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