERATIONS AT THE BOTTOM\n";
|
||||
code += " float pi = 3.14159;\n";
|
||||
code += " float degree_to_rad = pi / 180.0;\n";
|
||||
|
||||
code += " params.scale = vec3(mix(scale_min, scale_max, rand_from_seed(alt_seed)));\n";
|
||||
code += " params.scale = sign(params.scale) * max(abs(params.scale), 0.001);\n";
|
||||
code += " params.hue_rotation = pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.scale = vec3(mix(scale_min, scale_max, rand_from_seed(alt_seed)));\n";
|
||||
code += " params.scale = sign(params.scale) * max(abs(params.scale), 0.001);\n";
|
||||
code += " params.hue_rotation = pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.animation_speed = mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.animation_offset = mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed));\n";
|
||||
code += " params.lifetime = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
|
||||
|
@ -568,11 +583,11 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n";
|
||||
code += " params.color *= texelFetch(emission_texture_color, emission_tex_ofs, 0);\n";
|
||||
}
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
|
||||
// process display parameters that are bound solely by lifetime
|
||||
code += "void process_display_param(inout DisplayParameters parameters, float lifetime){\n";
|
||||
code += " // compile-time add textures\n";
|
||||
// Process display parameters that are bound solely by lifetime.
|
||||
code += "void process_display_param(inout DisplayParameters parameters, float lifetime) {\n";
|
||||
code += " // Compile-time add textures.\n";
|
||||
if (tex_parameters[PARAM_SCALE].is_valid()) {
|
||||
code += " parameters.scale *= texture(scale_curve, vec2(lifetime)).rgb;\n";
|
||||
}
|
||||
|
@ -586,7 +601,7 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " parameters.animation_speed *= texture(animation_speed_curve, vec2(lifetime)).r;\n";
|
||||
}
|
||||
if (color_ramp.is_valid()) {
|
||||
code += " parameters.color *= texture(color_ramp, vec2(lifetime));\n";
|
||||
code += " parameters.color *= texture(color_ramp, vec2(lifetime));\n";
|
||||
}
|
||||
if (alpha_curve.is_valid()) {
|
||||
code += " parameters.color.a *= texture(alpha_curve, vec2(lifetime)).r;\n";
|
||||
|
@ -595,14 +610,14 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
if (emission_curve.is_valid()) {
|
||||
code += " parameters.color.rgb *= 1.0 + texture(emission_curve, vec2(lifetime)).r;\n";
|
||||
}
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "vec3 calculate_initial_position(inout uint alt_seed) {\n";
|
||||
code += " float pi = 3.14159;\n";
|
||||
code += " float degree_to_rad = pi / 180.0;\n";
|
||||
code += " vec3 pos = vec3(0.);\n";
|
||||
code += " vec3 pos = vec3(0.0);\n";
|
||||
code += " { // Emission shape.\n";
|
||||
if (emission_shape == EMISSION_SHAPE_POINT) {
|
||||
code += " pos = vec3(0.);\n";
|
||||
code += " pos = vec3(0.0);\n";
|
||||
}
|
||||
if (emission_shape == EMISSION_SHAPE_SPHERE) {
|
||||
code += " float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
|
||||
|
@ -628,7 +643,6 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " pos = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n";
|
||||
}
|
||||
if (emission_shape == EMISSION_SHAPE_RING) {
|
||||
code += " \n";
|
||||
code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
|
||||
code += " float ring_random_radius = sqrt(rand_from_seed(alt_seed) * (emission_ring_radius * emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);\n";
|
||||
code += " vec3 axis = emission_ring_axis == vec3(0.0) ? vec3(0.0, 0.0, 1.0) : normalize(emission_ring_axis);\n";
|
||||
|
@ -650,91 +664,86 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " ortho_axis = normalize(ortho_axis);\n";
|
||||
code += " pos = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * emission_ring_height - emission_ring_height / 2.0) * axis;\n";
|
||||
}
|
||||
|
||||
code += " }\n";
|
||||
code += " return pos * emission_shape_scale + emission_shape_offset;\n";
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
code += "}\n\n";
|
||||
|
||||
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid() || particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += "vec3 process_orbit_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform,float delta, float total_lifetime){\n";
|
||||
code += "vec3 process_orbit_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform, float delta, float total_lifetime) {\n";
|
||||
// No reason to run all these expensive calculation below if we have no orbit velocity
|
||||
// HOWEVER
|
||||
// May be a bad idea for fps consistency?
|
||||
code += "if(abs(param.orbit_velocity) < 0.01 || delta < 0.001){ return vec3(0.0);}\n";
|
||||
code += "\n";
|
||||
code += " vec3 displacement = vec3(0.);\n";
|
||||
code += " if (abs(param.orbit_velocity) < 0.01 || delta < 0.001) {\n";
|
||||
code += " return vec3(0.0);\n";
|
||||
code += " }\n";
|
||||
code += " vec3 displacement = vec3(0.0);\n";
|
||||
code += " float pi = 3.14159;\n";
|
||||
code += " float degree_to_rad = pi / 180.0;\n";
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " float orbit_amount = param.orbit_velocity;\n";
|
||||
|
||||
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
|
||||
CurveTexture *texture = Object::cast_to<CurveTexture>(tex_parameters[PARAM_ORBIT_VELOCITY].ptr());
|
||||
if (texture) {
|
||||
code += " orbit_amount *= texture(orbit_velocity_curve, vec2(lifetime)).r;\n";
|
||||
code += " orbit_amount *= texture(orbit_velocity_curve, vec2(lifetime)).r;\n";
|
||||
} else {
|
||||
code += " orbit_amount *= texture(orbit_velocity_curve, vec2(lifetime)).b;\n";
|
||||
code += " orbit_amount *= texture(orbit_velocity_curve, vec2(lifetime)).b;\n";
|
||||
}
|
||||
}
|
||||
code += " if (orbit_amount != 0.0) {\n";
|
||||
code += " vec3 pos = transform[3].xyz;\n";
|
||||
code += " vec3 org = emission_transform[3].xyz;\n";
|
||||
code += " vec3 diff = pos - org;\n";
|
||||
code += " float ang = orbit_amount * pi * 2.0 * delta;\n";
|
||||
code += " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
|
||||
code += " displacement.xy -= diff.xy;\n";
|
||||
code += " displacement.xy += rot * diff.xy;\n";
|
||||
code += " vec3 pos = transform[3].xyz;\n";
|
||||
code += " vec3 org = emission_transform[3].xyz;\n";
|
||||
code += " vec3 diff = pos - org;\n";
|
||||
code += " float ang = orbit_amount * pi * 2.0 * delta;\n";
|
||||
code += " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
|
||||
code += " displacement.xy -= diff.xy;\n";
|
||||
code += " displacement.xy += rot * diff.xy;\n";
|
||||
code += " }\n";
|
||||
} else {
|
||||
code += " vec3 orbit_velocities = vec3(param.orbit_velocity);\n";
|
||||
code += " orbit_velocities *= texture(orbit_velocity_curve, vec2(lifetime)).rgb;\n";
|
||||
|
||||
code += " orbit_velocities *= texture(orbit_velocity_curve, vec2(lifetime)).rgb;\n";
|
||||
code += " orbit_velocities *= pi * 2.0;\n";
|
||||
code += " orbit_velocities *= delta; // we wanna process those by the delta angle\n";
|
||||
code += " //vec3 local_velocity_pivot = ((emission_transform) * vec4(velocity_pivot,1.0)).xyz;\n";
|
||||
code += " // X axis\n";
|
||||
code += " orbit_velocities *= delta; // We wanna process those by the delta angle.\n\n";
|
||||
|
||||
code += " // X axis.\n";
|
||||
code += " vec3 local_pos = (inverse(emission_transform) * transform[3]).xyz;\n";
|
||||
code += " local_pos -= velocity_pivot;\n";
|
||||
code += " local_pos.x = 0.;\n";
|
||||
code += " local_pos.x = 0.0;\n";
|
||||
code += " mat3 x_rotation_mat = mat3(\n";
|
||||
code += " vec3(1.0,0.0,0.0),\n";
|
||||
code += " vec3(1.0, 0.0, 0.0),\n";
|
||||
code += " vec3(0.0, cos(orbit_velocities.x), sin(orbit_velocities.x)),\n";
|
||||
code += " vec3(0.0, -sin(orbit_velocities.x), cos(orbit_velocities.x))\n";
|
||||
code += " );\n";
|
||||
code += " vec3 new_pos = x_rotation_mat * local_pos;\n";
|
||||
code += " displacement = new_pos - local_pos;\n";
|
||||
code += "\n";
|
||||
code += " // Y axis\n";
|
||||
code += " displacement = new_pos - local_pos;\n\n";
|
||||
|
||||
code += " // Y axis.\n";
|
||||
code += " local_pos = (inverse(emission_transform) * transform[3]).xyz;\n";
|
||||
code += " local_pos -= velocity_pivot;\n";
|
||||
code += " local_pos.y = 0.;\n";
|
||||
code += " local_pos.y = 0.0;\n";
|
||||
code += " mat3 y_rotation_mat = mat3(\n";
|
||||
code += " vec3(cos(orbit_velocities.y), 0.0, -sin(orbit_velocities.y)),\n";
|
||||
code += " vec3(0.0, 1.0,0.0),\n";
|
||||
code += " vec3(0.0, 1.0, 0.0),\n";
|
||||
code += " vec3(sin(orbit_velocities.y), 0.0, cos(orbit_velocities.y))\n";
|
||||
code += " );\n";
|
||||
code += " new_pos = y_rotation_mat * local_pos;\n";
|
||||
code += " displacement += new_pos - local_pos;\n";
|
||||
code += " // z axis\n";
|
||||
code += "\n";
|
||||
code += " displacement += new_pos - local_pos;\n\n";
|
||||
|
||||
code += " // Z axis.\n";
|
||||
code += " local_pos = (inverse(emission_transform) * transform[3]).xyz;\n";
|
||||
code += " local_pos -= velocity_pivot;\n";
|
||||
code += " local_pos.z = 0.;\n";
|
||||
code += " local_pos.z = 0.0;\n";
|
||||
code += " mat3 z_rotation_mat = mat3(\n";
|
||||
code += " vec3(cos(orbit_velocities.z),sin(orbit_velocities.z),0.0),\n";
|
||||
code += " vec3(-sin(orbit_velocities.z),cos(orbit_velocities.z), 0.0),\n";
|
||||
code += " vec3(0.0,0.0,1.0)\n";
|
||||
code += " vec3(cos(orbit_velocities.z), sin(orbit_velocities.z), 0.0),\n";
|
||||
code += " vec3(-sin(orbit_velocities.z), cos(orbit_velocities.z), 0.0),\n";
|
||||
code += " vec3(0.0, 0.0, 1.0)\n";
|
||||
code += " );\n";
|
||||
code += " new_pos = z_rotation_mat * local_pos;\n";
|
||||
code += " displacement += new_pos - local_pos;\n";
|
||||
code += "\n";
|
||||
code += " displacement += new_pos - local_pos;\n\n";
|
||||
}
|
||||
code += " return (emission_transform * vec4(displacement/delta, 0.0)).xyz;\n";
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
code += "\n";
|
||||
code += " return (emission_transform * vec4(displacement / delta, 0.0)).xyz;\n";
|
||||
code += "}\n\n";
|
||||
}
|
||||
|
||||
code += "vec3 get_random_direction_from_spread(inout uint alt_seed, float spread_angle){\n";
|
||||
code += "vec3 get_random_direction_from_spread(inout uint alt_seed, float spread_angle) {\n";
|
||||
code += " float pi = 3.14159;\n";
|
||||
code += " float degree_to_rad = pi / 180.0;\n";
|
||||
code += " float spread_rad = spread_angle * degree_to_rad;\n";
|
||||
|
@ -750,13 +759,13 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
|
||||
code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
|
||||
code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
|
||||
code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
|
||||
code += " direction_yz.z = direction_yz.z / max(0.0001, sqrt(abs(direction_yz.z))); // Better uniform distribution.\n";
|
||||
code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
|
||||
code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
|
||||
code += " // rotate spread to direction\n";
|
||||
code += " // Rotate spread to direction.\n";
|
||||
code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
|
||||
code += " if (length(binormal) < 0.0001) {\n";
|
||||
code += " // direction is parallel to Y. Choose Z as the binormal.\n";
|
||||
code += " // Direction is parallel to Y. Choose Z as the binormal.\n";
|
||||
code += " binormal = vec3(0.0, 0.0, 1.0);\n";
|
||||
code += " }\n";
|
||||
code += " binormal = normalize(binormal);\n";
|
||||
|
@ -764,43 +773,41 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
|
||||
code += " return normalize(spread_direction);\n";
|
||||
}
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "vec3 process_radial_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform, float delta){\n";
|
||||
code += "vec3 process_radial_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform, float delta) {\n";
|
||||
code += " vec3 radial_displacement = vec3(0.0);\n";
|
||||
code += " if (delta < 0.001){\n";
|
||||
code += " if (delta < 0.001) {\n";
|
||||
code += " return radial_displacement;\n";
|
||||
code += " }\n";
|
||||
code += " float radial_displacement_multiplier = 1.0;\n";
|
||||
if (tex_parameters[PARAM_RADIAL_VELOCITY].is_valid()) {
|
||||
code += " radial_displacement_multiplier = texture(radial_velocity_curve, vec2(lifetime)).r;\n";
|
||||
code += " radial_displacement_multiplier = texture(radial_velocity_curve, vec2(lifetime)).r;\n";
|
||||
}
|
||||
code += " vec3 global_pivot = (emission_transform * vec4(velocity_pivot, 1.0)).xyz;\n";
|
||||
code += " if(length(transform[3].xyz - global_pivot) > 0.01){\n";
|
||||
code += " if (length(transform[3].xyz - global_pivot) > 0.01) {\n";
|
||||
code += " radial_displacement = normalize(transform[3].xyz - global_pivot) * radial_displacement_multiplier * param.radial_velocity;\n";
|
||||
code += " }else{radial_displacement = get_random_direction_from_spread(alt_seed, 360.0)* param.radial_velocity;} \n";
|
||||
code += " if (radial_displacement_multiplier * param.radial_velocity < 0.0){\n // Prevent inwards velocity to flicker once the point is reached.";
|
||||
code += " if (length(radial_displacement) > 0.01){\n";
|
||||
code += " radial_displacement = normalize(radial_displacement) * min(abs((radial_displacement_multiplier * param.radial_velocity)), length(transform[3].xyz - global_pivot) / delta);\n";
|
||||
code += " }\n";
|
||||
code += " \n";
|
||||
code += " } else {\n";
|
||||
code += " radial_displacement = get_random_direction_from_spread(alt_seed, 360.0) * param.radial_velocity;\n";
|
||||
code += " }\n";
|
||||
code += " if (radial_displacement_multiplier * param.radial_velocity < 0.0) {\n";
|
||||
code += " // Prevent inwards velocity to flicker once the point is reached.\n";
|
||||
code += " radial_displacement = normalize(radial_displacement) * min(abs(radial_displacement_multiplier * param.radial_velocity), length(transform[3].xyz - global_pivot) / delta);\n";
|
||||
code += " }\n";
|
||||
code += " return radial_displacement;\n";
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
|
||||
if (tex_parameters[PARAM_DIRECTIONAL_VELOCITY].is_valid()) {
|
||||
code += "vec3 process_directional_displacement(DynamicsParameters param, float lifetime_percent,mat4 transform, mat4 emission_transform){\n";
|
||||
code += " vec3 displacement = vec3(0.);\n";
|
||||
code += "vec3 process_directional_displacement(DynamicsParameters param, float lifetime_percent, mat4 transform, mat4 emission_transform) {\n";
|
||||
code += " vec3 displacement = texture(directional_velocity_curve, vec2(lifetime_percent)).xyz * param.directional_velocity;\n";
|
||||
if (directional_velocity_global) {
|
||||
code += " displacement = texture(directional_velocity_curve, vec2(lifetime_percent)).xyz * param.directional_velocity;\n";
|
||||
code += " displacement = (emission_transform * vec4(displacement, 0.0)).xyz;\n";
|
||||
} else {
|
||||
code += " displacement = texture(directional_velocity_curve, vec2(lifetime_percent)).xyz * param.directional_velocity;\n";
|
||||
code += " displacement = (emission_transform * vec4(displacement, 0.0)).xyz;\n";
|
||||
}
|
||||
code += " return displacement;\n";
|
||||
code += "}\n";
|
||||
code += "}\n\n";
|
||||
}
|
||||
|
||||
code += "\n";
|
||||
code += "void process_physical_parameters(inout PhysicalParameters params, float lifetime_percent){\n";
|
||||
code += "void process_physical_parameters(inout PhysicalParameters params, float lifetime_percent) {\n";
|
||||
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
|
||||
code += " params.linear_accel *= texture(linear_accel_texture, vec2(lifetime_percent)).r;\n";
|
||||
}
|
||||
|
@ -813,35 +820,30 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
if (tex_parameters[PARAM_DAMPING].is_valid()) {
|
||||
code += " params.damping *= texture(damping_texture, vec2(lifetime_percent)).r;\n";
|
||||
}
|
||||
code += " \n";
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "void start() {\n";
|
||||
code += " uint base_number = NUMBER;\n";
|
||||
code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
|
||||
code += " DisplayParameters params;\n";
|
||||
code += " calculate_initial_display_params(params, alt_seed);\n";
|
||||
code += " // reset alt seed?\n";
|
||||
code += " // alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
|
||||
code += " // Reset alt seed?\n";
|
||||
code += " //alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
|
||||
code += " DynamicsParameters dynamic_params;\n";
|
||||
code += " calculate_initial_dynamics_params(dynamic_params, alt_seed);\n";
|
||||
code += " PhysicalParameters physics_params;\n";
|
||||
code += " calculate_initial_physical_params(physics_params, alt_seed);\n";
|
||||
code += " process_display_param(params, 0.0);\n";
|
||||
code += " process_display_param(params, 0.0);\n";
|
||||
code += " if (rand_from_seed(alt_seed) > AMOUNT_RATIO) {\n";
|
||||
code += " ACTIVE = false;\n";
|
||||
code += " }\n";
|
||||
code += " \n";
|
||||
code += " float pi = 3.14159;\n";
|
||||
code += " float degree_to_rad = pi / 180.0;\n";
|
||||
code += " \n";
|
||||
code += " if (RESTART_CUSTOM){\n";
|
||||
code += " CUSTOM = vec4(0.);\n";
|
||||
code += " }\n\n";
|
||||
|
||||
code += " if (RESTART_CUSTOM) {\n";
|
||||
code += " CUSTOM = vec4(0.0);\n";
|
||||
code += " CUSTOM.w = params.lifetime;\n";
|
||||
code += " CUSTOM.x = dynamic_params.angle;\n";
|
||||
code += " }\n";
|
||||
code += " if (RESTART_COLOR){\n";
|
||||
code += " if (RESTART_COLOR) {\n";
|
||||
code += " COLOR = params.color;\n";
|
||||
code += " }\n";
|
||||
code += " if (RESTART_ROT_SCALE) {\n";
|
||||
|
@ -849,16 +851,15 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " TRANSFORM[1].xyz = vec3(0.0, 1.0, 0.0);\n";
|
||||
code += " TRANSFORM[2].xyz = vec3(0.0, 0.0, 1.0);\n";
|
||||
code += " }\n";
|
||||
code += "\n";
|
||||
code += " if (RESTART_POSITION) {\n";
|
||||
code += " TRANSFORM[3].xyz = calculate_initial_position(alt_seed);\n";
|
||||
if (turbulence_enabled) {
|
||||
code += " float initial_turbulence_displacement = mix(turbulence_initial_displacement_min, turbulence_initial_displacement_max, rand_from_seed(alt_seed));\n";
|
||||
code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
|
||||
code += " TRANSFORM[3].xyz += noise_direction * initial_turbulence_displacement;\n";
|
||||
code += " float initial_turbulence_displacement = mix(turbulence_initial_displacement_min, turbulence_initial_displacement_max, rand_from_seed(alt_seed));\n";
|
||||
code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
|
||||
code += " TRANSFORM[3].xyz += noise_direction * initial_turbulence_displacement;\n";
|
||||
}
|
||||
code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
|
||||
code += " }\n";
|
||||
code += " }\n";
|
||||
code += " if (RESTART_VELOCITY) {\n";
|
||||
code += " VELOCITY = get_random_direction_from_spread(alt_seed, spread) * dynamic_params.initial_velocity_multiplier;\n";
|
||||
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
|
||||
|
@ -867,7 +868,7 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n";
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " {\n";
|
||||
code += " mat2 rotm;";
|
||||
code += " mat2 rotm;\n";
|
||||
code += " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
|
||||
code += " rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
|
||||
code += " VELOCITY.xy = rotm * VELOCITY.xy;\n";
|
||||
|
@ -882,76 +883,66 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " }\n";
|
||||
}
|
||||
}
|
||||
code += " }\n";
|
||||
code += " process_display_param(params, 0.);\n";
|
||||
code += "// process_dynamic_parameters(dynamic_params, 0., alt_seed, TRANSFORM, EMISSION_TRANSFORM, DELTA);\n";
|
||||
code += " }\n\n";
|
||||
code += " process_display_param(params, 0.0);\n\n";
|
||||
code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
|
||||
code += " VELOCITY += EMITTER_VELOCITY * inherit_emitter_velocity_ratio;\n";
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " VELOCITY.z = 0.;\n";
|
||||
code += " TRANSFORM[3].z = 0.;\n";
|
||||
code += " VELOCITY.z = 0.0;\n";
|
||||
code += " TRANSFORM[3].z = 0.0;\n";
|
||||
}
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "void process() {\n";
|
||||
code += " uint base_number = NUMBER;\n";
|
||||
// TODO add optional determinism here
|
||||
code += "// if (repeatable){\n";
|
||||
code += "// base_number = INDEX;\n";
|
||||
code += "// }\n";
|
||||
// TODO: Add optional determinism here.
|
||||
code += " //if (repeatable) {\n";
|
||||
code += " // base_number = INDEX;\n";
|
||||
code += " //}\n";
|
||||
code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
|
||||
code += " DisplayParameters params;\n";
|
||||
code += " calculate_initial_display_params(params, alt_seed);\n";
|
||||
code += " DynamicsParameters dynamic_params;\n";
|
||||
code += " calculate_initial_dynamics_params(dynamic_params, alt_seed);\n";
|
||||
code += " PhysicalParameters physics_params;\n";
|
||||
code += " calculate_initial_physical_params(physics_params, alt_seed);\n";
|
||||
code += " calculate_initial_physical_params(physics_params, alt_seed);\n\n";
|
||||
|
||||
code += " float pi = 3.14159;\n";
|
||||
code += " float degree_to_rad = pi / 180.0;\n";
|
||||
code += "\n";
|
||||
code += " float degree_to_rad = pi / 180.0;\n\n";
|
||||
|
||||
code += " CUSTOM.y += DELTA / LIFETIME;\n";
|
||||
code += " CUSTOM.y = mix(CUSTOM.y, 1.0, INTERPOLATE_TO_END);\n";
|
||||
code += " float lifetime_percent = CUSTOM.y/ params.lifetime;\n";
|
||||
code += " float lifetime_percent = CUSTOM.y / params.lifetime;\n";
|
||||
code += " if (CUSTOM.y > CUSTOM.w) {\n";
|
||||
code += " ACTIVE = false;\n";
|
||||
code += " }\n";
|
||||
code += " \n";
|
||||
code += " \n";
|
||||
code += " \n";
|
||||
code += " // will use this later to calculate final displacement and orient the particle.\n";
|
||||
code += " vec3 starting_position = TRANSFORM[3].xyz;\n";
|
||||
code += " }\n\n";
|
||||
|
||||
code += " // Calculate all velocity.\n";
|
||||
code += " vec3 controlled_displacement = vec3(0.0);\n";
|
||||
code += " \n";
|
||||
code += "// VELOCITY += process_physics_parameters(dynamic_params, lifetime_percent, alt_seed, TRANSFORM, EMISSION_TRANSFORM, DELTA);\n";
|
||||
code += " \n";
|
||||
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid() || particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " controlled_displacement += process_orbit_displacement(dynamic_params, lifetime_percent, alt_seed, TRANSFORM, EMISSION_TRANSFORM, DELTA, params.lifetime * LIFETIME);\n";
|
||||
}
|
||||
code += " // calculate all velocity\n";
|
||||
code += " \n";
|
||||
code += " controlled_displacement += process_radial_displacement(dynamic_params, lifetime_percent, alt_seed, TRANSFORM, EMISSION_TRANSFORM, DELTA);\n";
|
||||
code += " \n";
|
||||
if (tex_parameters[PARAM_DIRECTIONAL_VELOCITY].is_valid()) {
|
||||
code += " controlled_displacement += process_directional_displacement(dynamic_params, lifetime_percent, TRANSFORM, EMISSION_TRANSFORM);\n";
|
||||
}
|
||||
code += " \n";
|
||||
code += "\n";
|
||||
code += " process_physical_parameters(physics_params, lifetime_percent);\n";
|
||||
code += " vec3 force;\n";
|
||||
code += " {\n";
|
||||
code += " // copied from previous version\n";
|
||||
code += " // Copied from previous version.\n";
|
||||
code += " vec3 pos = TRANSFORM[3].xyz;\n";
|
||||
code += " force = gravity;\n";
|
||||
code += " // apply linear acceleration\n";
|
||||
code += " // Apply linear acceleration.\n";
|
||||
code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * physics_params.linear_accel : vec3(0.0);\n";
|
||||
code += " // apply radial acceleration\n";
|
||||
code += " // Apply radial acceleration.\n";
|
||||
code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
|
||||
code += " vec3 diff = pos - org;\n";
|
||||
code += " force += length(diff) > 0.0 ? normalize(diff) * physics_params.radial_accel : vec3(0.0);\n";
|
||||
code += " // apply tangential acceleration;\n";
|
||||
code += " // Apply tangential acceleration.\n";
|
||||
code += " float tangent_accel_val = physics_params.tangent_accel;\n";
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n";
|
||||
code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n";
|
||||
} else {
|
||||
code += " vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n";
|
||||
code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0);\n";
|
||||
|
@ -959,107 +950,103 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
if (attractor_interaction_enabled) {
|
||||
code += " force += ATTRACTOR_FORCE;\n";
|
||||
}
|
||||
code += "\n";
|
||||
code += " // apply attractor forces\n";
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " force.z = 0.;\n";
|
||||
code += " force.z = 0.0;\n";
|
||||
}
|
||||
code += " // Apply attractor forces.\n";
|
||||
code += " VELOCITY += force * DELTA;\n";
|
||||
code += " }\n";
|
||||
code += " {\n";
|
||||
code += " // copied from previous version\n";
|
||||
code += " // Copied from previous version.\n";
|
||||
code += " if (physics_params.damping > 0.0) {\n";
|
||||
code += " float v = length(VELOCITY);\n";
|
||||
if (!particle_flags[PARTICLE_FLAG_DAMPING_AS_FRICTION]) {
|
||||
code += " v -= physics_params.damping * DELTA;\n";
|
||||
} else {
|
||||
code += " if (v > 0.001) {\n";
|
||||
code += " // Realistic friction formula. We assume the mass of a particle to be 0.05kg.\n";
|
||||
code += " // Realistic friction formula. We assume the mass of a particle to be 0.05 kg.\n";
|
||||
code += " float damp = v * v * physics_params.damping * 0.05 * DELTA;\n";
|
||||
code += " v -= damp;\n";
|
||||
code += " }\n";
|
||||
}
|
||||
|
||||
code += " if (v < 0.0) {\n";
|
||||
code += " VELOCITY = vec3(0.0);\n";
|
||||
code += " } else {\n";
|
||||
code += " VELOCITY = normalize(VELOCITY) * v;\n";
|
||||
code += " }\n";
|
||||
code += " }\n";
|
||||
code += " \n";
|
||||
code += " }\n";
|
||||
code += " \n";
|
||||
code += " }\n\n";
|
||||
|
||||
if (collision_mode == COLLISION_RIGID) {
|
||||
code += " if (COLLIDED) {\n";
|
||||
code += " float collision_response = dot(COLLISION_NORMAL, VELOCITY);\n";
|
||||
code += " float slide_to_bounce_trigger = step(2.0/clamp(collision_bounce + 1.0, 1.0, 2.0), abs(collision_response));\n";
|
||||
code += " float slide_to_bounce_trigger = step(2.0 / clamp(collision_bounce + 1.0, 1.0, 2.0), abs(collision_response));\n";
|
||||
code += " TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n";
|
||||
code += " // Remove all components of VELOCITY that is not tangent to COLLISION_NORMAL\n";
|
||||
code += " // Remove all components of VELOCITY that are not tangential to COLLISION_NORMAL.\n";
|
||||
code += " VELOCITY -= COLLISION_NORMAL * collision_response;\n";
|
||||
code += " // Apply friction only to VELOCITY across the surface (Effectively decouples friction and bounce behavior).\n";
|
||||
code += " VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n";
|
||||
code += " // Add bounce velocity to VELOCITY\n";
|
||||
code += " // Apply friction only to VELOCITY across the surface (effectively decouples friction and bounce behavior).\n";
|
||||
code += " VELOCITY = mix(VELOCITY, vec3(0.0), clamp(collision_friction, 0.0, 1.0));\n";
|
||||
code += " // Add bounce velocity to VELOCITY.\n";
|
||||
code += " VELOCITY -= COLLISION_NORMAL * collision_response * (collision_bounce * slide_to_bounce_trigger);\n";
|
||||
code += " }\n";
|
||||
code += " }\n\n";
|
||||
} else if (collision_mode == COLLISION_HIDE_ON_CONTACT) {
|
||||
code += " if (COLLIDED) {\n";
|
||||
code += " ACTIVE = false;\n";
|
||||
code += " }\n";
|
||||
code += " }\n\n";
|
||||
}
|
||||
code += " \n";
|
||||
code += " // turbulence before limiting\n";
|
||||
|
||||
code += " // Turbulence before limiting.\n";
|
||||
if (turbulence_enabled) {
|
||||
if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) {
|
||||
code += " float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(lifetime_percent, 0.0), 0.0).r;\n";
|
||||
code += " float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(lifetime_percent, 0.0), 0.0).r;\n";
|
||||
} else {
|
||||
code += " float turbulence_influence = 1.0;\n";
|
||||
code += " float turbulence_influence = 1.0;\n";
|
||||
}
|
||||
code += " \n";
|
||||
code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
|
||||
code += "\n";
|
||||
code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
|
||||
|
||||
// Godot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Godot will generate the screen space SDF for collisions.
|
||||
// We don't need it as long as collision is disabled. Refer to GH-83744 for more info.
|
||||
if (collision_mode == COLLISION_RIGID) {
|
||||
code += " if (!COLLIDED) {\n";
|
||||
code += " if (!COLLIDED) {\n";
|
||||
} else {
|
||||
code += " {\n";
|
||||
}
|
||||
code += " float vel_mag = length(VELOCITY);\n";
|
||||
code += " float vel_infl = clamp(dynamic_params.turb_influence * turbulence_influence, 0.0,1.0);\n";
|
||||
code += " VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
|
||||
code += " vel_mag = length(controlled_displacement);\n";
|
||||
code += " controlled_displacement = mix(controlled_displacement, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
|
||||
if (collision_mode == COLLISION_RIGID) {
|
||||
code += " }\n";
|
||||
}
|
||||
}
|
||||
code += " vec3 final_velocity = controlled_displacement + VELOCITY;\n";
|
||||
code += " \n";
|
||||
code += " // limit velocity\n";
|
||||
if (velocity_limit_curve.is_valid()) {
|
||||
code += " if (length(final_velocity) > 0.001){\n";
|
||||
code += " final_velocity = normalize(final_velocity) * min(abs(length(final_velocity)), abs(texture(velocity_limit_curve, vec2(lifetime_percent)).r));\n";
|
||||
code += " float vel_mag = length(VELOCITY);\n";
|
||||
code += " float vel_infl = clamp(dynamic_params.turb_influence * turbulence_influence, 0.0, 1.0);\n";
|
||||
code += " VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
|
||||
code += " vel_mag = length(controlled_displacement);\n";
|
||||
code += " controlled_displacement = mix(controlled_displacement, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
|
||||
code += " }\n";
|
||||
}
|
||||
code += " \n";
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " final_velocity.z = 0.;\n";
|
||||
code += " vec3 final_velocity = controlled_displacement + VELOCITY;\n\n";
|
||||
|
||||
if (velocity_limit_curve.is_valid()) {
|
||||
code += " // Limit velocity.\n";
|
||||
code += " if (length(final_velocity) > 0.001) {\n";
|
||||
code += " final_velocity = normalize(final_velocity) * min(abs(length(final_velocity)), abs(texture(velocity_limit_curve, vec2(lifetime_percent)).r));\n";
|
||||
code += " }\n\n";
|
||||
}
|
||||
code += " TRANSFORM[3].xyz += final_velocity * DELTA;\n";
|
||||
code += " \n";
|
||||
code += " \n";
|
||||
code += " process_display_param(params, lifetime_percent);\n";
|
||||
code += " \n";
|
||||
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " final_velocity.z = 0.0;\n\n";
|
||||
}
|
||||
|
||||
code += " TRANSFORM[3].xyz += final_velocity * DELTA;\n\n";
|
||||
|
||||
code += " process_display_param(params, lifetime_percent);\n\n";
|
||||
|
||||
code += " float base_angle = dynamic_params.angle;\n";
|
||||
if (tex_parameters[PARAM_ANGLE].is_valid()) {
|
||||
code += " base_angle *= texture(angle_texture, vec2(lifetime_percent)).r;\n";
|
||||
}
|
||||
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
|
||||
code += " base_angle += CUSTOM.y * LIFETIME * dynamic_params.angular_velocity * texture(angular_velocity_texture, vec2(lifetime_percent)).r;\n";
|
||||
|
||||
} else {
|
||||
code += " base_angle += CUSTOM.y * LIFETIME * dynamic_params.angular_velocity;\n";
|
||||
}
|
||||
code += " CUSTOM.x = base_angle * degree_to_rad;\n";
|
||||
code += " COLOR = params.color;\n";
|
||||
code += " COLOR = params.color;\n\n";
|
||||
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
|
||||
|
@ -1075,9 +1062,8 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " TRANSFORM[1] = vec4(sin(CUSTOM.x), cos(CUSTOM.x), 0.0, 0.0);\n";
|
||||
code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
|
||||
}
|
||||
|
||||
} else {
|
||||
// orient particle Y towards velocity
|
||||
// Orient particle Y towards velocity.
|
||||
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
|
||||
code += " if (length(final_velocity) > 0.0) {\n";
|
||||
code += " TRANSFORM[1].xyz = normalize(final_velocity);\n";
|
||||
|
@ -1096,42 +1082,44 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
|
||||
code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
|
||||
}
|
||||
// turn particle by rotation in Y
|
||||
// Turn particle by rotation in Y.
|
||||
if (particle_flags[PARTICLE_FLAG_ROTATE_Y]) {
|
||||
code += " vec4 origin = TRANSFORM[3];\n";
|
||||
code += " TRANSFORM = mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
code += " TRANSFORM[3] = origin;\n";
|
||||
}
|
||||
}
|
||||
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
code += " TRANSFORM[3].z = 0.0;\n";
|
||||
code += " TRANSFORM[3].z = 0.0;\n\n";
|
||||
}
|
||||
|
||||
if (tex_parameters[PARAM_SCALE_OVER_VELOCITY].is_valid()) {
|
||||
code += " if(length(final_velocity) > 0.001){\n";
|
||||
code += " params.scale *= texture(scale_over_velocity_curve, vec2(clamp(length(final_velocity)/(scale_over_velocity_max - scale_over_velocity_min), 0.0,1.0), 0.0)).rgb;\n";
|
||||
code += " } else {params.scale *= texture(scale_over_velocity_curve, vec2(0.0)).rgb;}\n \n";
|
||||
code += " if (length(final_velocity) > 0.001) {\n";
|
||||
code += " params.scale *= texture(scale_over_velocity_curve, vec2(clamp(length(final_velocity) / (scale_over_velocity_max - scale_over_velocity_min), 0.0, 1.0), 0.0)).rgb;\n";
|
||||
code += " } else {\n";
|
||||
code += " params.scale *= texture(scale_over_velocity_curve, vec2(0.0)).rgb;\n";
|
||||
code += " }\n";
|
||||
}
|
||||
code += "// params.scale *= length(final_velocity)/100.0;\n";
|
||||
code += "\n";
|
||||
code += " TRANSFORM[0].xyz *= sign(params.scale.x) * max(abs(params.scale.x), 0.001);\n";
|
||||
code += " TRANSFORM[1].xyz *= sign(params.scale.y) * max(abs(params.scale.y), 0.001);\n";
|
||||
code += " TRANSFORM[2].xyz *= sign(params.scale.z) * max(abs(params.scale.z), 0.001);\n";
|
||||
code += " \n";
|
||||
code += " // \n";
|
||||
code += " CUSTOM.z = params.animation_offset + lifetime_percent * params.animation_speed;\n";
|
||||
code += " \n";
|
||||
code += "\n";
|
||||
code += " CUSTOM.z = params.animation_offset + lifetime_percent * params.animation_speed;\n\n";
|
||||
|
||||
if (sub_emitter_mode != SUB_EMITTER_DISABLED && !RenderingServer::get_singleton()->is_low_end()) {
|
||||
code += " int emit_count = 0;\n";
|
||||
switch (sub_emitter_mode) {
|
||||
case SUB_EMITTER_CONSTANT: {
|
||||
code += " float interval_from = CUSTOM.y * LIFETIME - DELTA;\n";
|
||||
code += " float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n";
|
||||
code += " if (DELTA >= interval_rem) emit_count = 1;\n";
|
||||
code += " float interval_rem = sub_emitter_frequency - mod(interval_from, sub_emitter_frequency);\n";
|
||||
code += " if (DELTA >= interval_rem) {\n";
|
||||
code += " emit_count = 1;\n";
|
||||
code += " }\n";
|
||||
} break;
|
||||
case SUB_EMITTER_AT_COLLISION: {
|
||||
code += " if (COLLIDED) emit_count = sub_emitter_amount_at_collision;\n";
|
||||
code += " if (COLLIDED) {\n";
|
||||
code += " emit_count = sub_emitter_amount_at_collision;\n";
|
||||
code += " }\n";
|
||||
} break;
|
||||
case SUB_EMITTER_AT_END: {
|
||||
code += " if ((CUSTOM.y / CUSTOM.w * LIFETIME) > (LIFETIME - DELTA)) {\n";
|
||||
|
@ -1141,18 +1129,19 @@ void ParticleProcessMaterial::_update_shader() {
|
|||
default: {
|
||||
}
|
||||
}
|
||||
code += " for(int i=0;i<emit_count;i++) {\n";
|
||||
code += " uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
|
||||
code += " if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
|
||||
code += " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
|
||||
code += " }";
|
||||
code += " for (int i = 0; i < emit_count; i++) {\n";
|
||||
code += " uint flags = FLAG_EMIT_POSITION | FLAG_EMIT_ROT_SCALE;\n";
|
||||
code += " if (sub_emitter_keep_velocity) {\n";
|
||||
code += " flags |= FLAG_EMIT_VELOCITY;\n";
|
||||
code += " }\n";
|
||||
code += " emit_subparticle(TRANSFORM, VELOCITY, vec4(0.0), vec4(0.0), flags);\n";
|
||||
code += " }\n\n";
|
||||
}
|
||||
|
||||
code += " if (CUSTOM.y > CUSTOM.w) {\n";
|
||||
code += " ACTIVE = false;\n";
|
||||
code += " }\n";
|
||||
code += "}\n";
|
||||
code += "\n";
|
||||
|
||||
ShaderData shader_data;
|
||||
shader_data.shader = RS::get_singleton()->shader_create();
|
||||
|
|
Loading…
Reference in a new issue