1635 lines
53 KiB
C++
1635 lines
53 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)) {
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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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}
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} break;
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default:
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break;
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}
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}
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return code;
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}
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String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += " __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n";
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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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if (is_output_port_connected(2)) {
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code += " " + p_output_vars[2] + " = __vec4_buff.rgb;\n";
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}
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if (is_output_port_connected(3)) {
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code += " " + p_output_vars[3] + " = __vec4_buff.a;\n";
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}
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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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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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Vector<VisualShader::DefaultTextureParam> ret;
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if (is_output_port_connected(0)) {
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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->initialize_data(1, 1, false, Image::Format::FORMAT_RGBF);
|
|
} else {
|
|
image->initialize_data(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->set_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->initialize_data(1, 1, false, Image::Format::FORMAT_RGBF);
|
|
} else {
|
|
image->initialize_data(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->set_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->initialize_data(1, 1, false, Image::Format::FORMAT_RGBA8);
|
|
} else {
|
|
image->initialize_data(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->set_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 {
|
|
switch (shader_type) {
|
|
case VisualShader::TYPE_START:
|
|
return "StartOutput";
|
|
case VisualShader::TYPE_PROCESS:
|
|
return "ProcessOutput";
|
|
case VisualShader::TYPE_COLLIDE:
|
|
return "CollideOutput";
|
|
case VisualShader::TYPE_START_CUSTOM:
|
|
return "CustomStartOutput";
|
|
case VisualShader::TYPE_PROCESS_CUSTOM:
|
|
return "CustomProcessOutput";
|
|
default:
|
|
ERR_PRINT(vformat("Unexpected shader_type %d for VisualShaderNodeParticleOutput.", shader_type));
|
|
return "";
|
|
}
|
|
}
|
|
|
|
int VisualShaderNodeParticleOutput::get_input_port_count() const {
|
|
switch (shader_type) {
|
|
case VisualShader::TYPE_START:
|
|
return 8;
|
|
case VisualShader::TYPE_PROCESS:
|
|
return 7;
|
|
case VisualShader::TYPE_COLLIDE:
|
|
return 5;
|
|
case VisualShader::TYPE_START_CUSTOM:
|
|
case VisualShader::TYPE_PROCESS_CUSTOM:
|
|
return 6;
|
|
default:
|
|
ERR_PRINT(vformat("Unexpected shader_type %d for VisualShaderNodeParticleOutput.", shader_type));
|
|
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 port_name = get_input_port_name(p_index);
|
|
return bool(port_name == "Scale");
|
|
}
|
|
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
|
|
String port_name = get_input_port_name(p_index);
|
|
return bool(port_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";
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}
|
|
if (!p_input_vars[1].is_empty()) { // custom.a
|
|
code += tab + "CUSTOM.a = " + p_input_vars[1] + ";\n";
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}
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if (!p_input_vars[2].is_empty()) { // velocity
|
|
code += tab + "VELOCITY = " + p_input_vars[2] + ";\n";
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|
}
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|
if (!p_input_vars[3].is_empty()) { // color.rgb
|
|
code += tab + "COLOR.rgb = " + p_input_vars[3] + ";\n";
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}
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if (!p_input_vars[4].is_empty()) { // color.a
|
|
code += tab + "COLOR.a = " + p_input_vars[4] + ";\n";
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}
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|
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";
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}
|
|
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_str;
|
|
|
|
for (int i = 0; i < flags_arr.size(); i++) {
|
|
if (i > 0) {
|
|
flags_str += "|";
|
|
}
|
|
flags_str += flags_arr[i];
|
|
}
|
|
|
|
if (flags_str.is_empty()) {
|
|
flags_str = "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_str + ");\n";
|
|
|
|
if (!default_condition) {
|
|
code += " }\n";
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() {
|
|
set_input_port_default_value(0, true);
|
|
}
|