godot/scene/3d/particles.cpp

1589 lines
65 KiB
C++

/*************************************************************************/
/* particles.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "particles.h"
#include "scene/resources/surface_tool.h"
#include "servers/visual_server.h"
AABB Particles::get_aabb() const {
return AABB();
}
PoolVector<Face3> Particles::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
void Particles::set_emitting(bool p_emitting) {
emitting = p_emitting;
VS::get_singleton()->particles_set_emitting(particles, emitting);
}
void Particles::set_amount(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
amount = p_amount;
VS::get_singleton()->particles_set_amount(particles, amount);
}
void Particles::set_lifetime(float p_lifetime) {
ERR_FAIL_COND(p_lifetime <= 0);
lifetime = p_lifetime;
VS::get_singleton()->particles_set_lifetime(particles, lifetime);
}
void Particles::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
VS::get_singleton()->particles_set_one_shot(particles, one_shot);
if (!one_shot && emitting)
VisualServer::get_singleton()->particles_restart(particles);
}
void Particles::set_pre_process_time(float p_time) {
pre_process_time = p_time;
VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
}
void Particles::set_explosiveness_ratio(float p_ratio) {
explosiveness_ratio = p_ratio;
VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
}
void Particles::set_randomness_ratio(float p_ratio) {
randomness_ratio = p_ratio;
VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
}
void Particles::set_visibility_aabb(const AABB &p_aabb) {
visibility_aabb = p_aabb;
VS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb);
update_gizmo();
_change_notify("visibility_aabb");
}
void Particles::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
}
void Particles::set_process_material(const Ref<Material> &p_material) {
process_material = p_material;
RID material_rid;
if (process_material.is_valid())
material_rid = process_material->get_rid();
VS::get_singleton()->particles_set_process_material(particles, material_rid);
update_configuration_warning();
}
void Particles::set_speed_scale(float p_scale) {
speed_scale = p_scale;
VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
}
bool Particles::is_emitting() const {
return emitting;
}
int Particles::get_amount() const {
return amount;
}
float Particles::get_lifetime() const {
return lifetime;
}
bool Particles::get_one_shot() const {
return one_shot;
}
float Particles::get_pre_process_time() const {
return pre_process_time;
}
float Particles::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
float Particles::get_randomness_ratio() const {
return randomness_ratio;
}
AABB Particles::get_visibility_aabb() const {
return visibility_aabb;
}
bool Particles::get_use_local_coordinates() const {
return local_coords;
}
Ref<Material> Particles::get_process_material() const {
return process_material;
}
float Particles::get_speed_scale() const {
return speed_scale;
}
void Particles::set_draw_order(DrawOrder p_order) {
draw_order = p_order;
VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
}
Particles::DrawOrder Particles::get_draw_order() const {
return draw_order;
}
void Particles::set_draw_passes(int p_count) {
ERR_FAIL_COND(p_count < 1);
draw_passes.resize(p_count);
VS::get_singleton()->particles_set_draw_passes(particles, p_count);
_change_notify();
}
int Particles::get_draw_passes() const {
return draw_passes.size();
}
void Particles::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) {
ERR_FAIL_INDEX(p_pass, draw_passes.size());
draw_passes[p_pass] = p_mesh;
RID mesh_rid;
if (p_mesh.is_valid())
mesh_rid = p_mesh->get_rid();
VS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid);
update_configuration_warning();
}
Ref<Mesh> Particles::get_draw_pass_mesh(int p_pass) const {
ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref<Mesh>());
return draw_passes[p_pass];
}
void Particles::set_fixed_fps(int p_count) {
fixed_fps = p_count;
VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
}
int Particles::get_fixed_fps() const {
return fixed_fps;
}
void Particles::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
}
bool Particles::get_fractional_delta() const {
return fractional_delta;
}
String Particles::get_configuration_warning() const {
String warnings;
bool meshes_found = false;
for (int i = 0; i < draw_passes.size(); i++) {
if (draw_passes[i].is_valid()) {
meshes_found = true;
break;
}
}
if (!meshes_found) {
warnings += "- " + TTR("Nothing is visible because meshes have not been assigned to draw passes.");
}
if (process_material.is_null()) {
if (warnings != String())
warnings += "\n";
warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted.");
}
return warnings;
}
void Particles::restart() {
VisualServer::get_singleton()->particles_restart(particles);
}
AABB Particles::capture_aabb() const {
return VS::get_singleton()->particles_get_current_aabb(particles);
}
void Particles::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("draw_pass_")) {
int index = property.name.get_slicec('_', 2).to_int() - 1;
if (index >= draw_passes.size()) {
property.usage = 0;
return;
}
}
}
void Particles::_notification(int p_what) {
if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
if (can_process()) {
VS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
} else {
VS::get_singleton()->particles_set_speed_scale(particles, 0);
}
}
}
void Particles::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &Particles::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &Particles::set_visibility_aabb);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_process_material", "material"), &Particles::set_process_material);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles::set_speed_scale);
ClassDB::bind_method(D_METHOD("is_emitting"), &Particles::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &Particles::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &Particles::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &Particles::get_visibility_aabb);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_process_material"), &Particles::get_process_material);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles::get_speed_scale);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles::get_draw_order);
ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &Particles::set_draw_passes);
ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh"), &Particles::set_draw_pass_mesh);
ClassDB::bind_method(D_METHOD("get_draw_passes"), &Particles::get_draw_passes);
ClassDB::bind_method(D_METHOD("get_draw_pass_mesh", "pass"), &Particles::get_draw_pass_mesh);
ClassDB::bind_method(D_METHOD("restart"), &Particles::restart);
ClassDB::bind_method(D_METHOD("capture_aabb"), &Particles::capture_aabb);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,100000,1"), "set_amount", "get_amount");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_GROUP("Drawing", "");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,View Depth"), "set_draw_order", "get_draw_order");
ADD_GROUP("Process Material", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
ADD_GROUP("Draw Passes", "draw_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes");
for (int i = 0; i < MAX_DRAW_PASSES; i++) {
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "draw_pass_" + itos(i + 1), PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_draw_pass_mesh", "get_draw_pass_mesh", i);
}
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH);
BIND_CONSTANT(MAX_DRAW_PASSES);
}
Particles::Particles() {
particles = VS::get_singleton()->particles_create();
set_base(particles);
set_emitting(true);
set_one_shot(false);
set_amount(8);
set_lifetime(1);
set_fixed_fps(0);
set_fractional_delta(true);
set_pre_process_time(0);
set_explosiveness_ratio(0);
set_randomness_ratio(0);
set_visibility_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)));
set_use_local_coordinates(true);
set_draw_passes(1);
set_draw_order(DRAW_ORDER_INDEX);
set_speed_scale(1);
}
Particles::~Particles() {
VS::get_singleton()->free(particles);
}
//////////////////////////////////////
Mutex *ParticlesMaterial::material_mutex = NULL;
SelfList<ParticlesMaterial>::List ParticlesMaterial::dirty_materials;
Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL;
void ParticlesMaterial::init_shaders() {
#ifndef NO_THREADS
material_mutex = Mutex::create();
#endif
shader_names = memnew(ShaderNames);
shader_names->spread = "spread";
shader_names->flatness = "flatness";
shader_names->initial_linear_velocity = "initial_linear_velocity";
shader_names->initial_angle = "initial_angle";
shader_names->angular_velocity = "angular_velocity";
shader_names->orbit_velocity = "orbit_velocity";
shader_names->linear_accel = "linear_accel";
shader_names->radial_accel = "radial_accel";
shader_names->tangent_accel = "tangent_accel";
shader_names->damping = "damping";
shader_names->scale = "scale";
shader_names->hue_variation = "hue_variation";
shader_names->anim_speed = "anim_speed";
shader_names->anim_offset = "anim_offset";
shader_names->initial_linear_velocity_random = "initial_linear_velocity_random";
shader_names->initial_angle_random = "initial_angle_random";
shader_names->angular_velocity_random = "angular_velocity_random";
shader_names->orbit_velocity_random = "orbit_velocity_random";
shader_names->linear_accel_random = "linear_accel_random";
shader_names->radial_accel_random = "radial_accel_random";
shader_names->tangent_accel_random = "tangent_accel_random";
shader_names->damping_random = "damping_random";
shader_names->scale_random = "scale_random";
shader_names->hue_variation_random = "hue_variation_random";
shader_names->anim_speed_random = "anim_speed_random";
shader_names->anim_offset_random = "anim_offset_random";
shader_names->angle_texture = "angle_texture";
shader_names->angular_velocity_texture = "angular_velocity_texture";
shader_names->orbit_velocity_texture = "orbit_velocity_texture";
shader_names->linear_accel_texture = "linear_accel_texture";
shader_names->radial_accel_texture = "radial_accel_texture";
shader_names->tangent_accel_texture = "tangent_accel_texture";
shader_names->damping_texture = "damping_texture";
shader_names->scale_texture = "scale_texture";
shader_names->hue_variation_texture = "hue_variation_texture";
shader_names->anim_speed_texture = "anim_speed_texture";
shader_names->anim_offset_texture = "anim_offset_texture";
shader_names->color = "color_value";
shader_names->color_ramp = "color_ramp";
shader_names->emission_sphere_radius = "emission_sphere_radius";
shader_names->emission_box_extents = "emission_box_extents";
shader_names->emission_texture_point_count = "emission_texture_point_count";
shader_names->emission_texture_points = "emission_texture_points";
shader_names->emission_texture_normal = "emission_texture_normal";
shader_names->emission_texture_color = "emission_texture_color";
shader_names->trail_divisor = "trail_divisor";
shader_names->trail_size_modifier = "trail_size_modifier";
shader_names->trail_color_modifier = "trail_color_modifier";
shader_names->gravity = "gravity";
}
void ParticlesMaterial::finish_shaders() {
#ifndef NO_THREADS
memdelete(material_mutex);
#endif
memdelete(shader_names);
}
void ParticlesMaterial::_update_shader() {
dirty_materials.remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key)
return; //no update required in the end
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
String code = "shader_type particles;\n";
code += "uniform float spread;\n";
code += "uniform float flatness;\n";
code += "uniform float initial_linear_velocity;\n";
code += "uniform float initial_angle;\n";
code += "uniform float angular_velocity;\n";
code += "uniform float orbit_velocity;\n";
code += "uniform float linear_accel;\n";
code += "uniform float radial_accel;\n";
code += "uniform float tangent_accel;\n";
code += "uniform float damping;\n";
code += "uniform float scale;\n";
code += "uniform float hue_variation;\n";
code += "uniform float anim_speed;\n";
code += "uniform float anim_offset;\n";
code += "uniform float initial_linear_velocity_random;\n";
code += "uniform float initial_angle_random;\n";
code += "uniform float angular_velocity_random;\n";
code += "uniform float orbit_velocity_random;\n";
code += "uniform float linear_accel_random;\n";
code += "uniform float radial_accel_random;\n";
code += "uniform float tangent_accel_random;\n";
code += "uniform float damping_random;\n";
code += "uniform float scale_random;\n";
code += "uniform float hue_variation_random;\n";
code += "uniform float anim_speed_random;\n";
code += "uniform float anim_offset_random;\n";
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
code += "uniform float emission_sphere_radius;\n";
} break;
case EMISSION_SHAPE_BOX: {
code += "uniform vec3 emission_box_extents;\n";
} break;
case EMISSION_SHAPE_DIRECTED_POINTS: {
code += "uniform sampler2D emission_texture_normal : hint_black;\n";
} //fallthrough
case EMISSION_SHAPE_POINTS: {
code += "uniform sampler2D emission_texture_points : hint_black;\n";
code += "uniform int emission_texture_point_count;\n";
if (emission_color_texture.is_valid()) {
code += "uniform sampler2D emission_texture_color : hint_white;\n";
}
} break;
}
code += "uniform vec4 color_value : hint_color;\n";
code += "uniform int trail_divisor;\n";
code += "uniform vec3 gravity;\n";
if (color_ramp.is_valid())
code += "uniform sampler2D color_ramp;\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
code += "uniform sampler2D linear_velocity_texture;\n";
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
code += "uniform sampler2D orbit_velocity_texture;\n";
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
code += "uniform sampler2D angular_velocity_texture;\n";
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
code += "uniform sampler2D linear_accel_texture;\n";
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
code += "uniform sampler2D radial_accel_texture;\n";
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
code += "uniform sampler2D tangent_accel_texture;\n";
if (tex_parameters[PARAM_DAMPING].is_valid())
code += "uniform sampler2D damping_texture;\n";
if (tex_parameters[PARAM_ANGLE].is_valid())
code += "uniform sampler2D angle_texture;\n";
if (tex_parameters[PARAM_SCALE].is_valid())
code += "uniform sampler2D scale_texture;\n";
if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
code += "uniform sampler2D hue_variation_texture;\n";
if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
code += "uniform sampler2D anim_speed_texture;\n";
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
code += "uniform sampler2D anim_offset_texture;\n";
if (trail_size_modifier.is_valid()) {
code += "uniform sampler2D trail_size_modifier;\n";
}
if (trail_color_modifier.is_valid()) {
code += "uniform sampler2D trail_color_modifier;\n";
}
//need a random function
code += "\n\n";
code += "float rand_from_seed(inout uint seed) {\n";
code += " int k;\n";
code += " int s = int(seed);\n";
code += " if (s == 0)\n";
code += " s = 305420679;\n";
code += " k = s / 127773;\n";
code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
code += " if (s < 0)\n";
code += " s += 2147483647;\n";
code += " seed = uint(s);\n";
code += " return float(seed % uint(65536))/65535.0;\n";
code += "}\n";
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";
code += "void vertex() {\n";
code += " uint base_number = NUMBER/uint(trail_divisor);\n";
code += " uint alt_seed = hash(base_number+uint(1)+RANDOM_SEED);\n";
code += " float angle_rand = rand_from_seed(alt_seed);\n";
code += " float scale_rand = rand_from_seed(alt_seed);\n";
code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
code += "\n";
if (emission_shape >= EMISSION_SHAPE_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 += " if (RESTART) {\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(0.0,0.0),0.0).r;\n";
else
code += " float tex_linear_velocity = 0.0;\n";
if (tex_parameters[PARAM_ANGLE].is_valid())
code += " float tex_angle = textureLod(angle_texture,vec2(0.0,0.0),0.0).r;\n";
else
code += " float tex_angle = 0.0;\n";
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(0.0,0.0),0.0).r;\n";
else
code += " float tex_anim_offset = 0.0;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " float angle1 = (rand_from_seed(alt_seed)*2.0-1.0)*spread/180.0*3.1416;\n";
code += " vec3 rot = vec3( cos(angle1), sin(angle1),0.0 );\n";
code += " VELOCITY = rot*initial_linear_velocity*mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
} else {
//initiate velocity spread in 3D
code += " float angle1 = rand_from_seed(alt_seed)*spread*3.1416;\n";
code += " float angle2 = rand_from_seed(alt_seed)*20.0*3.1416; // make it more random like\n";
code += " vec3 rot_xz = vec3( sin(angle1), 0.0, cos(angle1) );\n";
code += " vec3 rot = vec3( cos(angle2)*rot_xz.x,sin(angle2)*rot_xz.x, rot_xz.z);\n";
code += " VELOCITY = rot*initial_linear_velocity*mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
}
code += " float base_angle = (initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
code += " CUSTOM.x = base_angle*3.1416/180.0;\n"; //angle
code += " CUSTOM.y = 0.0;\n"; //phase
code += " CUSTOM.z = (anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random);\n"; //animation offset (0-1)
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
code += " TRANSFORM[3].xyz = normalize(vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0-1.0, rand_from_seed(alt_seed) * 2.0-1.0 ))*emission_sphere_radius;\n";
} break;
case EMISSION_SHAPE_BOX: {
code += " TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0-1.0, rand_from_seed(alt_seed) * 2.0-1.0)*emission_box_extents;\n";
} break;
case EMISSION_SHAPE_POINTS:
case EMISSION_SHAPE_DIRECTED_POINTS: {
code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs,0).xyz;\n";
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
if (flags[FLAG_DISABLE_Z]) {
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";
} else {
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, 1.0, 0.0);\n";
code += " vec3 tangent = normalize(cross(v0, normal));\n";
code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
code += " VELOCITY = mat3(tangent,bitangent,normal) * VELOCITY;\n";
}
}
} break;
}
code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY,0.0)).xyz;\n";
code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " VELOCITY.z = 0.0;\n";
code += " TRANSFORM[3].z = 0.0;\n";
}
code += " } else {\n";
code += " CUSTOM.y += DELTA/LIFETIME;\n";
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_linear_velocity = 0.0;\n";
if (flags[FLAG_DISABLE_Z]) {
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_orbit_velocity = 0.0;\n";
}
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
code += " float tex_angular_velocity = textureLod(angular_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_angular_velocity = 0.0;\n";
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
code += " float tex_linear_accel = textureLod(linear_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_linear_accel = 0.0;\n";
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
code += " float tex_radial_accel = textureLod(radial_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_radial_accel = 0.0;\n";
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
code += " float tex_tangent_accel = textureLod(tangent_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_tangent_accel = 0.0;\n";
if (tex_parameters[PARAM_DAMPING].is_valid())
code += " float tex_damping = textureLod(damping_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_damping = 0.0;\n";
if (tex_parameters[PARAM_ANGLE].is_valid())
code += " float tex_angle = textureLod(angle_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_angle = 0.0;\n";
if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
code += " float tex_anim_speed = textureLod(anim_speed_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_anim_speed = 0.0;\n";
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_anim_offset = 0.0;\n";
code += " vec3 force = gravity; \n";
code += " vec3 pos = TRANSFORM[3].xyz; \n";
if (flags[FLAG_DISABLE_Z]) {
code += " pos.z = 0.0; \n";
}
code += " //apply linear acceleration\n";
code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * (linear_accel+tex_linear_accel)*mix(1.0,rand_from_seed(alt_seed),linear_accel_random) : 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) * (radial_accel+tex_radial_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random) : vec3(0.0);\n";
code += " //apply tangential acceleration;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0,1.0)),0.0) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),tangent_accel_random)) : vec3(0.0);\n";
} else {
code += " vec3 crossDiff = cross(normalize(diff),normalize(gravity));\n";
code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),tangent_accel_random)) : vec3(0.0);\n";
}
code += " //apply attractor forces\n";
code += " VELOCITY += force * DELTA;\n";
code += " //orbit velocity\n";
if (flags[FLAG_DISABLE_Z]) {
code += " float orbit_amount = (orbit_velocity+tex_orbit_velocity)*mix(1.0,rand_from_seed(alt_seed),orbit_velocity_random);\n";
code += " if (orbit_amount!=0.0) {\n";
code += " float ang = orbit_amount * DELTA * 3.1416 * 2.0;\n";
code += " mat2 rot = mat2(vec2(cos(ang),-sin(ang)),vec2(sin(ang),cos(ang)));\n";
code += " TRANSFORM[3].xy-=diff.xy;\n";
code += " TRANSFORM[3].xy+=rot * diff.xy;\n";
code += " }\n";
}
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += " VELOCITY = normalize(VELOCITY)*tex_linear_velocity;\n";
}
code += " if (damping + tex_damping > 0.0) {\n";
code += " \n";
code += " float v = length(VELOCITY);\n";
code += " float damp = (damping+tex_damping)*mix(1.0,rand_from_seed(alt_seed),damping_random);\n";
code += " v -= damp * DELTA;\n";
code += " if (v < 0.0) {\n";
code += " VELOCITY = vec3(0.0);\n";
code += " } else {\n";
code += " VELOCITY = normalize(VELOCITY) * v;\n";
code += " }\n";
code += " }\n";
code += " float base_angle = (initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
code += " base_angle += CUSTOM.y*LIFETIME*(angular_velocity+tex_angular_velocity)*mix(1.0,rand_from_seed(alt_seed)*2.0-1.0,angular_velocity_random);\n";
code += " CUSTOM.x = base_angle*3.1416/180.0;\n"; //angle
code += " CUSTOM.z = (anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random)+CUSTOM.y*(anim_speed+tex_anim_speed)*mix(1.0,rand_from_seed(alt_seed),anim_speed_random);\n"; //angle
if (flags[FLAG_ANIM_LOOP]) {
code += " CUSTOM.z = mod(CUSTOM.z,1.0);\n"; //loop
} else {
code += " CUSTOM.z = clamp(CUSTOM.z,0.0,1.0);\n"; //0 to 1 only
}
code += " }\n";
//apply color
//apply hue rotation
if (tex_parameters[PARAM_SCALE].is_valid())
code += " float tex_scale = textureLod(scale_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_scale = 1.0;\n";
if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
code += " float tex_hue_variation = textureLod(hue_variation_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
else
code += " float tex_hue_variation = 0.0;\n";
code += " float hue_rot_angle = (hue_variation+tex_hue_variation)*3.1416*2.0*mix(1.0,hue_rot_rand*2.0-1.0,hue_variation_random);\n";
code += " float hue_rot_c = cos(hue_rot_angle);\n";
code += " float hue_rot_s = sin(hue_rot_angle);\n";
code += " mat4 hue_rot_mat = mat4( vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
code += " 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";
if (color_ramp.is_valid()) {
code += " COLOR = textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0) * hue_rot_mat;\n";
} else {
code += " COLOR = color_value * hue_rot_mat;\n";
}
if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) {
code += " COLOR*= texelFetch(emission_texture_color,emission_tex_ofs,0);\n";
}
if (trail_color_modifier.is_valid()) {
code += " if (trail_divisor > 1) { COLOR *= textureLod(trail_color_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0); }\n";
}
code += "\n";
if (flags[FLAG_DISABLE_Z]) {
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
code += " if (length(VELOCITY) > 0.0) { TRANSFORM[1].xyz = normalize(VELOCITY); } else { TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); }\n";
code += " 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";
} else {
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";
}
} else {
//orient particle Y towards velocity
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
code += " if (length(VELOCITY) > 0.0) { TRANSFORM[1].xyz = normalize(VELOCITY); } else { TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz); }\n";
code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n";
code += " 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";
code += " } else {\n";
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";
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";
}
//turn particle by rotation in Y
if (flags[FLAG_ROTATE_Y]) {
code += " TRANSFORM = TRANSFORM * mat4( vec4(cos(CUSTOM.x),0.0,-sin(CUSTOM.x),0.0), vec4(0.0,1.0,0.0,0.0),vec4(sin(CUSTOM.x),0.0,cos(CUSTOM.x),0.0),vec4(0.0,0.0,0.0,1.0));\n";
}
}
//scale by scale
code += " float base_scale = mix(scale*tex_scale,1.0,scale_random*scale_rand);\n";
code += " if (base_scale==0.0) base_scale=0.000001;\n";
if (trail_size_modifier.is_valid()) {
code += " if (trail_divisor > 1) { base_scale *= textureLod(trail_size_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0).r; } \n";
}
code += " TRANSFORM[0].xyz *= base_scale;\n";
code += " TRANSFORM[1].xyz *= base_scale;\n";
code += " TRANSFORM[2].xyz *= base_scale;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " VELOCITY.z = 0.0;\n";
code += " TRANSFORM[3].z = 0.0;\n";
}
code += "}\n";
code += "\n";
ShaderData shader_data;
shader_data.shader = VS::get_singleton()->shader_create();
shader_data.users = 1;
VS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void ParticlesMaterial::flush_changes() {
if (material_mutex)
material_mutex->lock();
while (dirty_materials.first()) {
dirty_materials.first()->self()->_update_shader();
}
if (material_mutex)
material_mutex->unlock();
}
void ParticlesMaterial::_queue_shader_change() {
if (material_mutex)
material_mutex->lock();
if (!element.in_list()) {
dirty_materials.add(&element);
}
if (material_mutex)
material_mutex->unlock();
}
bool ParticlesMaterial::_is_shader_dirty() const {
bool dirty = false;
if (material_mutex)
material_mutex->lock();
dirty = element.in_list();
if (material_mutex)
material_mutex->unlock();
return dirty;
}
void ParticlesMaterial::set_spread(float p_spread) {
spread = p_spread;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
}
float ParticlesMaterial::get_spread() const {
return spread;
}
void ParticlesMaterial::set_flatness(float p_flatness) {
flatness = p_flatness;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
}
float ParticlesMaterial::get_flatness() const {
return flatness;
}
void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
parameters[p_param] = p_value;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
} break;
case PARAM_DAMPING: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
} break;
case PARAM_ANGLE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
} break;
case PARAM_SCALE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
} break;
case PARAM_HUE_VARIATION: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
} break;
case PARAM_ANIM_SPEED: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
} break;
case PARAM_ANIM_OFFSET: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
} break;
case PARAM_MAX: {
};
}
}
float ParticlesMaterial::get_param(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return parameters[p_param];
}
void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
randomness[p_param] = p_value;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
} break;
case PARAM_DAMPING: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
} break;
case PARAM_ANGLE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
} break;
case PARAM_SCALE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
} break;
case PARAM_HUE_VARIATION: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
} break;
case PARAM_ANIM_SPEED: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
} break;
case PARAM_ANIM_OFFSET: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
} break;
case PARAM_MAX: {
};
}
}
float ParticlesMaterial::get_param_randomness(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return randomness[p_param];
}
static void _adjust_curve_range(const Ref<Texture> &p_texture, float p_min, float p_max) {
Ref<CurveTexture> curve_tex = p_texture;
if (!curve_tex.is_valid())
return;
curve_tex->ensure_default_setup(p_min, p_max);
}
void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture> &p_texture) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
tex_parameters[p_param] = p_texture;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
//do none for this one
} break;
case PARAM_ANGULAR_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
_adjust_curve_range(p_texture, -360, 360);
} break;
case PARAM_ORBIT_VELOCITY: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
_adjust_curve_range(p_texture, -500, 500);
} break;
case PARAM_LINEAR_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_RADIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_TANGENTIAL_ACCEL: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_DAMPING: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
_adjust_curve_range(p_texture, 0, 100);
} break;
case PARAM_ANGLE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
_adjust_curve_range(p_texture, -360, 360);
} break;
case PARAM_SCALE: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
Ref<CurveTexture> curve_tex = p_texture;
if (curve_tex.is_valid()) {
curve_tex->ensure_default_setup();
}
} break;
case PARAM_HUE_VARIATION: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
_adjust_curve_range(p_texture, -1, 1);
} break;
case PARAM_ANIM_SPEED: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
_adjust_curve_range(p_texture, 0, 200);
} break;
case PARAM_ANIM_OFFSET: {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
} break;
case PARAM_MAX: {
};
}
_queue_shader_change();
}
Ref<Texture> ParticlesMaterial::get_param_texture(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture>());
return tex_parameters[p_param];
}
void ParticlesMaterial::set_color(const Color &p_color) {
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
color = p_color;
}
Color ParticlesMaterial::get_color() const {
return color;
}
void ParticlesMaterial::set_color_ramp(const Ref<Texture> &p_texture) {
color_ramp = p_texture;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
_queue_shader_change();
_change_notify();
}
Ref<Texture> ParticlesMaterial::get_color_ramp() const {
return color_ramp;
}
void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enable;
_queue_shader_change();
if (p_flag==FLAG_DISABLE_Z) {
_change_notify();
}
}
bool ParticlesMaterial::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
emission_shape = p_shape;
_change_notify();
_queue_shader_change();
}
void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
emission_sphere_radius = p_radius;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
emission_box_extents = p_extents;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
}
void ParticlesMaterial::set_emission_point_texture(const Ref<Texture> &p_points) {
emission_point_texture = p_points;
RID texture;
if (p_points.is_valid())
texture = p_points->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, texture);
}
void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture> &p_normals) {
emission_normal_texture = p_normals;
RID texture;
if (p_normals.is_valid())
texture = p_normals->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, texture);
}
void ParticlesMaterial::set_emission_color_texture(const Ref<Texture> &p_colors) {
emission_color_texture = p_colors;
RID texture;
if (p_colors.is_valid())
texture = p_colors->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, texture);
_queue_shader_change();
}
void ParticlesMaterial::set_emission_point_count(int p_count) {
emission_point_count = p_count;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
}
ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
return emission_shape;
}
float ParticlesMaterial::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
Vector3 ParticlesMaterial::get_emission_box_extents() const {
return emission_box_extents;
}
Ref<Texture> ParticlesMaterial::get_emission_point_texture() const {
return emission_point_texture;
}
Ref<Texture> ParticlesMaterial::get_emission_normal_texture() const {
return emission_normal_texture;
}
Ref<Texture> ParticlesMaterial::get_emission_color_texture() const {
return emission_color_texture;
}
int ParticlesMaterial::get_emission_point_count() const {
return emission_point_count;
}
void ParticlesMaterial::set_trail_divisor(int p_divisor) {
trail_divisor = p_divisor;
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
}
int ParticlesMaterial::get_trail_divisor() const {
return trail_divisor;
}
void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier) {
trail_size_modifier = p_trail_size_modifier;
Ref<CurveTexture> curve = trail_size_modifier;
if (curve.is_valid()) {
curve->ensure_default_setup();
}
RID texture;
if (p_trail_size_modifier.is_valid())
texture = p_trail_size_modifier->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, texture);
_queue_shader_change();
}
Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const {
return trail_size_modifier;
}
void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) {
trail_color_modifier = p_trail_color_modifier;
RID texture;
if (p_trail_color_modifier.is_valid())
texture = p_trail_color_modifier->get_rid();
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, texture);
_queue_shader_change();
}
Ref<GradientTexture> ParticlesMaterial::get_trail_color_modifier() const {
return trail_color_modifier;
}
void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
gravity = p_gravity;
Vector3 gset = gravity;
if (gset == Vector3()) {
gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
}
VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
}
Vector3 ParticlesMaterial::get_gravity() const {
return gravity;
}
RID ParticlesMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
if (property.name == "color" && color_ramp.is_valid()) {
property.usage = 0;
}
if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
property.usage = 0;
}
if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
property.usage = 0;
}
if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) {
property.usage = 0;
}
if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
property.usage = 0;
}
if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
property.usage = 0;
}
if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) {
property.usage=0;
}
}
Shader::Mode ParticlesMaterial::get_shader_mode() const {
return Shader::MODE_PARTICLES;
}
void ParticlesMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread);
ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread);
ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness);
ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness);
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param);
ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness);
ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness);
ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture);
ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture);
ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color);
ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp);
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &ParticlesMaterial::set_flag);
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_flag);
ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape);
ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape);
ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents);
ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents);
ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticlesMaterial::set_emission_point_texture);
ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticlesMaterial::get_emission_point_texture);
ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticlesMaterial::set_emission_normal_texture);
ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticlesMaterial::get_emission_normal_texture);
ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticlesMaterial::set_emission_color_texture);
ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticlesMaterial::get_emission_color_texture);
ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count);
ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count);
ClassDB::bind_method(D_METHOD("set_trail_divisor", "divisor"), &ParticlesMaterial::set_trail_divisor);
ClassDB::bind_method(D_METHOD("get_trail_divisor"), &ParticlesMaterial::get_trail_divisor);
ClassDB::bind_method(D_METHOD("set_trail_size_modifier", "texture"), &ParticlesMaterial::set_trail_size_modifier);
ClassDB::bind_method(D_METHOD("get_trail_size_modifier"), &ParticlesMaterial::get_trail_size_modifier);
ClassDB::bind_method(D_METHOD("set_trail_color_modifier", "texture"), &ParticlesMaterial::set_trail_color_modifier);
ClassDB::bind_method(D_METHOD("get_trail_color_modifier"), &ParticlesMaterial::get_trail_color_modifier);
ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity);
ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity);
ADD_GROUP("Trail", "trail_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_divisor", PROPERTY_HINT_RANGE, "1,1000000,1"), "set_trail_divisor", "get_trail_divisor");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_size_modifier", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_trail_size_modifier", "get_trail_size_modifier");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_color_modifier", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_trail_color_modifier", "get_trail_color_modifier");
ADD_GROUP("Emission Shape", "emission_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01"), "set_emission_sphere_radius", "get_emission_sphere_radius");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_point_texture", "get_emission_point_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_normal_texture", "get_emission_normal_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_color_texture", "get_emission_color_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
ADD_GROUP("Flags", "flag_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z);
ADD_GROUP("Spread", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
ADD_GROUP("Gravity", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("Initial Velocity", "initial_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_GROUP("Angular Velocity", "angular_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-360,360,0.01"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
ADD_GROUP("Orbit Velocity", "orbit_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
ADD_GROUP("Linear Accel", "linear_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
ADD_GROUP("Radial Accel", "radial_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
ADD_GROUP("Tangential Accel", "tangential_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
ADD_GROUP("Damping", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_param", "get_param", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
ADD_GROUP("Angle", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1"), "set_param", "get_param", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
ADD_GROUP("Scale", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_param", "get_param", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
ADD_GROUP("Color", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp");
ADD_GROUP("Hue Variation", "hue_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
ADD_GROUP("Animation", "anim_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_param", "get_param", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anim_loop"), "set_flag", "get_flag", FLAG_ANIM_LOOP);
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);
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY);
BIND_ENUM_CONSTANT(FLAG_ROTATE_Y);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
}
ParticlesMaterial::ParticlesMaterial() :
element(this) {
set_spread(45);
set_flatness(0);
set_param(PARAM_INITIAL_LINEAR_VELOCITY, 1);
set_param(PARAM_ORBIT_VELOCITY, 0);
set_param(PARAM_LINEAR_ACCEL, 0);
set_param(PARAM_RADIAL_ACCEL, 0);
set_param(PARAM_TANGENTIAL_ACCEL, 0);
set_param(PARAM_DAMPING, 0);
set_param(PARAM_ANGLE, 0);
set_param(PARAM_SCALE, 1);
set_param(PARAM_HUE_VARIATION, 0);
set_param(PARAM_ANIM_SPEED, 0);
set_param(PARAM_ANIM_OFFSET, 0);
set_emission_shape(EMISSION_SHAPE_POINT);
set_emission_sphere_radius(1);
set_emission_box_extents(Vector3(1, 1, 1));
set_trail_divisor(1);
set_gravity(Vector3(0, -9.8, 0));
emission_point_count = 1;
for (int i = 0; i < PARAM_MAX; i++) {
set_param_randomness(Parameter(i), 0);
}
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = false;
}
set_color(Color(1, 1, 1, 1));
current_key.key = 0;
current_key.invalid_key = 1;
_queue_shader_change();
}
ParticlesMaterial::~ParticlesMaterial() {
}