/*************************************************************************/ /* particles.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "particles.h" #include "scene/resources/surface_tool.h" #include "servers/visual_server.h" Rect3 Particles::get_aabb() const { return Rect3(); } PoolVector Particles::get_faces(uint32_t p_usage_flags) const { return PoolVector(); } void Particles::set_emitting(bool p_emitting) { emitting = p_emitting; VS::get_singleton()->particles_set_emitting(particles, emitting); } void Particles::set_amount(int p_amount) { amount = p_amount; VS::get_singleton()->particles_set_amount(particles, amount); } void Particles::set_lifetime(float p_lifetime) { lifetime = p_lifetime; VS::get_singleton()->particles_set_lifetime(particles, lifetime); } void Particles::set_pre_process_time(float p_time) { pre_process_time = p_time; VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time); } void Particles::set_explosiveness_ratio(float p_ratio) { explosiveness_ratio = p_ratio; VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio); } void Particles::set_randomness_ratio(float p_ratio) { randomness_ratio = p_ratio; VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio); } void Particles::set_visibility_aabb(const Rect3 &p_aabb) { visibility_aabb = p_aabb; VS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb); update_gizmo(); _change_notify("visibility_aabb"); } void Particles::set_use_local_coordinates(bool p_enable) { local_coords = p_enable; VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords); } void Particles::set_process_material(const Ref &p_material) { process_material = p_material; RID material_rid; if (process_material.is_valid()) material_rid = process_material->get_rid(); VS::get_singleton()->particles_set_process_material(particles, material_rid); update_configuration_warning(); } void Particles::set_speed_scale(float p_scale) { speed_scale = p_scale; VS::get_singleton()->particles_set_speed_scale(particles, p_scale); } bool Particles::is_emitting() const { return emitting; } int Particles::get_amount() const { return amount; } float Particles::get_lifetime() const { return lifetime; } float Particles::get_pre_process_time() const { return pre_process_time; } float Particles::get_explosiveness_ratio() const { return explosiveness_ratio; } float Particles::get_randomness_ratio() const { return randomness_ratio; } Rect3 Particles::get_visibility_aabb() const { return visibility_aabb; } bool Particles::get_use_local_coordinates() const { return local_coords; } Ref Particles::get_process_material() const { return process_material; } float Particles::get_speed_scale() const { return speed_scale; } void Particles::set_draw_order(DrawOrder p_order) { draw_order = p_order; VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order)); } Particles::DrawOrder Particles::get_draw_order() const { return draw_order; } void Particles::set_draw_passes(int p_count) { ERR_FAIL_COND(p_count < 1); draw_passes.resize(p_count); VS::get_singleton()->particles_set_draw_passes(particles, p_count); _change_notify(); } int Particles::get_draw_passes() const { return draw_passes.size(); } void Particles::set_draw_pass_mesh(int p_pass, const Ref &p_mesh) { ERR_FAIL_INDEX(p_pass, draw_passes.size()); draw_passes[p_pass] = p_mesh; RID mesh_rid; if (p_mesh.is_valid()) mesh_rid = p_mesh->get_rid(); VS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid); update_configuration_warning(); } Ref Particles::get_draw_pass_mesh(int p_pass) const { ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref()); return draw_passes[p_pass]; } void Particles::set_fixed_fps(int p_count) { fixed_fps = p_count; VS::get_singleton()->particles_set_fixed_fps(particles, p_count); } int Particles::get_fixed_fps() const { return fixed_fps; } void Particles::set_fractional_delta(bool p_enable) { fractional_delta = p_enable; VS::get_singleton()->particles_set_fractional_delta(particles, p_enable); } bool Particles::get_fractional_delta() const { return fractional_delta; } String Particles::get_configuration_warning() const { String warnings; bool meshes_found = false; for (int i = 0; i < draw_passes.size(); i++) { if (draw_passes[i].is_valid()) { meshes_found = true; break; } } if (!meshes_found) { warnings += "- " + TTR("Nothing is visible because meshes have not been assigned to draw passes."); } if (process_material.is_null()) { if (warnings != String()) warnings += "\n"; warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted."); } return warnings; } Rect3 Particles::capture_aabb() const { return VS::get_singleton()->particles_get_current_aabb(particles); } void Particles::_validate_property(PropertyInfo &property) const { if (property.name.begins_with("draw_pass_")) { int index = property.name.get_slicec('_', 2).to_int() - 1; if (index >= draw_passes.size()) { property.usage = 0; return; } } } void Particles::_bind_methods() { ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles::set_emitting); ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles::set_amount); ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles::set_lifetime); ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles::set_pre_process_time); ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles::set_explosiveness_ratio); ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles::set_randomness_ratio); ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &Particles::set_visibility_aabb); ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles::set_use_local_coordinates); ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles::set_fixed_fps); ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles::set_fractional_delta); ClassDB::bind_method(D_METHOD("set_process_material", "material:Material"), &Particles::set_process_material); ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles::set_speed_scale); ClassDB::bind_method(D_METHOD("is_emitting"), &Particles::is_emitting); ClassDB::bind_method(D_METHOD("get_amount"), &Particles::get_amount); ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles::get_lifetime); ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles::get_pre_process_time); ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles::get_explosiveness_ratio); ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles::get_randomness_ratio); ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &Particles::get_visibility_aabb); ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles::get_use_local_coordinates); ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles::get_fixed_fps); ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles::get_fractional_delta); ClassDB::bind_method(D_METHOD("get_process_material:Material"), &Particles::get_process_material); ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles::get_speed_scale); ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles::set_draw_order); ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles::get_draw_order); ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &Particles::set_draw_passes); ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh:Mesh"), &Particles::set_draw_pass_mesh); ClassDB::bind_method(D_METHOD("get_draw_passes"), &Particles::get_draw_passes); ClassDB::bind_method(D_METHOD("get_draw_pass_mesh:Mesh", "pass"), &Particles::get_draw_pass_mesh); ClassDB::bind_method(D_METHOD("capture_aabb"), &Particles::capture_aabb); ADD_GROUP("Parameters", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting"); ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,100000,1"), "set_amount", "get_amount"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01"), "set_lifetime", "get_lifetime"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_speed_scale", "get_speed_scale"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio"); ADD_PROPERTY(PropertyInfo(Variant::RECT3, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates"); ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta"); ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,View Depth"), "set_draw_order", "get_draw_order"); ADD_GROUP("Process Material", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ParticlesMaterial,ShaderMaterial"), "set_process_material", "get_process_material"); ADD_GROUP("Draw Passes", "draw_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes"); for (int i = 0; i < MAX_DRAW_PASSES; i++) { ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "draw_pass_" + itos(i + 1), PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_draw_pass_mesh", "get_draw_pass_mesh", i); } BIND_CONSTANT(DRAW_ORDER_INDEX); BIND_CONSTANT(DRAW_ORDER_LIFETIME); BIND_CONSTANT(DRAW_ORDER_VIEW_DEPTH); BIND_CONSTANT(MAX_DRAW_PASSES); } Particles::Particles() { particles = VS::get_singleton()->particles_create(); set_base(particles); set_emitting(true); set_amount(8); set_lifetime(1); set_fixed_fps(0); set_fractional_delta(true); set_pre_process_time(0); set_explosiveness_ratio(0); set_randomness_ratio(0); set_visibility_aabb(Rect3(Vector3(-4, -4, -4), Vector3(8, 8, 8))); set_use_local_coordinates(true); set_draw_passes(1); set_draw_order(DRAW_ORDER_INDEX); set_speed_scale(1); } Particles::~Particles() { VS::get_singleton()->free(particles); } ////////////////////////////////////// Mutex *ParticlesMaterial::material_mutex = NULL; SelfList::List ParticlesMaterial::dirty_materials; Map ParticlesMaterial::shader_map; ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL; void ParticlesMaterial::init_shaders() { #ifndef NO_THREADS material_mutex = Mutex::create(); #endif shader_names = memnew(ShaderNames); shader_names->spread = "spread"; shader_names->flatness = "flatness"; shader_names->initial_linear_velocity = "initial_linear_velocity"; shader_names->initial_angle = "initial_angle"; shader_names->angular_velocity = "angular_velocity"; shader_names->orbit_velocity = "orbit_velocity"; shader_names->linear_accel = "linear_accel"; shader_names->radial_accel = "radial_accel"; shader_names->tangent_accel = "tangent_accel"; shader_names->damping = "damping"; shader_names->scale = "scale"; shader_names->hue_variation = "hue_variation"; shader_names->anim_speed = "anim_speed"; shader_names->anim_offset = "anim_offset"; shader_names->initial_linear_velocity = "initial_linear_velocity_random"; shader_names->initial_angle_random = "initial_angle_random"; shader_names->angular_velocity_random = "angular_velocity_random"; shader_names->orbit_velocity_random = "orbit_velocity_random"; shader_names->linear_accel_random = "linear_accel_random"; shader_names->radial_accel_random = "radial_accel_random"; shader_names->tangent_accel_random = "tangent_accel_random"; shader_names->damping_random = "damping_random"; shader_names->scale_random = "scale_random"; shader_names->hue_variation_random = "hue_variation_random"; shader_names->anim_speed_random = "anim_speed_random"; shader_names->anim_offset_random = "anim_offset_random"; shader_names->angle_texture = "angle_texture"; shader_names->angular_velocity_texture = "angular_velocity_texture"; shader_names->orbit_velocity_texture = "orbit_velocity_texture"; shader_names->linear_accel_texture = "linear_accel_texture"; shader_names->radial_accel_texture = "radial_accel_texture"; shader_names->tangent_accel_texture = "tangent_accel_texture"; shader_names->damping_texture = "damping_texture"; shader_names->scale_texture = "scale_texture"; shader_names->hue_variation_texture = "hue_variation_texture"; shader_names->anim_speed_texture = "anim_speed_texture"; shader_names->anim_offset_texture = "anim_offset_texture"; shader_names->color = "color_value"; shader_names->color_ramp = "color_ramp"; shader_names->emission_sphere_radius = "emission_sphere_radius"; shader_names->emission_box_extents = "emission_box_extents"; shader_names->emission_texture_point_count = "emission_texture_point_count"; shader_names->emission_texture_points = "emission_texture_points"; shader_names->emission_texture_normal = "emission_texture_normal"; shader_names->trail_divisor = "trail_divisor"; shader_names->trail_size_modifier = "trail_size_modifier"; shader_names->trail_color_modifier = "trail_color_modifier"; shader_names->gravity = "gravity"; } void ParticlesMaterial::finish_shaders() { #ifndef NO_THREADS memdelete(material_mutex); #endif memdelete(shader_names); } void ParticlesMaterial::_update_shader() { print_line("updating shader"); dirty_materials.remove(&element); MaterialKey mk = _compute_key(); if (mk.key == current_key.key) 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 VS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } } current_key = mk; if (shader_map.has(mk)) { VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader); shader_map[mk].users++; return; } //must create a shader! String code = "shader_type particles;\n"; code += "uniform float spread;\n"; code += "uniform float flatness;\n"; code += "uniform float initial_linear_velocity;\n"; code += "uniform float initial_angle;\n"; code += "uniform float angular_velocity;\n"; code += "uniform float orbit_velocity;\n"; code += "uniform float linear_accel;\n"; code += "uniform float radial_accel;\n"; code += "uniform float tangent_accel;\n"; code += "uniform float damping;\n"; code += "uniform float scale;\n"; code += "uniform float hue_variation;\n"; code += "uniform float anim_speed;\n"; code += "uniform float anim_offset;\n"; code += "uniform float initial_linear_velocity_random;\n"; code += "uniform float initial_angle_random;\n"; code += "uniform float angular_velocity_random;\n"; code += "uniform float orbit_velocity_random;\n"; code += "uniform float linear_accel_random;\n"; code += "uniform float radial_accel_random;\n"; code += "uniform float tangent_accel_random;\n"; code += "uniform float damping_random;\n"; code += "uniform float scale_random;\n"; code += "uniform float hue_variation_random;\n"; code += "uniform float anim_speed_random;\n"; code += "uniform float anim_offset_random;\n"; code += "uniform vec4 color_value : hint_color;\n"; code += "uniform int trail_divisor;\n"; code += "uniform vec3 gravity;\n"; if (color_ramp.is_valid()) code += "uniform sampler2D color_ramp;\n"; if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) code += "uniform sampler2D linear_velocity_texture;\n"; if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) code += "uniform sampler2D orbit_velocity_texture;\n"; if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) code += "uniform sampler2D angular_velocity_texture;\n"; if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) code += "uniform sampler2D linear_accel_texture;\n"; if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) code += "uniform sampler2D radial_accel_texture;\n"; if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) code += "uniform sampler2D tangent_accel_texture;\n"; if (tex_parameters[PARAM_DAMPING].is_valid()) code += "uniform sampler2D damping_texture;\n"; if (tex_parameters[PARAM_ANGLE].is_valid()) code += "uniform sampler2D angle_texture;\n"; if (tex_parameters[PARAM_SCALE].is_valid()) code += "uniform sampler2D scale_texture;\n"; if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) code += "uniform sampler2D hue_variation_texture;\n"; if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) code += "uniform sampler2D anim_speed_texture;\n"; if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) code += "uniform sampler2D anim_offset_texture;\n"; switch (emission_shape) { case EMISSION_SHAPE_POINT: { //do none } break; case EMISSION_SHAPE_SPHERE: { code += "uniform float emission_sphere_radius;\n"; } break; case EMISSION_SHAPE_BOX: { code += "uniform vec3 emission_box_extents;\n"; } break; case EMISSION_SHAPE_DIRECTED_POINTS: { code += "uniform sampler2D emission_texture_normal : hint_black;\n"; } //fallthrough case EMISSION_SHAPE_POINTS: { code += "uniform sampler2D emission_texture_points : hint_black;\n"; code += "uniform int emission_texture_point_count;\n"; } break; } if (trail_size_modifier.is_valid()) { code += "uniform sampler2D trail_size_modifier;\n"; } if (trail_color_modifier.is_valid()) { code += "uniform sampler2D trail_color_modifier;\n"; } //need a random function code += "\n\n"; 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 += " k = s / 127773;\n"; code += " s = 16807 * (s - k * 127773) - 2836 * k;\n"; code += " if (s < 0)\n"; code += " s += 2147483647;\n"; code += " seed = uint(s);\n"; code += " return float(seed % uint(65536))/65535.0;\n"; code += "}\n"; //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 += "void vertex() {\n\n"; code += "\n"; code += " uint base_number=NUMBER/uint(trail_divisor);\n"; code += " uint alt_seed=hash(base_number+uint(1));\n"; code += " float angle_rand=rand_from_seed(alt_seed);\n"; code += " float scale_rand=rand_from_seed(alt_seed);\n"; code += " float hue_rot_rand=rand_from_seed(alt_seed);\n"; code += " float anim_offset_rand=rand_from_seed(alt_seed);\n"; code += "\n"; code += "\n"; code += "\n"; code += "\n"; code += " if (RESTART) {\n"; if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(0.0,0.0),0.0).r;\n"; else code += " float tex_linear_velocity = 0.0;\n"; if (tex_parameters[PARAM_ANGLE].is_valid()) code += " float tex_angle = textureLod(angle_texture,vec2(0.0,0.0),0.0).r;\n"; else code += " float tex_angle = 0.0;\n"; if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(0.0,0.0),0.0).r;\n"; else code += " float tex_anim_offset = 0.0;\n"; code += " float angle1 = rand_from_seed(alt_seed)*spread*3.1416;\n"; code += " float angle2 = rand_from_seed(alt_seed)*20.0*3.1416; // make it more random like\n"; code += " vec3 rot_xz=vec3( sin(angle1), 0.0, cos(angle1) );\n"; code += " vec3 rot = vec3( cos(angle2)*rot_xz.x,sin(angle2)*rot_xz.x, rot_xz.z);\n"; code += " VELOCITY=(rot*initial_linear_velocity+rot*initial_linear_velocity_random*rand_from_seed(alt_seed));\n"; code += " float base_angle=(initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n"; code += " CUSTOM.x=base_angle*3.1416/180.0;\n"; //angle code += " CUSTOM.y=0.0;\n"; //phase code += " CUSTOM.z=(anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random);\n"; //animation offset (0-1) switch (emission_shape) { case EMISSION_SHAPE_POINT: { //do none } break; case EMISSION_SHAPE_SPHERE: { code += " TRANSFORM[3].xyz = normalize(vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0-1.0, rand_from_seed(alt_seed) * 2.0-1.0 ))*emission_sphere_radius;\n"; } break; case EMISSION_SHAPE_BOX: { code += " TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0-1.0, rand_from_seed(alt_seed) * 2.0-1.0)*emission_box_extents;\n"; } break; case EMISSION_SHAPE_POINTS: case EMISSION_SHAPE_DIRECTED_POINTS: { code += " int point = min(emission_texture_point_count-1,int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n"; code += " ivec2 tex_size = textureSize( emission_texture_points, 0 );\n"; code += " ivec2 tex_ofs = ivec2( point % tex_size.x, point / tex_size.x );\n"; code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, tex_ofs,0).xyz;\n"; if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) { code += " vec3 normal = texelFetch(emission_texture_normal, tex_ofs,0).xyz;\n"; code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0, 1.0, 0.0);\n"; code += " vec3 tangent = normalize(cross(v0, normal));\n"; code += " vec3 bitangent = normalize(cross(tangent, normal));\n"; code += " VELOCITY = mat3(tangent,bitangent,normal) * VELOCITY;\n"; } } break; } code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY,0.0)).xyz;\n"; code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n"; code += " } else {\n"; code += " CUSTOM.y+=DELTA/LIFETIME;\n"; if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_linear_velocity = 0.0;\n"; if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_orbit_velocity = 0.0;\n"; if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) code += " float tex_angular_velocity = textureLod(angular_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_angular_velocity = 0.0;\n"; if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) code += " float tex_linear_accel = textureLod(linear_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_linear_accel = 0.0;\n"; if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) code += " float tex_radial_accel = textureLod(radial_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_radial_accel = 0.0;\n"; if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) code += " float tex_tangent_accel = textureLod(tangent_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_tangent_accel = 0.0;\n"; if (tex_parameters[PARAM_DAMPING].is_valid()) code += " float tex_damping = textureLod(damping_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_damping = 0.0;\n"; if (tex_parameters[PARAM_ANGLE].is_valid()) code += " float tex_angle = textureLod(angle_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_angle = 0.0;\n"; if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) code += " float tex_anim_speed = textureLod(anim_speed_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_anim_speed = 0.0;\n"; if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_anim_offset = 0.0;\n"; code += " vec3 force = gravity; \n"; code += " vec3 pos = TRANSFORM[3].xyz; \n"; code += " //apply linear acceleration\n"; code += " force+=normalize(VELOCITY) * (linear_accel+tex_linear_accel)*mix(1.0,rand_from_seed(alt_seed),linear_accel_random);\n"; code += " //apply radial acceleration\n"; code += " vec3 org = vec3(0.0);\n"; code += " // if (!p_system->local_coordinates)\n"; code += " //org=p_transform.origin;\n"; code += " force+=normalize(pos-org) * (radial_accel+tex_radial_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random);\n"; code += " //apply tangential acceleration;\n"; code += " force+=normalize(cross(normalize(pos-org),normalize(gravity))) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random));\n"; code += " //apply attractor forces\n"; code += " VELOCITY+=force * DELTA;\n"; if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) code += " VELOCITY=normalize(VELOCITY)*tex_linear_velocity;\n"; code += " if (damping+tex_damping>0.0) {\n"; code += " \n"; code += " float v = length(VELOCITY);\n"; code += " float damp = (damping+tex_damping)*mix(1.0,rand_from_seed(alt_seed),damping_random);\n"; code += " v -= damp * DELTA;\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 += " float base_angle=(initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random)*3.1416/180.0;\n"; code += " CUSTOM.x=((base_angle+tex_angle)+CUSTOM.y*LIFETIME*(angular_velocity+tex_angular_velocity)*mix(1.0,rand_from_seed(alt_seed)*2.0-1.0,angular_velocity_random))*3.1416/180.0;\n"; //angle code += " CUSTOM.z=(anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random)+CUSTOM.y*LIFETIME*(anim_speed+tex_anim_speed)*mix(1.0,rand_from_seed(alt_seed),anim_speed_random);\n"; //angle code += " }\n"; //apply color //apply hue rotation if (tex_parameters[PARAM_SCALE].is_valid()) code += " float tex_scale = textureLod(scale_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_scale = 1.0;\n"; if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) code += " float tex_hue_variation = textureLod(hue_variation_texture,vec2(CUSTOM.y,0.0),0.0).r;\n"; else code += " float tex_hue_variation = 0.0;\n"; code += " float hue_rot_angle = (hue_variation+tex_hue_variation)*3.1416*2.0*mix(1.0,hue_rot_rand*2.0-1.0,hue_variation_random);\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 += " \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 += "\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"; if (color_ramp.is_valid()) { code += " COLOR = textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0) * hue_rot_mat;\n"; } else { code += " COLOR = color_value * hue_rot_mat;\n"; } if (trail_color_modifier.is_valid()) { code += "if (trail_divisor>1) { COLOR*=textureLod(trail_color_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0); }\n"; } code += "\n"; //orient particle Y towards velocity if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) { code += " if (length(VELOCITY)>0.0) {TRANSFORM[1].xyz=normalize(VELOCITY);} else {TRANSFORM[1].xyz=normalize(TRANSFORM[1].xyz);}\n"; code += " if (TRANSFORM[1].xyz==normalize(TRANSFORM[0].xyz)) {\n"; code += "\tTRANSFORM[0].xyz=normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n"; code += "\tTRANSFORM[2].xyz=normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n"; code += " } else {\n"; code += "\tTRANSFORM[2].xyz=normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n"; code += "\tTRANSFORM[0].xyz=normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n"; code += " }\n"; } else { code += "\tTRANSFORM[0].xyz=normalize(TRANSFORM[0].xyz);\n"; code += "\tTRANSFORM[1].xyz=normalize(TRANSFORM[1].xyz);\n"; code += "\tTRANSFORM[2].xyz=normalize(TRANSFORM[2].xyz);\n"; } //turn particle by rotation in Y if (flags[FLAG_ROTATE_Y]) { code += "\tTRANSFORM = 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"; } //scale by scale code += " float base_scale=mix(scale*tex_scale,1.0,scale_random*scale_rand);\n"; if (trail_size_modifier.is_valid()) { code += "if (trail_divisor>1) { base_scale*=textureLod(trail_size_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0).r; } \n"; } code += " TRANSFORM[0].xyz*=base_scale;\n"; code += " TRANSFORM[1].xyz*=base_scale;\n"; code += " TRANSFORM[2].xyz*=base_scale;\n"; code += "}\n"; code += "\n"; ShaderData shader_data; shader_data.shader = VS::get_singleton()->shader_create(); shader_data.users = 1; VS::get_singleton()->shader_set_code(shader_data.shader, code); shader_map[mk] = shader_data; VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader); } void ParticlesMaterial::flush_changes() { if (material_mutex) material_mutex->lock(); while (dirty_materials.first()) { dirty_materials.first()->self()->_update_shader(); } if (material_mutex) material_mutex->unlock(); } void ParticlesMaterial::_queue_shader_change() { if (material_mutex) material_mutex->lock(); print_line("queuing change"); if (!element.in_list()) { print_line("not in list, adding"); dirty_materials.add(&element); } if (material_mutex) material_mutex->unlock(); } bool ParticlesMaterial::_is_shader_dirty() const { bool dirty = false; if (material_mutex) material_mutex->lock(); dirty = element.in_list(); if (material_mutex) material_mutex->unlock(); return dirty; } void ParticlesMaterial::set_spread(float p_spread) { spread = p_spread; VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread); } float ParticlesMaterial::get_spread() const { return spread; } void ParticlesMaterial::set_flatness(float p_flatness) { flatness = p_flatness; VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness); } float ParticlesMaterial::get_flatness() const { return flatness; } void ParticlesMaterial::set_param(Parameter p_param, float p_value) { ERR_FAIL_INDEX(p_param, PARAM_MAX); parameters[p_param] = p_value; switch (p_param) { case PARAM_INITIAL_LINEAR_VELOCITY: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value); } break; case PARAM_ANGULAR_VELOCITY: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value); } break; case PARAM_ORBIT_VELOCITY: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value); } break; case PARAM_LINEAR_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value); } break; case PARAM_RADIAL_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value); } break; case PARAM_TANGENTIAL_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value); } break; case PARAM_DAMPING: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value); } break; case PARAM_ANGLE: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value); } break; case PARAM_SCALE: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value); } break; case PARAM_HUE_VARIATION: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value); } break; case PARAM_ANIM_SPEED: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value); } break; case PARAM_ANIM_OFFSET: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value); } break; case PARAM_MAX: { }; } } float ParticlesMaterial::get_param(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); return parameters[p_param]; } void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) { ERR_FAIL_INDEX(p_param, PARAM_MAX); randomness[p_param] = p_value; switch (p_param) { case PARAM_INITIAL_LINEAR_VELOCITY: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value); } break; case PARAM_ANGULAR_VELOCITY: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value); } break; case PARAM_ORBIT_VELOCITY: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value); } break; case PARAM_LINEAR_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value); } break; case PARAM_RADIAL_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value); } break; case PARAM_TANGENTIAL_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value); } break; case PARAM_DAMPING: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value); } break; case PARAM_ANGLE: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value); } break; case PARAM_SCALE: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value); } break; case PARAM_HUE_VARIATION: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value); } break; case PARAM_ANIM_SPEED: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value); } break; case PARAM_ANIM_OFFSET: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value); } break; case PARAM_MAX: { }; } } float ParticlesMaterial::get_param_randomness(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); return randomness[p_param]; } static void _adjust_curve_range(const Ref &p_texture, float p_min, float p_max) { Ref curve = p_texture; if (!curve.is_valid()) return; if (curve->get_max() == 1.0) { curve->set_max(p_max); } if (curve->get_min() == 0.0) { curve->set_min(p_min); } } void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref &p_texture) { ERR_FAIL_INDEX(p_param, PARAM_MAX); tex_parameters[p_param] = p_texture; switch (p_param) { case PARAM_INITIAL_LINEAR_VELOCITY: { //do none for this one } break; case PARAM_ANGULAR_VELOCITY: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture); _adjust_curve_range(p_texture, -360, 360); } break; case PARAM_ORBIT_VELOCITY: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture); _adjust_curve_range(p_texture, -500, 500); } break; case PARAM_LINEAR_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture); _adjust_curve_range(p_texture, -200, 200); } break; case PARAM_RADIAL_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture); _adjust_curve_range(p_texture, -200, 200); } break; case PARAM_TANGENTIAL_ACCEL: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture); _adjust_curve_range(p_texture, -200, 200); } break; case PARAM_DAMPING: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture); _adjust_curve_range(p_texture, 0, 100); } break; case PARAM_ANGLE: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture); _adjust_curve_range(p_texture, -360, 360); } break; case PARAM_SCALE: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture); Ref curve = p_texture; if (curve.is_valid()) { if (curve->get_min() == 0 && curve->get_max() == 1) { curve->set_max(32); PoolVector points; points.push_back(Vector2(0, 1)); points.push_back(Vector2(1, 1)); curve->set_points(points); } } } break; case PARAM_HUE_VARIATION: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture); _adjust_curve_range(p_texture, -1, 1); } break; case PARAM_ANIM_SPEED: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture); _adjust_curve_range(p_texture, 0, 200); } break; case PARAM_ANIM_OFFSET: { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture); } break; case PARAM_MAX: { }; } _queue_shader_change(); } Ref ParticlesMaterial::get_param_texture(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref()); return tex_parameters[p_param]; } void ParticlesMaterial::set_color(const Color &p_color) { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color); color = p_color; } Color ParticlesMaterial::get_color() const { return color; } void ParticlesMaterial::set_color_ramp(const Ref &p_texture) { color_ramp = p_texture; VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture); _queue_shader_change(); _change_notify(); } Ref ParticlesMaterial::get_color_ramp() const { return color_ramp; } void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) { ERR_FAIL_INDEX(p_flag, FLAG_MAX); flags[p_flag] = p_enable; _queue_shader_change(); } bool ParticlesMaterial::get_flag(Flags p_flag) const { ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); return flags[p_flag]; } void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) { emission_shape = p_shape; _change_notify(); _queue_shader_change(); } void ParticlesMaterial::set_emission_sphere_radius(float p_radius) { emission_sphere_radius = p_radius; VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius); } void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) { emission_box_extents = p_extents; VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents); } void ParticlesMaterial::set_emission_point_texture(const Ref &p_points) { emission_point_texture = p_points; RID texture; if (p_points.is_valid()) texture = p_points->get_rid(); VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, texture); } void ParticlesMaterial::set_emission_normal_texture(const Ref &p_normals) { emission_normal_texture = p_normals; RID texture; if (p_normals.is_valid()) texture = p_normals->get_rid(); VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, texture); } void ParticlesMaterial::set_emission_point_count(int p_count) { emission_point_count = p_count; VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count); } ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const { return emission_shape; } float ParticlesMaterial::get_emission_sphere_radius() const { return emission_sphere_radius; } Vector3 ParticlesMaterial::get_emission_box_extents() const { return emission_box_extents; } Ref ParticlesMaterial::get_emission_point_texture() const { return emission_point_texture; } Ref ParticlesMaterial::get_emission_normal_texture() const { return emission_normal_texture; } int ParticlesMaterial::get_emission_point_count() const { return emission_point_count; } void ParticlesMaterial::set_trail_divisor(int p_divisor) { VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor); trail_divisor = p_divisor; _change_notify(); } int ParticlesMaterial::get_trail_divisor() const { return trail_divisor; } void ParticlesMaterial::set_trail_size_modifier(const Ref &p_trail_size_modifier) { trail_size_modifier = p_trail_size_modifier; Ref curve = trail_size_modifier; if (curve.is_valid()) { if (curve->get_min() == 0 && curve->get_max() == 1) { curve->set_max(32); PoolVector points; points.push_back(Vector2(0, 1)); points.push_back(Vector2(1, 1)); curve->set_points(points); } } RID texture; if (p_trail_size_modifier.is_valid()) texture = p_trail_size_modifier->get_rid(); VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, texture); _queue_shader_change(); } Ref ParticlesMaterial::get_trail_size_modifier() const { return trail_size_modifier; } void ParticlesMaterial::set_trail_color_modifier(const Ref &p_trail_color_modifier) { trail_color_modifier = p_trail_color_modifier; RID texture; if (p_trail_color_modifier.is_valid()) texture = p_trail_color_modifier->get_rid(); VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, texture); _queue_shader_change(); } Ref ParticlesMaterial::get_trail_color_modifier() const { return trail_color_modifier; } void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) { gravity = p_gravity; Vector3 gset = gravity; if (gset == Vector3()) { gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations } VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset); } Vector3 ParticlesMaterial::get_gravity() const { return gravity; } void ParticlesMaterial::_validate_property(PropertyInfo &property) const { if (property.name == "color" && color_ramp.is_valid()) { property.usage = 0; } if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) { property.usage = 0; } if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) { property.usage = 0; } if (property.name == "emission_point_texture" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) { property.usage = 0; } if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) { property.usage = 0; } if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) { property.usage = 0; } } void ParticlesMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread); ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread); ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness); ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness); ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param); ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param); ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness); ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness); ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture); ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture); ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color); ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color); ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp:Texture"), &ParticlesMaterial::set_color_ramp); ClassDB::bind_method(D_METHOD("get_color_ramp:Texture"), &ParticlesMaterial::get_color_ramp); ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &ParticlesMaterial::set_flag); ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_flag); ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape); ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape); ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius); ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius); ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents); ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents); ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture:Texture"), &ParticlesMaterial::set_emission_point_texture); ClassDB::bind_method(D_METHOD("get_emission_point_texture:Texture"), &ParticlesMaterial::get_emission_point_texture); ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture:Texture"), &ParticlesMaterial::set_emission_normal_texture); ClassDB::bind_method(D_METHOD("get_emission_normal_texture:Texture"), &ParticlesMaterial::get_emission_normal_texture); ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count); ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count); ClassDB::bind_method(D_METHOD("set_trail_divisor", "divisor"), &ParticlesMaterial::set_trail_divisor); ClassDB::bind_method(D_METHOD("get_trail_divisor"), &ParticlesMaterial::get_trail_divisor); ClassDB::bind_method(D_METHOD("set_trail_size_modifier", "texture:CurveTexture"), &ParticlesMaterial::set_trail_size_modifier); ClassDB::bind_method(D_METHOD("get_trail_size_modifier:CurveTexture"), &ParticlesMaterial::get_trail_size_modifier); ClassDB::bind_method(D_METHOD("set_trail_color_modifier", "texture:GradientTexture"), &ParticlesMaterial::set_trail_color_modifier); ClassDB::bind_method(D_METHOD("get_trail_color_modifier:GradientTexture"), &ParticlesMaterial::get_trail_color_modifier); ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity); ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity); ADD_GROUP("Trail", "trail_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_divisor", PROPERTY_HINT_RANGE, "1,1000000,1"), "set_trail_divisor", "get_trail_divisor"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_size_modifier", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_trail_size_modifier", "get_trail_size_modifier"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_color_modifier", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_trail_color_modifier", "get_trail_color_modifier"); ADD_GROUP("Emission Shape", "emission_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01"), "set_emission_sphere_radius", "get_emission_sphere_radius"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_point_texture", "get_emission_point_texture"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_normal_texture", "get_emission_normal_texture"); ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count"); ADD_GROUP("Flags", "flag_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y); ADD_GROUP("Spread", ""); ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness"); ADD_GROUP("Gravity", ""); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity"); ADD_GROUP("Initial Velocity", "initial_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY); ADD_GROUP("Angular Velocity", "angular_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-360,360,0.01"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY); ADD_GROUP("Orbit Velocity", "orbit_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01"), "set_param", "get_param", PARAM_ORBIT_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY); ADD_GROUP("Linear Accel", "linear_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_LINEAR_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL); ADD_GROUP("Radial Accel", "radial_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_RADIAL_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL); ADD_GROUP("Tangential Accel", "tangential_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL); ADD_GROUP("Damping", ""); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_param", "get_param", PARAM_DAMPING); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING); ADD_GROUP("Angle", ""); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1"), "set_param", "get_param", PARAM_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE); ADD_GROUP("Scale", ""); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_param", "get_param", PARAM_SCALE); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE); ADD_GROUP("Color", ""); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp"); ADD_GROUP("Hue Variation", "hue_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION); ADD_GROUP("Animation", "anim_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_SPEED); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET); BIND_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY); BIND_CONSTANT(PARAM_ANGULAR_VELOCITY); BIND_CONSTANT(PARAM_ORBIT_VELOCITY); BIND_CONSTANT(PARAM_LINEAR_ACCEL); BIND_CONSTANT(PARAM_RADIAL_ACCEL); BIND_CONSTANT(PARAM_TANGENTIAL_ACCEL); BIND_CONSTANT(PARAM_DAMPING); BIND_CONSTANT(PARAM_ANGLE); BIND_CONSTANT(PARAM_SCALE); BIND_CONSTANT(PARAM_HUE_VARIATION); BIND_CONSTANT(PARAM_ANIM_SPEED); BIND_CONSTANT(PARAM_ANIM_OFFSET); BIND_CONSTANT(PARAM_MAX); BIND_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY); BIND_CONSTANT(FLAG_ROTATE_Y); BIND_CONSTANT(FLAG_MAX); BIND_CONSTANT(EMISSION_SHAPE_POINT); BIND_CONSTANT(EMISSION_SHAPE_SPHERE); BIND_CONSTANT(EMISSION_SHAPE_BOX); BIND_CONSTANT(EMISSION_SHAPE_POINTS); BIND_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS); } ParticlesMaterial::ParticlesMaterial() : element(this) { set_spread(45); set_flatness(0); set_param(PARAM_INITIAL_LINEAR_VELOCITY, 1); set_param(PARAM_ORBIT_VELOCITY, 0); set_param(PARAM_LINEAR_ACCEL, 0); set_param(PARAM_RADIAL_ACCEL, 0); set_param(PARAM_TANGENTIAL_ACCEL, 0); set_param(PARAM_DAMPING, 0); set_param(PARAM_ANGLE, 0); set_param(PARAM_SCALE, 1); set_param(PARAM_HUE_VARIATION, 0); set_param(PARAM_ANIM_SPEED, 0); set_param(PARAM_ANIM_OFFSET, 0); set_emission_shape(EMISSION_SHAPE_POINT); set_emission_sphere_radius(1); set_emission_box_extents(Vector3(1, 1, 1)); set_trail_divisor(1); set_gravity(Vector3(0, -9.8, 0)); emission_point_count = 1; for (int i = 0; i < PARAM_MAX; i++) { set_param_randomness(Parameter(i), 0); } for (int i = 0; i < FLAG_MAX; i++) { flags[i] = false; } set_color(Color(1, 1, 1, 1)); current_key.key = 0; current_key.invalid_key = 1; _queue_shader_change(); } ParticlesMaterial::~ParticlesMaterial() { }