Merge pull request #55082 from Chaosus/vs_mesh_emitter
This commit is contained in:
commit
d087e1c413
3 changed files with 235 additions and 79 deletions
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@ -1835,6 +1835,7 @@ void VisualShader::_update_shader() const {
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code += " float __scalar_buff1;\n";
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code += " float __scalar_buff2;\n";
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code += " int __scalar_ibuff;\n";
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code += " vec4 __vec4_buff;\n";
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code += " vec3 __ndiff = normalize(__diff);\n\n";
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}
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if (has_start) {
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@ -264,7 +264,7 @@ String VisualShaderNodeParticleMeshEmitter::get_caption() const {
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}
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int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const {
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return 2;
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return 6;
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}
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VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const {
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@ -273,6 +273,14 @@ VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter
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return PORT_TYPE_VECTOR; // position
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case 1:
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return PORT_TYPE_VECTOR; // normal
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case 2:
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return PORT_TYPE_VECTOR; // color
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case 3:
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return PORT_TYPE_SCALAR; // alpha
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case 4:
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return PORT_TYPE_VECTOR; // uv
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case 5:
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return PORT_TYPE_VECTOR; // uv2
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}
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return PORT_TYPE_SCALAR;
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}
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@ -283,6 +291,14 @@ String VisualShaderNodeParticleMeshEmitter::get_output_port_name(int p_port) con
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return "position";
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case 1:
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return "normal";
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case 2:
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return "color";
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case 3:
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return "alpha";
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case 4:
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return "uv";
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case 5:
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return "uv2";
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}
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return String();
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}
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@ -299,135 +315,263 @@ String VisualShaderNodeParticleMeshEmitter::get_input_port_name(int p_port) cons
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return String();
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}
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String VisualShaderNodeParticleMeshEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String VisualShaderNodeParticleMeshEmitter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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if (mesh.is_valid()) {
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code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_vx") + ";\n";
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code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_nm") + ";\n";
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if (is_output_port_connected(0)) { // position
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code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_vx") + ";\n";
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}
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if (is_output_port_connected(1)) { // normal
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code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_nm") + ";\n";
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}
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if (is_output_port_connected(2) || is_output_port_connected(3)) { // color & alpha
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code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_col") + ";\n";
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}
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if (is_output_port_connected(4)) { // uv
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code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv") + ";\n";
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}
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if (is_output_port_connected(5)) { // uv2
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code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv2") + ";\n";
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}
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}
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return code;
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}
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String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, bool p_ignore_mode2d) const {
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String code;
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if (is_output_port_connected(p_index)) {
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if (mode_2d && !p_ignore_mode2d) {
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code += " " + p_output_vars[p_index] + " = vec3(";
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code += "texelFetch(";
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code += make_unique_id(p_type, p_id, p_texture_name) + ", ";
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code += "ivec2(__scalar_ibuff, 0), 0).xy, 0.0);\n";
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} else {
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code += " " + p_output_vars[p_index] + " = texelFetch(";
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code += make_unique_id(p_type, p_id, p_texture_name) + ", ";
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code += "ivec2(__scalar_ibuff, 0), 0).xyz;\n";
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}
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}
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return code;
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}
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String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += " __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n";
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if (position_texture->get_width() == 0) {
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code += " " + p_output_vars[0] + " = vec3(0.0);\n";
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} else {
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if (mode_2d) {
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code += " " + p_output_vars[0] + " = vec3(";
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code += "texelFetch(";
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code += make_unique_id(p_type, p_id, "mesh_vx") + ", ";
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code += "ivec2(__scalar_ibuff, 0), 0).xy, 0.0);\n";
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code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx");
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code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm");
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if (is_output_port_connected(2) || is_output_port_connected(3)) {
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code += " __vec4_buff = texelFetch(";
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code += make_unique_id(p_type, p_id, "mesh_col") + ", ";
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code += "ivec2(__scalar_ibuff, 0), 0);\n";
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if (is_output_port_connected(2)) {
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code += " " + p_output_vars[2] + " = __vec4_buff.rgb;\n";
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} else {
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code += " " + p_output_vars[0] + " = texelFetch(";
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code += make_unique_id(p_type, p_id, "mesh_vx") + ", ";
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code += "ivec2(__scalar_ibuff, 0), 0).xyz;\n";
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code += " " + p_output_vars[2] + " = vec3(0.0);\n";
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}
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if (is_output_port_connected(3)) {
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code += " " + p_output_vars[3] + " = __vec4_buff.a;\n";
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} else {
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code += " " + p_output_vars[3] + " = 0.0;\n";
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}
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}
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if (normal_texture->get_width() == 0) {
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code += " " + p_output_vars[1] + " = vec3(0.0);\n";
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} else {
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if (mode_2d) {
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code += " " + p_output_vars[1] + " = vec3(";
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code += "texelFetch(";
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code += make_unique_id(p_type, p_id, "mesh_nm") + ", ";
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code += "ivec2(__scalar_ibuff, 0), 0).xy, 0.0);\n";
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} else {
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code += " " + p_output_vars[1] + " = texelFetch(";
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code += make_unique_id(p_type, p_id, "mesh_nm") + ", ";
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code += "ivec2(__scalar_ibuff, 0), 0).xyz;\n";
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}
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}
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code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", true);
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code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", true);
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return code;
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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp_vx;
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dtp_vx.name = make_unique_id(p_type, p_id, "mesh_vx");
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dtp_vx.params.push_back(position_texture);
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VisualShader::DefaultTextureParam dtp_nm;
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dtp_nm.name = make_unique_id(p_type, p_id, "mesh_nm");
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dtp_nm.params.push_back(normal_texture);
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp_vx);
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ret.push_back(dtp_nm);
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if (is_output_port_connected(0)) {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "mesh_vx");
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dtp.params.push_back(position_texture);
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ret.push_back(dtp);
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}
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if (is_output_port_connected(1)) {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "mesh_nm");
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dtp.params.push_back(normal_texture);
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ret.push_back(dtp);
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}
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if (is_output_port_connected(2) || is_output_port_connected(3)) {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "mesh_col");
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dtp.params.push_back(color_texture);
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ret.push_back(dtp);
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}
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if (is_output_port_connected(4)) {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "mesh_uv");
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dtp.params.push_back(uv_texture);
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ret.push_back(dtp);
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}
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if (is_output_port_connected(5)) {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "mesh_uv2");
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dtp.params.push_back(uv2_texture);
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ret.push_back(dtp);
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}
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return ret;
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}
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void VisualShaderNodeParticleMeshEmitter::update_texture() {
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void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture) {
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Ref<Image> image;
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image.instantiate();
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if (p_array.size() == 0) {
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image->create(1, 1, false, Image::Format::FORMAT_RGBF);
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} else {
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image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF);
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}
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for (int i = 0; i < p_array.size(); i++) {
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Vector2 v = p_array[i];
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image->set_pixel(i, 0, Color(v.x, v.y, 0));
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}
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if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
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r_texture->create_from_image(image);
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} else {
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r_texture->update(image);
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}
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}
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void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture) {
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Ref<Image> image;
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image.instantiate();
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if (p_array.size() == 0) {
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image->create(1, 1, false, Image::Format::FORMAT_RGBF);
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} else {
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image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF);
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}
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for (int i = 0; i < p_array.size(); i++) {
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Vector3 v = p_array[i];
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image->set_pixel(i, 0, Color(v.x, v.y, v.z));
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}
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if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
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r_texture->create_from_image(image);
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} else {
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r_texture->update(image);
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}
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}
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void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture) {
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Ref<Image> image;
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image.instantiate();
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if (p_array.size() == 0) {
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image->create(1, 1, false, Image::Format::FORMAT_RGBA8);
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} else {
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image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBA8);
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}
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for (int i = 0; i < p_array.size(); i++) {
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image->set_pixel(i, 0, p_array[i]);
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}
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if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
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r_texture->create_from_image(image);
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} else {
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r_texture->update(image);
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}
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}
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void VisualShaderNodeParticleMeshEmitter::_update_textures() {
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if (!mesh.is_valid()) {
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return;
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}
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Color> colors;
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Vector<Vector2> uvs;
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Vector<Vector2> uvs2;
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if (use_all_surfaces) {
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for (int i = 0; i < max_surface_index; i++) {
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// position
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Array vertex_array = mesh->surface_get_arrays(i)[Mesh::ARRAY_VERTEX];
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for (int j = 0; j < vertex_array.size(); j++) {
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vertices.push_back((Vector3)vertex_array[j]);
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}
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// normal
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Array normal_array = mesh->surface_get_arrays(i)[Mesh::ARRAY_NORMAL];
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for (int j = 0; j < vertex_array.size(); j++) {
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normals.push_back((Vector3)vertex_array[j]);
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for (int j = 0; j < normal_array.size(); j++) {
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normals.push_back((Vector3)normal_array[j]);
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}
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// color
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Array color_array = mesh->surface_get_arrays(i)[Mesh::ARRAY_COLOR];
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for (int j = 0; j < color_array.size(); j++) {
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colors.push_back((Color)color_array[j]);
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}
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// uv
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Array uv_array = mesh->surface_get_arrays(i)[Mesh::ARRAY_TEX_UV];
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for (int j = 0; j < uv_array.size(); j++) {
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uvs.push_back((Vector2)uv_array[j]);
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}
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// uv2
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Array uv2_array = mesh->surface_get_arrays(i)[Mesh::ARRAY_TEX_UV2];
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for (int j = 0; j < uv2_array.size(); j++) {
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uvs2.push_back((Vector2)uv2_array[j]);
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}
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}
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} else {
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// position
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Array vertex_array = mesh->surface_get_arrays(surface_index)[Mesh::ARRAY_VERTEX];
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for (int i = 0; i < vertex_array.size(); i++) {
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vertices.push_back((Vector3)vertex_array[i]);
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}
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// normal
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Array normal_array = mesh->surface_get_arrays(surface_index)[Mesh::ARRAY_NORMAL];
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for (int i = 0; i < normal_array.size(); i++) {
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normals.push_back((Vector3)normal_array[i]);
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}
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}
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// vertices
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{
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Ref<Image> image;
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image.instantiate();
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image->create(vertices.size(), 1, false, Image::Format::FORMAT_RGBF);
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for (int i = 0; i < vertices.size(); i++) {
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Vector3 v = vertices[i];
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image->set_pixel(i, 0, Color(v.x, v.y, v.z));
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// color
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Array color_array = mesh->surface_get_arrays(surface_index)[Mesh::ARRAY_COLOR];
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for (int i = 0; i < color_array.size(); i++) {
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colors.push_back((Color)color_array[i]);
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}
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if (position_texture->get_width() != vertices.size()) {
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position_texture->create_from_image(image);
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} else {
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position_texture->update(image);
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// uv
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Array uv_array = mesh->surface_get_arrays(surface_index)[Mesh::ARRAY_TEX_UV];
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for (int j = 0; j < uv_array.size(); j++) {
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uvs.push_back((Vector2)uv_array[j]);
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}
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// uv2
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Array uv2_array = mesh->surface_get_arrays(surface_index)[Mesh::ARRAY_TEX_UV2];
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for (int j = 0; j < uv2_array.size(); j++) {
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uvs2.push_back((Vector2)uv2_array[j]);
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}
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}
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// normals
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{
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Ref<Image> image;
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image.instantiate();
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image->create(normals.size(), 1, false, Image::Format::FORMAT_RGBF);
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for (int i = 0; i < normals.size(); i++) {
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Vector3 v = normals[i];
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image->set_pixel(i, 0, Color(v.x, v.y, v.z));
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}
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if (normal_texture->get_width() != normals.size()) {
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normal_texture->create_from_image(image);
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} else {
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normal_texture->update(image);
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}
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}
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_update_texture(vertices, position_texture);
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_update_texture(normals, normal_texture);
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_update_texture(colors, color_texture);
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_update_texture(uvs, uv_texture);
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_update_texture(uvs2, uv2_texture);
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}
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void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref<Mesh> p_mesh) {
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@ -442,7 +586,7 @@ void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref<Mesh> p_mesh) {
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}
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if (mesh.is_valid()) {
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Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::update_texture);
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Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures);
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if (mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) {
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mesh->disconnect(CoreStringNames::get_singleton()->changed, callable);
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@ -452,7 +596,7 @@ void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref<Mesh> p_mesh) {
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mesh = p_mesh;
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if (mesh.is_valid()) {
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Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::update_texture);
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Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures);
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if (!mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) {
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mesh->connect(CoreStringNames::get_singleton()->changed, callable);
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@ -528,10 +672,13 @@ void VisualShaderNodeParticleMeshEmitter::_bind_methods() {
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}
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VisualShaderNodeParticleMeshEmitter::VisualShaderNodeParticleMeshEmitter() {
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connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &VisualShaderNodeParticleMeshEmitter::update_texture));
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connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures));
|
||||
|
||||
position_texture.instantiate();
|
||||
normal_texture.instantiate();
|
||||
color_texture.instantiate();
|
||||
uv_texture.instantiate();
|
||||
uv2_texture.instantiate();
|
||||
}
|
||||
|
||||
// VisualShaderNodeParticleMultiplyByAxisAngle
|
||||
|
|
|
@ -115,6 +115,16 @@ class VisualShaderNodeParticleMeshEmitter : public VisualShaderNodeParticleEmitt
|
|||
|
||||
Ref<ImageTexture> position_texture;
|
||||
Ref<ImageTexture> normal_texture;
|
||||
Ref<ImageTexture> color_texture;
|
||||
Ref<ImageTexture> uv_texture;
|
||||
Ref<ImageTexture> uv2_texture;
|
||||
|
||||
String _generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, bool p_ignore_mode2d = false) const;
|
||||
|
||||
void _update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture);
|
||||
void _update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture);
|
||||
void _update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture);
|
||||
void _update_textures();
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
@ -130,11 +140,9 @@ public:
|
|||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
|
||||
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
|
||||
virtual String 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 = false) const override;
|
||||
|
||||
void update_texture();
|
||||
|
||||
void set_mesh(Ref<Mesh> p_mesh);
|
||||
Ref<Mesh> get_mesh() const;
|
||||
|
||||
|
|
Loading…
Reference in a new issue