Merge pull request #54599 from Chaosus/vs_particles_2d_emitters
This commit is contained in:
commit
56cfebbe98
6 changed files with 108 additions and 9 deletions
|
@ -1,9 +1,15 @@
|
|||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<class name="VisualShaderNodeParticleEmitter" inherits="VisualShaderNode" version="4.0">
|
||||
<brief_description>
|
||||
A base class for particle emitters.
|
||||
</brief_description>
|
||||
<description>
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
<members>
|
||||
<member name="mode_2d" type="bool" setter="set_mode_2d" getter="is_mode_2d" default="false">
|
||||
If [code]true[/code], the result of this emitter is projected to 2D space. By default it is [code]false[/code] and meant for use in 3D space.
|
||||
</member>
|
||||
</members>
|
||||
</class>
|
||||
|
|
|
@ -4977,7 +4977,7 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
|
||||
void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const Map<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
|
||||
parent_resource = p_parent_resource;
|
||||
updating = false;
|
||||
node = p_node;
|
||||
|
@ -4993,7 +4993,11 @@ public:
|
|||
|
||||
Label *prop_name = memnew(Label);
|
||||
String prop_name_str = p_names[i];
|
||||
prop_name_str = prop_name_str.capitalize() + ":";
|
||||
if (p_overrided_names.has(p_names[i])) {
|
||||
prop_name_str = p_overrided_names[p_names[i]] + ":";
|
||||
} else {
|
||||
prop_name_str = prop_name_str.capitalize() + ":";
|
||||
}
|
||||
prop_name->set_text(prop_name_str);
|
||||
prop_name->set_visible(false);
|
||||
hbox->add_child(prop_name);
|
||||
|
@ -5085,7 +5089,7 @@ Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_par
|
|||
properties.push_back(pinfo[i].name);
|
||||
}
|
||||
VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
|
||||
editor->setup(p_parent_resource, editors, properties, p_node);
|
||||
editor->setup(p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
|
||||
return editor;
|
||||
}
|
||||
|
||||
|
|
|
@ -199,6 +199,10 @@ Vector<StringName> VisualShaderNode::get_editable_properties() const {
|
|||
return Vector<StringName>();
|
||||
}
|
||||
|
||||
Map<StringName, String> VisualShaderNode::get_editable_properties_names() const {
|
||||
return Map<StringName, String>();
|
||||
}
|
||||
|
||||
Array VisualShaderNode::get_default_input_values() const {
|
||||
Array ret;
|
||||
for (const KeyValue<int, Variant> &E : default_input_values) {
|
||||
|
@ -1922,6 +1926,10 @@ void VisualShader::_update_shader() const {
|
|||
global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
|
||||
global_compute_code += "}\n\n";
|
||||
|
||||
global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
|
||||
global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
|
||||
global_compute_code += "}\n\n";
|
||||
|
||||
global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
|
||||
global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
|
||||
global_compute_code += "}\n\n";
|
||||
|
|
|
@ -272,6 +272,7 @@ public:
|
|||
void set_disabled(bool p_disabled = true);
|
||||
|
||||
virtual Vector<StringName> get_editable_properties() const;
|
||||
virtual Map<StringName, String> get_editable_properties_names() const;
|
||||
|
||||
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
|
||||
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
||||
|
|
|
@ -51,6 +51,38 @@ bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const
|
|||
return false;
|
||||
}
|
||||
|
||||
void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) {
|
||||
mode_2d = p_enabled;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
bool VisualShaderNodeParticleEmitter::is_mode_2d() const {
|
||||
return mode_2d;
|
||||
}
|
||||
|
||||
Vector<StringName> VisualShaderNodeParticleEmitter::get_editable_properties() const {
|
||||
Vector<StringName> props;
|
||||
props.push_back("mode_2d");
|
||||
return props;
|
||||
}
|
||||
|
||||
Map<StringName, String> VisualShaderNodeParticleEmitter::get_editable_properties_names() const {
|
||||
Map<StringName, String> names;
|
||||
names.insert("mode_2d", TTR("2D Mode"));
|
||||
return names;
|
||||
}
|
||||
|
||||
bool VisualShaderNodeParticleEmitter::is_show_prop_names() const {
|
||||
return true;
|
||||
}
|
||||
|
||||
void VisualShaderNodeParticleEmitter::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_mode_2d", "enabled"), &VisualShaderNodeParticleEmitter::set_mode_2d);
|
||||
ClassDB::bind_method(D_METHOD("is_mode_2d"), &VisualShaderNodeParticleEmitter::is_mode_2d);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "mode_2d"), "set_mode_2d", "is_mode_2d");
|
||||
}
|
||||
|
||||
VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() {
|
||||
}
|
||||
|
||||
|
@ -79,15 +111,27 @@ String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) co
|
|||
|
||||
String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
||||
String code;
|
||||
|
||||
code += "vec2 __get_random_point_in_circle(inout uint seed, float radius, float inner_radius) {\n";
|
||||
code += " return __get_random_unit_vec2(seed) * __randf_range(seed, inner_radius, radius);\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n";
|
||||
code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
|
||||
code += "}\n\n";
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
||||
String code;
|
||||
code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
|
||||
|
||||
if (mode_2d) {
|
||||
code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
|
||||
}
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
|
@ -122,16 +166,27 @@ String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const
|
|||
|
||||
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 += "vec2 __get_random_point_in_box2d(inout uint seed, vec2 extents) {\n";
|
||||
code += " vec2 half_extents = extents / 2.0;\n";
|
||||
code += " return vec2(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y));\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "vec3 __get_random_point_in_box3d(inout uint seed, vec3 extents) {\n";
|
||||
code += " vec3 half_extents = extents / 2.0;\n";
|
||||
code += " return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n";
|
||||
code += "}\n\n";
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
||||
String code;
|
||||
code += " " + 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";
|
||||
if (mode_2d) {
|
||||
code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ".xy), 0.0);\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = __get_random_point_in_box3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
|
@ -166,17 +221,31 @@ String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) cons
|
|||
|
||||
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 += " float angle = __rand_from_seed(seed) * PI * 2.0;\n";
|
||||
|
||||
code += "vec2 __get_random_point_on_ring2d(inout uint seed, float radius, float inner_radius) {\n";
|
||||
code += " float angle = __rand_from_seed(seed) * TAU;\n";
|
||||
code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
|
||||
code += " return vec2(ring.x, ring.y);\n";
|
||||
code += "}\n\n";
|
||||
|
||||
code += "vec3 __get_random_point_on_ring3d(inout uint seed, float radius, float inner_radius, float height) {\n";
|
||||
code += " float angle = __rand_from_seed(seed) * TAU;\n";
|
||||
code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
|
||||
code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
|
||||
code += "}\n\n";
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
||||
String code;
|
||||
code = " " + 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";
|
||||
|
||||
if (mode_2d) {
|
||||
code = " " + p_output_vars[0] + " = vec3(__get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n";
|
||||
} else {
|
||||
code = " " + p_output_vars[0] + " = __get_random_point_on_ring3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
|
||||
}
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
|
|
|
@ -38,12 +38,23 @@
|
|||
class VisualShaderNodeParticleEmitter : public VisualShaderNode {
|
||||
GDCLASS(VisualShaderNodeParticleEmitter, VisualShaderNode);
|
||||
|
||||
protected:
|
||||
bool mode_2d = false;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
virtual bool has_output_port_preview(int p_port) const override;
|
||||
|
||||
void set_mode_2d(bool p_enabled);
|
||||
bool is_mode_2d() const;
|
||||
|
||||
Vector<StringName> get_editable_properties() const override;
|
||||
Map<StringName, String> get_editable_properties_names() const override;
|
||||
bool is_show_prop_names() const override;
|
||||
|
||||
VisualShaderNodeParticleEmitter();
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue