746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
1628 lines
52 KiB
C++
1628 lines
52 KiB
C++
/*************************************************************************/
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/* visual_shader_particle_nodes.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_shader_particle_nodes.h"
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#include "core/core_string_names.h"
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// VisualShaderNodeParticleEmitter
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int VisualShaderNodeParticleEmitter::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const {
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if (mode_2d) {
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return PORT_TYPE_VECTOR_2D;
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}
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return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
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if (p_port == 0) {
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return "position";
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}
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return String();
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}
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bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const {
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return false;
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}
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void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) {
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if (mode_2d == p_enabled) {
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return;
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}
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mode_2d = p_enabled;
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emit_changed();
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}
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bool VisualShaderNodeParticleEmitter::is_mode_2d() const {
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return mode_2d;
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}
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Vector<StringName> VisualShaderNodeParticleEmitter::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("mode_2d");
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return props;
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}
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HashMap<StringName, String> VisualShaderNodeParticleEmitter::get_editable_properties_names() const {
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HashMap<StringName, String> names;
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names.insert("mode_2d", RTR("2D Mode"));
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return names;
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}
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bool VisualShaderNodeParticleEmitter::is_show_prop_names() const {
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return true;
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}
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void VisualShaderNodeParticleEmitter::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mode_2d", "enabled"), &VisualShaderNodeParticleEmitter::set_mode_2d);
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ClassDB::bind_method(D_METHOD("is_mode_2d"), &VisualShaderNodeParticleEmitter::is_mode_2d);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "mode_2d"), "set_mode_2d", "is_mode_2d");
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}
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VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() {
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}
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// VisualShaderNodeParticleSphereEmitter
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String VisualShaderNodeParticleSphereEmitter::get_caption() const {
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return "SphereEmitter";
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}
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int VisualShaderNodeParticleSphereEmitter::get_input_port_count() const {
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return 2;
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}
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VisualShaderNodeParticleSphereEmitter::PortType VisualShaderNodeParticleSphereEmitter::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "radius";
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} else if (p_port == 1) {
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return "inner_radius";
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}
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return String();
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}
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String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
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String code;
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code += "vec2 __get_random_point_in_circle(inout uint seed, float radius, float inner_radius) {\n";
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code += " return __get_random_unit_vec2(seed) * __randf_range(seed, inner_radius, radius);\n";
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code += "}\n\n";
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code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n";
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code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
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code += "}\n\n";
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return code;
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}
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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 {
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String code;
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if (mode_2d) {
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code += " " + p_output_vars[0] + " = __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]) + ");\n";
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} else {
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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";
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}
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return code;
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}
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VisualShaderNodeParticleSphereEmitter::VisualShaderNodeParticleSphereEmitter() {
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set_input_port_default_value(0, 10.0);
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set_input_port_default_value(1, 0.0);
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}
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// VisualShaderNodeParticleBoxEmitter
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String VisualShaderNodeParticleBoxEmitter::get_caption() const {
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return "BoxEmitter";
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}
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int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const {
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if (p_port == 0) {
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if (mode_2d) {
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return PORT_TYPE_VECTOR_2D;
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}
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return PORT_TYPE_VECTOR_3D;
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}
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return PORT_TYPE_SCALAR;
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}
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void VisualShaderNodeParticleBoxEmitter::set_mode_2d(bool p_enabled) {
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if (mode_2d == p_enabled) {
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return;
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}
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if (p_enabled) {
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set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
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} else {
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set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
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}
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mode_2d = p_enabled;
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emit_changed();
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}
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String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "extents";
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}
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return String();
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}
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String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
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String code;
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code += "vec2 __get_random_point_in_box2d(inout uint seed, vec2 extents) {\n";
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code += " vec2 half_extents = extents / 2.0;\n";
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code += " return vec2(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y));\n";
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code += "}\n\n";
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code += "vec3 __get_random_point_in_box3d(inout uint seed, vec3 extents) {\n";
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code += " vec3 half_extents = extents / 2.0;\n";
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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";
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code += "}\n\n";
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return code;
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}
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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 {
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String code;
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if (mode_2d) {
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code += " " + p_output_vars[0] + " = __get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
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} else {
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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";
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}
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return code;
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}
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VisualShaderNodeParticleBoxEmitter::VisualShaderNodeParticleBoxEmitter() {
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set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
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}
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// VisualShaderNodeParticleRingEmitter
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String VisualShaderNodeParticleRingEmitter::get_caption() const {
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return "RingEmitter";
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}
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int VisualShaderNodeParticleRingEmitter::get_input_port_count() const {
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return 3;
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}
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VisualShaderNodeParticleRingEmitter::PortType VisualShaderNodeParticleRingEmitter::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "radius";
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} else if (p_port == 1) {
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return "inner_radius";
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} else if (p_port == 2) {
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return "height";
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}
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return String();
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}
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String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
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String code;
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code += "vec2 __get_random_point_on_ring2d(inout uint seed, float radius, float inner_radius) {\n";
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code += " float angle = __rand_from_seed(seed) * TAU;\n";
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code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
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code += " return vec2(ring.x, ring.y);\n";
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code += "}\n\n";
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code += "vec3 __get_random_point_on_ring3d(inout uint seed, float radius, float inner_radius, float height) {\n";
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code += " float angle = __rand_from_seed(seed) * TAU;\n";
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code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
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code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
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code += "}\n\n";
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return code;
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}
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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 {
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String code;
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if (mode_2d) {
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code = " " + p_output_vars[0] + " = __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]) + ");\n";
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} else {
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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";
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}
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return code;
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}
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VisualShaderNodeParticleRingEmitter::VisualShaderNodeParticleRingEmitter() {
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set_input_port_default_value(0, 10.0);
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set_input_port_default_value(1, 0.0);
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set_input_port_default_value(2, 0.0);
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}
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// VisualShaderNodeParticleMeshEmitter
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String VisualShaderNodeParticleMeshEmitter::get_caption() const {
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return "MeshEmitter";
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}
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int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const {
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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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switch (p_port) {
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case 0: // position
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if (mode_2d) {
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return PORT_TYPE_VECTOR_2D;
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}
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return PORT_TYPE_VECTOR_3D;
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case 1: // normal
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if (mode_2d) {
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return PORT_TYPE_VECTOR_2D;
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}
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return PORT_TYPE_VECTOR_3D;
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case 2: // color
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return PORT_TYPE_VECTOR_3D;
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case 3: // alpha
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return PORT_TYPE_SCALAR;
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case 4: // uv
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return PORT_TYPE_VECTOR_2D;
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case 5: // uv2
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return PORT_TYPE_VECTOR_2D;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleMeshEmitter::get_output_port_name(int p_port) const {
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switch (p_port) {
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case 0:
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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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int VisualShaderNodeParticleMeshEmitter::get_input_port_count() const {
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return 0;
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}
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VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeParticleMeshEmitter::get_input_port_name(int p_port) const {
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return String();
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}
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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 (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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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, PortType p_port_type) const {
|
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String code;
|
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if (is_output_port_connected(p_index)) {
|
|
switch (p_port_type) {
|
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case PORT_TYPE_VECTOR_2D: {
|
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code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
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} break;
|
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case PORT_TYPE_VECTOR_3D: {
|
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if (mode_2d) {
|
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code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
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} else {
|
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code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xyz;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
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|
}
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
return code;
|
|
}
|
|
|
|
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 {
|
|
String code;
|
|
code += " __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n";
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|
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code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx", VisualShaderNode::PORT_TYPE_VECTOR_3D);
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code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm", VisualShaderNode::PORT_TYPE_VECTOR_3D);
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if (is_output_port_connected(2) || is_output_port_connected(3)) {
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code += vformat(" __vec4_buff = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0);\n", make_unique_id(p_type, p_id, "mesh_col"));
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|
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if (is_output_port_connected(2)) {
|
|
code += " " + p_output_vars[2] + " = __vec4_buff.rgb;\n";
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|
}
|
|
if (is_output_port_connected(3)) {
|
|
code += " " + p_output_vars[3] + " = __vec4_buff.a;\n";
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}
|
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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", VisualShaderNode::PORT_TYPE_VECTOR_2D);
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code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", VisualShaderNode::PORT_TYPE_VECTOR_2D);
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|
|
return code;
|
|
}
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|
|
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
|
|
Vector<VisualShader::DefaultTextureParam> ret;
|
|
|
|
if (is_output_port_connected(0)) {
|
|
VisualShader::DefaultTextureParam dtp;
|
|
dtp.name = make_unique_id(p_type, p_id, "mesh_vx");
|
|
dtp.params.push_back(position_texture);
|
|
ret.push_back(dtp);
|
|
}
|
|
|
|
if (is_output_port_connected(1)) {
|
|
VisualShader::DefaultTextureParam dtp;
|
|
dtp.name = make_unique_id(p_type, p_id, "mesh_nm");
|
|
dtp.params.push_back(normal_texture);
|
|
ret.push_back(dtp);
|
|
}
|
|
|
|
if (is_output_port_connected(2) || is_output_port_connected(3)) {
|
|
VisualShader::DefaultTextureParam dtp;
|
|
dtp.name = make_unique_id(p_type, p_id, "mesh_col");
|
|
dtp.params.push_back(color_texture);
|
|
ret.push_back(dtp);
|
|
}
|
|
|
|
if (is_output_port_connected(4)) {
|
|
VisualShader::DefaultTextureParam dtp;
|
|
dtp.name = make_unique_id(p_type, p_id, "mesh_uv");
|
|
dtp.params.push_back(uv_texture);
|
|
ret.push_back(dtp);
|
|
}
|
|
|
|
if (is_output_port_connected(5)) {
|
|
VisualShader::DefaultTextureParam dtp;
|
|
dtp.name = make_unique_id(p_type, p_id, "mesh_uv2");
|
|
dtp.params.push_back(uv2_texture);
|
|
ret.push_back(dtp);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture) {
|
|
Ref<Image> image;
|
|
image.instantiate();
|
|
|
|
if (p_array.size() == 0) {
|
|
image->create(1, 1, false, Image::Format::FORMAT_RGBF);
|
|
} else {
|
|
image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF);
|
|
}
|
|
|
|
for (int i = 0; i < p_array.size(); i++) {
|
|
Vector2 v = p_array[i];
|
|
image->set_pixel(i, 0, Color(v.x, v.y, 0));
|
|
}
|
|
if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
|
|
r_texture->create_from_image(image);
|
|
} else {
|
|
r_texture->update(image);
|
|
}
|
|
}
|
|
|
|
void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture) {
|
|
Ref<Image> image;
|
|
image.instantiate();
|
|
|
|
if (p_array.size() == 0) {
|
|
image->create(1, 1, false, Image::Format::FORMAT_RGBF);
|
|
} else {
|
|
image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF);
|
|
}
|
|
|
|
for (int i = 0; i < p_array.size(); i++) {
|
|
Vector3 v = p_array[i];
|
|
image->set_pixel(i, 0, Color(v.x, v.y, v.z));
|
|
}
|
|
if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
|
|
r_texture->create_from_image(image);
|
|
} else {
|
|
r_texture->update(image);
|
|
}
|
|
}
|
|
|
|
void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture) {
|
|
Ref<Image> image;
|
|
image.instantiate();
|
|
|
|
if (p_array.size() == 0) {
|
|
image->create(1, 1, false, Image::Format::FORMAT_RGBA8);
|
|
} else {
|
|
image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBA8);
|
|
}
|
|
|
|
for (int i = 0; i < p_array.size(); i++) {
|
|
image->set_pixel(i, 0, p_array[i]);
|
|
}
|
|
if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
|
|
r_texture->create_from_image(image);
|
|
} else {
|
|
r_texture->update(image);
|
|
}
|
|
}
|
|
|
|
void VisualShaderNodeParticleMeshEmitter::_update_textures() {
|
|
if (!mesh.is_valid()) {
|
|
return;
|
|
}
|
|
|
|
Vector<Vector3> vertices;
|
|
Vector<Vector3> normals;
|
|
Vector<Color> colors;
|
|
Vector<Vector2> uvs;
|
|
Vector<Vector2> uvs2;
|
|
|
|
const int surface_count = mesh->get_surface_count();
|
|
|
|
if (use_all_surfaces) {
|
|
for (int i = 0; i < surface_count; i++) {
|
|
const Array surface_arrays = mesh->surface_get_arrays(i);
|
|
const int surface_arrays_size = surface_arrays.size();
|
|
|
|
// position
|
|
if (surface_arrays_size > Mesh::ARRAY_VERTEX) {
|
|
Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX];
|
|
for (int j = 0; j < vertex_array.size(); j++) {
|
|
vertices.push_back((Vector3)vertex_array[j]);
|
|
}
|
|
}
|
|
|
|
// normal
|
|
if (surface_arrays_size > Mesh::ARRAY_NORMAL) {
|
|
Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL];
|
|
for (int j = 0; j < normal_array.size(); j++) {
|
|
normals.push_back((Vector3)normal_array[j]);
|
|
}
|
|
}
|
|
|
|
// color
|
|
if (surface_arrays_size > Mesh::ARRAY_COLOR) {
|
|
Array color_array = surface_arrays[Mesh::ARRAY_COLOR];
|
|
for (int j = 0; j < color_array.size(); j++) {
|
|
colors.push_back((Color)color_array[j]);
|
|
}
|
|
}
|
|
|
|
// uv
|
|
if (surface_arrays_size > Mesh::ARRAY_TEX_UV) {
|
|
Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV];
|
|
for (int j = 0; j < uv_array.size(); j++) {
|
|
uvs.push_back((Vector2)uv_array[j]);
|
|
}
|
|
}
|
|
|
|
// uv2
|
|
if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) {
|
|
Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2];
|
|
for (int j = 0; j < uv2_array.size(); j++) {
|
|
uvs2.push_back((Vector2)uv2_array[j]);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (surface_index >= 0 && surface_index < surface_count) {
|
|
const Array surface_arrays = mesh->surface_get_arrays(surface_index);
|
|
const int surface_arrays_size = surface_arrays.size();
|
|
|
|
// position
|
|
if (surface_arrays_size > Mesh::ARRAY_VERTEX) {
|
|
Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX];
|
|
for (int i = 0; i < vertex_array.size(); i++) {
|
|
vertices.push_back((Vector3)vertex_array[i]);
|
|
}
|
|
}
|
|
|
|
// normal
|
|
if (surface_arrays_size > Mesh::ARRAY_NORMAL) {
|
|
Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL];
|
|
for (int i = 0; i < normal_array.size(); i++) {
|
|
normals.push_back((Vector3)normal_array[i]);
|
|
}
|
|
}
|
|
|
|
// color
|
|
if (surface_arrays_size > Mesh::ARRAY_COLOR) {
|
|
Array color_array = surface_arrays[Mesh::ARRAY_COLOR];
|
|
for (int i = 0; i < color_array.size(); i++) {
|
|
colors.push_back((Color)color_array[i]);
|
|
}
|
|
}
|
|
|
|
// uv
|
|
if (surface_arrays_size > Mesh::ARRAY_TEX_UV) {
|
|
Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV];
|
|
for (int j = 0; j < uv_array.size(); j++) {
|
|
uvs.push_back((Vector2)uv_array[j]);
|
|
}
|
|
}
|
|
|
|
// uv2
|
|
if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) {
|
|
Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2];
|
|
for (int j = 0; j < uv2_array.size(); j++) {
|
|
uvs2.push_back((Vector2)uv2_array[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_update_texture(vertices, position_texture);
|
|
_update_texture(normals, normal_texture);
|
|
_update_texture(colors, color_texture);
|
|
_update_texture(uvs, uv_texture);
|
|
_update_texture(uvs2, uv2_texture);
|
|
}
|
|
|
|
void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref<Mesh> p_mesh) {
|
|
if (mesh == p_mesh) {
|
|
return;
|
|
}
|
|
|
|
if (mesh.is_valid()) {
|
|
Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures);
|
|
|
|
if (mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) {
|
|
mesh->disconnect(CoreStringNames::get_singleton()->changed, callable);
|
|
}
|
|
}
|
|
|
|
mesh = p_mesh;
|
|
|
|
if (mesh.is_valid()) {
|
|
Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures);
|
|
|
|
if (!mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) {
|
|
mesh->connect(CoreStringNames::get_singleton()->changed, callable);
|
|
}
|
|
}
|
|
|
|
emit_changed();
|
|
}
|
|
|
|
Ref<Mesh> VisualShaderNodeParticleMeshEmitter::get_mesh() const {
|
|
return mesh;
|
|
}
|
|
|
|
void VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces(bool p_enabled) {
|
|
if (use_all_surfaces == p_enabled) {
|
|
return;
|
|
}
|
|
use_all_surfaces = p_enabled;
|
|
emit_changed();
|
|
}
|
|
|
|
bool VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces() const {
|
|
return use_all_surfaces;
|
|
}
|
|
|
|
void VisualShaderNodeParticleMeshEmitter::set_surface_index(int p_surface_index) {
|
|
if (mesh.is_valid()) {
|
|
if (mesh->get_surface_count() > 0) {
|
|
p_surface_index = CLAMP(p_surface_index, 0, mesh->get_surface_count() - 1);
|
|
} else {
|
|
p_surface_index = 0;
|
|
}
|
|
} else if (p_surface_index < 0) {
|
|
p_surface_index = 0;
|
|
}
|
|
if (surface_index == p_surface_index) {
|
|
return;
|
|
}
|
|
surface_index = p_surface_index;
|
|
emit_changed();
|
|
}
|
|
|
|
int VisualShaderNodeParticleMeshEmitter::get_surface_index() const {
|
|
return surface_index;
|
|
}
|
|
|
|
Vector<StringName> VisualShaderNodeParticleMeshEmitter::get_editable_properties() const {
|
|
Vector<StringName> props = VisualShaderNodeParticleEmitter::get_editable_properties();
|
|
|
|
props.push_back("mesh");
|
|
props.push_back("use_all_surfaces");
|
|
if (!use_all_surfaces) {
|
|
props.push_back("surface_index");
|
|
}
|
|
|
|
return props;
|
|
}
|
|
|
|
HashMap<StringName, String> VisualShaderNodeParticleMeshEmitter::get_editable_properties_names() const {
|
|
HashMap<StringName, String> names = VisualShaderNodeParticleEmitter::get_editable_properties_names();
|
|
|
|
names.insert("mesh", RTR("Mesh"));
|
|
names.insert("use_all_surfaces", RTR("Use All Surfaces"));
|
|
if (!use_all_surfaces) {
|
|
names.insert("surface_index", RTR("Surface Index"));
|
|
}
|
|
|
|
return names;
|
|
}
|
|
|
|
void VisualShaderNodeParticleMeshEmitter::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &VisualShaderNodeParticleMeshEmitter::set_mesh);
|
|
ClassDB::bind_method(D_METHOD("get_mesh"), &VisualShaderNodeParticleMeshEmitter::get_mesh);
|
|
ClassDB::bind_method(D_METHOD("set_use_all_surfaces", "enabled"), &VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces);
|
|
ClassDB::bind_method(D_METHOD("is_use_all_surfaces"), &VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces);
|
|
ClassDB::bind_method(D_METHOD("set_surface_index", "surface_index"), &VisualShaderNodeParticleMeshEmitter::set_surface_index);
|
|
ClassDB::bind_method(D_METHOD("get_surface_index"), &VisualShaderNodeParticleMeshEmitter::get_surface_index);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_all_surfaces"), "set_use_all_surfaces", "is_use_all_surfaces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "surface_index"), "set_surface_index", "get_surface_index");
|
|
}
|
|
|
|
VisualShaderNodeParticleMeshEmitter::VisualShaderNodeParticleMeshEmitter() {
|
|
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
|
|
|
|
void VisualShaderNodeParticleMultiplyByAxisAngle::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_degrees_mode", "enabled"), &VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode);
|
|
ClassDB::bind_method(D_METHOD("is_degrees_mode"), &VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "degrees_mode"), "set_degrees_mode", "is_degrees_mode");
|
|
}
|
|
|
|
String VisualShaderNodeParticleMultiplyByAxisAngle::get_caption() const {
|
|
return "MultiplyByAxisAngle";
|
|
}
|
|
|
|
int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const {
|
|
return 3;
|
|
}
|
|
|
|
VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const {
|
|
if (p_port == 0 || p_port == 1) { // position, rotation_axis
|
|
return PORT_TYPE_VECTOR_3D;
|
|
}
|
|
return PORT_TYPE_SCALAR; // angle (degrees/radians)
|
|
}
|
|
|
|
String VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_name(int p_port) const {
|
|
if (p_port == 0) {
|
|
return "position";
|
|
}
|
|
if (p_port == 1) {
|
|
return "axis";
|
|
}
|
|
if (p_port == 2) {
|
|
if (degrees_mode) {
|
|
return "angle (degrees)";
|
|
} else {
|
|
return "angle (radians)";
|
|
}
|
|
}
|
|
return String();
|
|
}
|
|
|
|
bool VisualShaderNodeParticleMultiplyByAxisAngle::is_show_prop_names() const {
|
|
return true;
|
|
}
|
|
|
|
int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const {
|
|
return 1;
|
|
}
|
|
|
|
VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const {
|
|
return PORT_TYPE_VECTOR_3D;
|
|
}
|
|
|
|
String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const {
|
|
return "position";
|
|
}
|
|
|
|
String VisualShaderNodeParticleMultiplyByAxisAngle::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;
|
|
if (degrees_mode) {
|
|
code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
|
|
} else {
|
|
code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (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]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
|
|
}
|
|
return code;
|
|
}
|
|
|
|
void VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode(bool p_enabled) {
|
|
degrees_mode = p_enabled;
|
|
emit_changed();
|
|
}
|
|
|
|
bool VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode() const {
|
|
return degrees_mode;
|
|
}
|
|
|
|
Vector<StringName> VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_properties() const {
|
|
Vector<StringName> props;
|
|
props.push_back("degrees_mode");
|
|
return props;
|
|
}
|
|
|
|
bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const {
|
|
return false;
|
|
}
|
|
|
|
VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() {
|
|
set_input_port_default_value(1, Vector3(1, 0, 0));
|
|
set_input_port_default_value(2, 0.0);
|
|
}
|
|
|
|
// VisualShaderNodeParticleConeVelocity
|
|
|
|
String VisualShaderNodeParticleConeVelocity::get_caption() const {
|
|
return "ConeVelocity";
|
|
}
|
|
|
|
int VisualShaderNodeParticleConeVelocity::get_input_port_count() const {
|
|
return 2;
|
|
}
|
|
|
|
VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const {
|
|
if (p_port == 0) {
|
|
return PORT_TYPE_VECTOR_3D;
|
|
} else if (p_port == 1) {
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleConeVelocity::get_input_port_name(int p_port) const {
|
|
if (p_port == 0) {
|
|
return "direction";
|
|
} else if (p_port == 1) {
|
|
return "spread(degrees)";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
int VisualShaderNodeParticleConeVelocity::get_output_port_count() const {
|
|
return 1;
|
|
}
|
|
|
|
VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const {
|
|
return PORT_TYPE_VECTOR_3D;
|
|
}
|
|
|
|
String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const {
|
|
if (p_port == 0) {
|
|
return "velocity";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const {
|
|
return false;
|
|
}
|
|
|
|
String VisualShaderNodeParticleConeVelocity::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 += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
|
|
code += " __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
|
|
code += " __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
|
|
code += " __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n";
|
|
code += " __scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n";
|
|
code += " __scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n";
|
|
code += " __vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n";
|
|
code += " __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n";
|
|
code += " __vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n";
|
|
code += " " + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n";
|
|
return code;
|
|
}
|
|
|
|
VisualShaderNodeParticleConeVelocity::VisualShaderNodeParticleConeVelocity() {
|
|
set_input_port_default_value(0, Vector3(1, 0, 0));
|
|
set_input_port_default_value(1, 45.0);
|
|
}
|
|
|
|
// VisualShaderNodeParticleRandomness
|
|
|
|
void VisualShaderNodeParticleRandomness::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type);
|
|
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type");
|
|
|
|
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
|
|
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
|
|
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
|
|
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
|
|
}
|
|
|
|
Vector<StringName> VisualShaderNodeParticleRandomness::get_editable_properties() const {
|
|
Vector<StringName> props;
|
|
props.push_back("op_type");
|
|
return props;
|
|
}
|
|
|
|
String VisualShaderNodeParticleRandomness::get_caption() const {
|
|
return "ParticleRandomness";
|
|
}
|
|
|
|
int VisualShaderNodeParticleRandomness::get_output_port_count() const {
|
|
return 1;
|
|
}
|
|
|
|
VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const {
|
|
switch (op_type) {
|
|
case OP_TYPE_VECTOR_2D:
|
|
return PORT_TYPE_VECTOR_2D;
|
|
case OP_TYPE_VECTOR_3D:
|
|
return PORT_TYPE_VECTOR_3D;
|
|
default:
|
|
break;
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleRandomness::get_output_port_name(int p_port) const {
|
|
return "random";
|
|
}
|
|
|
|
int VisualShaderNodeParticleRandomness::get_input_port_count() const {
|
|
return 2;
|
|
}
|
|
|
|
VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
|
|
switch (op_type) {
|
|
case OP_TYPE_VECTOR_2D:
|
|
return PORT_TYPE_VECTOR_2D;
|
|
case OP_TYPE_VECTOR_3D:
|
|
return PORT_TYPE_VECTOR_3D;
|
|
default:
|
|
break;
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const {
|
|
if (p_port == 0) {
|
|
return "min";
|
|
} else if (p_port == 1) {
|
|
return "max";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
String VisualShaderNodeParticleRandomness::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;
|
|
switch (op_type) {
|
|
case OP_TYPE_SCALAR: {
|
|
code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], 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]);
|
|
} break;
|
|
case OP_TYPE_VECTOR_2D: {
|
|
code += vformat(" %s = __randv2_range(__seed, %s, %s);\n", p_output_vars[0], 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]);
|
|
} break;
|
|
case OP_TYPE_VECTOR_3D: {
|
|
code += vformat(" %s = __randv3_range(__seed, %s, %s);\n", p_output_vars[0], 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]);
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
return code;
|
|
}
|
|
|
|
void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
|
|
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
|
|
if (op_type == p_op_type) {
|
|
return;
|
|
}
|
|
switch (p_op_type) {
|
|
case OP_TYPE_SCALAR: {
|
|
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
|
|
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
|
|
} break;
|
|
case OP_TYPE_VECTOR_2D: {
|
|
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
|
|
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
|
|
} break;
|
|
case OP_TYPE_VECTOR_3D: {
|
|
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
|
|
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
op_type = p_op_type;
|
|
emit_changed();
|
|
}
|
|
|
|
VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::get_op_type() const {
|
|
return op_type;
|
|
}
|
|
|
|
bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const {
|
|
return false;
|
|
}
|
|
|
|
VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
|
|
set_input_port_default_value(0, -1.0);
|
|
set_input_port_default_value(1, 1.0);
|
|
}
|
|
|
|
// VisualShaderNodeParticleAccelerator
|
|
|
|
void VisualShaderNodeParticleAccelerator::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShaderNodeParticleAccelerator::set_mode);
|
|
ClassDB::bind_method(D_METHOD("get_mode"), &VisualShaderNodeParticleAccelerator::get_mode);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Linear,Radial,Tangential"), "set_mode", "get_mode");
|
|
|
|
BIND_ENUM_CONSTANT(MODE_LINEAR);
|
|
BIND_ENUM_CONSTANT(MODE_RADIAL)
|
|
BIND_ENUM_CONSTANT(MODE_TANGENTIAL);
|
|
BIND_ENUM_CONSTANT(MODE_MAX);
|
|
}
|
|
|
|
Vector<StringName> VisualShaderNodeParticleAccelerator::get_editable_properties() const {
|
|
Vector<StringName> props;
|
|
props.push_back("mode");
|
|
return props;
|
|
}
|
|
|
|
String VisualShaderNodeParticleAccelerator::get_caption() const {
|
|
return "ParticleAccelerator";
|
|
}
|
|
|
|
int VisualShaderNodeParticleAccelerator::get_output_port_count() const {
|
|
return 1;
|
|
}
|
|
|
|
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const {
|
|
return PORT_TYPE_VECTOR_3D;
|
|
}
|
|
|
|
String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const {
|
|
return String();
|
|
}
|
|
|
|
int VisualShaderNodeParticleAccelerator::get_input_port_count() const {
|
|
return 3;
|
|
}
|
|
|
|
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const {
|
|
if (p_port == 0) {
|
|
return PORT_TYPE_VECTOR_3D;
|
|
} else if (p_port == 1) {
|
|
return PORT_TYPE_SCALAR;
|
|
} else if (p_port == 2) {
|
|
return PORT_TYPE_VECTOR_3D;
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleAccelerator::get_input_port_name(int p_port) const {
|
|
if (p_port == 0) {
|
|
return "amount";
|
|
} else if (p_port == 1) {
|
|
return "randomness";
|
|
} else if (p_port == 2) {
|
|
return "axis";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
String VisualShaderNodeParticleAccelerator::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;
|
|
switch (mode) {
|
|
case MODE_LINEAR:
|
|
code += " " + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
|
|
break;
|
|
case MODE_RADIAL:
|
|
code += " " + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
|
|
break;
|
|
case MODE_TANGENTIAL:
|
|
code += " __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n";
|
|
code += " " + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
void VisualShaderNodeParticleAccelerator::set_mode(Mode p_mode) {
|
|
ERR_FAIL_INDEX(int(p_mode), int(MODE_MAX));
|
|
if (mode == p_mode) {
|
|
return;
|
|
}
|
|
mode = p_mode;
|
|
emit_changed();
|
|
}
|
|
|
|
VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::get_mode() const {
|
|
return mode;
|
|
}
|
|
|
|
bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const {
|
|
return false;
|
|
}
|
|
|
|
VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() {
|
|
set_input_port_default_value(0, Vector3(1, 1, 1));
|
|
set_input_port_default_value(1, 0.0);
|
|
set_input_port_default_value(2, Vector3(0, -9.8, 0));
|
|
}
|
|
|
|
// VisualShaderNodeParticleOutput
|
|
|
|
String VisualShaderNodeParticleOutput::get_caption() const {
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
return "StartOutput";
|
|
} else if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
return "ProcessOutput";
|
|
} else if (shader_type == VisualShader::TYPE_COLLIDE) {
|
|
return "CollideOutput";
|
|
} else if (shader_type == VisualShader::TYPE_START_CUSTOM) {
|
|
return "CustomStartOutput";
|
|
} else if (shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return "CustomProcessOutput";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
int VisualShaderNodeParticleOutput::get_input_port_count() const {
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
return 8;
|
|
} else if (shader_type == VisualShader::TYPE_COLLIDE) {
|
|
return 5;
|
|
} else if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return 6;
|
|
} else { // TYPE_PROCESS
|
|
return 7;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_input_port_type(int p_port) const {
|
|
switch (p_port) {
|
|
case 0:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return PORT_TYPE_VECTOR_3D; // custom.rgb
|
|
}
|
|
return PORT_TYPE_BOOLEAN; // active
|
|
case 1:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
break; // custom.a (scalar)
|
|
}
|
|
return PORT_TYPE_VECTOR_3D; // velocity
|
|
case 2:
|
|
return PORT_TYPE_VECTOR_3D; // color & velocity
|
|
case 3:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return PORT_TYPE_VECTOR_3D; // color
|
|
}
|
|
break; // alpha (scalar)
|
|
case 4:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
break; // alpha
|
|
}
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
break; // scale
|
|
}
|
|
if (shader_type == VisualShader::TYPE_COLLIDE) {
|
|
return PORT_TYPE_TRANSFORM; // transform
|
|
}
|
|
return PORT_TYPE_VECTOR_3D; // position
|
|
case 5:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
return PORT_TYPE_TRANSFORM; // transform
|
|
}
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
return PORT_TYPE_VECTOR_3D; // rotation_axis
|
|
}
|
|
break; // scale (scalar)
|
|
case 6:
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
return PORT_TYPE_VECTOR_3D; // rotation_axis
|
|
}
|
|
break;
|
|
case 7:
|
|
break; // angle (scalar)
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleOutput::get_input_port_name(int p_port) const {
|
|
String port_name;
|
|
switch (p_port) {
|
|
case 0:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "custom";
|
|
break;
|
|
}
|
|
port_name = "active";
|
|
break;
|
|
case 1:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "custom_alpha";
|
|
break;
|
|
}
|
|
port_name = "velocity";
|
|
break;
|
|
case 2:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "velocity";
|
|
break;
|
|
}
|
|
port_name = "color";
|
|
break;
|
|
case 3:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "color";
|
|
break;
|
|
}
|
|
port_name = "alpha";
|
|
break;
|
|
case 4:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "alpha";
|
|
break;
|
|
}
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
port_name = "scale";
|
|
break;
|
|
}
|
|
if (shader_type == VisualShader::TYPE_COLLIDE) {
|
|
port_name = "transform";
|
|
break;
|
|
}
|
|
port_name = "position";
|
|
break;
|
|
case 5:
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
port_name = "transform";
|
|
break;
|
|
}
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
port_name = "rotation_axis";
|
|
break;
|
|
}
|
|
port_name = "scale";
|
|
break;
|
|
case 6:
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
port_name = "angle_in_radians";
|
|
break;
|
|
}
|
|
port_name = "rotation_axis";
|
|
break;
|
|
case 7:
|
|
port_name = "angle_in_radians";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (!port_name.is_empty()) {
|
|
return port_name.capitalize();
|
|
}
|
|
return String();
|
|
}
|
|
|
|
bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const {
|
|
if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) {
|
|
String name = get_input_port_name(p_index);
|
|
return bool(name == "Scale");
|
|
}
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
String name = get_input_port_name(p_index);
|
|
return bool(name == "Velocity");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
String VisualShaderNodeParticleOutput::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;
|
|
String tab = " ";
|
|
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
if (!p_input_vars[0].is_empty()) { // custom.rgb
|
|
code += tab + "CUSTOM.rgb = " + p_input_vars[0] + ";\n";
|
|
}
|
|
if (!p_input_vars[1].is_empty()) { // custom.a
|
|
code += tab + "CUSTOM.a = " + p_input_vars[1] + ";\n";
|
|
}
|
|
if (!p_input_vars[2].is_empty()) { // velocity
|
|
code += tab + "VELOCITY = " + p_input_vars[2] + ";\n";
|
|
}
|
|
if (!p_input_vars[3].is_empty()) { // color.rgb
|
|
code += tab + "COLOR.rgb = " + p_input_vars[3] + ";\n";
|
|
}
|
|
if (!p_input_vars[4].is_empty()) { // color.a
|
|
code += tab + "COLOR.a = " + p_input_vars[4] + ";\n";
|
|
}
|
|
if (!p_input_vars[5].is_empty()) { // transform
|
|
code += tab + "TRANSFORM = " + p_input_vars[5] + ";\n";
|
|
}
|
|
} else {
|
|
if (!p_input_vars[0].is_empty()) { // Active (begin).
|
|
code += tab + "ACTIVE = " + p_input_vars[0] + ";\n";
|
|
code += tab + "if(ACTIVE) {\n";
|
|
tab += " ";
|
|
}
|
|
if (!p_input_vars[1].is_empty()) { // velocity
|
|
code += tab + "VELOCITY = " + p_input_vars[1] + ";\n";
|
|
}
|
|
if (!p_input_vars[2].is_empty()) { // color
|
|
code += tab + "COLOR.rgb = " + p_input_vars[2] + ";\n";
|
|
}
|
|
if (!p_input_vars[3].is_empty()) { // alpha
|
|
code += tab + "COLOR.a = " + p_input_vars[3] + ";\n";
|
|
}
|
|
|
|
// position
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
code += tab + "if (RESTART_POSITION) {\n";
|
|
if (!p_input_vars[4].is_empty()) {
|
|
code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n";
|
|
} else {
|
|
code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
|
}
|
|
code += tab + " if (RESTART_VELOCITY) {\n";
|
|
code += tab + " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
|
|
code += tab + " }\n";
|
|
code += tab + " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
|
|
code += tab + "}\n";
|
|
} else if (shader_type == VisualShader::TYPE_COLLIDE) { // position
|
|
if (!p_input_vars[4].is_empty()) {
|
|
code += tab + "TRANSFORM = " + p_input_vars[4] + ";\n";
|
|
}
|
|
}
|
|
|
|
if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) {
|
|
int scale = 5;
|
|
int rotation_axis = 6;
|
|
int rotation = 7;
|
|
if (shader_type == VisualShader::TYPE_PROCESS) {
|
|
scale = 4;
|
|
rotation_axis = 5;
|
|
rotation = 6;
|
|
}
|
|
String op;
|
|
if (shader_type == VisualShader::TYPE_START) {
|
|
op = "*=";
|
|
} else {
|
|
op = "=";
|
|
}
|
|
|
|
if (!p_input_vars[rotation].is_empty()) { // rotation_axis & angle_in_radians
|
|
String axis;
|
|
if (p_input_vars[rotation_axis].is_empty()) {
|
|
axis = "vec3(0, 1, 0)";
|
|
} else {
|
|
axis = p_input_vars[rotation_axis];
|
|
}
|
|
code += tab + "TRANSFORM " + op + " __build_rotation_mat4(" + axis + ", " + p_input_vars[rotation] + ");\n";
|
|
}
|
|
if (!p_input_vars[scale].is_empty()) { // scale
|
|
code += tab + "TRANSFORM " + op + " mat4(vec4(" + p_input_vars[scale] + ", 0, 0, 0), vec4(0, " + p_input_vars[scale] + ", 0, 0), vec4(0, 0, " + p_input_vars[scale] + ", 0), vec4(0, 0, 0, 1));\n";
|
|
}
|
|
}
|
|
if (!p_input_vars[0].is_empty()) { // Active (end).
|
|
code += " }\n";
|
|
}
|
|
}
|
|
return code;
|
|
}
|
|
|
|
VisualShaderNodeParticleOutput::VisualShaderNodeParticleOutput() {
|
|
}
|
|
|
|
// EmitParticle
|
|
|
|
Vector<StringName> VisualShaderNodeParticleEmit::get_editable_properties() const {
|
|
Vector<StringName> props;
|
|
props.push_back("flags");
|
|
return props;
|
|
}
|
|
|
|
void VisualShaderNodeParticleEmit::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_flags", "flags"), &VisualShaderNodeParticleEmit::set_flags);
|
|
ClassDB::bind_method(D_METHOD("get_flags"), &VisualShaderNodeParticleEmit::get_flags);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Position,RotScale,Velocity,Color,Custom"), "set_flags", "get_flags");
|
|
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_ROT_SCALE);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR);
|
|
BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM);
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::get_caption() const {
|
|
return "EmitParticle";
|
|
}
|
|
|
|
int VisualShaderNodeParticleEmit::get_input_port_count() const {
|
|
return 7;
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_port_type(int p_port) const {
|
|
switch (p_port) {
|
|
case 0:
|
|
return PORT_TYPE_BOOLEAN;
|
|
case 1:
|
|
return PORT_TYPE_TRANSFORM;
|
|
case 2:
|
|
return PORT_TYPE_VECTOR_3D;
|
|
case 3:
|
|
return PORT_TYPE_VECTOR_3D;
|
|
case 4:
|
|
return PORT_TYPE_SCALAR;
|
|
case 5:
|
|
return PORT_TYPE_VECTOR_3D;
|
|
case 6:
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::get_input_port_name(int p_port) const {
|
|
switch (p_port) {
|
|
case 0:
|
|
return "condition";
|
|
case 1:
|
|
return "transform";
|
|
case 2:
|
|
return "velocity";
|
|
case 3:
|
|
return "color";
|
|
case 4:
|
|
return "alpha";
|
|
case 5:
|
|
return "custom";
|
|
case 6:
|
|
return "custom_alpha";
|
|
}
|
|
return String();
|
|
}
|
|
|
|
int VisualShaderNodeParticleEmit::get_output_port_count() const {
|
|
return 0;
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_output_port_type(int p_port) const {
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::get_output_port_name(int p_port) const {
|
|
return String();
|
|
}
|
|
|
|
void VisualShaderNodeParticleEmit::add_flag(EmitFlags p_flag) {
|
|
flags |= p_flag;
|
|
emit_changed();
|
|
}
|
|
|
|
bool VisualShaderNodeParticleEmit::has_flag(EmitFlags p_flag) const {
|
|
return flags & p_flag;
|
|
}
|
|
|
|
void VisualShaderNodeParticleEmit::set_flags(EmitFlags p_flags) {
|
|
flags = (int)p_flags;
|
|
emit_changed();
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::EmitFlags VisualShaderNodeParticleEmit::get_flags() const {
|
|
return EmitFlags(flags);
|
|
}
|
|
|
|
bool VisualShaderNodeParticleEmit::is_show_prop_names() const {
|
|
return true;
|
|
}
|
|
|
|
bool VisualShaderNodeParticleEmit::is_generate_input_var(int p_port) const {
|
|
if (p_port == 0) {
|
|
if (!is_input_port_connected(0)) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool VisualShaderNodeParticleEmit::is_input_port_default(int p_port, Shader::Mode p_mode) const {
|
|
switch (p_port) {
|
|
case 1:
|
|
return true;
|
|
case 2:
|
|
return true;
|
|
case 3:
|
|
return true;
|
|
case 4:
|
|
return true;
|
|
case 5:
|
|
return true;
|
|
case 6:
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
String VisualShaderNodeParticleEmit::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;
|
|
String tab;
|
|
bool default_condition = false;
|
|
|
|
if (!is_input_port_connected(0)) {
|
|
default_condition = true;
|
|
if (get_input_port_default_value(0)) {
|
|
tab = " ";
|
|
} else {
|
|
return code;
|
|
}
|
|
} else {
|
|
tab = " ";
|
|
}
|
|
|
|
String transform;
|
|
if (p_input_vars[1].is_empty()) {
|
|
transform = "TRANSFORM";
|
|
} else {
|
|
transform = p_input_vars[1];
|
|
}
|
|
|
|
String velocity;
|
|
if (p_input_vars[2].is_empty()) {
|
|
velocity = "VELOCITY";
|
|
} else {
|
|
velocity = p_input_vars[2];
|
|
}
|
|
|
|
String color;
|
|
if (p_input_vars[3].is_empty()) {
|
|
color = "COLOR.rgb";
|
|
} else {
|
|
color = p_input_vars[3];
|
|
}
|
|
|
|
String alpha;
|
|
if (p_input_vars[4].is_empty()) {
|
|
alpha = "COLOR.a";
|
|
} else {
|
|
alpha = p_input_vars[4];
|
|
}
|
|
|
|
String custom;
|
|
if (p_input_vars[5].is_empty()) {
|
|
custom = "CUSTOM.rgb";
|
|
} else {
|
|
custom = p_input_vars[5];
|
|
}
|
|
|
|
String custom_alpha;
|
|
if (p_input_vars[6].is_empty()) {
|
|
custom_alpha = "CUSTOM.a";
|
|
} else {
|
|
custom_alpha = p_input_vars[6];
|
|
}
|
|
|
|
List<String> flags_arr;
|
|
|
|
if (has_flag(EmitFlags::EMIT_FLAG_POSITION)) {
|
|
flags_arr.push_back("FLAG_EMIT_POSITION");
|
|
}
|
|
if (has_flag(EmitFlags::EMIT_FLAG_ROT_SCALE)) {
|
|
flags_arr.push_back("FLAG_EMIT_ROT_SCALE");
|
|
}
|
|
if (has_flag(EmitFlags::EMIT_FLAG_VELOCITY)) {
|
|
flags_arr.push_back("FLAG_EMIT_VELOCITY");
|
|
}
|
|
if (has_flag(EmitFlags::EMIT_FLAG_COLOR)) {
|
|
flags_arr.push_back("FLAG_EMIT_COLOR");
|
|
}
|
|
if (has_flag(EmitFlags::EMIT_FLAG_CUSTOM)) {
|
|
flags_arr.push_back("FLAG_EMIT_CUSTOM");
|
|
}
|
|
|
|
String flags;
|
|
|
|
for (int i = 0; i < flags_arr.size(); i++) {
|
|
if (i > 0) {
|
|
flags += "|";
|
|
}
|
|
flags += flags_arr[i];
|
|
}
|
|
|
|
if (flags.is_empty()) {
|
|
flags = "uint(0)";
|
|
}
|
|
|
|
if (!default_condition) {
|
|
code += " if (" + p_input_vars[0] + ") {\n";
|
|
}
|
|
|
|
code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n";
|
|
|
|
if (!default_condition) {
|
|
code += " }\n";
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() {
|
|
set_input_port_default_value(0, true);
|
|
}
|