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/**************************************************************************/
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/* particle_process_material.cpp */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/**************************************************************************/
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# include "particle_process_material.h"
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# include "core/version.h"
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Mutex ParticleProcessMaterial : : material_mutex ;
SelfList < ParticleProcessMaterial > : : List * ParticleProcessMaterial : : dirty_materials = nullptr ;
HashMap < ParticleProcessMaterial : : MaterialKey , ParticleProcessMaterial : : ShaderData , ParticleProcessMaterial : : MaterialKey > ParticleProcessMaterial : : shader_map ;
ParticleProcessMaterial : : ShaderNames * ParticleProcessMaterial : : shader_names = nullptr ;
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void ParticleProcessMaterial : : init_shaders ( ) {
dirty_materials = memnew ( SelfList < ParticleProcessMaterial > : : List ) ;
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shader_names = memnew ( ShaderNames ) ;
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shader_names - > direction = " direction " ;
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shader_names - > spread = " spread " ;
shader_names - > flatness = " flatness " ;
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shader_names - > initial_linear_velocity_min = " initial_linear_velocity_min " ;
shader_names - > initial_angle_min = " initial_angle_min " ;
shader_names - > angular_velocity_min = " angular_velocity_min " ;
shader_names - > orbit_velocity_min = " orbit_velocity_min " ;
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shader_names - > radial_velocity_min = " radial_velocity_min " ;
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shader_names - > linear_accel_min = " linear_accel_min " ;
shader_names - > radial_accel_min = " radial_accel_min " ;
shader_names - > tangent_accel_min = " tangent_accel_min " ;
shader_names - > damping_min = " damping_min " ;
shader_names - > scale_min = " scale_min " ;
shader_names - > hue_variation_min = " hue_variation_min " ;
shader_names - > anim_speed_min = " anim_speed_min " ;
shader_names - > anim_offset_min = " anim_offset_min " ;
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shader_names - > directional_velocity_min = " directional_velocity_min " ;
shader_names - > scale_over_velocity_min = " scale_over_velocity_min " ;
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shader_names - > initial_linear_velocity_max = " initial_linear_velocity_max " ;
shader_names - > initial_angle_max = " initial_angle_max " ;
shader_names - > angular_velocity_max = " angular_velocity_max " ;
shader_names - > orbit_velocity_max = " orbit_velocity_max " ;
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shader_names - > radial_velocity_max = " radial_velocity_max " ;
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shader_names - > linear_accel_max = " linear_accel_max " ;
shader_names - > radial_accel_max = " radial_accel_max " ;
shader_names - > tangent_accel_max = " tangent_accel_max " ;
shader_names - > damping_max = " damping_max " ;
shader_names - > scale_max = " scale_max " ;
shader_names - > hue_variation_max = " hue_variation_max " ;
shader_names - > anim_speed_max = " anim_speed_max " ;
shader_names - > anim_offset_max = " anim_offset_max " ;
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shader_names - > directional_velocity_max = " directional_velocity_max " ;
shader_names - > scale_over_velocity_max = " scale_over_velocity_max " ;
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shader_names - > angle_texture = " angle_texture " ;
shader_names - > angular_velocity_texture = " angular_velocity_texture " ;
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shader_names - > orbit_velocity_texture = " orbit_velocity_curve " ;
shader_names - > radial_velocity_texture = " radial_velocity_curve " ;
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shader_names - > linear_accel_texture = " linear_accel_texture " ;
shader_names - > radial_accel_texture = " radial_accel_texture " ;
shader_names - > tangent_accel_texture = " tangent_accel_texture " ;
shader_names - > damping_texture = " damping_texture " ;
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shader_names - > scale_texture = " scale_curve " ;
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shader_names - > hue_variation_texture = " hue_rot_curve " ;
shader_names - > anim_speed_texture = " animation_speed_curve " ;
shader_names - > anim_offset_texture = " animation_offset_curve " ;
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shader_names - > directional_velocity_texture = " directional_velocity_curve " ;
shader_names - > scale_over_velocity_texture = " scale_over_velocity_curve " ;
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shader_names - > color = " color_value " ;
shader_names - > color_ramp = " color_ramp " ;
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shader_names - > alpha_ramp = " alpha_curve " ;
shader_names - > emission_ramp = " emission_curve " ;
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shader_names - > color_initial_ramp = " color_initial_ramp " ;
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shader_names - > velocity_limit_curve = " velocity_limit_curve " ;
shader_names - > inherit_emitter_velocity_ratio = " inherit_emitter_velocity_ratio " ;
shader_names - > velocity_pivot = " velocity_pivot " ;
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shader_names - > emission_sphere_radius = " emission_sphere_radius " ;
shader_names - > emission_box_extents = " emission_box_extents " ;
shader_names - > emission_texture_point_count = " emission_texture_point_count " ;
shader_names - > emission_texture_points = " emission_texture_points " ;
shader_names - > emission_texture_normal = " emission_texture_normal " ;
shader_names - > emission_texture_color = " emission_texture_color " ;
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shader_names - > emission_ring_axis = " emission_ring_axis " ;
shader_names - > emission_ring_height = " emission_ring_height " ;
shader_names - > emission_ring_radius = " emission_ring_radius " ;
shader_names - > emission_ring_inner_radius = " emission_ring_inner_radius " ;
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shader_names - > emission_shape_offset = " emission_shape_offset " ;
shader_names - > emission_shape_scale = " emission_shape_scale " ;
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shader_names - > turbulence_enabled = " turbulence_enabled " ;
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shader_names - > turbulence_noise_strength = " turbulence_noise_strength " ;
shader_names - > turbulence_noise_scale = " turbulence_noise_scale " ;
shader_names - > turbulence_noise_speed = " turbulence_noise_speed " ;
shader_names - > turbulence_noise_speed_random = " turbulence_noise_speed_random " ;
shader_names - > turbulence_influence_over_life = " turbulence_influence_over_life " ;
shader_names - > turbulence_influence_min = " turbulence_influence_min " ;
shader_names - > turbulence_influence_max = " turbulence_influence_max " ;
shader_names - > turbulence_initial_displacement_min = " turbulence_initial_displacement_min " ;
shader_names - > turbulence_initial_displacement_max = " turbulence_initial_displacement_max " ;
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shader_names - > gravity = " gravity " ;
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shader_names - > lifetime_randomness = " lifetime_randomness " ;
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shader_names - > sub_emitter_frequency = " sub_emitter_frequency " ;
shader_names - > sub_emitter_amount_at_end = " sub_emitter_amount_at_end " ;
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shader_names - > sub_emitter_amount_at_collision = " sub_emitter_amount_at_collision " ;
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shader_names - > sub_emitter_keep_velocity = " sub_emitter_keep_velocity " ;
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shader_names - > collision_friction = " collision_friction " ;
shader_names - > collision_bounce = " collision_bounce " ;
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}
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void ParticleProcessMaterial : : finish_shaders ( ) {
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memdelete ( dirty_materials ) ;
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dirty_materials = nullptr ;
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memdelete ( shader_names ) ;
}
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void ParticleProcessMaterial : : _update_shader ( ) {
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dirty_materials - > remove ( & element ) ;
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MaterialKey mk = _compute_key ( ) ;
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if ( mk = = current_key ) {
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return ; //no update required in the end
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}
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if ( shader_map . has ( current_key ) ) {
shader_map [ current_key ] . users - - ;
if ( shader_map [ current_key ] . users = = 0 ) {
//deallocate shader, as it's no longer in use
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RS : : get_singleton ( ) - > free ( shader_map [ current_key ] . shader ) ;
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shader_map . erase ( current_key ) ;
}
}
current_key = mk ;
if ( shader_map . has ( mk ) ) {
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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , shader_map [ mk ] . shader ) ;
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shader_map [ mk ] . users + + ;
return ;
}
//must create a shader!
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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String code = " // NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG " 's ParticleProcessMaterial. \n \n " ;
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code + = " shader_type particles; \n " ;
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code + = " render_mode disable_velocity; \n " ;
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if ( collision_scale ) {
code + = " render_mode collision_use_scale; \n " ;
}
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code + = " uniform vec3 direction; \n " ;
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code + = " uniform float spread; \n " ;
code + = " uniform float flatness; \n " ;
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code + = " uniform float inherit_emitter_velocity_ratio = 0; \n " ;
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code + = " uniform float initial_linear_velocity_min; \n " ;
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code + = " uniform float initial_linear_velocity_max; \n " ;
code + = " uniform float directional_velocity_min; \n " ;
code + = " uniform float directional_velocity_max; \n " ;
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code + = " uniform float angular_velocity_min; \n " ;
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code + = " uniform float angular_velocity_max; \n " ;
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code + = " uniform float orbit_velocity_min; \n " ;
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code + = " uniform float orbit_velocity_max; \n " ;
code + = " uniform float radial_velocity_min; \n " ;
code + = " uniform float radial_velocity_max; \n " ;
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code + = " uniform float linear_accel_min; \n " ;
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code + = " uniform float linear_accel_max; \n " ;
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code + = " uniform float radial_accel_min; \n " ;
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code + = " uniform float radial_accel_max; \n " ;
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code + = " uniform float tangent_accel_min; \n " ;
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code + = " uniform float tangent_accel_max; \n " ;
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code + = " uniform float damping_min; \n " ;
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code + = " uniform float damping_max; \n " ;
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code + = " uniform float initial_angle_min; \n " ;
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code + = " uniform float initial_angle_max; \n " ;
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code + = " uniform float scale_min; \n " ;
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code + = " uniform float scale_max; \n " ;
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code + = " uniform float hue_variation_min; \n " ;
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code + = " uniform float hue_variation_max; \n " ;
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code + = " uniform float anim_speed_min; \n " ;
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code + = " uniform float anim_speed_max; \n " ;
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code + = " uniform float anim_offset_min; \n " ;
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code + = " uniform float anim_offset_max; \n " ;
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code + = " uniform float lifetime_randomness; \n " ;
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code + = " uniform vec3 emission_shape_offset = vec3(0.); \n " ;
code + = " uniform vec3 emission_shape_scale = vec3(1.); \n " ;
code + = " uniform vec3 velocity_pivot = vec3(0.); \n " ;
if ( tex_parameters [ PARAM_SCALE_OVER_VELOCITY ] . is_valid ( ) ) {
code + = " uniform float scale_over_velocity_min = 0.0; \n " ;
code + = " uniform float scale_over_velocity_max = 5.0; \n " ;
}
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switch ( emission_shape ) {
case EMISSION_SHAPE_POINT : {
//do none
} break ;
case EMISSION_SHAPE_SPHERE : {
code + = " uniform float emission_sphere_radius; \n " ;
} break ;
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case EMISSION_SHAPE_SPHERE_SURFACE : {
code + = " uniform float emission_sphere_radius; \n " ;
} break ;
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case EMISSION_SHAPE_BOX : {
code + = " uniform vec3 emission_box_extents; \n " ;
} break ;
case EMISSION_SHAPE_DIRECTED_POINTS : {
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code + = " uniform sampler2D emission_texture_normal : hint_default_black; \n " ;
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[[fallthrough]] ;
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}
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case EMISSION_SHAPE_POINTS : {
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code + = " uniform sampler2D emission_texture_points : hint_default_black; \n " ;
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code + = " uniform int emission_texture_point_count; \n " ;
if ( emission_color_texture . is_valid ( ) ) {
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code + = " uniform sampler2D emission_texture_color : hint_default_white; \n " ;
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}
} break ;
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case EMISSION_SHAPE_RING : {
code + = " uniform vec3 " + shader_names - > emission_ring_axis + " ; \n " ;
code + = " uniform float " + shader_names - > emission_ring_height + " ; \n " ;
code + = " uniform float " + shader_names - > emission_ring_radius + " ; \n " ;
code + = " uniform float " + shader_names - > emission_ring_inner_radius + " ; \n " ;
} break ;
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case EMISSION_SHAPE_MAX : { // Max value for validity check.
break ;
}
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}
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if ( sub_emitter_mode ! = SUB_EMITTER_DISABLED & & ! RenderingServer : : get_singleton ( ) - > is_low_end ( ) ) {
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if ( sub_emitter_mode = = SUB_EMITTER_CONSTANT ) {
code + = " uniform float sub_emitter_frequency; \n " ;
}
if ( sub_emitter_mode = = SUB_EMITTER_AT_END ) {
code + = " uniform int sub_emitter_amount_at_end; \n " ;
}
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if ( sub_emitter_mode = = SUB_EMITTER_AT_COLLISION ) {
code + = " uniform int sub_emitter_amount_at_collision; \n " ;
}
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code + = " uniform bool sub_emitter_keep_velocity; \n " ;
}
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code + = " uniform vec4 color_value : source_color; \n " ;
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code + = " uniform vec3 gravity; \n " ;
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if ( color_ramp . is_valid ( ) ) {
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code + = " uniform sampler2D color_ramp : repeat_disable; \n " ;
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}
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if ( color_initial_ramp . is_valid ( ) ) {
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code + = " uniform sampler2D color_initial_ramp : repeat_disable; \n " ;
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}
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if ( alpha_curve . is_valid ( ) ) {
code + = " uniform sampler2D alpha_curve : repeat_disable; \n " ;
}
if ( emission_curve . is_valid ( ) ) {
code + = " uniform sampler2D emission_curve : repeat_disable; \n " ;
}
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if ( tex_parameters [ PARAM_INITIAL_LINEAR_VELOCITY ] . is_valid ( ) ) {
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code + = " uniform sampler2D linear_velocity_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ORBIT_VELOCITY ] . is_valid ( ) ) {
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code + = " uniform sampler2D orbit_velocity_curve : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ANGULAR_VELOCITY ] . is_valid ( ) ) {
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code + = " uniform sampler2D angular_velocity_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_LINEAR_ACCEL ] . is_valid ( ) ) {
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code + = " uniform sampler2D linear_accel_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_RADIAL_ACCEL ] . is_valid ( ) ) {
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code + = " uniform sampler2D radial_accel_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_TANGENTIAL_ACCEL ] . is_valid ( ) ) {
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code + = " uniform sampler2D tangent_accel_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_DAMPING ] . is_valid ( ) ) {
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code + = " uniform sampler2D damping_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ANGLE ] . is_valid ( ) ) {
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code + = " uniform sampler2D angle_texture : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_SCALE ] . is_valid ( ) ) {
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code + = " uniform sampler2D scale_curve : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_HUE_VARIATION ] . is_valid ( ) ) {
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code + = " uniform sampler2D hue_rot_curve : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ANIM_SPEED ] . is_valid ( ) ) {
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code + = " uniform sampler2D animation_speed_curve : repeat_disable; \n " ;
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}
if ( tex_parameters [ PARAM_ANIM_OFFSET ] . is_valid ( ) ) {
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code + = " uniform sampler2D animation_offset_curve : repeat_disable; \n " ;
}
if ( tex_parameters [ PARAM_RADIAL_VELOCITY ] . is_valid ( ) ) {
code + = " uniform sampler2D radial_velocity_curve : repeat_disable; \n " ;
}
if ( tex_parameters [ PARAM_SCALE_OVER_VELOCITY ] . is_valid ( ) ) {
code + = " uniform sampler2D scale_over_velocity_curve : repeat_disable; \n " ;
}
if ( tex_parameters [ PARAM_DIRECTIONAL_VELOCITY ] . is_valid ( ) ) {
code + = " uniform sampler2D directional_velocity_curve: repeat_disable; \n " ;
}
if ( velocity_limit_curve . is_valid ( ) ) {
code + = " uniform sampler2D velocity_limit_curve: repeat_disable; \n " ;
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}
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if ( collision_mode = = COLLISION_RIGID ) {
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code + = " uniform float collision_friction; \n " ;
code + = " uniform float collision_bounce; \n " ;
}
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if ( turbulence_enabled ) {
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code + = " uniform float turbulence_noise_strength; \n " ;
code + = " uniform float turbulence_noise_scale; \n " ;
code + = " uniform float turbulence_influence_min; \n " ;
code + = " uniform float turbulence_influence_max; \n " ;
code + = " uniform float turbulence_initial_displacement_min; \n " ;
code + = " uniform float turbulence_initial_displacement_max; \n " ;
code + = " uniform float turbulence_noise_speed_random; \n " ;
code + = " uniform vec3 turbulence_noise_speed = vec3(1.0, 1.0, 1.0); \n " ;
if ( tex_parameters [ PARAM_TURB_INFLUENCE_OVER_LIFE ] . is_valid ( ) ) {
code + = " uniform sampler2D turbulence_influence_over_life; \n " ;
}
if ( turbulence_color_ramp . is_valid ( ) ) {
code + = " uniform sampler2D turbulence_color_ramp; \n " ;
}
code + = " \n " ;
//functions for 3D noise / turbulence
code + = " \n \n " ;
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code + = " vec4 grad(vec4 p) { \n " ;
code + = " p = fract(vec4( \n " ;
code + = " dot(p, vec4(0.143081, 0.001724, 0.280166, 0.262771)), \n " ;
code + = " dot(p, vec4(0.645401, -0.047791, -0.146698, 0.595016)), \n " ;
code + = " dot(p, vec4(-0.499665, -0.095734, 0.425674, -0.207367)), \n " ;
code + = " dot(p, vec4(-0.013596, -0.848588, 0.423736, 0.17044)))); \n " ;
code + = " return fract((p.xyzw * p.yzwx) * 2365.952041) * 2.0 - 1.0; \n " ;
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code + = " } \n " ;
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code + = " float noise(vec4 coord) { \n " ;
code + = " // Domain rotation to improve the look of XYZ slices + animation patterns. \n " ;
code + = " coord = vec4( \n " ;
code + = " coord.xyz + dot(coord, vec4(vec3(-0.1666667), -0.5)), \n " ;
code + = " dot(coord, vec4(0.5))); \n \n " ;
code + = " vec4 base = floor(coord), delta = coord - base; \n \n " ;
code + = " vec4 grad_0000 = grad(base + vec4(0.0, 0.0, 0.0, 0.0)), grad_1000 = grad(base + vec4(1.0, 0.0, 0.0, 0.0)); \n " ;
code + = " vec4 grad_0100 = grad(base + vec4(0.0, 1.0, 0.0, 0.0)), grad_1100 = grad(base + vec4(1.0, 1.0, 0.0, 0.0)); \n " ;
code + = " vec4 grad_0010 = grad(base + vec4(0.0, 0.0, 1.0, 0.0)), grad_1010 = grad(base + vec4(1.0, 0.0, 1.0, 0.0)); \n " ;
code + = " vec4 grad_0110 = grad(base + vec4(0.0, 1.0, 1.0, 0.0)), grad_1110 = grad(base + vec4(1.0, 1.0, 1.0, 0.0)); \n " ;
code + = " vec4 grad_0001 = grad(base + vec4(0.0, 0.0, 0.0, 1.0)), grad_1001 = grad(base + vec4(1.0, 0.0, 0.0, 1.0)); \n " ;
code + = " vec4 grad_0101 = grad(base + vec4(0.0, 1.0, 0.0, 1.0)), grad_1101 = grad(base + vec4(1.0, 1.0, 0.0, 1.0)); \n " ;
code + = " vec4 grad_0011 = grad(base + vec4(0.0, 0.0, 1.0, 1.0)), grad_1011 = grad(base + vec4(1.0, 0.0, 1.0, 1.0)); \n " ;
code + = " vec4 grad_0111 = grad(base + vec4(0.0, 1.0, 1.0, 1.0)), grad_1111 = grad(base + vec4(1.0, 1.0, 1.0, 1.0)); \n \n " ;
code + = " vec4 result_0123 = vec4( \n " ;
code + = " dot(delta - vec4(0.0, 0.0, 0.0, 0.0), grad_0000), dot(delta - vec4(1.0, 0.0, 0.0, 0.0), grad_1000), \n " ;
code + = " dot(delta - vec4(0.0, 1.0, 0.0, 0.0), grad_0100), dot(delta - vec4(1.0, 1.0, 0.0, 0.0), grad_1100)); \n " ;
code + = " vec4 result_4567 = vec4( \n " ;
code + = " dot(delta - vec4(0.0, 0.0, 1.0, 0.0), grad_0010), dot(delta - vec4(1.0, 0.0, 1.0, 0.0), grad_1010), \n " ;
code + = " dot(delta - vec4(0.0, 1.0, 1.0, 0.0), grad_0110), dot(delta - vec4(1.0, 1.0, 1.0, 0.0), grad_1110)); \n " ;
code + = " vec4 result_89AB = vec4( \n " ;
code + = " dot(delta - vec4(0.0, 0.0, 0.0, 1.0), grad_0001), dot(delta - vec4(1.0, 0.0, 0.0, 1.0), grad_1001), \n " ;
code + = " dot(delta - vec4(0.0, 1.0, 0.0, 1.0), grad_0101), dot(delta - vec4(1.0, 1.0, 0.0, 1.0), grad_1101)); \n " ;
code + = " vec4 result_CDEF = vec4( \n " ;
code + = " dot(delta - vec4(0.0, 0.0, 1.0, 1.0), grad_0011), dot(delta - vec4(1.0, 0.0, 1.0, 1.0), grad_1011), \n " ;
code + = " dot(delta - vec4(0.0, 1.0, 1.0, 1.0), grad_0111), dot(delta - vec4(1.0, 1.0, 1.0, 1.0), grad_1111)); \n \n " ;
code + = " vec4 fade = delta * delta * delta * (10.0 + delta * (-15.0 + delta * 6.0)); \n " ;
code + = " vec4 result_W0 = mix(result_0123, result_89AB, fade.w), result_W1 = mix(result_4567, result_CDEF, fade.w); \n " ;
code + = " vec4 result_WZ = mix(result_W0, result_W1, fade.z); \n " ;
code + = " vec2 result_WZY = mix(result_WZ.xy, result_WZ.zw, fade.y); \n " ;
code + = " return mix(result_WZY.x, result_WZY.y, fade.x); \n " ;
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code + = " } \n \n " ;
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code + = " // Curl 3D and three-noise function with friendly permission by Isaac Cohen. \n " ;
code + = " // Modified to accept 4D noise. \n " ;
code + = " vec3 noise_3x(vec4 p) { \n " ;
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code + = " float s = noise(p); \n " ;
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code + = " float s1 = noise(p + vec4(vec3(0.0), 1.7320508 * 2048.333333)); \n " ;
code + = " float s2 = noise(p - vec4(vec3(0.0), 1.7320508 * 2048.333333)); \n " ;
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code + = " vec3 c = vec3(s, s1, s2); \n " ;
code + = " return c; \n " ;
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code + = " } \n " ;
code + = " vec3 curl_3d(vec4 p, float c) { \n " ;
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code + = " float epsilon = 0.001 + c; \n " ;
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code + = " vec4 dx = vec4(epsilon, 0.0, 0.0, 0.0); \n " ;
code + = " vec4 dy = vec4(0.0, epsilon, 0.0, 0.0); \n " ;
code + = " vec4 dz = vec4(0.0, 0.0, epsilon, 0.0); \n " ;
code + = " vec3 x0 = noise_3x(p - dx).xyz; \n " ;
code + = " vec3 x1 = noise_3x(p + dx).xyz; \n " ;
code + = " vec3 y0 = noise_3x(p - dy).xyz; \n " ;
code + = " vec3 y1 = noise_3x(p + dy).xyz; \n " ;
code + = " vec3 z0 = noise_3x(p - dz).xyz; \n " ;
code + = " vec3 z1 = noise_3x(p + dz).xyz; \n " ;
code + = " float x = (y1.z - y0.z) - (z1.y - z0.y); \n " ;
code + = " float y = (z1.x - z0.x) - (x1.z - x0.z); \n " ;
code + = " float z = (x1.y - x0.y) - (y1.x - y0.x); \n " ;
code + = " return normalize(vec3(x, y, z)); \n " ;
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code + = " } \n " ;
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code + = " vec3 get_noise_direction(vec3 pos) { \n " ;
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code + = " float adj_contrast = max((turbulence_noise_strength - 1.0), 0.0) * 70.0; \n " ;
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code + = " vec4 noise_time = TIME * vec4(turbulence_noise_speed, turbulence_noise_speed_random); \n " ;
code + = " vec4 noise_pos = vec4(pos * turbulence_noise_scale, 0.0); \n " ;
code + = " vec3 noise_direction = curl_3d(noise_pos + noise_time, adj_contrast); \n " ;
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code + = " noise_direction = mix(0.9 * noise_direction, noise_direction, turbulence_noise_strength - 9.0); \n " ;
code + = " return noise_direction; \n " ;
code + = " } \n " ;
}
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code + = " vec4 rotate_hue(vec4 current_color, float hue_rot_angle){ \n " ;
code + = " float hue_rot_c = cos(hue_rot_angle); \n " ;
code + = " float hue_rot_s = sin(hue_rot_angle); \n " ;
code + = " mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0), \n " ;
code + = " vec4(0.299, 0.587, 0.114, 0.0), \n " ;
code + = " vec4(0.299, 0.587, 0.114, 0.0), \n " ;
code + = " vec4(0.000, 0.000, 0.000, 1.0)) + \n " ;
code + = " mat4(vec4(0.701, -0.587, -0.114, 0.0), \n " ;
code + = " vec4(-0.299, 0.413, -0.114, 0.0), \n " ;
code + = " vec4(-0.300, -0.588, 0.886, 0.0), \n " ;
code + = " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c + \n " ;
code + = " mat4(vec4(0.168, 0.330, -0.497, 0.0), \n " ;
code + = " vec4(-0.328, 0.035, 0.292, 0.0), \n " ;
code + = " vec4(1.250, -1.050, -0.203, 0.0), \n " ;
code + = " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s; \n " ;
code + = " return hue_rot_mat * current_color; \n " ;
code + = " } \n " ;
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//need a random function
code + = " \n \n " ;
code + = " float rand_from_seed(inout uint seed) { \n " ;
code + = " int k; \n " ;
code + = " int s = int(seed); \n " ;
code + = " if (s == 0) \n " ;
code + = " s = 305420679; \n " ;
code + = " k = s / 127773; \n " ;
code + = " s = 16807 * (s - k * 127773) - 2836 * k; \n " ;
code + = " if (s < 0) \n " ;
code + = " s += 2147483647; \n " ;
code + = " seed = uint(s); \n " ;
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code + = " return float(seed % uint(65536)) / 65535.0; \n " ;
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code + = " } \n " ;
code + = " \n " ;
code + = " float rand_from_seed_m1_p1(inout uint seed) { \n " ;
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code + = " return rand_from_seed(seed) * 2.0 - 1.0; \n " ;
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code + = " } \n " ;
code + = " \n " ;
//improve seed quality
code + = " uint hash(uint x) { \n " ;
code + = " x = ((x >> uint(16)) ^ x) * uint(73244475); \n " ;
code + = " x = ((x >> uint(16)) ^ x) * uint(73244475); \n " ;
code + = " x = (x >> uint(16)) ^ x; \n " ;
code + = " return x; \n " ;
code + = " } \n " ;
code + = " \n " ;
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code + = " struct DisplayParameters{ \n " ;
code + = " vec3 scale; \n " ;
code + = " float hue_rotation; \n " ;
code + = " float animation_speed; \n " ;
code + = " float animation_offset; \n " ;
code + = " float lifetime; \n " ;
code + = " vec4 color; \n " ;
code + = " }; \n " ;
code + = " \n " ;
code + = " struct DynamicsParameters{ \n " ;
code + = " float angle; \n " ;
code + = " float angular_velocity; \n " ;
code + = " float initial_velocity_multiplier; \n " ;
code + = " float directional_velocity; \n " ;
code + = " float radial_velocity; \n " ;
code + = " float orbit_velocity; \n " ;
if ( turbulence_enabled ) {
code + = " float turb_influence; \n " ;
}
code + = " }; \n " ;
code + = " struct PhysicalParameters{ \n " ;
code + = " float linear_accel; \n " ;
code + = " float radial_accel; \n " ;
code + = " float tangent_accel; \n " ;
code + = " float damping; \n " ;
code + = " }; \n " ;
code + = " \n " ;
code + = " void calculate_initial_physical_params(inout PhysicalParameters params, inout uint alt_seed){ \n " ;
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code + = " params.linear_accel = mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)); \n " ;
code + = " params.radial_accel = mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)); \n " ;
code + = " params.tangent_accel = mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed)); \n " ;
code + = " params.damping = mix(damping_min, damping_max, rand_from_seed(alt_seed)); \n " ;
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code + = " } \n " ;
code + = " \n " ;
code + = " void calculate_initial_dynamics_params(inout DynamicsParameters params,inout uint alt_seed){ \n " ;
code + = " // -------------------- DO NOT REORDER OPERATIONS, IT BREAKS VISUAL COMPATIBILITY \n " ;
code + = " // -------------------- ADD NEW OPERATIONS AT THE BOTTOM \n " ;
code + = " params.angle = mix(initial_angle_min, initial_angle_max, rand_from_seed(alt_seed)); \n " ;
code + = " params.angular_velocity = mix(angular_velocity_min, angular_velocity_max, rand_from_seed(alt_seed)); \n " ;
code + = " params.initial_velocity_multiplier = mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed)); \n " ;
code + = " params.directional_velocity = mix(directional_velocity_min, directional_velocity_max,rand_from_seed(alt_seed)); \n " ;
code + = " params.radial_velocity = mix(radial_velocity_min, radial_velocity_max,rand_from_seed(alt_seed)); \n " ;
code + = " params.orbit_velocity = mix(orbit_velocity_min, orbit_velocity_max,rand_from_seed(alt_seed)); \n " ;
if ( turbulence_enabled ) {
code + = " params.turb_influence = mix(turbulence_influence_min,turbulence_influence_max,rand_from_seed(alt_seed)); \n " ;
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}
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code + = " } \n " ;
code + = " void calculate_initial_display_params(inout DisplayParameters params,inout uint alt_seed){ \n " ;
code + = " // -------------------- DO NOT REORDER OPERATIONS, IT BREAKS VISUAL COMPATIBILITY \n " ;
code + = " // -------------------- ADD NEW OPERATIONS AT THE BOTTOM \n " ;
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code + = " float pi = 3.14159; \n " ;
code + = " float degree_to_rad = pi / 180.0; \n " ;
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code + = " params.scale = vec3(mix(scale_min, scale_max, rand_from_seed(alt_seed))); \n " ;
code + = " params.scale = sign(params.scale) * max(abs(params.scale), 0.001); \n " ;
code + = " params.hue_rotation = pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed)); \n " ;
code + = " params.animation_speed = mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed)); \n " ;
code + = " params.animation_offset = mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)); \n " ;
code + = " params.lifetime = (1.0 - lifetime_randomness * rand_from_seed(alt_seed)); \n " ;
code + = " params.color = color_value; \n " ;
if ( color_initial_ramp . is_valid ( ) ) {
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code + = " params.color *= texture(color_initial_ramp, vec2(rand_from_seed(alt_seed))); \n " ;
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}
if ( emission_color_texture . is_valid ( ) & & ( emission_shape = = EMISSION_SHAPE_POINTS | | emission_shape = = EMISSION_SHAPE_DIRECTED_POINTS ) ) {
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code + = " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count))); \n " ;
code + = " ivec2 emission_tex_size = textureSize(emission_texture_points, 0); \n " ;
code + = " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x); \n " ;
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code + = " params.color *= texelFetch(emission_texture_color, emission_tex_ofs, 0); \n " ;
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}
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code + = " } \n " ;
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// process display parameters that are bound solely by lifetime
code + = " void process_display_param(inout DisplayParameters parameters, float lifetime){ \n " ;
code + = " // compile-time add textures \n " ;
if ( tex_parameters [ PARAM_SCALE ] . is_valid ( ) ) {
code + = " parameters.scale *= texture(scale_curve, vec2(lifetime)).rgb; \n " ;
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}
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if ( tex_parameters [ PARAM_HUE_VARIATION ] . is_valid ( ) ) {
code + = " parameters.hue_rotation *= texture(hue_rot_curve, vec2(lifetime)).r; \n " ;
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}
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if ( tex_parameters [ PARAM_ANIM_OFFSET ] . is_valid ( ) ) {
code + = " parameters.animation_offset += texture(animation_offset_curve, vec2(lifetime)).r; \n " ;
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}
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if ( tex_parameters [ PARAM_ANIM_SPEED ] . is_valid ( ) ) {
code + = " parameters.animation_speed *= texture(animation_speed_curve, vec2(lifetime)).r; \n " ;
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}
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if ( color_ramp . is_valid ( ) ) {
code + = " parameters.color *= texture(color_ramp, vec2(lifetime)); \n " ;
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}
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if ( alpha_curve . is_valid ( ) ) {
code + = " parameters.color.a *= texture(alpha_curve, vec2(lifetime)).r; \n " ;
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}
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code + = " parameters.color = rotate_hue(parameters.color, parameters.hue_rotation); \n " ;
if ( emission_curve . is_valid ( ) ) {
code + = " parameters.color.rgb *= 1.0 + texture(emission_curve, vec2(lifetime)).r; \n " ;
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}
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code + = " } \n " ;
code + = " vec3 calculate_initial_position(inout uint alt_seed) { \n " ;
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code + = " float pi = 3.14159; \n " ;
code + = " float degree_to_rad = pi / 180.0; \n " ;
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code + = " vec3 pos = vec3(0.); \n " ;
if ( emission_shape = = EMISSION_SHAPE_POINT ) {
code + = " pos = vec3(0.); \n " ;
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}
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if ( emission_shape = = EMISSION_SHAPE_SPHERE ) {
code + = " float s = rand_from_seed(alt_seed) * 2.0 - 1.0; \n " ;
code + = " float t = rand_from_seed(alt_seed) * 2.0 * pi; \n " ;
code + = " float p = rand_from_seed(alt_seed); \n " ;
code + = " float radius = emission_sphere_radius * sqrt(1.0 - s * s); \n " ;
code + = " pos = mix(vec3(0.0, 0.0, 0.0), vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s), p); \n " ;
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}
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if ( emission_shape = = EMISSION_SHAPE_SPHERE_SURFACE ) {
code + = " float s = rand_from_seed(alt_seed) * 2.0 - 1.0; \n " ;
code + = " float t = rand_from_seed(alt_seed) * 2.0 * pi; \n " ;
code + = " float radius = emission_sphere_radius * sqrt(1.0 - s * s); \n " ;
code + = " pos = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s); \n " ;
}
if ( emission_shape = = EMISSION_SHAPE_BOX ) {
code + = " pos = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0) * emission_box_extents; \n " ;
}
if ( emission_shape = = EMISSION_SHAPE_POINTS | | emission_shape = = EMISSION_SHAPE_DIRECTED_POINTS ) {
code + = " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count))); \n " ;
code + = " ivec2 emission_tex_size = textureSize(emission_texture_points, 0); \n " ;
code + = " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x); \n " ;
code + = " pos = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz; \n " ;
}
if ( emission_shape = = EMISSION_SHAPE_RING ) {
code + = " \n " ;
code + = " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi; \n " ;
code + = " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius; \n " ;
code + = " vec3 axis = normalize(emission_ring_axis); \n " ;
code + = " vec3 ortho_axis = vec3(0.0); \n " ;
code + = " if (axis == vec3(1.0, 0.0, 0.0)) { \n " ;
code + = " ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0)); \n " ;
code + = " } else { \n " ;
code + = " ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0)); \n " ;
code + = " } \n " ;
code + = " ortho_axis = normalize(ortho_axis); \n " ;
code + = " float s = sin(ring_spawn_angle); \n " ;
code + = " float c = cos(ring_spawn_angle); \n " ;
code + = " float oc = 1.0 - c; \n " ;
code + = " ortho_axis = mat3( \n " ;
code + = " vec3(c + axis.x * axis.x * oc, axis.x * axis.y * oc - axis.z * s, axis.x * axis.z *oc + axis.y * s), \n " ;
code + = " vec3(axis.x * axis.y * oc + s * axis.z, c + axis.y * axis.y * oc, axis.y * axis.z * oc - axis.x * s), \n " ;
code + = " vec3(axis.z * axis.x * oc - axis.y * s, axis.z * axis.y * oc + axis.x * s, c + axis.z * axis.z * oc) \n " ;
code + = " ) * ortho_axis; \n " ;
code + = " ortho_axis = normalize(ortho_axis); \n " ;
code + = " pos = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * emission_ring_height - emission_ring_height / 2.0) * axis; \n " ;
}
code + = " return pos * emission_shape_scale + emission_shape_offset; \n " ;
code + = " } \n " ;
code + = " \n " ;
if ( tex_parameters [ PARAM_ORBIT_VELOCITY ] . is_valid ( ) | | particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
code + = " vec3 process_orbit_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform,float delta, float total_lifetime){ \n " ;
// No reason to run all these expensive calculation below if we have no orbit velocity
// HOWEVER
// May be a bad idea for fps consistency?
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code + = " if(abs(param.orbit_velocity) < 0.01 || delta < 0.001){ return vec3(0.0);} \n " ;
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code + = " \n " ;
code + = " vec3 displacement = vec3(0.); \n " ;
code + = " float pi = 3.14159; \n " ;
code + = " float degree_to_rad = pi / 180.0; \n " ;
if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
code + = " float orbit_amount = param.orbit_velocity; \n " ;
if ( tex_parameters [ PARAM_ORBIT_VELOCITY ] . is_valid ( ) ) {
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CurveTexture * texture = Object : : cast_to < CurveTexture > ( tex_parameters [ PARAM_ORBIT_VELOCITY ] . ptr ( ) ) ;
if ( texture ) {
code + = " orbit_amount *= texture(orbit_velocity_curve, vec2(lifetime)).r; \n " ;
} else {
code + = " orbit_amount *= texture(orbit_velocity_curve, vec2(lifetime)).b; \n " ;
}
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}
code + = " if (orbit_amount != 0.0) { \n " ;
code + = " vec3 pos = transform[3].xyz; \n " ;
code + = " vec3 org = emission_transform[3].xyz; \n " ;
code + = " vec3 diff = pos - org; \n " ;
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code + = " float ang = orbit_amount * pi * 2.0 * delta; \n " ;
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code + = " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang))); \n " ;
code + = " displacement.xy -= diff.xy; \n " ;
code + = " displacement.xy += rot * diff.xy; \n " ;
code + = " } \n " ;
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} else {
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code + = " vec3 orbit_velocities = vec3(param.orbit_velocity); \n " ;
code + = " orbit_velocities *= texture(orbit_velocity_curve, vec2(lifetime)).rgb; \n " ;
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code + = " orbit_velocities *= pi * 2.0; \n " ;
code + = " orbit_velocities *= delta; // we wanna process those by the delta angle \n " ;
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code + = " //vec3 local_velocity_pivot = ((emission_transform) * vec4(velocity_pivot,1.0)).xyz; \n " ;
code + = " // X axis \n " ;
code + = " vec3 local_pos = (inverse(emission_transform) * transform[3]).xyz; \n " ;
code + = " local_pos -= velocity_pivot; \n " ;
code + = " local_pos.x = 0.; \n " ;
code + = " mat3 x_rotation_mat = mat3( \n " ;
code + = " vec3(1.0,0.0,0.0), \n " ;
code + = " vec3(0.0, cos(orbit_velocities.x), sin(orbit_velocities.x)), \n " ;
code + = " vec3(0.0, -sin(orbit_velocities.x), cos(orbit_velocities.x)) \n " ;
code + = " ); \n " ;
code + = " vec3 new_pos = x_rotation_mat * local_pos; \n " ;
code + = " displacement = new_pos - local_pos; \n " ;
code + = " \n " ;
code + = " // Y axis \n " ;
code + = " local_pos = (inverse(emission_transform) * transform[3]).xyz; \n " ;
code + = " local_pos -= velocity_pivot; \n " ;
code + = " local_pos.y = 0.; \n " ;
code + = " mat3 y_rotation_mat = mat3( \n " ;
code + = " vec3(cos(orbit_velocities.y), 0.0, -sin(orbit_velocities.y)), \n " ;
code + = " vec3(0.0, 1.0,0.0), \n " ;
code + = " vec3(sin(orbit_velocities.y), 0.0, cos(orbit_velocities.y)) \n " ;
code + = " ); \n " ;
code + = " new_pos = y_rotation_mat * local_pos; \n " ;
code + = " displacement += new_pos - local_pos; \n " ;
code + = " // z axis \n " ;
code + = " \n " ;
code + = " local_pos = (inverse(emission_transform) * transform[3]).xyz; \n " ;
code + = " local_pos -= velocity_pivot; \n " ;
code + = " local_pos.z = 0.; \n " ;
code + = " mat3 z_rotation_mat = mat3( \n " ;
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code + = " vec3(cos(orbit_velocities.z),sin(orbit_velocities.z),0.0), \n " ;
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code + = " vec3(-sin(orbit_velocities.z),cos(orbit_velocities.z), 0.0), \n " ;
code + = " vec3(0.0,0.0,1.0) \n " ;
code + = " ); \n " ;
code + = " new_pos = z_rotation_mat * local_pos; \n " ;
code + = " displacement += new_pos - local_pos; \n " ;
code + = " \n " ;
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}
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code + = " return (emission_transform * vec4(displacement/delta, 0.0)).xyz; \n " ;
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code + = " } \n " ;
code + = " \n " ;
code + = " \n " ;
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}
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code + = " vec3 get_random_direction_from_spread(inout uint alt_seed, float spread_angle){ \n " ;
code + = " float pi = 3.14159; \n " ;
code + = " float degree_to_rad = pi / 180.0; \n " ;
code + = " vec3 velocity = vec3(0.); \n " ;
code + = " float spread_rad = spread_angle * degree_to_rad; \n " ;
code + = " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad; \n " ;
code + = " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness); \n " ;
code + = " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad)); \n " ;
code + = " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad)); \n " ;
code + = " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution \n " ;
code + = " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z); \n " ;
code + = " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0); \n " ;
code + = " // rotate spread to direction \n " ;
code + = " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm); \n " ;
code + = " if (length(binormal) < 0.0001) { \n " ;
code + = " // direction is parallel to Y. Choose Z as the binormal. \n " ;
code + = " binormal = vec3(0.0, 0.0, 1.0); \n " ;
code + = " } \n " ;
code + = " binormal = normalize(binormal); \n " ;
code + = " vec3 normal = cross(binormal, direction_nrm); \n " ;
code + = " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z; \n " ;
code + = " return spread_direction; \n " ;
code + = " } \n " ;
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code + = " vec3 process_radial_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform, float delta){ \n " ;
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code + = " vec3 radial_displacement = vec3(0.0); \n " ;
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code + = " if (delta < 0.001){ \n " ;
code + = " return radial_displacement; \n " ;
code + = " } \n " ;
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code + = " float radial_displacement_multiplier = 1.0; \n " ;
if ( tex_parameters [ PARAM_RADIAL_VELOCITY ] . is_valid ( ) ) {
code + = " radial_displacement_multiplier = texture(radial_velocity_curve, vec2(lifetime)).r; \n " ;
}
code + = " vec3 global_pivot = (emission_transform * vec4(velocity_pivot, 1.0)).xyz; \n " ;
code + = " if(length(transform[3].xyz - global_pivot) > 0.01){ \n " ;
code + = " radial_displacement = normalize(transform[3].xyz - global_pivot) * radial_displacement_multiplier * param.radial_velocity; \n " ;
code + = " }else{radial_displacement = get_random_direction_from_spread(alt_seed, 360.0)* param.radial_velocity;} \n " ;
code + = " if (radial_displacement_multiplier * param.radial_velocity < 0.0){ \n // Prevent inwards velocity to flicker once the point is reached. " ;
code + = " if (length(radial_displacement) > 0.01){ \n " ;
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code + = " radial_displacement = normalize(radial_displacement) * min(abs((radial_displacement_multiplier * param.radial_velocity)), length(transform[3].xyz - global_pivot) / delta); \n " ;
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code + = " } \n " ;
code + = " \n " ;
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code + = " return radial_displacement; \n " ;
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code + = " } \n " ;
if ( tex_parameters [ PARAM_DIRECTIONAL_VELOCITY ] . is_valid ( ) ) {
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code + = " vec3 process_directional_displacement(DynamicsParameters param, float lifetime_percent,mat4 transform, mat4 emission_transform){ \n " ;
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code + = " vec3 displacement = vec3(0.); \n " ;
if ( directional_velocity_global ) {
code + = " displacement = texture(directional_velocity_curve, vec2(lifetime_percent)).xyz * param.directional_velocity; \n " ;
code + = " displacement = (emission_transform * vec4(displacement, 0.0)).xyz; \n " ;
} else {
code + = " displacement = texture(directional_velocity_curve, vec2(lifetime_percent)).xyz * param.directional_velocity; \n " ;
}
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code + = " return displacement; \n " ;
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code + = " } \n " ;
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}
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code + = " \n " ;
code + = " void process_physical_parameters(inout PhysicalParameters params, float lifetime_percent){ \n " ;
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if ( tex_parameters [ PARAM_LINEAR_ACCEL ] . is_valid ( ) ) {
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code + = " params.linear_accel *= texture(linear_accel_texture, vec2(lifetime_percent)).r; \n " ;
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}
if ( tex_parameters [ PARAM_RADIAL_ACCEL ] . is_valid ( ) ) {
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code + = " params.radial_accel *= texture(radial_accel_texture, vec2(lifetime_percent)).r; \n " ;
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}
if ( tex_parameters [ PARAM_TANGENTIAL_ACCEL ] . is_valid ( ) ) {
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code + = " params.tangent_accel *= texture(tangent_accel_texture, vec2(lifetime_percent)).r; \n " ;
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}
if ( tex_parameters [ PARAM_DAMPING ] . is_valid ( ) ) {
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code + = " params.damping *= texture(damping_texture, vec2(lifetime_percent)).r; \n " ;
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}
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code + = " \n " ;
code + = " } \n " ;
code + = " \n " ;
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code + = " void start() { \n " ;
code + = " uint base_number = NUMBER; \n " ;
code + = " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED); \n " ;
code + = " DisplayParameters params; \n " ;
code + = " calculate_initial_display_params(params, alt_seed); \n " ;
code + = " // reset alt seed? \n " ;
code + = " // alt_seed = hash(base_number + uint(1) + RANDOM_SEED); \n " ;
code + = " DynamicsParameters dynamic_params; \n " ;
code + = " calculate_initial_dynamics_params(dynamic_params, alt_seed); \n " ;
code + = " PhysicalParameters physics_params; \n " ;
code + = " calculate_initial_physical_params(physics_params, alt_seed); \n " ;
code + = " process_display_param(params, 0.0); \n " ;
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code + = " if (rand_from_seed(alt_seed) > AMOUNT_RATIO) { \n " ;
code + = " ACTIVE = false; \n " ;
code + = " } \n " ;
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code + = " \n " ;
code + = " float pi = 3.14159; \n " ;
code + = " float degree_to_rad = pi / 180.0; \n " ;
code + = " \n " ;
code + = " if (RESTART_CUSTOM){ \n " ;
code + = " CUSTOM = vec4(0.); \n " ;
code + = " CUSTOM.w = params.lifetime; \n " ;
code + = " CUSTOM.x = dynamic_params.angle; \n " ;
code + = " } \n " ;
code + = " if (RESTART_COLOR){ \n " ;
code + = " COLOR = params.color; \n " ;
code + = " } \n " ;
code + = " if (RESTART_ROT_SCALE) { \n " ;
code + = " TRANSFORM[0].xyz = vec3(1.0, 0.0, 0.0); \n " ;
code + = " TRANSFORM[1].xyz = vec3(0.0, 1.0, 0.0); \n " ;
code + = " TRANSFORM[2].xyz = vec3(0.0, 0.0, 1.0); \n " ;
code + = " } \n " ;
code + = " \n " ;
code + = " if (RESTART_POSITION) { \n " ;
code + = " TRANSFORM[3].xyz = calculate_initial_position(alt_seed); \n " ;
if ( turbulence_enabled ) {
code + = " float initial_turbulence_displacement = mix(turbulence_initial_displacement_min, turbulence_initial_displacement_max, rand_from_seed(alt_seed)); \n " ;
code + = " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz); \n " ;
code + = " TRANSFORM[3].xyz += noise_direction * initial_turbulence_displacement; \n " ;
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}
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code + = " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM; \n " ;
code + = " } \n " ;
code + = " if (RESTART_VELOCITY) { \n " ;
code + = " VELOCITY = get_random_direction_from_spread(alt_seed, spread) * dynamic_params.initial_velocity_multiplier; \n " ;
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if ( emission_shape = = EMISSION_SHAPE_DIRECTED_POINTS ) {
code + = " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count))); \n " ;
code + = " ivec2 emission_tex_size = textureSize(emission_texture_points, 0); \n " ;
code + = " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x); \n " ;
if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
code + = " { \n " ;
code + = " mat2 rotm; " ;
code + = " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy; \n " ;
code + = " rotm[1] = rotm[0].yx * vec2(1.0, -1.0); \n " ;
code + = " VELOCITY.xy = rotm * VELOCITY.xy; \n " ;
code + = " } \n " ;
} else {
code + = " { \n " ;
code + = " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz; \n " ;
code + = " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); \n " ;
code + = " vec3 tangent = normalize(cross(v0, normal)); \n " ;
code + = " vec3 bitangent = normalize(cross(tangent, normal)); \n " ;
code + = " VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY; \n " ;
code + = " } \n " ;
}
}
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code + = " } \n " ;
code + = " process_display_param(params, 0.); \n " ;
code + = " // process_dynamic_parameters(dynamic_params, 0., alt_seed, TRANSFORM, EMISSION_TRANSFORM, DELTA); \n " ;
code + = " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz; \n " ;
code + = " VELOCITY += EMITTER_VELOCITY * inherit_emitter_velocity_ratio; \n " ;
if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
code + = " VELOCITY.z = 0.; \n " ;
code + = " TRANSFORM[3].z = 0.; \n " ;
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}
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code + = " } \n " ;
code + = " \n " ;
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code + = " void process() { \n " ;
code + = " uint base_number = NUMBER; \n " ;
// TODO add optional determinism here
code + = " // if (repeatable){ \n " ;
code + = " // base_number = INDEX; \n " ;
code + = " // } \n " ;
code + = " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED); \n " ;
code + = " DisplayParameters params; \n " ;
code + = " calculate_initial_display_params(params, alt_seed); \n " ;
code + = " DynamicsParameters dynamic_params; \n " ;
code + = " calculate_initial_dynamics_params(dynamic_params, alt_seed); \n " ;
code + = " PhysicalParameters physics_params; \n " ;
code + = " calculate_initial_physical_params(physics_params, alt_seed); \n " ;
code + = " float pi = 3.14159; \n " ;
code + = " float degree_to_rad = pi / 180.0; \n " ;
code + = " \n " ;
code + = " CUSTOM.y += DELTA / LIFETIME; \n " ;
code + = " CUSTOM.y = mix(CUSTOM.y, 1.0, INTERPOLATE_TO_END); \n " ;
code + = " float lifetime_percent = CUSTOM.y/ params.lifetime; \n " ;
code + = " if (CUSTOM.y > CUSTOM.w) { \n " ;
code + = " ACTIVE = false; \n " ;
code + = " } \n " ;
code + = " \n " ;
code + = " \n " ;
code + = " \n " ;
code + = " // will use this later to calculate final displacement and orient the particle. \n " ;
code + = " vec3 starting_position = TRANSFORM[3].xyz; \n " ;
code + = " vec3 controlled_displacement = vec3(0.0); \n " ;
code + = " \n " ;
code + = " // VELOCITY += process_physics_parameters(dynamic_params, lifetime_percent, alt_seed, TRANSFORM, EMISSION_TRANSFORM, DELTA); \n " ;
code + = " \n " ;
if ( tex_parameters [ PARAM_ORBIT_VELOCITY ] . is_valid ( ) | | particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
code + = " controlled_displacement += process_orbit_displacement(dynamic_params, lifetime_percent, alt_seed, TRANSFORM, EMISSION_TRANSFORM, DELTA, params.lifetime * LIFETIME); \n " ;
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}
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code + = " // calculate all velocity \n " ;
code + = " \n " ;
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code + = " controlled_displacement += process_radial_displacement(dynamic_params, lifetime_percent, alt_seed, TRANSFORM, EMISSION_TRANSFORM, DELTA); \n " ;
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code + = " \n " ;
if ( tex_parameters [ PARAM_DIRECTIONAL_VELOCITY ] . is_valid ( ) ) {
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code + = " controlled_displacement += process_directional_displacement(dynamic_params, lifetime_percent, TRANSFORM, EMISSION_TRANSFORM); \n " ;
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}
code + = " \n " ;
code + = " process_physical_parameters(physics_params, lifetime_percent); \n " ;
code + = " vec3 force; \n " ;
code + = " { \n " ;
code + = " // copied from previous version \n " ;
code + = " vec3 pos = TRANSFORM[3].xyz; \n " ;
code + = " force = gravity; \n " ;
code + = " // apply linear acceleration \n " ;
code + = " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * physics_params.linear_accel : vec3(0.0); \n " ;
code + = " // apply radial acceleration \n " ;
code + = " vec3 org = EMISSION_TRANSFORM[3].xyz; \n " ;
code + = " vec3 diff = pos - org; \n " ;
code + = " force += length(diff) > 0.0 ? normalize(diff) * physics_params.radial_accel : vec3(0.0); \n " ;
code + = " // apply tangential acceleration; \n " ;
code + = " float tangent_accel_val = physics_params.tangent_accel; \n " ;
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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code + = " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0); \n " ;
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} else {
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code + = " vec3 crossDiff = cross(normalize(diff), normalize(gravity)); \n " ;
code + = " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0); \n " ;
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}
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if ( attractor_interaction_enabled ) {
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code + = " force += ATTRACTOR_FORCE; \n " ;
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}
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code + = " \n " ;
code + = " // apply attractor forces \n " ;
if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
code + = " force.z = 0.; \n " ;
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}
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code + = " VELOCITY += force * DELTA; \n " ;
code + = " } \n " ;
code + = " { \n " ;
code + = " // copied from previous version \n " ;
code + = " if (physics_params.damping > 0.0) { \n " ;
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code + = " float v = length(VELOCITY); \n " ;
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if ( ! particle_flags [ PARTICLE_FLAG_DAMPING_AS_FRICTION ] ) {
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code + = " v -= physics_params.damping * DELTA; \n " ;
} else {
code + = " if (v > 0.001) { \n " ;
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code + = " // Realistic friction formula. We assume the mass of a particle to be 0.05kg. \n " ;
code + = " float damp = v * v * physics_params.damping * 0.05 * DELTA; \n " ;
code + = " v -= damp; \n " ;
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code + = " } \n " ;
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}
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code + = " if (v < 0.0) { \n " ;
code + = " VELOCITY = vec3(0.0); \n " ;
code + = " } else { \n " ;
code + = " VELOCITY = normalize(VELOCITY) * v; \n " ;
code + = " } \n " ;
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code + = " } \n " ;
code + = " \n " ;
code + = " } \n " ;
code + = " \n " ;
if ( collision_mode = = COLLISION_RIGID ) {
code + = " if (COLLIDED) { \n " ;
code + = " if (length(VELOCITY) > 3.0) { \n " ;
code + = " TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH; \n " ;
code + = " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce); \n " ;
code + = " VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0)); \n " ;
code + = " } else { \n " ;
code + = " VELOCITY = vec3(0.0); \n " ;
code + = " } \n " ;
code + = " } \n " ;
} else if ( collision_mode = = COLLISION_HIDE_ON_CONTACT ) {
code + = " if (COLLIDED) { \n " ;
code + = " ACTIVE = false; \n " ;
code + = " } \n " ;
}
code + = " \n " ;
code + = " // turbulence before limiting \n " ;
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if ( turbulence_enabled ) {
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if ( tex_parameters [ PARAM_TURB_INFLUENCE_OVER_LIFE ] . is_valid ( ) ) {
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code + = " float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(lifetime_percent, 0.0), 0.0).r; \n " ;
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} else {
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code + = " float turbulence_influence = 1.0; \n " ;
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}
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code + = " \n " ;
code + = " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz); \n " ;
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// Godot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Godot will generate the screen space SDF for collisions.
// We don't need it as long as collision is disabled. Refer to GH-83744 for more info.
if ( collision_mode = = COLLISION_RIGID ) {
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code + = " if (!COLLIDED) { \n " ;
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}
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code + = " float vel_mag = length(VELOCITY); \n " ;
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code + = " float vel_infl = clamp(dynamic_params.turb_influence * turbulence_influence, 0.0,1.0); \n " ;
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code + = " VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl); \n " ;
code + = " vel_mag = length(controlled_displacement); \n " ;
code + = " controlled_displacement = mix(controlled_displacement, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl); \n " ;
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if ( collision_mode = = COLLISION_RIGID ) {
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code + = " } \n " ;
}
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}
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code + = " vec3 final_velocity = controlled_displacement + VELOCITY; \n " ;
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code + = " \n " ;
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code + = " // limit velocity \n " ;
if ( velocity_limit_curve . is_valid ( ) ) {
code + = " if (length(final_velocity) > 0.001){ \n " ;
code + = " final_velocity = normalize(final_velocity) * min(abs(length(final_velocity)), abs(texture(velocity_limit_curve, vec2(lifetime_percent)).r)); \n " ;
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code + = " } \n " ;
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}
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code + = " \n " ;
if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
code + = " final_velocity.z = 0.; \n " ;
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}
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code + = " TRANSFORM[3].xyz += final_velocity * DELTA; \n " ;
code + = " \n " ;
code + = " \n " ;
code + = " process_display_param(params, lifetime_percent); \n " ;
code + = " \n " ;
code + = " float base_angle = dynamic_params.angle; \n " ;
if ( tex_parameters [ PARAM_ANGLE ] . is_valid ( ) ) {
code + = " base_angle *= texture(angle_texture, vec2(lifetime_percent)).r; \n " ;
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}
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if ( tex_parameters [ PARAM_ANGULAR_VELOCITY ] . is_valid ( ) ) {
code + = " base_angle += CUSTOM.y * LIFETIME * dynamic_params.angular_velocity * texture(angular_velocity_texture, vec2(lifetime_percent)).r; \n " ;
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} else {
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code + = " base_angle += CUSTOM.y * LIFETIME * dynamic_params.angular_velocity; \n " ;
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}
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code + = " CUSTOM.x = base_angle * degree_to_rad; \n " ;
code + = " COLOR = params.color; \n " ;
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
if ( particle_flags [ PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY ] ) {
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code + = " if (length(final_velocity) > 0.0) { \n " ;
code + = " TRANSFORM[1].xyz = normalize(final_velocity); \n " ;
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code + = " } else { \n " ;
code + = " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); \n " ;
code + = " } \n " ;
code + = " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz, TRANSFORM[2].xyz)); \n " ;
code + = " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0); \n " ;
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} else {
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code + = " TRANSFORM[0] = vec4(cos(CUSTOM.x), -sin(CUSTOM.x), 0.0, 0.0); \n " ;
code + = " TRANSFORM[1] = vec4(sin(CUSTOM.x), cos(CUSTOM.x), 0.0, 0.0); \n " ;
code + = " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0); \n " ;
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}
} else {
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// orient particle Y towards velocity
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if ( particle_flags [ PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY ] ) {
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code + = " if (length(final_velocity) > 0.0) { \n " ;
code + = " TRANSFORM[1].xyz = normalize(final_velocity); \n " ;
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code + = " } else { \n " ;
code + = " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); \n " ;
code + = " } \n " ;
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code + = " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) { \n " ;
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code + = " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz))); \n " ;
code + = " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz))); \n " ;
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code + = " } else { \n " ;
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code + = " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz))); \n " ;
code + = " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz))); \n " ;
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code + = " } \n " ;
} else {
code + = " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz); \n " ;
code + = " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); \n " ;
code + = " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz); \n " ;
}
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// turn particle by rotation in Y
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if ( particle_flags [ PARTICLE_FLAG_ROTATE_Y ] ) {
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code + = " vec4 origin = TRANSFORM[3]; \n " ;
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code + = " TRANSFORM = mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); \n " ;
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code + = " TRANSFORM[3] = origin; \n " ;
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}
}
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if ( particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) {
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code + = " TRANSFORM[3].z = 0.0; \n " ;
}
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if ( tex_parameters [ PARAM_SCALE_OVER_VELOCITY ] . is_valid ( ) ) {
code + = " if(length(final_velocity) > 0.001){ \n " ;
code + = " params.scale *= texture(scale_over_velocity_curve, vec2(clamp(length(final_velocity)/(scale_over_velocity_max - scale_over_velocity_min), 0.0,1.0), 0.0)).rgb; \n " ;
code + = " } else {params.scale *= texture(scale_over_velocity_curve, vec2(0.0)).rgb;} \n \n " ;
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}
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code + = " // params.scale *= length(final_velocity)/100.0; \n " ;
code + = " \n " ;
code + = " TRANSFORM[0].xyz *= sign(params.scale.x) * max(abs(params.scale.x), 0.001); \n " ;
code + = " TRANSFORM[1].xyz *= sign(params.scale.y) * max(abs(params.scale.y), 0.001); \n " ;
code + = " TRANSFORM[2].xyz *= sign(params.scale.z) * max(abs(params.scale.z), 0.001); \n " ;
code + = " \n " ;
code + = " // \n " ;
code + = " CUSTOM.z = params.animation_offset + lifetime_percent * params.animation_speed; \n " ;
code + = " \n " ;
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if ( sub_emitter_mode ! = SUB_EMITTER_DISABLED & & ! RenderingServer : : get_singleton ( ) - > is_low_end ( ) ) {
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code + = " int emit_count = 0; \n " ;
switch ( sub_emitter_mode ) {
case SUB_EMITTER_CONSTANT : {
code + = " float interval_from = CUSTOM.y * LIFETIME - DELTA; \n " ;
code + = " float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency); \n " ;
code + = " if (DELTA >= interval_rem) emit_count = 1; \n " ;
} break ;
case SUB_EMITTER_AT_COLLISION : {
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code + = " if (COLLIDED) emit_count = sub_emitter_amount_at_collision; \n " ;
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} break ;
case SUB_EMITTER_AT_END : {
code + = " float unit_delta = DELTA/LIFETIME; \n " ;
code + = " float end_time = CUSTOM.w * 0.95; \n " ; // if we do at the end we might miss it, as it can just get deactivated by emitter
code + = " if (CUSTOM.y < end_time && (CUSTOM.y + unit_delta) >= end_time) emit_count = sub_emitter_amount_at_end; \n " ;
} break ;
default : {
}
}
code + = " for(int i=0;i<emit_count;i++) { \n " ;
code + = " uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE; \n " ;
code + = " if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY; \n " ;
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code + = " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags); \n " ;
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code + = " } " ;
}
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code + = " if (CUSTOM.y > CUSTOM.w) { \n " ;
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code + = " ACTIVE = false; \n " ;
code + = " } \n " ;
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code + = " } \n " ;
code + = " \n " ;
ShaderData shader_data ;
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shader_data . shader = RS : : get_singleton ( ) - > shader_create ( ) ;
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shader_data . users = 1 ;
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RS : : get_singleton ( ) - > shader_set_code ( shader_data . shader , code ) ;
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shader_map [ mk ] = shader_data ;
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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , shader_data . shader ) ;
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}
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void ParticleProcessMaterial : : flush_changes ( ) {
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MutexLock lock ( material_mutex ) ;
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while ( dirty_materials - > first ( ) ) {
dirty_materials - > first ( ) - > self ( ) - > _update_shader ( ) ;
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}
}
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void ParticleProcessMaterial : : _queue_shader_change ( ) {
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MutexLock lock ( material_mutex ) ;
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if ( _is_initialized ( ) & & ! element . in_list ( ) ) {
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dirty_materials - > add ( & element ) ;
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}
}
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bool ParticleProcessMaterial : : _is_shader_dirty ( ) const {
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MutexLock lock ( material_mutex ) ;
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return element . in_list ( ) ;
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}
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void ParticleProcessMaterial : : set_direction ( Vector3 p_direction ) {
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direction = p_direction ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > direction , direction ) ;
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}
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Vector3 ParticleProcessMaterial : : get_direction ( ) const {
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return direction ;
}
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void ParticleProcessMaterial : : set_spread ( float p_spread ) {
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spread = p_spread ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > spread , p_spread ) ;
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}
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float ParticleProcessMaterial : : get_spread ( ) const {
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return spread ;
}
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void ParticleProcessMaterial : : set_flatness ( float p_flatness ) {
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flatness = p_flatness ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > flatness , p_flatness ) ;
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}
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float ParticleProcessMaterial : : get_flatness ( ) const {
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return flatness ;
}
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void ParticleProcessMaterial : : set_velocity_pivot ( const Vector3 & p_pivot ) {
velocity_pivot = p_pivot ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > velocity_pivot , p_pivot ) ;
}
Vector3 ParticleProcessMaterial : : get_velocity_pivot ( ) {
return velocity_pivot ;
}
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void ParticleProcessMaterial : : set_param_min ( Parameter p_param , float p_value ) {
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ERR_FAIL_INDEX ( p_param , PARAM_MAX ) ;
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params_min [ p_param ] = p_value ;
if ( params_min [ p_param ] > params_max [ p_param ] ) {
set_param_max ( p_param , p_value ) ;
}
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switch ( p_param ) {
case PARAM_INITIAL_LINEAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > initial_linear_velocity_min , p_value ) ;
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} break ;
case PARAM_ANGULAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > angular_velocity_min , p_value ) ;
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} break ;
case PARAM_ORBIT_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > orbit_velocity_min , p_value ) ;
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} break ;
case PARAM_LINEAR_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > linear_accel_min , p_value ) ;
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} break ;
case PARAM_RADIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_accel_min , p_value ) ;
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} break ;
case PARAM_TANGENTIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > tangent_accel_min , p_value ) ;
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} break ;
case PARAM_DAMPING : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > damping_min , p_value ) ;
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} break ;
case PARAM_ANGLE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > initial_angle_min , p_value ) ;
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} break ;
case PARAM_SCALE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_min , p_value ) ;
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} break ;
case PARAM_HUE_VARIATION : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > hue_variation_min , p_value ) ;
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} break ;
case PARAM_ANIM_SPEED : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_speed_min , p_value ) ;
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} break ;
case PARAM_ANIM_OFFSET : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_offset_min , p_value ) ;
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} break ;
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case PARAM_TURB_VEL_INFLUENCE : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_influence_min , p_value ) ;
} break ;
case PARAM_TURB_INIT_DISPLACEMENT : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_initial_displacement_min , p_value ) ;
} break ;
case PARAM_TURB_INFLUENCE_OVER_LIFE : {
// Can't happen, but silences warning
} break ;
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case PARAM_RADIAL_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_velocity_min , p_value ) ;
} break ;
case PARAM_SCALE_OVER_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_over_velocity_min , p_value ) ;
} break ;
case PARAM_DIRECTIONAL_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > directional_velocity_min , p_value ) ;
} break ;
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case PARAM_MAX :
break ; // Can't happen, but silences warning
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}
}
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float ParticleProcessMaterial : : get_param_min ( Parameter p_param ) const {
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ERR_FAIL_INDEX_V ( p_param , PARAM_MAX , 0 ) ;
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return params_min [ p_param ] ;
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}
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void ParticleProcessMaterial : : set_param_max ( Parameter p_param , float p_value ) {
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ERR_FAIL_INDEX ( p_param , PARAM_MAX ) ;
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params_max [ p_param ] = p_value ;
if ( params_min [ p_param ] > params_max [ p_param ] ) {
set_param_min ( p_param , p_value ) ;
}
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switch ( p_param ) {
case PARAM_INITIAL_LINEAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > initial_linear_velocity_max , p_value ) ;
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} break ;
case PARAM_ANGULAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > angular_velocity_max , p_value ) ;
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} break ;
case PARAM_ORBIT_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > orbit_velocity_max , p_value ) ;
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} break ;
case PARAM_LINEAR_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > linear_accel_max , p_value ) ;
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} break ;
case PARAM_RADIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_accel_max , p_value ) ;
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} break ;
case PARAM_TANGENTIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > tangent_accel_max , p_value ) ;
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} break ;
case PARAM_DAMPING : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > damping_max , p_value ) ;
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} break ;
case PARAM_ANGLE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > initial_angle_max , p_value ) ;
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} break ;
case PARAM_SCALE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_max , p_value ) ;
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} break ;
case PARAM_HUE_VARIATION : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > hue_variation_max , p_value ) ;
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} break ;
case PARAM_ANIM_SPEED : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_speed_max , p_value ) ;
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} break ;
case PARAM_ANIM_OFFSET : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_offset_max , p_value ) ;
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} break ;
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case PARAM_TURB_VEL_INFLUENCE : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_influence_max , p_value ) ;
} break ;
case PARAM_TURB_INIT_DISPLACEMENT : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_initial_displacement_max , p_value ) ;
} break ;
case PARAM_TURB_INFLUENCE_OVER_LIFE : {
// Can't happen, but silences warning
} break ;
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case PARAM_RADIAL_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_velocity_max , p_value ) ;
} break ;
case PARAM_SCALE_OVER_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_over_velocity_max , p_value ) ;
} break ;
case PARAM_DIRECTIONAL_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > directional_velocity_max , p_value ) ;
} break ;
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case PARAM_MAX :
break ; // Can't happen, but silences warning
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}
}
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float ParticleProcessMaterial : : get_param_max ( Parameter p_param ) const {
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ERR_FAIL_INDEX_V ( p_param , PARAM_MAX , 0 ) ;
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return params_max [ p_param ] ;
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}
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static void _adjust_curve_range ( const Ref < Texture2D > & p_texture , float p_min , float p_max ) {
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Ref < CurveTexture > curve_tex = p_texture ;
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if ( curve_tex . is_valid ( ) ) {
curve_tex - > ensure_default_setup ( p_min , p_max ) ;
return ;
}
Ref < CurveXYZTexture > curve_xyz_tex = p_texture ;
if ( curve_xyz_tex . is_valid ( ) ) {
curve_xyz_tex - > ensure_default_setup ( p_min , p_max ) ;
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return ;
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}
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}
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void ParticleProcessMaterial : : set_param_texture ( Parameter p_param , const Ref < Texture2D > & p_texture ) {
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ERR_FAIL_INDEX ( p_param , PARAM_MAX ) ;
tex_parameters [ p_param ] = p_texture ;
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Variant tex_rid = p_texture . is_valid ( ) ? Variant ( p_texture - > get_rid ( ) ) : Variant ( ) ;
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switch ( p_param ) {
case PARAM_INITIAL_LINEAR_VELOCITY : {
//do none for this one
} break ;
case PARAM_ANGULAR_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > angular_velocity_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 360 , 360 ) ;
} break ;
case PARAM_ORBIT_VELOCITY : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > orbit_velocity_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 2 , 2 ) ;
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notify_property_list_changed ( ) ;
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} break ;
case PARAM_LINEAR_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > linear_accel_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 200 , 200 ) ;
} break ;
case PARAM_RADIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_accel_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 200 , 200 ) ;
} break ;
case PARAM_TANGENTIAL_ACCEL : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > tangent_accel_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 200 , 200 ) ;
} break ;
case PARAM_DAMPING : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > damping_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , 0 , 100 ) ;
} break ;
case PARAM_ANGLE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > angle_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 360 , 360 ) ;
} break ;
case PARAM_SCALE : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , 0 , 1 ) ;
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} break ;
case PARAM_HUE_VARIATION : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > hue_variation_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , - 1 , 1 ) ;
} break ;
case PARAM_ANIM_SPEED : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_speed_texture , tex_rid ) ;
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_adjust_curve_range ( p_texture , 0 , 200 ) ;
} break ;
case PARAM_ANIM_OFFSET : {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anim_offset_texture , tex_rid ) ;
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} break ;
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case PARAM_TURB_INFLUENCE_OVER_LIFE : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_influence_over_life , tex_rid ) ;
_adjust_curve_range ( p_texture , 0 , 1 ) ;
} break ;
case PARAM_TURB_VEL_INFLUENCE : {
// Can't happen, but silences warning
} break ;
case PARAM_TURB_INIT_DISPLACEMENT : {
// Can't happen, but silences warning
} break ;
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case PARAM_RADIAL_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > radial_velocity_texture , tex_rid ) ;
} break ;
case PARAM_SCALE_OVER_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > scale_over_velocity_texture , tex_rid ) ;
_adjust_curve_range ( p_texture , 0 , 3 ) ;
notify_property_list_changed ( ) ;
} break ;
case PARAM_DIRECTIONAL_VELOCITY : {
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > directional_velocity_texture , tex_rid ) ;
notify_property_list_changed ( ) ;
} break ;
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case PARAM_MAX :
break ; // Can't happen, but silences warning
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}
_queue_shader_change ( ) ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_param_texture ( Parameter p_param ) const {
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ERR_FAIL_INDEX_V ( p_param , PARAM_MAX , Ref < Texture2D > ( ) ) ;
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return tex_parameters [ p_param ] ;
}
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void ParticleProcessMaterial : : set_color ( const Color & p_color ) {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > color , p_color ) ;
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color = p_color ;
}
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Color ParticleProcessMaterial : : get_color ( ) const {
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return color ;
}
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void ParticleProcessMaterial : : set_color_ramp ( const Ref < Texture2D > & p_texture ) {
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color_ramp = p_texture ;
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Variant tex_rid = p_texture . is_valid ( ) ? Variant ( p_texture - > get_rid ( ) ) : Variant ( ) ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > color_ramp , tex_rid ) ;
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_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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Ref < Texture2D > ParticleProcessMaterial : : get_color_ramp ( ) const {
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return color_ramp ;
}
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void ParticleProcessMaterial : : set_color_initial_ramp ( const Ref < Texture2D > & p_texture ) {
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color_initial_ramp = p_texture ;
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Variant tex_rid = p_texture . is_valid ( ) ? Variant ( p_texture - > get_rid ( ) ) : Variant ( ) ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > color_initial_ramp , tex_rid ) ;
_queue_shader_change ( ) ;
notify_property_list_changed ( ) ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_color_initial_ramp ( ) const {
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return color_initial_ramp ;
}
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void ParticleProcessMaterial : : set_particle_flag ( ParticleFlags p_particle_flag , bool p_enable ) {
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ERR_FAIL_INDEX ( p_particle_flag , PARTICLE_FLAG_MAX ) ;
particle_flags [ p_particle_flag ] = p_enable ;
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_queue_shader_change ( ) ;
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if ( p_particle_flag = = PARTICLE_FLAG_DISABLE_Z ) {
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notify_property_list_changed ( ) ;
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}
}
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void ParticleProcessMaterial : : set_alpha_curve ( const Ref < Texture2D > & p_texture ) {
alpha_curve = p_texture ;
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Variant tex_rid = p_texture . is_valid ( ) ? Variant ( p_texture - > get_rid ( ) ) : Variant ( ) ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > alpha_ramp , tex_rid ) ;
_queue_shader_change ( ) ;
notify_property_list_changed ( ) ;
}
Ref < Texture2D > ParticleProcessMaterial : : get_alpha_curve ( ) const {
return alpha_curve ;
}
void ParticleProcessMaterial : : set_emission_curve ( const Ref < Texture2D > & p_texture ) {
emission_curve = p_texture ;
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Variant tex_rid = p_texture . is_valid ( ) ? Variant ( p_texture - > get_rid ( ) ) : Variant ( ) ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ramp , tex_rid ) ;
_queue_shader_change ( ) ;
notify_property_list_changed ( ) ;
}
Ref < Texture2D > ParticleProcessMaterial : : get_emission_curve ( ) const {
return emission_curve ;
}
void ParticleProcessMaterial : : set_velocity_limit_curve ( const Ref < Texture2D > & p_texture ) {
velocity_limit_curve = p_texture ;
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Variant tex_rid = p_texture . is_valid ( ) ? Variant ( p_texture - > get_rid ( ) ) : Variant ( ) ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > velocity_limit_curve , tex_rid ) ;
_queue_shader_change ( ) ;
notify_property_list_changed ( ) ;
}
Ref < Texture2D > ParticleProcessMaterial : : get_velocity_limit_curve ( ) const {
return velocity_limit_curve ;
}
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bool ParticleProcessMaterial : : get_particle_flag ( ParticleFlags p_particle_flag ) const {
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ERR_FAIL_INDEX_V ( p_particle_flag , PARTICLE_FLAG_MAX , false ) ;
return particle_flags [ p_particle_flag ] ;
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}
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void ParticleProcessMaterial : : set_emission_shape ( EmissionShape p_shape ) {
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ERR_FAIL_INDEX ( p_shape , EMISSION_SHAPE_MAX ) ;
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emission_shape = p_shape ;
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notify_property_list_changed ( ) ;
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_queue_shader_change ( ) ;
}
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void ParticleProcessMaterial : : set_emission_sphere_radius ( real_t p_radius ) {
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emission_sphere_radius = p_radius ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_sphere_radius , p_radius ) ;
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}
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void ParticleProcessMaterial : : set_emission_box_extents ( Vector3 p_extents ) {
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emission_box_extents = p_extents ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_box_extents , p_extents ) ;
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}
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void ParticleProcessMaterial : : set_emission_point_texture ( const Ref < Texture2D > & p_points ) {
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emission_point_texture = p_points ;
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Variant tex_rid = p_points . is_valid ( ) ? Variant ( p_points - > get_rid ( ) ) : Variant ( ) ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_texture_points , tex_rid ) ;
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}
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void ParticleProcessMaterial : : set_emission_normal_texture ( const Ref < Texture2D > & p_normals ) {
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emission_normal_texture = p_normals ;
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Variant tex_rid = p_normals . is_valid ( ) ? Variant ( p_normals - > get_rid ( ) ) : Variant ( ) ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_texture_normal , tex_rid ) ;
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}
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void ParticleProcessMaterial : : set_emission_color_texture ( const Ref < Texture2D > & p_colors ) {
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emission_color_texture = p_colors ;
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Variant tex_rid = p_colors . is_valid ( ) ? Variant ( p_colors - > get_rid ( ) ) : Variant ( ) ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_texture_color , tex_rid ) ;
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_queue_shader_change ( ) ;
}
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void ParticleProcessMaterial : : set_emission_point_count ( int p_count ) {
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emission_point_count = p_count ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_texture_point_count , p_count ) ;
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}
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void ParticleProcessMaterial : : set_emission_ring_axis ( Vector3 p_axis ) {
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emission_ring_axis = p_axis ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ring_axis , p_axis ) ;
}
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void ParticleProcessMaterial : : set_emission_ring_height ( real_t p_height ) {
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emission_ring_height = p_height ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ring_height , p_height ) ;
}
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void ParticleProcessMaterial : : set_emission_ring_radius ( real_t p_radius ) {
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emission_ring_radius = p_radius ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ring_radius , p_radius ) ;
}
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void ParticleProcessMaterial : : set_emission_ring_inner_radius ( real_t p_radius ) {
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emission_ring_inner_radius = p_radius ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_ring_inner_radius , p_radius ) ;
}
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void ParticleProcessMaterial : : set_inherit_velocity_ratio ( double p_ratio ) {
inherit_emitter_velocity_ratio = p_ratio ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > inherit_emitter_velocity_ratio , p_ratio ) ;
}
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ParticleProcessMaterial : : EmissionShape ParticleProcessMaterial : : get_emission_shape ( ) const {
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return emission_shape ;
}
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real_t ParticleProcessMaterial : : get_emission_sphere_radius ( ) const {
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return emission_sphere_radius ;
}
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Vector3 ParticleProcessMaterial : : get_emission_box_extents ( ) const {
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return emission_box_extents ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_emission_point_texture ( ) const {
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return emission_point_texture ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_emission_normal_texture ( ) const {
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return emission_normal_texture ;
}
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Ref < Texture2D > ParticleProcessMaterial : : get_emission_color_texture ( ) const {
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return emission_color_texture ;
}
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int ParticleProcessMaterial : : get_emission_point_count ( ) const {
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return emission_point_count ;
}
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Vector3 ParticleProcessMaterial : : get_emission_ring_axis ( ) const {
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return emission_ring_axis ;
}
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real_t ParticleProcessMaterial : : get_emission_ring_height ( ) const {
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return emission_ring_height ;
}
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real_t ParticleProcessMaterial : : get_emission_ring_radius ( ) const {
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return emission_ring_radius ;
}
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real_t ParticleProcessMaterial : : get_emission_ring_inner_radius ( ) const {
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return emission_ring_inner_radius ;
}
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void ParticleProcessMaterial : : set_emission_shape_offset ( const Vector3 & p_emission_shape_offset ) {
emission_shape_offset = p_emission_shape_offset ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_shape_offset , p_emission_shape_offset ) ;
}
Vector3 ParticleProcessMaterial : : get_emission_shape_offset ( ) const {
return emission_shape_offset ;
}
void ParticleProcessMaterial : : set_emission_shape_scale ( const Vector3 & p_emission_shape_scale ) {
emission_shape_scale = p_emission_shape_scale ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_shape_scale , p_emission_shape_scale ) ;
}
Vector3 ParticleProcessMaterial : : get_emission_shape_scale ( ) const {
return emission_shape_scale ;
}
double ParticleProcessMaterial : : get_inherit_velocity_ratio ( ) {
return inherit_emitter_velocity_ratio ;
}
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void ParticleProcessMaterial : : set_turbulence_enabled ( const bool p_turbulence_enabled ) {
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turbulence_enabled = p_turbulence_enabled ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_enabled , turbulence_enabled ) ;
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_queue_shader_change ( ) ;
notify_property_list_changed ( ) ;
}
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bool ParticleProcessMaterial : : get_turbulence_enabled ( ) const {
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return turbulence_enabled ;
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}
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void ParticleProcessMaterial : : set_turbulence_noise_strength ( float p_turbulence_noise_strength ) {
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turbulence_noise_strength = p_turbulence_noise_strength ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_noise_strength , p_turbulence_noise_strength ) ;
}
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float ParticleProcessMaterial : : get_turbulence_noise_strength ( ) const {
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return turbulence_noise_strength ;
}
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void ParticleProcessMaterial : : set_turbulence_noise_scale ( float p_turbulence_noise_scale ) {
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turbulence_noise_scale = p_turbulence_noise_scale ;
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const float noise_frequency_when_slider_is_zero = 4.0 ;
const float max_slider_value = 10.0 ;
const float curve_exponent = 0.25 ;
const float curve_rescale = noise_frequency_when_slider_is_zero / pow ( max_slider_value , curve_exponent ) ;
float shader_turbulence_noise_scale = pow ( p_turbulence_noise_scale , curve_exponent ) * curve_rescale - noise_frequency_when_slider_is_zero ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_noise_scale , shader_turbulence_noise_scale ) ;
}
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float ParticleProcessMaterial : : get_turbulence_noise_scale ( ) const {
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return turbulence_noise_scale ;
}
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void ParticleProcessMaterial : : set_turbulence_noise_speed_random ( float p_turbulence_noise_speed_random ) {
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turbulence_noise_speed_random = p_turbulence_noise_speed_random ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_noise_speed_random , p_turbulence_noise_speed_random ) ;
}
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float ParticleProcessMaterial : : get_turbulence_noise_speed_random ( ) const {
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return turbulence_noise_speed_random ;
}
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void ParticleProcessMaterial : : set_turbulence_noise_speed ( const Vector3 & p_turbulence_noise_speed ) {
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turbulence_noise_speed = p_turbulence_noise_speed ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > turbulence_noise_speed , turbulence_noise_speed ) ;
}
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Vector3 ParticleProcessMaterial : : get_turbulence_noise_speed ( ) const {
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return turbulence_noise_speed ;
}
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void ParticleProcessMaterial : : set_gravity ( const Vector3 & p_gravity ) {
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gravity = p_gravity ;
Vector3 gset = gravity ;
if ( gset = = Vector3 ( ) ) {
gset = Vector3 ( 0 , - 0.000001 , 0 ) ; //as gravity is used as upvector in some calculations
}
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > gravity , gset ) ;
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}
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Vector3 ParticleProcessMaterial : : get_gravity ( ) const {
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return gravity ;
}
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void ParticleProcessMaterial : : set_lifetime_randomness ( double p_lifetime ) {
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lifetime_randomness = p_lifetime ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > lifetime_randomness , lifetime_randomness ) ;
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}
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double ParticleProcessMaterial : : get_lifetime_randomness ( ) const {
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return lifetime_randomness ;
}
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RID ParticleProcessMaterial : : get_shader_rid ( ) const {
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ERR_FAIL_COND_V ( ! shader_map . has ( current_key ) , RID ( ) ) ;
return shader_map [ current_key ] . shader ;
}
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void ParticleProcessMaterial : : _validate_property ( PropertyInfo & p_property ) const {
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if ( p_property . name = = " emission_sphere_radius " & & ( emission_shape ! = EMISSION_SHAPE_SPHERE & & emission_shape ! = EMISSION_SHAPE_SPHERE_SURFACE ) ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " emission_box_extents " & & emission_shape ! = EMISSION_SHAPE_BOX ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( ( p_property . name = = " emission_point_texture " | | p_property . name = = " emission_color_texture " ) & & ( emission_shape ! = EMISSION_SHAPE_POINTS & & emission_shape ! = EMISSION_SHAPE_DIRECTED_POINTS ) ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " emission_normal_texture " & & emission_shape ! = EMISSION_SHAPE_DIRECTED_POINTS ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " emission_point_count " & & ( emission_shape ! = EMISSION_SHAPE_POINTS & & emission_shape ! = EMISSION_SHAPE_DIRECTED_POINTS ) ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name . begins_with ( " emission_ring_ " ) & & emission_shape ! = EMISSION_SHAPE_RING ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " sub_emitter_frequency " & & sub_emitter_mode ! = SUB_EMITTER_CONSTANT ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " sub_emitter_amount_at_end " & & sub_emitter_mode ! = SUB_EMITTER_AT_END ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " sub_emitter_amount_at_collision " & & sub_emitter_mode ! = SUB_EMITTER_AT_COLLISION ) {
p_property . usage = PROPERTY_USAGE_NONE ;
}
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if ( ! turbulence_enabled ) {
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if ( p_property . name = = " turbulence_noise_strength " | |
p_property . name = = " turbulence_noise_scale " | |
p_property . name = = " turbulence_noise_speed " | |
p_property . name = = " turbulence_noise_speed_random " | |
p_property . name = = " turbulence_influence_over_life " | |
p_property . name = = " turbulence_influence_min " | |
p_property . name = = " turbulence_influence_max " | |
p_property . name = = " turbulence_initial_displacement_min " | |
p_property . name = = " turbulence_initial_displacement_max " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
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if ( p_property . name = = " collision_friction " & & collision_mode ! = COLLISION_RIGID ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " collision_bounce " & & collision_mode ! = COLLISION_RIGID ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( ( p_property . name = = " directional_velocity_min " | | p_property . name = = " directional_velocity_max " ) & & ! tex_parameters [ PARAM_DIRECTIONAL_VELOCITY ] . is_valid ( ) ) {
p_property . usage = PROPERTY_USAGE_NONE ;
}
if ( ( p_property . name = = " scale_over_velocity_min " | | p_property . name = = " scale_over_velocity_max " ) & & ! tex_parameters [ PARAM_SCALE_OVER_VELOCITY ] . is_valid ( ) ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
}
if ( ( p_property . name = = " orbit_velocity_min " | | p_property . name = = " orbit_velocity_max " ) & & ( ! tex_parameters [ PARAM_ORBIT_VELOCITY ] . is_valid ( ) & & ! particle_flags [ PARTICLE_FLAG_DISABLE_Z ] ) ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
}
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}
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void ParticleProcessMaterial : : set_sub_emitter_mode ( SubEmitterMode p_sub_emitter_mode ) {
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sub_emitter_mode = p_sub_emitter_mode ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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if ( sub_emitter_mode ! = SUB_EMITTER_DISABLED & & RenderingServer : : get_singleton ( ) - > is_low_end ( ) ) {
WARN_PRINT_ONCE_ED ( " Sub-emitter modes other than SUB_EMITTER_DISABLED are not supported in the GL Compatibility rendering backend. " ) ;
}
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}
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ParticleProcessMaterial : : SubEmitterMode ParticleProcessMaterial : : get_sub_emitter_mode ( ) const {
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return sub_emitter_mode ;
}
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void ParticleProcessMaterial : : set_sub_emitter_frequency ( double p_frequency ) {
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sub_emitter_frequency = p_frequency ;
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > sub_emitter_frequency , 1.0 / p_frequency ) ; //pass delta instead of frequency, since its easier to compute
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}
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double ParticleProcessMaterial : : get_sub_emitter_frequency ( ) const {
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return sub_emitter_frequency ;
}
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void ParticleProcessMaterial : : set_sub_emitter_amount_at_end ( int p_amount ) {
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sub_emitter_amount_at_end = p_amount ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > sub_emitter_amount_at_end , p_amount ) ;
}
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int ParticleProcessMaterial : : get_sub_emitter_amount_at_end ( ) const {
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return sub_emitter_amount_at_end ;
}
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void ParticleProcessMaterial : : set_sub_emitter_amount_at_collision ( int p_amount ) {
sub_emitter_amount_at_collision = p_amount ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > sub_emitter_amount_at_collision , p_amount ) ;
}
int ParticleProcessMaterial : : get_sub_emitter_amount_at_collision ( ) const {
return sub_emitter_amount_at_collision ;
}
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void ParticleProcessMaterial : : set_sub_emitter_keep_velocity ( bool p_enable ) {
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sub_emitter_keep_velocity = p_enable ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > sub_emitter_keep_velocity , p_enable ) ;
}
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bool ParticleProcessMaterial : : get_sub_emitter_keep_velocity ( ) const {
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return sub_emitter_keep_velocity ;
}
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void ParticleProcessMaterial : : set_attractor_interaction_enabled ( bool p_enable ) {
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attractor_interaction_enabled = p_enable ;
_queue_shader_change ( ) ;
}
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bool ParticleProcessMaterial : : is_attractor_interaction_enabled ( ) const {
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return attractor_interaction_enabled ;
}
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void ParticleProcessMaterial : : set_collision_mode ( CollisionMode p_collision_mode ) {
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collision_mode = p_collision_mode ;
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_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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ParticleProcessMaterial : : CollisionMode ParticleProcessMaterial : : get_collision_mode ( ) const {
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return collision_mode ;
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}
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void ParticleProcessMaterial : : set_collision_use_scale ( bool p_scale ) {
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collision_scale = p_scale ;
_queue_shader_change ( ) ;
}
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bool ParticleProcessMaterial : : is_collision_using_scale ( ) const {
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return collision_scale ;
}
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void ParticleProcessMaterial : : set_collision_friction ( float p_friction ) {
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collision_friction = p_friction ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > collision_friction , p_friction ) ;
}
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float ParticleProcessMaterial : : get_collision_friction ( ) const {
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return collision_friction ;
}
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void ParticleProcessMaterial : : set_collision_bounce ( float p_bounce ) {
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collision_bounce = p_bounce ;
RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > collision_bounce , p_bounce ) ;
}
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float ParticleProcessMaterial : : get_collision_bounce ( ) const {
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return collision_bounce ;
}
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Shader : : Mode ParticleProcessMaterial : : get_shader_mode ( ) const {
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return Shader : : MODE_PARTICLES ;
}
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void ParticleProcessMaterial : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_direction " , " degrees " ) , & ParticleProcessMaterial : : set_direction ) ;
ClassDB : : bind_method ( D_METHOD ( " get_direction " ) , & ParticleProcessMaterial : : get_direction ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_inherit_velocity_ratio " , " ratio " ) , & ParticleProcessMaterial : : set_inherit_velocity_ratio ) ;
ClassDB : : bind_method ( D_METHOD ( " get_inherit_velocity_ratio " ) , & ParticleProcessMaterial : : get_inherit_velocity_ratio ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_spread " , " degrees " ) , & ParticleProcessMaterial : : set_spread ) ;
ClassDB : : bind_method ( D_METHOD ( " get_spread " ) , & ParticleProcessMaterial : : get_spread ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_flatness " , " amount " ) , & ParticleProcessMaterial : : set_flatness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_flatness " ) , & ParticleProcessMaterial : : get_flatness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_param_min " , " param " , " value " ) , & ParticleProcessMaterial : : set_param_min ) ;
ClassDB : : bind_method ( D_METHOD ( " get_param_min " , " param " ) , & ParticleProcessMaterial : : get_param_min ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_param_max " , " param " , " value " ) , & ParticleProcessMaterial : : set_param_max ) ;
ClassDB : : bind_method ( D_METHOD ( " get_param_max " , " param " ) , & ParticleProcessMaterial : : get_param_max ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_param_texture " , " param " , " texture " ) , & ParticleProcessMaterial : : set_param_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_param_texture " , " param " ) , & ParticleProcessMaterial : : get_param_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_color " , " color " ) , & ParticleProcessMaterial : : set_color ) ;
ClassDB : : bind_method ( D_METHOD ( " get_color " ) , & ParticleProcessMaterial : : get_color ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_color_ramp " , " ramp " ) , & ParticleProcessMaterial : : set_color_ramp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_color_ramp " ) , & ParticleProcessMaterial : : get_color_ramp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_alpha_curve " , " curve " ) , & ParticleProcessMaterial : : set_alpha_curve ) ;
ClassDB : : bind_method ( D_METHOD ( " get_alpha_curve " ) , & ParticleProcessMaterial : : get_alpha_curve ) ;
ClassDB : : bind_method ( D_METHOD ( " set_emission_curve " , " curve " ) , & ParticleProcessMaterial : : set_emission_curve ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_curve " ) , & ParticleProcessMaterial : : get_emission_curve ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_color_initial_ramp " , " ramp " ) , & ParticleProcessMaterial : : set_color_initial_ramp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_color_initial_ramp " ) , & ParticleProcessMaterial : : get_color_initial_ramp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_velocity_limit_curve " , " curve " ) , & ParticleProcessMaterial : : set_velocity_limit_curve ) ;
ClassDB : : bind_method ( D_METHOD ( " get_velocity_limit_curve " ) , & ParticleProcessMaterial : : get_velocity_limit_curve ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_particle_flag " , " particle_flag " , " enable " ) , & ParticleProcessMaterial : : set_particle_flag ) ;
ClassDB : : bind_method ( D_METHOD ( " get_particle_flag " , " particle_flag " ) , & ParticleProcessMaterial : : get_particle_flag ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_velocity_pivot " , " pivot " ) , & ParticleProcessMaterial : : set_velocity_pivot ) ;
ClassDB : : bind_method ( D_METHOD ( " get_velocity_pivot " ) , & ParticleProcessMaterial : : get_velocity_pivot ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_shape " , " shape " ) , & ParticleProcessMaterial : : set_emission_shape ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_shape " ) , & ParticleProcessMaterial : : get_emission_shape ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_sphere_radius " , " radius " ) , & ParticleProcessMaterial : : set_emission_sphere_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_sphere_radius " ) , & ParticleProcessMaterial : : get_emission_sphere_radius ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_box_extents " , " extents " ) , & ParticleProcessMaterial : : set_emission_box_extents ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_box_extents " ) , & ParticleProcessMaterial : : get_emission_box_extents ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_point_texture " , " texture " ) , & ParticleProcessMaterial : : set_emission_point_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_point_texture " ) , & ParticleProcessMaterial : : get_emission_point_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_normal_texture " , " texture " ) , & ParticleProcessMaterial : : set_emission_normal_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_normal_texture " ) , & ParticleProcessMaterial : : get_emission_normal_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_color_texture " , " texture " ) , & ParticleProcessMaterial : : set_emission_color_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_color_texture " ) , & ParticleProcessMaterial : : get_emission_color_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_point_count " , " point_count " ) , & ParticleProcessMaterial : : set_emission_point_count ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_point_count " ) , & ParticleProcessMaterial : : get_emission_point_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_ring_axis " , " axis " ) , & ParticleProcessMaterial : : set_emission_ring_axis ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_ring_axis " ) , & ParticleProcessMaterial : : get_emission_ring_axis ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_ring_height " , " height " ) , & ParticleProcessMaterial : : set_emission_ring_height ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_ring_height " ) , & ParticleProcessMaterial : : get_emission_ring_height ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_ring_radius " , " radius " ) , & ParticleProcessMaterial : : set_emission_ring_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_ring_radius " ) , & ParticleProcessMaterial : : get_emission_ring_radius ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_ring_inner_radius " , " inner_radius " ) , & ParticleProcessMaterial : : set_emission_ring_inner_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_ring_inner_radius " ) , & ParticleProcessMaterial : : get_emission_ring_inner_radius ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_shape_offset " , " emission_shape_offset " ) , & ParticleProcessMaterial : : set_emission_shape_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_shape_offset " ) , & ParticleProcessMaterial : : get_emission_shape_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " set_emission_shape_scale " , " emission_shape_scale " ) , & ParticleProcessMaterial : : set_emission_shape_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_shape_scale " ) , & ParticleProcessMaterial : : get_emission_shape_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_enabled " ) , & ParticleProcessMaterial : : get_turbulence_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_enabled " , " turbulence_enabled " ) , & ParticleProcessMaterial : : set_turbulence_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_noise_strength " ) , & ParticleProcessMaterial : : get_turbulence_noise_strength ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_noise_strength " , " turbulence_noise_strength " ) , & ParticleProcessMaterial : : set_turbulence_noise_strength ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_noise_scale " ) , & ParticleProcessMaterial : : get_turbulence_noise_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_noise_scale " , " turbulence_noise_scale " ) , & ParticleProcessMaterial : : set_turbulence_noise_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_noise_speed_random " ) , & ParticleProcessMaterial : : get_turbulence_noise_speed_random ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_noise_speed_random " , " turbulence_noise_speed_random " ) , & ParticleProcessMaterial : : set_turbulence_noise_speed_random ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_turbulence_noise_speed " ) , & ParticleProcessMaterial : : get_turbulence_noise_speed ) ;
ClassDB : : bind_method ( D_METHOD ( " set_turbulence_noise_speed " , " turbulence_noise_speed " ) , & ParticleProcessMaterial : : set_turbulence_noise_speed ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_gravity " ) , & ParticleProcessMaterial : : get_gravity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_gravity " , " accel_vec " ) , & ParticleProcessMaterial : : set_gravity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_lifetime_randomness " , " randomness " ) , & ParticleProcessMaterial : : set_lifetime_randomness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_lifetime_randomness " ) , & ParticleProcessMaterial : : get_lifetime_randomness ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_mode " ) , & ParticleProcessMaterial : : get_sub_emitter_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_mode " , " mode " ) , & ParticleProcessMaterial : : set_sub_emitter_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_frequency " ) , & ParticleProcessMaterial : : get_sub_emitter_frequency ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_frequency " , " hz " ) , & ParticleProcessMaterial : : set_sub_emitter_frequency ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_amount_at_end " ) , & ParticleProcessMaterial : : get_sub_emitter_amount_at_end ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_amount_at_end " , " amount " ) , & ParticleProcessMaterial : : set_sub_emitter_amount_at_end ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_amount_at_collision " ) , & ParticleProcessMaterial : : get_sub_emitter_amount_at_collision ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_amount_at_collision " , " amount " ) , & ParticleProcessMaterial : : set_sub_emitter_amount_at_collision ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_sub_emitter_keep_velocity " ) , & ParticleProcessMaterial : : get_sub_emitter_keep_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sub_emitter_keep_velocity " , " enable " ) , & ParticleProcessMaterial : : set_sub_emitter_keep_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_attractor_interaction_enabled " , " enabled " ) , & ParticleProcessMaterial : : set_attractor_interaction_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_attractor_interaction_enabled " ) , & ParticleProcessMaterial : : is_attractor_interaction_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_mode " , " mode " ) , & ParticleProcessMaterial : : set_collision_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_mode " ) , & ParticleProcessMaterial : : get_collision_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_use_scale " , " radius " ) , & ParticleProcessMaterial : : set_collision_use_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " is_collision_using_scale " ) , & ParticleProcessMaterial : : is_collision_using_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_friction " , " friction " ) , & ParticleProcessMaterial : : set_collision_friction ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_friction " ) , & ParticleProcessMaterial : : get_collision_friction ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_bounce " , " bounce " ) , & ParticleProcessMaterial : : set_collision_bounce ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_bounce " ) , & ParticleProcessMaterial : : get_collision_bounce ) ;
2020-10-08 00:29:49 +00:00
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " lifetime_randomness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_lifetime_randomness " , " get_lifetime_randomness " ) ;
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ADD_GROUP ( " Particle Flags " , " particle_flag_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " particle_flag_align_y " ) , " set_particle_flag " , " get_particle_flag " , PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " particle_flag_rotate_y " ) , " set_particle_flag " , " get_particle_flag " , PARTICLE_FLAG_ROTATE_Y ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " particle_flag_disable_z " ) , " set_particle_flag " , " get_particle_flag " , PARTICLE_FLAG_DISABLE_Z ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " particle_flag_damping_as_friction " ) , " set_particle_flag " , " get_particle_flag " , PARTICLE_FLAG_DAMPING_AS_FRICTION ) ;
ADD_GROUP ( " Spawn " , " " ) ;
ADD_SUBGROUP ( " Position " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " emission_shape_offset " ) , " set_emission_shape_offset " , " get_emission_shape_offset " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " emission_shape_scale " ) , " set_emission_shape_scale " , " get_emission_shape_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " emission_shape " , PROPERTY_HINT_ENUM , " Point,Sphere,Sphere Surface,Box,Points,Directed Points,Ring " ) , " set_emission_shape " , " get_emission_shape " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " emission_sphere_radius " , PROPERTY_HINT_RANGE , " 0.01,128,0.01,or_greater " ) , " set_emission_sphere_radius " , " get_emission_sphere_radius " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " emission_box_extents " ) , " set_emission_box_extents " , " get_emission_box_extents " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " emission_point_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_emission_point_texture " , " get_emission_point_texture " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " emission_normal_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_emission_normal_texture " , " get_emission_normal_texture " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " emission_color_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_emission_color_texture " , " get_emission_color_texture " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " emission_point_count " , PROPERTY_HINT_RANGE , " 0,1000000,1 " ) , " set_emission_point_count " , " get_emission_point_count " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " emission_ring_axis " ) , " set_emission_ring_axis " , " get_emission_ring_axis " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " emission_ring_height " ) , " set_emission_ring_height " , " get_emission_ring_height " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " emission_ring_radius " ) , " set_emission_ring_radius " , " get_emission_ring_radius " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " emission_ring_inner_radius " ) , " set_emission_ring_inner_radius " , " get_emission_ring_inner_radius " ) ;
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ADD_SUBGROUP ( " Angle " , " " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " angle_min " , PROPERTY_HINT_RANGE , " -720,720,0.1,or_less,or_greater,degrees " ) , " set_param_min " , " get_param_min " , PARAM_ANGLE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " angle_max " , PROPERTY_HINT_RANGE , " -720,720,0.1,or_less,or_greater,degrees " ) , " set_param_max " , " get_param_max " , PARAM_ANGLE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " angle_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_ANGLE ) ;
ADD_SUBGROUP ( " Velocity " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " inherit_velocity_ratio " , PROPERTY_HINT_RANGE , " 0.0,1.0,0.001,or_less,or_greater " ) , " set_inherit_velocity_ratio " , " get_inherit_velocity_ratio " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " velocity_pivot " ) , " set_velocity_pivot " , " get_velocity_pivot " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " direction " ) , " set_direction " , " get_direction " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " spread " , PROPERTY_HINT_RANGE , " 0,180,0.001 " ) , " set_spread " , " get_spread " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " flatness " , PROPERTY_HINT_RANGE , " 0,1,0.001 " ) , " set_flatness " , " get_flatness " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " initial_velocity_min " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_INITIAL_LINEAR_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " initial_velocity_max " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_INITIAL_LINEAR_VELOCITY ) ;
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ADD_GROUP ( " Animated Velocity " , " " ) ;
ADD_SUBGROUP ( " Velocity Limit " , " " ) ;
ADD_SUBGROUP ( " Angular Velocity " , " angular_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " angular_velocity_min " , PROPERTY_HINT_RANGE , " -720,720,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_ANGULAR_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " angular_velocity_max " , PROPERTY_HINT_RANGE , " -720,720,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_ANGULAR_VELOCITY ) ;
2018-09-04 09:30:04 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " angular_velocity_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_ANGULAR_VELOCITY ) ;
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ADD_SUBGROUP ( " Directional Velocity " , " directional_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " directional_velocity_min " , PROPERTY_HINT_RANGE , " -720,720,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_DIRECTIONAL_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " directional_velocity_max " , PROPERTY_HINT_RANGE , " -720,720,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_DIRECTIONAL_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " directional_velocity_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveXYZTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_DIRECTIONAL_VELOCITY ) ;
ADD_SUBGROUP ( " Orbit Velocity " , " orbit_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " orbit_velocity_min " , PROPERTY_HINT_RANGE , " -2,2,0.001,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_ORBIT_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " orbit_velocity_max " , PROPERTY_HINT_RANGE , " -2,2,0.001,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_ORBIT_VELOCITY ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " orbit_velocity_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture,CurveXYZTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_ORBIT_VELOCITY ) ;
ADD_SUBGROUP ( " Radial Velocity " , " radial_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " radial_velocity_min " , PROPERTY_HINT_RANGE , " -1000,1000,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_RADIAL_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " radial_velocity_max " , PROPERTY_HINT_RANGE , " -1000,1000,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_RADIAL_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " radial_velocity_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_RADIAL_VELOCITY ) ;
ADD_SUBGROUP ( " Velocity Limit " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " velocity_limit_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_velocity_limit_curve " , " get_velocity_limit_curve " ) ;
ADD_GROUP ( " Accelerations " , " " ) ;
ADD_SUBGROUP ( " Gravity " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " gravity " ) , " set_gravity " , " get_gravity " ) ;
ADD_SUBGROUP ( " Linear Accel " , " linear_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " linear_accel_min " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_LINEAR_ACCEL ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " linear_accel_max " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_LINEAR_ACCEL ) ;
2018-09-04 09:30:04 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " linear_accel_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_LINEAR_ACCEL ) ;
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ADD_SUBGROUP ( " Radial Accel " , " radial_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " radial_accel_min " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_RADIAL_ACCEL ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " radial_accel_max " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_RADIAL_ACCEL ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " radial_accel_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_RADIAL_ACCEL ) ;
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ADD_SUBGROUP ( " Tangential Accel " , " tangential_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " tangential_accel_min " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_TANGENTIAL_ACCEL ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " tangential_accel_max " , PROPERTY_HINT_RANGE , " -100,100,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_TANGENTIAL_ACCEL ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " tangential_accel_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_TANGENTIAL_ACCEL ) ;
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ADD_SUBGROUP ( " Damping " , " " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " damping_min " , PROPERTY_HINT_RANGE , " 0,100,0.001,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_DAMPING ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " damping_max " , PROPERTY_HINT_RANGE , " 0,100,0.001,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_DAMPING ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " damping_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_DAMPING ) ;
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ADD_SUBGROUP ( " Attractor Interaction " , " attractor_interaction_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " attractor_interaction_enabled " ) , " set_attractor_interaction_enabled " , " is_attractor_interaction_enabled " ) ;
ADD_GROUP ( " Display " , " " ) ;
ADD_SUBGROUP ( " Scale " , " " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " scale_min " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_SCALE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " scale_max " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_SCALE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " scale_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture,CurveXYZTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_SCALE ) ;
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ADD_SUBGROUP ( " Scale Over Velocity " , " " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " scale_over_velocity_min " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_SCALE_OVER_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " scale_over_velocity_max " , PROPERTY_HINT_RANGE , " 0,1000,0.01,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_SCALE_OVER_VELOCITY ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " scale_over_velocity_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture,CurveXYZTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_SCALE_OVER_VELOCITY ) ;
ADD_SUBGROUP ( " Color Curves " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " color " ) , " set_color " , " get_color " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " color_ramp " , PROPERTY_HINT_RESOURCE_TYPE , " GradientTexture1D " ) , " set_color_ramp " , " get_color_ramp " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " color_initial_ramp " , PROPERTY_HINT_RESOURCE_TYPE , " GradientTexture1D " ) , " set_color_initial_ramp " , " get_color_initial_ramp " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " alpha_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_alpha_curve " , " get_alpha_curve " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " emission_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_emission_curve " , " get_emission_curve " ) ;
ADD_SUBGROUP ( " Hue Variation " , " hue_ " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " hue_variation_min " , PROPERTY_HINT_RANGE , " -1,1,0.01 " ) , " set_param_min " , " get_param_min " , PARAM_HUE_VARIATION ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " hue_variation_max " , PROPERTY_HINT_RANGE , " -1,1,0.01 " ) , " set_param_max " , " get_param_max " , PARAM_HUE_VARIATION ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " hue_variation_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_HUE_VARIATION ) ;
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ADD_SUBGROUP ( " Animation " , " anim_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " anim_speed_min " , PROPERTY_HINT_RANGE , " 0,16,0.01,or_less,or_greater " ) , " set_param_min " , " get_param_min " , PARAM_ANIM_SPEED ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " anim_speed_max " , PROPERTY_HINT_RANGE , " 0,16,0.01,or_less,or_greater " ) , " set_param_max " , " get_param_max " , PARAM_ANIM_SPEED ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " anim_speed_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_ANIM_SPEED ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " anim_offset_min " , PROPERTY_HINT_RANGE , " 0,1,0.0001 " ) , " set_param_min " , " get_param_min " , PARAM_ANIM_OFFSET ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " anim_offset_max " , PROPERTY_HINT_RANGE , " 0,1,0.0001 " ) , " set_param_max " , " get_param_max " , PARAM_ANIM_OFFSET ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " anim_offset_curve " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_ANIM_OFFSET ) ;
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ADD_GROUP ( " Turbulence " , " turbulence_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " turbulence_enabled " ) , " set_turbulence_enabled " , " get_turbulence_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " turbulence_noise_strength " , PROPERTY_HINT_RANGE , " 0,20,0.01 " ) , " set_turbulence_noise_strength " , " get_turbulence_noise_strength " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " turbulence_noise_scale " , PROPERTY_HINT_RANGE , " 0,10,0.001,or_greater " ) , " set_turbulence_noise_scale " , " get_turbulence_noise_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " turbulence_noise_speed " ) , " set_turbulence_noise_speed " , " get_turbulence_noise_speed " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " turbulence_noise_speed_random " , PROPERTY_HINT_RANGE , " 0,4,0.01 " ) , " set_turbulence_noise_speed_random " , " get_turbulence_noise_speed_random " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " turbulence_influence_min " , PROPERTY_HINT_RANGE , " 0,1,0.001 " ) , " set_param_min " , " get_param_min " , PARAM_TURB_VEL_INFLUENCE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " turbulence_influence_max " , PROPERTY_HINT_RANGE , " 0,1,0.001 " ) , " set_param_max " , " get_param_max " , PARAM_TURB_VEL_INFLUENCE ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " turbulence_initial_displacement_min " , PROPERTY_HINT_RANGE , " -100,100,0.1 " ) , " set_param_min " , " get_param_min " , PARAM_TURB_INIT_DISPLACEMENT ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : FLOAT , " turbulence_initial_displacement_max " , PROPERTY_HINT_RANGE , " -100,100,0.1 " ) , " set_param_max " , " get_param_max " , PARAM_TURB_INIT_DISPLACEMENT ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " turbulence_influence_over_life " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_param_texture " , " get_param_texture " , PARAM_TURB_INFLUENCE_OVER_LIFE ) ;
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ADD_GROUP ( " Collision " , " collision_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " collision_mode " , PROPERTY_HINT_ENUM , " Disabled,Rigid,Hide On Contact " ) , " set_collision_mode " , " get_collision_mode " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " collision_friction " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_collision_friction " , " get_collision_friction " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " collision_bounce " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_collision_bounce " , " get_collision_bounce " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " collision_use_scale " ) , " set_collision_use_scale " , " is_collision_using_scale " ) ;
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ADD_GROUP ( " Sub Emitter " , " sub_emitter_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " sub_emitter_mode " , PROPERTY_HINT_ENUM , " Disabled,Constant,At End,At Collision " ) , " set_sub_emitter_mode " , " get_sub_emitter_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " sub_emitter_frequency " , PROPERTY_HINT_RANGE , " 0.01,100,0.01,suffix:Hz " ) , " set_sub_emitter_frequency " , " get_sub_emitter_frequency " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " sub_emitter_amount_at_end " , PROPERTY_HINT_RANGE , " 1,32,1 " ) , " set_sub_emitter_amount_at_end " , " get_sub_emitter_amount_at_end " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " sub_emitter_amount_at_collision " , PROPERTY_HINT_RANGE , " 1,32,1 " ) , " set_sub_emitter_amount_at_collision " , " get_sub_emitter_amount_at_collision " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " sub_emitter_keep_velocity " ) , " set_sub_emitter_keep_velocity " , " get_sub_emitter_keep_velocity " ) ;
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BIND_ENUM_CONSTANT ( PARAM_INITIAL_LINEAR_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PARAM_ANGULAR_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PARAM_ORBIT_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PARAM_LINEAR_ACCEL ) ;
BIND_ENUM_CONSTANT ( PARAM_RADIAL_ACCEL ) ;
BIND_ENUM_CONSTANT ( PARAM_TANGENTIAL_ACCEL ) ;
BIND_ENUM_CONSTANT ( PARAM_DAMPING ) ;
BIND_ENUM_CONSTANT ( PARAM_ANGLE ) ;
BIND_ENUM_CONSTANT ( PARAM_SCALE ) ;
BIND_ENUM_CONSTANT ( PARAM_HUE_VARIATION ) ;
BIND_ENUM_CONSTANT ( PARAM_ANIM_SPEED ) ;
BIND_ENUM_CONSTANT ( PARAM_ANIM_OFFSET ) ;
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BIND_ENUM_CONSTANT ( PARAM_RADIAL_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PARAM_DIRECTIONAL_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PARAM_SCALE_OVER_VELOCITY ) ;
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BIND_ENUM_CONSTANT ( PARAM_MAX ) ;
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BIND_ENUM_CONSTANT ( PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PARTICLE_FLAG_ROTATE_Y ) ;
BIND_ENUM_CONSTANT ( PARTICLE_FLAG_DISABLE_Z ) ;
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BIND_ENUM_CONSTANT ( PARTICLE_FLAG_DAMPING_AS_FRICTION ) ;
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BIND_ENUM_CONSTANT ( PARTICLE_FLAG_MAX ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_POINT ) ;
BIND_ENUM_CONSTANT ( EMISSION_SHAPE_SPHERE ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_SPHERE_SURFACE ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_BOX ) ;
BIND_ENUM_CONSTANT ( EMISSION_SHAPE_POINTS ) ;
BIND_ENUM_CONSTANT ( EMISSION_SHAPE_DIRECTED_POINTS ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_RING ) ;
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BIND_ENUM_CONSTANT ( EMISSION_SHAPE_MAX ) ;
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BIND_ENUM_CONSTANT ( PARAM_TURB_VEL_INFLUENCE ) ;
BIND_ENUM_CONSTANT ( PARAM_TURB_INIT_DISPLACEMENT ) ;
BIND_ENUM_CONSTANT ( PARAM_TURB_INFLUENCE_OVER_LIFE ) ;
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BIND_ENUM_CONSTANT ( SUB_EMITTER_DISABLED ) ;
BIND_ENUM_CONSTANT ( SUB_EMITTER_CONSTANT ) ;
BIND_ENUM_CONSTANT ( SUB_EMITTER_AT_END ) ;
BIND_ENUM_CONSTANT ( SUB_EMITTER_AT_COLLISION ) ;
BIND_ENUM_CONSTANT ( SUB_EMITTER_MAX ) ;
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BIND_ENUM_CONSTANT ( COLLISION_DISABLED ) ;
BIND_ENUM_CONSTANT ( COLLISION_RIGID ) ;
BIND_ENUM_CONSTANT ( COLLISION_HIDE_ON_CONTACT ) ;
BIND_ENUM_CONSTANT ( COLLISION_MAX ) ;
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}
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ParticleProcessMaterial : : ParticleProcessMaterial ( ) :
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element ( this ) {
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set_direction ( Vector3 ( 1 , 0 , 0 ) ) ;
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set_spread ( 45 ) ;
set_flatness ( 0 ) ;
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set_param_min ( PARAM_INITIAL_LINEAR_VELOCITY , 0 ) ;
set_param_min ( PARAM_ANGULAR_VELOCITY , 0 ) ;
set_param_min ( PARAM_ORBIT_VELOCITY , 0 ) ;
set_param_min ( PARAM_LINEAR_ACCEL , 0 ) ;
set_param_min ( PARAM_RADIAL_ACCEL , 0 ) ;
set_param_min ( PARAM_TANGENTIAL_ACCEL , 0 ) ;
set_param_min ( PARAM_DAMPING , 0 ) ;
set_param_min ( PARAM_ANGLE , 0 ) ;
set_param_min ( PARAM_SCALE , 1 ) ;
set_param_min ( PARAM_HUE_VARIATION , 0 ) ;
set_param_min ( PARAM_ANIM_SPEED , 0 ) ;
set_param_min ( PARAM_ANIM_OFFSET , 0 ) ;
set_param_max ( PARAM_INITIAL_LINEAR_VELOCITY , 0 ) ;
set_param_max ( PARAM_ANGULAR_VELOCITY , 0 ) ;
set_param_max ( PARAM_ORBIT_VELOCITY , 0 ) ;
set_param_max ( PARAM_LINEAR_ACCEL , 0 ) ;
set_param_max ( PARAM_RADIAL_ACCEL , 0 ) ;
set_param_max ( PARAM_TANGENTIAL_ACCEL , 0 ) ;
set_param_max ( PARAM_DAMPING , 0 ) ;
set_param_max ( PARAM_ANGLE , 0 ) ;
set_param_max ( PARAM_SCALE , 1 ) ;
set_param_max ( PARAM_HUE_VARIATION , 0 ) ;
set_param_max ( PARAM_ANIM_SPEED , 0 ) ;
set_param_max ( PARAM_ANIM_OFFSET , 0 ) ;
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set_param_min ( PARAM_DIRECTIONAL_VELOCITY , 1.0 ) ;
set_param_max ( PARAM_DIRECTIONAL_VELOCITY , 1.0 ) ;
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set_emission_shape ( EMISSION_SHAPE_POINT ) ;
set_emission_sphere_radius ( 1 ) ;
set_emission_box_extents ( Vector3 ( 1 , 1 , 1 ) ) ;
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set_emission_ring_axis ( Vector3 ( 0 , 0 , 1.0 ) ) ;
set_emission_ring_height ( 1 ) ;
set_emission_ring_radius ( 1 ) ;
set_emission_ring_inner_radius ( 0 ) ;
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set_emission_shape_offset ( Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
set_emission_shape_scale ( Vector3 ( 1.0 , 1.0 , 1.0 ) ) ;
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set_turbulence_enabled ( false ) ;
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set_turbulence_noise_speed ( Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
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set_turbulence_noise_strength ( 1 ) ;
set_turbulence_noise_scale ( 9 ) ;
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set_turbulence_noise_speed_random ( 0.2 ) ;
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set_param_min ( PARAM_TURB_VEL_INFLUENCE , 0.1 ) ;
set_param_max ( PARAM_TURB_VEL_INFLUENCE , 0.1 ) ;
set_param_min ( PARAM_TURB_INIT_DISPLACEMENT , 0.0 ) ;
set_param_max ( PARAM_TURB_INIT_DISPLACEMENT , 0.0 ) ;
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set_gravity ( Vector3 ( 0 , - 9.8 , 0 ) ) ;
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set_lifetime_randomness ( 0 ) ;
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set_sub_emitter_mode ( SUB_EMITTER_DISABLED ) ;
set_sub_emitter_frequency ( 4 ) ;
set_sub_emitter_amount_at_end ( 1 ) ;
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set_sub_emitter_amount_at_collision ( 1 ) ;
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set_sub_emitter_keep_velocity ( false ) ;
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set_attractor_interaction_enabled ( true ) ;
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set_collision_mode ( COLLISION_DISABLED ) ;
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set_collision_bounce ( 0.0 ) ;
set_collision_friction ( 0.0 ) ;
set_collision_use_scale ( false ) ;
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for ( int i = 0 ; i < PARTICLE_FLAG_MAX ; i + + ) {
particle_flags [ i ] = false ;
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}
set_color ( Color ( 1 , 1 , 1 , 1 ) ) ;
current_key . invalid_key = 1 ;
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_mark_initialized ( callable_mp ( this , & ParticleProcessMaterial : : _queue_shader_change ) ) ;
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}
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ParticleProcessMaterial : : ~ ParticleProcessMaterial ( ) {
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ERR_FAIL_NULL ( RenderingServer : : get_singleton ( ) ) ;
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MutexLock lock ( material_mutex ) ;
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if ( shader_map . has ( current_key ) ) {
shader_map [ current_key ] . users - - ;
if ( shader_map [ current_key ] . users = = 0 ) {
//deallocate shader, as it's no longer in use
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RS : : get_singleton ( ) - > free ( shader_map [ current_key ] . shader ) ;
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shader_map . erase ( current_key ) ;
}
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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , RID ( ) ) ;
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}
}