particle_process_material.cpp 90 KB

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  1. /*************************************************************************/
  2. /* particle_process_material.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "particle_process_material.h"
  31. #include "core/version.h"
  32. Mutex ParticleProcessMaterial::material_mutex;
  33. SelfList<ParticleProcessMaterial>::List *ParticleProcessMaterial::dirty_materials = nullptr;
  34. HashMap<ParticleProcessMaterial::MaterialKey, ParticleProcessMaterial::ShaderData, ParticleProcessMaterial::MaterialKey> ParticleProcessMaterial::shader_map;
  35. ParticleProcessMaterial::ShaderNames *ParticleProcessMaterial::shader_names = nullptr;
  36. void ParticleProcessMaterial::init_shaders() {
  37. dirty_materials = memnew(SelfList<ParticleProcessMaterial>::List);
  38. shader_names = memnew(ShaderNames);
  39. shader_names->direction = "direction";
  40. shader_names->spread = "spread";
  41. shader_names->flatness = "flatness";
  42. shader_names->initial_linear_velocity_min = "initial_linear_velocity_min";
  43. shader_names->initial_angle_min = "initial_angle_min";
  44. shader_names->angular_velocity_min = "angular_velocity_min";
  45. shader_names->orbit_velocity_min = "orbit_velocity_min";
  46. shader_names->linear_accel_min = "linear_accel_min";
  47. shader_names->radial_accel_min = "radial_accel_min";
  48. shader_names->tangent_accel_min = "tangent_accel_min";
  49. shader_names->damping_min = "damping_min";
  50. shader_names->scale_min = "scale_min";
  51. shader_names->hue_variation_min = "hue_variation_min";
  52. shader_names->anim_speed_min = "anim_speed_min";
  53. shader_names->anim_offset_min = "anim_offset_min";
  54. shader_names->initial_linear_velocity_max = "initial_linear_velocity_max";
  55. shader_names->initial_angle_max = "initial_angle_max";
  56. shader_names->angular_velocity_max = "angular_velocity_max";
  57. shader_names->orbit_velocity_max = "orbit_velocity_max";
  58. shader_names->linear_accel_max = "linear_accel_max";
  59. shader_names->radial_accel_max = "radial_accel_max";
  60. shader_names->tangent_accel_max = "tangent_accel_max";
  61. shader_names->damping_max = "damping_max";
  62. shader_names->scale_max = "scale_max";
  63. shader_names->hue_variation_max = "hue_variation_max";
  64. shader_names->anim_speed_max = "anim_speed_max";
  65. shader_names->anim_offset_max = "anim_offset_max";
  66. shader_names->angle_texture = "angle_texture";
  67. shader_names->angular_velocity_texture = "angular_velocity_texture";
  68. shader_names->orbit_velocity_texture = "orbit_velocity_texture";
  69. shader_names->linear_accel_texture = "linear_accel_texture";
  70. shader_names->radial_accel_texture = "radial_accel_texture";
  71. shader_names->tangent_accel_texture = "tangent_accel_texture";
  72. shader_names->damping_texture = "damping_texture";
  73. shader_names->scale_texture = "scale_texture";
  74. shader_names->hue_variation_texture = "hue_variation_texture";
  75. shader_names->anim_speed_texture = "anim_speed_texture";
  76. shader_names->anim_offset_texture = "anim_offset_texture";
  77. shader_names->color = "color_value";
  78. shader_names->color_ramp = "color_ramp";
  79. shader_names->color_initial_ramp = "color_initial_ramp";
  80. shader_names->emission_sphere_radius = "emission_sphere_radius";
  81. shader_names->emission_box_extents = "emission_box_extents";
  82. shader_names->emission_texture_point_count = "emission_texture_point_count";
  83. shader_names->emission_texture_points = "emission_texture_points";
  84. shader_names->emission_texture_normal = "emission_texture_normal";
  85. shader_names->emission_texture_color = "emission_texture_color";
  86. shader_names->emission_ring_axis = "emission_ring_axis";
  87. shader_names->emission_ring_height = "emission_ring_height";
  88. shader_names->emission_ring_radius = "emission_ring_radius";
  89. shader_names->emission_ring_inner_radius = "emission_ring_inner_radius";
  90. shader_names->turbulence_enabled = "turbulence_enabled";
  91. shader_names->turbulence_noise_strength = "turbulence_noise_strength";
  92. shader_names->turbulence_noise_scale = "turbulence_noise_scale";
  93. shader_names->turbulence_noise_speed = "turbulence_noise_speed";
  94. shader_names->turbulence_noise_speed_random = "turbulence_noise_speed_random";
  95. shader_names->turbulence_influence_over_life = "turbulence_influence_over_life";
  96. shader_names->turbulence_influence_min = "turbulence_influence_min";
  97. shader_names->turbulence_influence_max = "turbulence_influence_max";
  98. shader_names->turbulence_initial_displacement_min = "turbulence_initial_displacement_min";
  99. shader_names->turbulence_initial_displacement_max = "turbulence_initial_displacement_max";
  100. shader_names->gravity = "gravity";
  101. shader_names->lifetime_randomness = "lifetime_randomness";
  102. shader_names->sub_emitter_frequency = "sub_emitter_frequency";
  103. shader_names->sub_emitter_amount_at_end = "sub_emitter_amount_at_end";
  104. shader_names->sub_emitter_keep_velocity = "sub_emitter_keep_velocity";
  105. shader_names->collision_friction = "collision_friction";
  106. shader_names->collision_bounce = "collision_bounce";
  107. }
  108. void ParticleProcessMaterial::finish_shaders() {
  109. memdelete(dirty_materials);
  110. dirty_materials = nullptr;
  111. memdelete(shader_names);
  112. }
  113. void ParticleProcessMaterial::_update_shader() {
  114. dirty_materials->remove(&element);
  115. MaterialKey mk = _compute_key();
  116. if (mk.key == current_key.key) {
  117. return; //no update required in the end
  118. }
  119. if (shader_map.has(current_key)) {
  120. shader_map[current_key].users--;
  121. if (shader_map[current_key].users == 0) {
  122. //deallocate shader, as it's no longer in use
  123. RS::get_singleton()->free(shader_map[current_key].shader);
  124. shader_map.erase(current_key);
  125. }
  126. }
  127. current_key = mk;
  128. if (shader_map.has(mk)) {
  129. RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  130. shader_map[mk].users++;
  131. return;
  132. }
  133. //must create a shader!
  134. // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
  135. String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticleProcessMaterial.\n\n";
  136. code += "shader_type particles;\n";
  137. if (collision_scale) {
  138. code += "render_mode collision_use_scale;\n";
  139. }
  140. code += "uniform vec3 direction;\n";
  141. code += "uniform float spread;\n";
  142. code += "uniform float flatness;\n";
  143. code += "uniform float initial_linear_velocity_min;\n";
  144. code += "uniform float initial_angle_min;\n";
  145. code += "uniform float angular_velocity_min;\n";
  146. code += "uniform float orbit_velocity_min;\n";
  147. code += "uniform float linear_accel_min;\n";
  148. code += "uniform float radial_accel_min;\n";
  149. code += "uniform float tangent_accel_min;\n";
  150. code += "uniform float damping_min;\n";
  151. code += "uniform float scale_min;\n";
  152. code += "uniform float hue_variation_min;\n";
  153. code += "uniform float anim_speed_min;\n";
  154. code += "uniform float anim_offset_min;\n";
  155. code += "uniform float initial_linear_velocity_max;\n";
  156. code += "uniform float initial_angle_max;\n";
  157. code += "uniform float angular_velocity_max;\n";
  158. code += "uniform float orbit_velocity_max;\n";
  159. code += "uniform float linear_accel_max;\n";
  160. code += "uniform float radial_accel_max;\n";
  161. code += "uniform float tangent_accel_max;\n";
  162. code += "uniform float damping_max;\n";
  163. code += "uniform float scale_max;\n";
  164. code += "uniform float hue_variation_max;\n";
  165. code += "uniform float anim_speed_max;\n";
  166. code += "uniform float anim_offset_max;\n";
  167. code += "uniform float lifetime_randomness;\n";
  168. switch (emission_shape) {
  169. case EMISSION_SHAPE_POINT: {
  170. //do none
  171. } break;
  172. case EMISSION_SHAPE_SPHERE: {
  173. code += "uniform float emission_sphere_radius;\n";
  174. } break;
  175. case EMISSION_SHAPE_SPHERE_SURFACE: {
  176. code += "uniform float emission_sphere_radius;\n";
  177. } break;
  178. case EMISSION_SHAPE_BOX: {
  179. code += "uniform vec3 emission_box_extents;\n";
  180. } break;
  181. case EMISSION_SHAPE_DIRECTED_POINTS: {
  182. code += "uniform sampler2D emission_texture_normal : hint_default_black;\n";
  183. [[fallthrough]];
  184. }
  185. case EMISSION_SHAPE_POINTS: {
  186. code += "uniform sampler2D emission_texture_points : hint_default_black;\n";
  187. code += "uniform int emission_texture_point_count;\n";
  188. if (emission_color_texture.is_valid()) {
  189. code += "uniform sampler2D emission_texture_color : hint_default_white;\n";
  190. }
  191. } break;
  192. case EMISSION_SHAPE_RING: {
  193. code += "uniform vec3 " + shader_names->emission_ring_axis + ";\n";
  194. code += "uniform float " + shader_names->emission_ring_height + ";\n";
  195. code += "uniform float " + shader_names->emission_ring_radius + ";\n";
  196. code += "uniform float " + shader_names->emission_ring_inner_radius + ";\n";
  197. } break;
  198. case EMISSION_SHAPE_MAX: { // Max value for validity check.
  199. break;
  200. }
  201. }
  202. if (sub_emitter_mode != SUB_EMITTER_DISABLED) {
  203. if (sub_emitter_mode == SUB_EMITTER_CONSTANT) {
  204. code += "uniform float sub_emitter_frequency;\n";
  205. }
  206. if (sub_emitter_mode == SUB_EMITTER_AT_END) {
  207. code += "uniform int sub_emitter_amount_at_end;\n";
  208. }
  209. code += "uniform bool sub_emitter_keep_velocity;\n";
  210. }
  211. code += "uniform vec4 color_value : source_color;\n";
  212. code += "uniform vec3 gravity;\n";
  213. if (color_ramp.is_valid()) {
  214. code += "uniform sampler2D color_ramp : repeat_disable;\n";
  215. }
  216. if (color_initial_ramp.is_valid()) {
  217. code += "uniform sampler2D color_initial_ramp : repeat_disable;\n";
  218. }
  219. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  220. code += "uniform sampler2D linear_velocity_texture : repeat_disable;\n";
  221. }
  222. if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
  223. code += "uniform sampler2D orbit_velocity_texture : repeat_disable;\n";
  224. }
  225. if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
  226. code += "uniform sampler2D angular_velocity_texture : repeat_disable;\n";
  227. }
  228. if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
  229. code += "uniform sampler2D linear_accel_texture : repeat_disable;\n";
  230. }
  231. if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
  232. code += "uniform sampler2D radial_accel_texture : repeat_disable;\n";
  233. }
  234. if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
  235. code += "uniform sampler2D tangent_accel_texture : repeat_disable;\n";
  236. }
  237. if (tex_parameters[PARAM_DAMPING].is_valid()) {
  238. code += "uniform sampler2D damping_texture : repeat_disable;\n";
  239. }
  240. if (tex_parameters[PARAM_ANGLE].is_valid()) {
  241. code += "uniform sampler2D angle_texture : repeat_disable;\n";
  242. }
  243. if (tex_parameters[PARAM_SCALE].is_valid()) {
  244. code += "uniform sampler2D scale_texture : repeat_disable;\n";
  245. }
  246. if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
  247. code += "uniform sampler2D hue_variation_texture : repeat_disable;\n";
  248. }
  249. if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
  250. code += "uniform sampler2D anim_speed_texture : repeat_disable;\n";
  251. }
  252. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
  253. code += "uniform sampler2D anim_offset_texture : repeat_disable;\n";
  254. }
  255. if (collision_mode == COLLISION_RIGID) {
  256. code += "uniform float collision_friction;\n";
  257. code += "uniform float collision_bounce;\n";
  258. }
  259. if (turbulence_enabled) {
  260. code += "uniform float turbulence_noise_strength;\n";
  261. code += "uniform float turbulence_noise_scale;\n";
  262. code += "uniform float turbulence_influence_min;\n";
  263. code += "uniform float turbulence_influence_max;\n";
  264. code += "uniform float turbulence_initial_displacement_min;\n";
  265. code += "uniform float turbulence_initial_displacement_max;\n";
  266. code += "uniform float turbulence_noise_speed_random;\n";
  267. code += "uniform vec3 turbulence_noise_speed = vec3(1.0, 1.0, 1.0);\n";
  268. if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) {
  269. code += "uniform sampler2D turbulence_influence_over_life;\n";
  270. }
  271. if (turbulence_color_ramp.is_valid()) {
  272. code += "uniform sampler2D turbulence_color_ramp;\n";
  273. }
  274. code += "\n";
  275. //functions for 3D noise / turbulence
  276. code += "\n\n";
  277. code += "// 3D Noise with friendly permission by Inigo Quilez\n";
  278. code += "vec3 hash_noise( vec3 p ) {\n";
  279. code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
  280. code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
  281. code += "}\n";
  282. code += "\n";
  283. code += "float noise( vec3 p) {\n";
  284. code += " vec3 i = floor(p);;\n";
  285. code += " vec3 f = fract(p);\n ";
  286. code += " vec3 u = f * f * (3.0 - 2.0 * f);\n";
  287. code += "\n";
  288. code += " return 2.0*mix( mix( mix( dot( hash_noise( i + vec3(0.0,0.0,0.0) ), f - vec3(0.0,0.0,0.0) ), dot( hash_noise( i + vec3(1.0,0.0,0.0) ), f - vec3(1.0,0.0,0.0) ), u.x),\n";
  289. code += " mix( dot( hash_noise( i + vec3(0.0,1.0,0.0) ), f - vec3(0.0,1.0,0.0) ), dot( hash_noise( i + vec3(1.0,1.0,0.0) ), f - vec3(1.0,1.0,0.0) ), u.x), u.y),\n";
  290. code += " mix( mix( dot( hash_noise( i + vec3(0.0,0.0,1.0) ), f - vec3(0.0,0.0,1.0) ), dot( hash_noise( i + vec3(1.0,0.0,1.0) ), f - vec3(1.0,0.0,1.0) ), u.x),\n";
  291. code += " mix( dot( hash_noise( i + vec3(0.0,1.0,1.0) ), f - vec3(0.0,1.0,1.0) ), dot( hash_noise( i + vec3(1.0,1.0,1.0) ), f - vec3(1.0,1.0,1.0) ), u.x), u.y), u.z);\n";
  292. code += "}\n\n";
  293. code += "// Curl 3D and noise_3d function with friendly permission by Isaac Cohen\n";
  294. code += "vec3 noise_3d(vec3 p) {\n";
  295. code += " float s = noise(p);\n";
  296. code += " float s1 = noise(vec3(p.y - 19.1, p.z + 33.4, p.x + 47.2));\n";
  297. code += " float s2 = noise(vec3(p.z + 74.2, p.x - 124.5, p.y + 99.4));\n";
  298. code += " vec3 c = vec3(s, s1, s2);\n";
  299. code += " return c;\n";
  300. code += "}\n\n";
  301. code += "vec3 curl_3d(vec3 p, float c) {\n";
  302. code += " float epsilon = 0.001 + c;\n";
  303. code += " vec3 dx = vec3(epsilon, 0.0, 0.0);\n";
  304. code += " vec3 dy = vec3(0.0, epsilon, 0.0);\n";
  305. code += " vec3 dz = vec3(0.0, 0.0, epsilon);\n";
  306. code += " vec3 x0 = noise_3d(p - dx).xyz;\n";
  307. code += " vec3 x1 = noise_3d(p + dx).xyz;\n";
  308. code += " vec3 y0 = noise_3d(p - dy).xyz;\n";
  309. code += " vec3 y1 = noise_3d(p + dy).xyz;\n";
  310. code += " vec3 z0 = noise_3d(p - dz).xyz;\n";
  311. code += " vec3 z1 = noise_3d(p + dz).xyz;\n";
  312. code += " float x = y1.z - y0.z - z1.y + z0.y;\n";
  313. code += " float y = z1.x - z0.x - x1.z + x0.z;\n";
  314. code += " float z = x1.y - x0.y - y1.x + y0.x;\n";
  315. code += " float divisor = 1.0 / (2.0 * epsilon);\n";
  316. code += " return vec3(normalize(vec3(x, y, z) * divisor));\n";
  317. code += "}\n";
  318. code += "vec3 get_noise_direction(vec3 pos, vec3 emission_pos, vec3 time_noise) {\n";
  319. code += " float adj_contrast = max((turbulence_noise_strength - 1.0), 0.0) * 70.0;\n";
  320. code += " vec3 noise_time = (vec3(TIME) * turbulence_noise_speed) + time_noise;\n";
  321. code += " vec3 noise_pos = (pos * turbulence_noise_scale) - emission_pos;\n";
  322. code += " vec3 diff = pos - emission_pos;\n";
  323. code += " vec3 noise_direction = curl_3d(noise_pos + noise_time - diff, adj_contrast);\n";
  324. code += " noise_direction = mix(0.9 * noise_direction, noise_direction, turbulence_noise_strength - 9.0);\n";
  325. code += " return noise_direction;\n";
  326. code += "}\n";
  327. }
  328. //need a random function
  329. code += "\n\n";
  330. code += "float rand_from_seed(inout uint seed) {\n";
  331. code += " int k;\n";
  332. code += " int s = int(seed);\n";
  333. code += " if (s == 0)\n";
  334. code += " s = 305420679;\n";
  335. code += " k = s / 127773;\n";
  336. code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  337. code += " if (s < 0)\n";
  338. code += " s += 2147483647;\n";
  339. code += " seed = uint(s);\n";
  340. code += " return float(seed % uint(65536)) / 65535.0;\n";
  341. code += "}\n";
  342. code += "\n";
  343. code += "float rand_from_seed_m1_p1(inout uint seed) {\n";
  344. code += " return rand_from_seed(seed) * 2.0 - 1.0;\n";
  345. code += "}\n";
  346. code += "\n";
  347. //improve seed quality
  348. code += "uint hash(uint x) {\n";
  349. code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  350. code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  351. code += " x = (x >> uint(16)) ^ x;\n";
  352. code += " return x;\n";
  353. code += "}\n";
  354. code += "\n";
  355. code += "void start() {\n";
  356. code += " uint base_number = NUMBER;\n";
  357. code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
  358. code += " float angle_rand = rand_from_seed(alt_seed);\n";
  359. code += " float scale_rand = rand_from_seed(alt_seed);\n";
  360. code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
  361. code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
  362. if (color_initial_ramp.is_valid()) {
  363. code += " float color_initial_rand = rand_from_seed(alt_seed);\n";
  364. }
  365. code += " float pi = 3.14159;\n";
  366. code += " float degree_to_rad = pi / 180.0;\n";
  367. code += "\n";
  368. if (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
  369. code += " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n";
  370. code += " ivec2 emission_tex_size = textureSize(emission_texture_points, 0);\n";
  371. code += " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n";
  372. }
  373. if (tex_parameters[PARAM_ANGLE].is_valid()) {
  374. code += " float tex_angle = textureLod(angle_texture, vec2(0.0, 0.0), 0.0).r;\n";
  375. } else {
  376. code += " float tex_angle = 0.0;\n";
  377. }
  378. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
  379. code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(0.0, 0.0), 0.0).r;\n";
  380. } else {
  381. code += " float tex_anim_offset = 1.0;\n";
  382. }
  383. code += " float spread_rad = spread * degree_to_rad;\n";
  384. code += " if (RESTART_VELOCITY) {\n";
  385. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  386. code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n";
  387. } else {
  388. code += " float tex_linear_velocity = 1.0;\n";
  389. }
  390. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  391. code += " {\n";
  392. code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
  393. code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
  394. code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
  395. code += " VELOCITY = rot * mix(initial_linear_velocity_min,initial_linear_velocity_max, rand_from_seed(alt_seed));\n";
  396. code += " }\n";
  397. } else {
  398. //initiate velocity spread in 3D
  399. code += " {\n";
  400. code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
  401. code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
  402. code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
  403. code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
  404. code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
  405. code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
  406. code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
  407. code += " // rotate spread to direction\n";
  408. code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
  409. code += " if (length(binormal) < 0.0001) {\n";
  410. code += " // direction is parallel to Y. Choose Z as the binormal.\n";
  411. code += " binormal = vec3(0.0, 0.0, 1.0);\n";
  412. code += " }\n";
  413. code += " binormal = normalize(binormal);\n";
  414. code += " vec3 normal = cross(binormal, direction_nrm);\n";
  415. code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
  416. code += " VELOCITY = spread_direction * mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed));\n";
  417. code += " }\n";
  418. }
  419. code += " }\n";
  420. code += " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
  421. code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
  422. code += " CUSTOM.y = 0.0;\n"; // phase
  423. code += " CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
  424. code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n"; // animation offset (0-1)
  425. code += " if (RESTART_POSITION) {\n";
  426. switch (emission_shape) {
  427. case EMISSION_SHAPE_POINT: {
  428. //do none, identity (will later be multiplied by emission transform)
  429. code += " TRANSFORM = mat4(vec4(1,0,0,0),vec4(0,1,0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n";
  430. } break;
  431. case EMISSION_SHAPE_SPHERE: {
  432. code += " float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
  433. code += " float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
  434. code += " float p = rand_from_seed(alt_seed);\n";
  435. code += " float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
  436. code += " TRANSFORM[3].xyz = mix(vec3(0.0, 0.0, 0.0), vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s), p);\n";
  437. } break;
  438. case EMISSION_SHAPE_SPHERE_SURFACE: {
  439. code += " float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
  440. code += " float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
  441. code += " float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
  442. code += " TRANSFORM[3].xyz = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s);\n";
  443. } break;
  444. case EMISSION_SHAPE_BOX: {
  445. 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";
  446. } break;
  447. case EMISSION_SHAPE_POINTS:
  448. case EMISSION_SHAPE_DIRECTED_POINTS: {
  449. code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n";
  450. if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
  451. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  452. code += " {\n";
  453. code += " mat2 rotm;";
  454. code += " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
  455. code += " rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
  456. code += " if (RESTART_VELOCITY) VELOCITY.xy = rotm * VELOCITY.xy;\n";
  457. code += " }\n";
  458. } else {
  459. code += " {\n";
  460. code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
  461. code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
  462. code += " vec3 tangent = normalize(cross(v0, normal));\n";
  463. code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
  464. code += " if (RESTART_VELOCITY) VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
  465. code += " }\n";
  466. }
  467. }
  468. } break;
  469. case EMISSION_SHAPE_RING: {
  470. code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
  471. code += " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
  472. code += " vec3 axis = normalize(emission_ring_axis);\n";
  473. code += " vec3 ortho_axis = vec3(0.0);\n";
  474. code += " if (axis == vec3(1.0, 0.0, 0.0)) {\n";
  475. code += " ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
  476. code += " } else {\n";
  477. code += " ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";
  478. code += " }\n";
  479. code += " ortho_axis = normalize(ortho_axis);\n";
  480. code += " float s = sin(ring_spawn_angle);\n";
  481. code += " float c = cos(ring_spawn_angle);\n";
  482. code += " float oc = 1.0 - c;\n";
  483. code += " ortho_axis = mat3(\n";
  484. 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";
  485. 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";
  486. 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";
  487. code += " ) * ortho_axis;\n";
  488. code += " ortho_axis = normalize(ortho_axis);\n";
  489. code += " TRANSFORM[3].xyz = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * emission_ring_height - emission_ring_height / 2.0) * axis;\n";
  490. } break;
  491. case EMISSION_SHAPE_MAX: { // Max value for validity check.
  492. break;
  493. }
  494. }
  495. code += " if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
  496. // Apply noise/turbulence: initial displacement.
  497. if (turbulence_enabled) {
  498. if (get_turbulence_noise_speed_random() >= 0.0) {
  499. code += " vec3 time_noise = noise_3d( vec3(TIME) * turbulence_noise_speed_random ) * -turbulence_noise_speed;\n";
  500. } else {
  501. code += " const vec3 time_noise = vec3(0.0);\n";
  502. }
  503. code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz, EMISSION_TRANSFORM[3].xyz, time_noise);\n";
  504. code += " float turb_init_displacement = mix(turbulence_initial_displacement_min, turbulence_initial_displacement_max, rand_from_seed(alt_seed));";
  505. code += " TRANSFORM[3].xyz += noise_direction * turb_init_displacement;\n";
  506. }
  507. code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
  508. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  509. code += " VELOCITY.z = 0.0;\n";
  510. code += " TRANSFORM[3].z = 0.0;\n";
  511. }
  512. code += " }\n";
  513. code += "}\n\n";
  514. code += "void process() {\n";
  515. code += " uint base_number = NUMBER;\n";
  516. code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
  517. code += " float angle_rand = rand_from_seed(alt_seed);\n";
  518. code += " float scale_rand = rand_from_seed(alt_seed);\n";
  519. code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
  520. code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
  521. if (color_initial_ramp.is_valid()) {
  522. code += " float color_initial_rand = rand_from_seed(alt_seed);\n";
  523. }
  524. code += " float pi = 3.14159;\n";
  525. code += " float degree_to_rad = pi / 180.0;\n";
  526. code += "\n";
  527. if (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
  528. code += " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n";
  529. code += " ivec2 emission_tex_size = textureSize(emission_texture_points, 0);\n";
  530. code += " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n";
  531. }
  532. code += " CUSTOM.y += DELTA / LIFETIME;\n";
  533. code += " float tv = CUSTOM.y / CUSTOM.w;\n";
  534. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  535. code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
  536. } else {
  537. code += " float tex_linear_velocity = 1.0;\n";
  538. }
  539. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  540. if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
  541. code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
  542. } else {
  543. code += " float tex_orbit_velocity = 1.0;\n";
  544. }
  545. }
  546. if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
  547. code += " float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
  548. } else {
  549. code += " float tex_angular_velocity = 1.0;\n";
  550. }
  551. if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
  552. code += " float tex_linear_accel = textureLod(linear_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
  553. } else {
  554. code += " float tex_linear_accel = 1.0;\n";
  555. }
  556. if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
  557. code += " float tex_radial_accel = textureLod(radial_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
  558. } else {
  559. code += " float tex_radial_accel = 1.0;\n";
  560. }
  561. if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
  562. code += " float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
  563. } else {
  564. code += " float tex_tangent_accel = 1.0;\n";
  565. }
  566. if (tex_parameters[PARAM_DAMPING].is_valid()) {
  567. code += " float tex_damping = textureLod(damping_texture, vec2(tv, 0.0), 0.0).r;\n";
  568. } else {
  569. code += " float tex_damping = 1.0;\n";
  570. }
  571. if (tex_parameters[PARAM_ANGLE].is_valid()) {
  572. code += " float tex_angle = textureLod(angle_texture, vec2(tv, 0.0), 0.0).r;\n";
  573. } else {
  574. code += " float tex_angle = 1.0;\n";
  575. }
  576. if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
  577. code += " float tex_anim_speed = textureLod(anim_speed_texture, vec2(tv, 0.0), 0.0).r;\n";
  578. } else {
  579. code += " float tex_anim_speed = 1.0;\n";
  580. }
  581. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
  582. code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(tv, 0.0), 0.0).r;\n";
  583. } else {
  584. code += " float tex_anim_offset = 1.0;\n";
  585. }
  586. code += " vec3 force = gravity;\n";
  587. code += " vec3 pos = TRANSFORM[3].xyz;\n";
  588. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  589. code += " pos.z = 0.0;\n";
  590. }
  591. code += " // apply linear acceleration\n";
  592. code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
  593. code += " // apply radial acceleration\n";
  594. code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
  595. code += " vec3 diff = pos - org;\n";
  596. code += " force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
  597. code += " // apply tangential acceleration;\n";
  598. code += " float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed));\n";
  599. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  600. 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";
  601. } else {
  602. code += " vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n";
  603. code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0);\n";
  604. }
  605. if (attractor_interaction_enabled) {
  606. code += " force += ATTRACTOR_FORCE;\n\n";
  607. }
  608. code += " // apply attractor forces\n";
  609. code += " VELOCITY += force * DELTA;\n";
  610. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  611. code += " VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n";
  612. }
  613. // Apply noise/turbulence.
  614. if (turbulence_enabled) {
  615. code += " // apply turbulence\n";
  616. if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) {
  617. code += " float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(tv, 0.0), 0.0).r;\n";
  618. } else {
  619. code += " const float turbulence_influence = 1.0;\n";
  620. }
  621. code += " \n";
  622. if (get_turbulence_noise_speed_random() >= 0.0) {
  623. code += " vec3 time_noise = noise_3d( vec3(TIME) * turbulence_noise_speed_random ) * -turbulence_noise_speed;\n";
  624. } else {
  625. code += " const vec3 time_noise = vec3(0.0);\n";
  626. }
  627. code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz, EMISSION_TRANSFORM[3].xyz, time_noise);\n";
  628. // If collision happened, turbulence is no longer applied.
  629. // We don't need this check when the collision mode is "hide on contact",
  630. // as the particle will be hidden anyway.
  631. String extra_tab = "";
  632. if (collision_mode != COLLISION_RIGID) {
  633. code += " if (!COLLIDED) {\n";
  634. extra_tab = " ";
  635. }
  636. code += extra_tab + " \n";
  637. code += extra_tab + " float vel_mag = length(VELOCITY);\n";
  638. code += extra_tab + " float vel_infl = clamp(mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed)) * turbulence_influence, 0.0, 1.0);\n";
  639. code += extra_tab + " VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
  640. if (collision_mode != COLLISION_RIGID) {
  641. code += " }";
  642. }
  643. }
  644. code += " \n";
  645. code += " // orbit velocity\n";
  646. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  647. code += " float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\n";
  648. code += " if (orbit_amount != 0.0) {\n";
  649. code += " float ang = orbit_amount * DELTA * pi * 2.0;\n";
  650. code += " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
  651. code += " TRANSFORM[3].xy -= diff.xy;\n";
  652. code += " TRANSFORM[3].xy += rot * diff.xy;\n";
  653. code += " }\n";
  654. }
  655. code += " float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n";
  656. code += " if (dmp * tex_damping > 0.0) {\n";
  657. code += " float v = length(VELOCITY);\n";
  658. code += " float damp = tex_damping * dmp;\n";
  659. code += " v -= damp * DELTA;\n";
  660. code += " if (v < 0.0) {\n";
  661. code += " VELOCITY = vec3(0.0);\n";
  662. code += " } else {\n";
  663. code += " VELOCITY = normalize(VELOCITY) * v;\n";
  664. code += " }\n";
  665. code += " }\n";
  666. code += " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, rand_from_seed(alt_seed));\n";
  667. code += " base_angle += CUSTOM.y * LIFETIME * (tex_angular_velocity) * mix(angular_velocity_min,angular_velocity_max, rand_from_seed(alt_seed));\n";
  668. code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
  669. code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)) + tv * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n"; // angle
  670. // apply color
  671. // apply hue rotation
  672. if (tex_parameters[PARAM_SCALE].is_valid()) {
  673. code += " vec3 tex_scale = textureLod(scale_texture, vec2(tv, 0.0), 0.0).rgb;\n";
  674. } else {
  675. code += " vec3 tex_scale = vec3(1.0);\n";
  676. }
  677. if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
  678. code += " float tex_hue_variation = textureLod(hue_variation_texture, vec2(tv, 0.0), 0.0).r;\n";
  679. } else {
  680. code += " float tex_hue_variation = 1.0;\n";
  681. }
  682. code += " float hue_rot_angle = (tex_hue_variation) * pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed));\n";
  683. code += " float hue_rot_c = cos(hue_rot_angle);\n";
  684. code += " float hue_rot_s = sin(hue_rot_angle);\n";
  685. code += " mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0),\n";
  686. code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
  687. code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
  688. code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
  689. code += " mat4(vec4(0.701, -0.587, -0.114, 0.0),\n";
  690. code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
  691. code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
  692. code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
  693. code += " mat4(vec4(0.168, 0.330, -0.497, 0.0),\n";
  694. code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
  695. code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
  696. code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
  697. if (color_ramp.is_valid()) {
  698. code += " COLOR = hue_rot_mat * textureLod(color_ramp, vec2(tv, 0.0), 0.0) * color_value;\n";
  699. } else {
  700. code += " COLOR = hue_rot_mat * color_value;\n";
  701. }
  702. if (color_initial_ramp.is_valid()) {
  703. code += " vec4 start_color = textureLod(color_initial_ramp, vec2(color_initial_rand, 0.0), 0.0);\n";
  704. code += " COLOR *= start_color;\n";
  705. }
  706. if (emission_color_texture.is_valid() && (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS)) {
  707. code += " COLOR *= texelFetch(emission_texture_color, emission_tex_ofs, 0);\n";
  708. }
  709. code += "\n";
  710. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  711. if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
  712. code += " if (length(VELOCITY) > 0.0) {\n";
  713. code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
  714. code += " } else {\n";
  715. code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
  716. code += " }\n";
  717. code += " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz, TRANSFORM[2].xyz));\n";
  718. code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
  719. } else {
  720. code += " TRANSFORM[0] = vec4(cos(CUSTOM.x), -sin(CUSTOM.x), 0.0, 0.0);\n";
  721. code += " TRANSFORM[1] = vec4(sin(CUSTOM.x), cos(CUSTOM.x), 0.0, 0.0);\n";
  722. code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
  723. }
  724. } else {
  725. // orient particle Y towards velocity
  726. if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
  727. code += " if (length(VELOCITY) > 0.0) {\n";
  728. code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
  729. code += " } else {\n";
  730. code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
  731. code += " }\n";
  732. code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n";
  733. code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
  734. code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
  735. code += " } else {\n";
  736. code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
  737. code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
  738. code += " }\n";
  739. } else {
  740. code += " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
  741. code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
  742. code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
  743. }
  744. // turn particle by rotation in Y
  745. if (particle_flags[PARTICLE_FLAG_ROTATE_Y]) {
  746. code += " vec4 origin = TRANSFORM[3];\n";
  747. 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";
  748. code += " TRANSFORM[3] = origin;\n";
  749. }
  750. }
  751. if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  752. code += " TRANSFORM[3].z = 0.0;\n";
  753. }
  754. if (collision_mode == COLLISION_RIGID) {
  755. code += " if (COLLIDED) {\n";
  756. code += " if (length(VELOCITY) > 3.0) {\n";
  757. code += " TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n";
  758. code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n";
  759. code += " VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n";
  760. code += " } else {\n";
  761. code += " VELOCITY = vec3(0.0);\n";
  762. // If turbulence is enabled, set the noise direction to up so the turbulence color is "neutral"
  763. if (turbulence_enabled) {
  764. code += " noise_direction = vec3(1.0, 0.0, 0.0);\n";
  765. }
  766. code += " }\n";
  767. code += " }\n";
  768. }
  769. // scale by scale
  770. code += " float base_scale = mix(scale_min, scale_max, scale_rand);\n";
  771. code += " base_scale = sign(base_scale) * max(abs(base_scale), 0.001);\n";
  772. code += " TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n";
  773. code += " TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n";
  774. code += " TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n";
  775. if (collision_mode == COLLISION_RIGID) {
  776. code += " if (COLLIDED) {\n";
  777. code += " TRANSFORM[3].xyz+=COLLISION_NORMAL * COLLISION_DEPTH;\n";
  778. code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n";
  779. code += " VELOCITY = mix(VELOCITY,vec3(0.0),collision_friction * DELTA * 100.0);\n";
  780. code += " }\n";
  781. } else if (collision_mode == COLLISION_HIDE_ON_CONTACT) {
  782. code += " if (COLLIDED) {\n";
  783. code += " ACTIVE = false;\n";
  784. code += " }\n";
  785. }
  786. if (sub_emitter_mode != SUB_EMITTER_DISABLED) {
  787. code += " int emit_count = 0;\n";
  788. switch (sub_emitter_mode) {
  789. case SUB_EMITTER_CONSTANT: {
  790. code += " float interval_from = CUSTOM.y * LIFETIME - DELTA;\n";
  791. code += " float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n";
  792. code += " if (DELTA >= interval_rem) emit_count = 1;\n";
  793. } break;
  794. case SUB_EMITTER_AT_COLLISION: {
  795. code += " if (COLLIDED) emit_count = 1;\n";
  796. } break;
  797. case SUB_EMITTER_AT_END: {
  798. code += " float unit_delta = DELTA/LIFETIME;\n";
  799. 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
  800. code += " if (CUSTOM.y < end_time && (CUSTOM.y + unit_delta) >= end_time) emit_count = sub_emitter_amount_at_end;\n";
  801. } break;
  802. default: {
  803. }
  804. }
  805. code += " for(int i=0;i<emit_count;i++) {\n";
  806. code += " uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
  807. code += " if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
  808. code += " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
  809. code += " }";
  810. }
  811. code += " if (CUSTOM.y > CUSTOM.w) {\n";
  812. code += " ACTIVE = false;\n";
  813. code += " }\n";
  814. code += "}\n";
  815. code += "\n";
  816. ShaderData shader_data;
  817. shader_data.shader = RS::get_singleton()->shader_create();
  818. shader_data.users = 1;
  819. RS::get_singleton()->shader_set_code(shader_data.shader, code);
  820. shader_map[mk] = shader_data;
  821. RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  822. }
  823. void ParticleProcessMaterial::flush_changes() {
  824. MutexLock lock(material_mutex);
  825. while (dirty_materials->first()) {
  826. dirty_materials->first()->self()->_update_shader();
  827. }
  828. }
  829. void ParticleProcessMaterial::_queue_shader_change() {
  830. MutexLock lock(material_mutex);
  831. if (is_initialized && !element.in_list()) {
  832. dirty_materials->add(&element);
  833. }
  834. }
  835. bool ParticleProcessMaterial::_is_shader_dirty() const {
  836. MutexLock lock(material_mutex);
  837. return element.in_list();
  838. }
  839. void ParticleProcessMaterial::set_direction(Vector3 p_direction) {
  840. direction = p_direction;
  841. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
  842. }
  843. Vector3 ParticleProcessMaterial::get_direction() const {
  844. return direction;
  845. }
  846. void ParticleProcessMaterial::set_spread(float p_spread) {
  847. spread = p_spread;
  848. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
  849. }
  850. float ParticleProcessMaterial::get_spread() const {
  851. return spread;
  852. }
  853. void ParticleProcessMaterial::set_flatness(float p_flatness) {
  854. flatness = p_flatness;
  855. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
  856. }
  857. float ParticleProcessMaterial::get_flatness() const {
  858. return flatness;
  859. }
  860. void ParticleProcessMaterial::set_param_min(Parameter p_param, float p_value) {
  861. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  862. params_min[p_param] = p_value;
  863. if (params_min[p_param] > params_max[p_param]) {
  864. set_param_max(p_param, p_value);
  865. }
  866. switch (p_param) {
  867. case PARAM_INITIAL_LINEAR_VELOCITY: {
  868. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_min, p_value);
  869. } break;
  870. case PARAM_ANGULAR_VELOCITY: {
  871. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_min, p_value);
  872. } break;
  873. case PARAM_ORBIT_VELOCITY: {
  874. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_min, p_value);
  875. } break;
  876. case PARAM_LINEAR_ACCEL: {
  877. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_min, p_value);
  878. } break;
  879. case PARAM_RADIAL_ACCEL: {
  880. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_min, p_value);
  881. } break;
  882. case PARAM_TANGENTIAL_ACCEL: {
  883. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_min, p_value);
  884. } break;
  885. case PARAM_DAMPING: {
  886. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_min, p_value);
  887. } break;
  888. case PARAM_ANGLE: {
  889. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_min, p_value);
  890. } break;
  891. case PARAM_SCALE: {
  892. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_min, p_value);
  893. } break;
  894. case PARAM_HUE_VARIATION: {
  895. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_min, p_value);
  896. } break;
  897. case PARAM_ANIM_SPEED: {
  898. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_min, p_value);
  899. } break;
  900. case PARAM_ANIM_OFFSET: {
  901. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_min, p_value);
  902. } break;
  903. case PARAM_TURB_VEL_INFLUENCE: {
  904. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_influence_min, p_value);
  905. } break;
  906. case PARAM_TURB_INIT_DISPLACEMENT: {
  907. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_initial_displacement_min, p_value);
  908. } break;
  909. case PARAM_TURB_INFLUENCE_OVER_LIFE: {
  910. // Can't happen, but silences warning
  911. } break;
  912. case PARAM_MAX:
  913. break; // Can't happen, but silences warning
  914. }
  915. }
  916. float ParticleProcessMaterial::get_param_min(Parameter p_param) const {
  917. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
  918. return params_min[p_param];
  919. }
  920. void ParticleProcessMaterial::set_param_max(Parameter p_param, float p_value) {
  921. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  922. params_max[p_param] = p_value;
  923. if (params_min[p_param] > params_max[p_param]) {
  924. set_param_min(p_param, p_value);
  925. }
  926. switch (p_param) {
  927. case PARAM_INITIAL_LINEAR_VELOCITY: {
  928. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_max, p_value);
  929. } break;
  930. case PARAM_ANGULAR_VELOCITY: {
  931. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_max, p_value);
  932. } break;
  933. case PARAM_ORBIT_VELOCITY: {
  934. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_max, p_value);
  935. } break;
  936. case PARAM_LINEAR_ACCEL: {
  937. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_max, p_value);
  938. } break;
  939. case PARAM_RADIAL_ACCEL: {
  940. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_max, p_value);
  941. } break;
  942. case PARAM_TANGENTIAL_ACCEL: {
  943. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_max, p_value);
  944. } break;
  945. case PARAM_DAMPING: {
  946. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_max, p_value);
  947. } break;
  948. case PARAM_ANGLE: {
  949. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_max, p_value);
  950. } break;
  951. case PARAM_SCALE: {
  952. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_max, p_value);
  953. } break;
  954. case PARAM_HUE_VARIATION: {
  955. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_max, p_value);
  956. } break;
  957. case PARAM_ANIM_SPEED: {
  958. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_max, p_value);
  959. } break;
  960. case PARAM_ANIM_OFFSET: {
  961. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_max, p_value);
  962. } break;
  963. case PARAM_TURB_VEL_INFLUENCE: {
  964. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_influence_max, p_value);
  965. } break;
  966. case PARAM_TURB_INIT_DISPLACEMENT: {
  967. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_initial_displacement_max, p_value);
  968. } break;
  969. case PARAM_TURB_INFLUENCE_OVER_LIFE: {
  970. // Can't happen, but silences warning
  971. } break;
  972. case PARAM_MAX:
  973. break; // Can't happen, but silences warning
  974. }
  975. }
  976. float ParticleProcessMaterial::get_param_max(Parameter p_param) const {
  977. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
  978. return params_max[p_param];
  979. }
  980. static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {
  981. Ref<CurveTexture> curve_tex = p_texture;
  982. if (!curve_tex.is_valid()) {
  983. return;
  984. }
  985. curve_tex->ensure_default_setup(p_min, p_max);
  986. }
  987. void ParticleProcessMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
  988. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  989. tex_parameters[p_param] = p_texture;
  990. RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
  991. switch (p_param) {
  992. case PARAM_INITIAL_LINEAR_VELOCITY: {
  993. //do none for this one
  994. } break;
  995. case PARAM_ANGULAR_VELOCITY: {
  996. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, tex_rid);
  997. _adjust_curve_range(p_texture, -360, 360);
  998. } break;
  999. case PARAM_ORBIT_VELOCITY: {
  1000. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, tex_rid);
  1001. _adjust_curve_range(p_texture, -500, 500);
  1002. } break;
  1003. case PARAM_LINEAR_ACCEL: {
  1004. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, tex_rid);
  1005. _adjust_curve_range(p_texture, -200, 200);
  1006. } break;
  1007. case PARAM_RADIAL_ACCEL: {
  1008. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, tex_rid);
  1009. _adjust_curve_range(p_texture, -200, 200);
  1010. } break;
  1011. case PARAM_TANGENTIAL_ACCEL: {
  1012. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, tex_rid);
  1013. _adjust_curve_range(p_texture, -200, 200);
  1014. } break;
  1015. case PARAM_DAMPING: {
  1016. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, tex_rid);
  1017. _adjust_curve_range(p_texture, 0, 100);
  1018. } break;
  1019. case PARAM_ANGLE: {
  1020. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, tex_rid);
  1021. _adjust_curve_range(p_texture, -360, 360);
  1022. } break;
  1023. case PARAM_SCALE: {
  1024. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, tex_rid);
  1025. _adjust_curve_range(p_texture, 0, 1);
  1026. } break;
  1027. case PARAM_HUE_VARIATION: {
  1028. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, tex_rid);
  1029. _adjust_curve_range(p_texture, -1, 1);
  1030. } break;
  1031. case PARAM_ANIM_SPEED: {
  1032. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, tex_rid);
  1033. _adjust_curve_range(p_texture, 0, 200);
  1034. } break;
  1035. case PARAM_ANIM_OFFSET: {
  1036. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, tex_rid);
  1037. } break;
  1038. case PARAM_TURB_INFLUENCE_OVER_LIFE: {
  1039. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_influence_over_life, tex_rid);
  1040. _adjust_curve_range(p_texture, 0, 1);
  1041. } break;
  1042. case PARAM_TURB_VEL_INFLUENCE: {
  1043. // Can't happen, but silences warning
  1044. } break;
  1045. case PARAM_TURB_INIT_DISPLACEMENT: {
  1046. // Can't happen, but silences warning
  1047. } break;
  1048. case PARAM_MAX:
  1049. break; // Can't happen, but silences warning
  1050. }
  1051. _queue_shader_change();
  1052. }
  1053. Ref<Texture2D> ParticleProcessMaterial::get_param_texture(Parameter p_param) const {
  1054. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
  1055. return tex_parameters[p_param];
  1056. }
  1057. void ParticleProcessMaterial::set_color(const Color &p_color) {
  1058. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
  1059. color = p_color;
  1060. }
  1061. Color ParticleProcessMaterial::get_color() const {
  1062. return color;
  1063. }
  1064. void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
  1065. color_ramp = p_texture;
  1066. RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
  1067. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid);
  1068. _queue_shader_change();
  1069. notify_property_list_changed();
  1070. }
  1071. Ref<Texture2D> ParticleProcessMaterial::get_color_ramp() const {
  1072. return color_ramp;
  1073. }
  1074. void ParticleProcessMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {
  1075. color_initial_ramp = p_texture;
  1076. RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
  1077. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_initial_ramp, tex_rid);
  1078. _queue_shader_change();
  1079. notify_property_list_changed();
  1080. }
  1081. Ref<Texture2D> ParticleProcessMaterial::get_color_initial_ramp() const {
  1082. return color_initial_ramp;
  1083. }
  1084. void ParticleProcessMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {
  1085. ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX);
  1086. particle_flags[p_particle_flag] = p_enable;
  1087. _queue_shader_change();
  1088. if (p_particle_flag == PARTICLE_FLAG_DISABLE_Z) {
  1089. notify_property_list_changed();
  1090. }
  1091. }
  1092. bool ParticleProcessMaterial::get_particle_flag(ParticleFlags p_particle_flag) const {
  1093. ERR_FAIL_INDEX_V(p_particle_flag, PARTICLE_FLAG_MAX, false);
  1094. return particle_flags[p_particle_flag];
  1095. }
  1096. void ParticleProcessMaterial::set_emission_shape(EmissionShape p_shape) {
  1097. ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
  1098. emission_shape = p_shape;
  1099. notify_property_list_changed();
  1100. _queue_shader_change();
  1101. }
  1102. void ParticleProcessMaterial::set_emission_sphere_radius(real_t p_radius) {
  1103. emission_sphere_radius = p_radius;
  1104. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
  1105. }
  1106. void ParticleProcessMaterial::set_emission_box_extents(Vector3 p_extents) {
  1107. emission_box_extents = p_extents;
  1108. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
  1109. }
  1110. void ParticleProcessMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
  1111. emission_point_texture = p_points;
  1112. RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID();
  1113. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid);
  1114. }
  1115. void ParticleProcessMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
  1116. emission_normal_texture = p_normals;
  1117. RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID();
  1118. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid);
  1119. }
  1120. void ParticleProcessMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
  1121. emission_color_texture = p_colors;
  1122. RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
  1123. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
  1124. _queue_shader_change();
  1125. }
  1126. void ParticleProcessMaterial::set_emission_point_count(int p_count) {
  1127. emission_point_count = p_count;
  1128. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
  1129. }
  1130. void ParticleProcessMaterial::set_emission_ring_axis(Vector3 p_axis) {
  1131. emission_ring_axis = p_axis;
  1132. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_axis, p_axis);
  1133. }
  1134. void ParticleProcessMaterial::set_emission_ring_height(real_t p_height) {
  1135. emission_ring_height = p_height;
  1136. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_height, p_height);
  1137. }
  1138. void ParticleProcessMaterial::set_emission_ring_radius(real_t p_radius) {
  1139. emission_ring_radius = p_radius;
  1140. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_radius, p_radius);
  1141. }
  1142. void ParticleProcessMaterial::set_emission_ring_inner_radius(real_t p_radius) {
  1143. emission_ring_inner_radius = p_radius;
  1144. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_inner_radius, p_radius);
  1145. }
  1146. ParticleProcessMaterial::EmissionShape ParticleProcessMaterial::get_emission_shape() const {
  1147. return emission_shape;
  1148. }
  1149. real_t ParticleProcessMaterial::get_emission_sphere_radius() const {
  1150. return emission_sphere_radius;
  1151. }
  1152. Vector3 ParticleProcessMaterial::get_emission_box_extents() const {
  1153. return emission_box_extents;
  1154. }
  1155. Ref<Texture2D> ParticleProcessMaterial::get_emission_point_texture() const {
  1156. return emission_point_texture;
  1157. }
  1158. Ref<Texture2D> ParticleProcessMaterial::get_emission_normal_texture() const {
  1159. return emission_normal_texture;
  1160. }
  1161. Ref<Texture2D> ParticleProcessMaterial::get_emission_color_texture() const {
  1162. return emission_color_texture;
  1163. }
  1164. int ParticleProcessMaterial::get_emission_point_count() const {
  1165. return emission_point_count;
  1166. }
  1167. Vector3 ParticleProcessMaterial::get_emission_ring_axis() const {
  1168. return emission_ring_axis;
  1169. }
  1170. real_t ParticleProcessMaterial::get_emission_ring_height() const {
  1171. return emission_ring_height;
  1172. }
  1173. real_t ParticleProcessMaterial::get_emission_ring_radius() const {
  1174. return emission_ring_radius;
  1175. }
  1176. real_t ParticleProcessMaterial::get_emission_ring_inner_radius() const {
  1177. return emission_ring_inner_radius;
  1178. }
  1179. void ParticleProcessMaterial::set_turbulence_enabled(const bool p_turbulence_enabled) {
  1180. turbulence_enabled = p_turbulence_enabled;
  1181. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_enabled, turbulence_enabled);
  1182. _queue_shader_change();
  1183. notify_property_list_changed();
  1184. }
  1185. bool ParticleProcessMaterial::get_turbulence_enabled() const {
  1186. return turbulence_enabled;
  1187. }
  1188. void ParticleProcessMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) {
  1189. turbulence_noise_strength = p_turbulence_noise_strength;
  1190. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_strength, p_turbulence_noise_strength);
  1191. }
  1192. float ParticleProcessMaterial::get_turbulence_noise_strength() const {
  1193. return turbulence_noise_strength;
  1194. }
  1195. void ParticleProcessMaterial::set_turbulence_noise_scale(float p_turbulence_noise_scale) {
  1196. turbulence_noise_scale = p_turbulence_noise_scale;
  1197. float shader_turbulence_noise_scale = (pow(p_turbulence_noise_scale, 0.25) * 5.6234 / 10.0) * 4.0 - 3.0;
  1198. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_scale, shader_turbulence_noise_scale);
  1199. }
  1200. float ParticleProcessMaterial::get_turbulence_noise_scale() const {
  1201. return turbulence_noise_scale;
  1202. }
  1203. void ParticleProcessMaterial::set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random) {
  1204. turbulence_noise_speed_random = p_turbulence_noise_speed_random;
  1205. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed_random, p_turbulence_noise_speed_random);
  1206. }
  1207. float ParticleProcessMaterial::get_turbulence_noise_speed_random() const {
  1208. return turbulence_noise_speed_random;
  1209. }
  1210. void ParticleProcessMaterial::set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed) {
  1211. turbulence_noise_speed = p_turbulence_noise_speed;
  1212. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed, turbulence_noise_speed);
  1213. }
  1214. Vector3 ParticleProcessMaterial::get_turbulence_noise_speed() const {
  1215. return turbulence_noise_speed;
  1216. }
  1217. void ParticleProcessMaterial::set_gravity(const Vector3 &p_gravity) {
  1218. gravity = p_gravity;
  1219. Vector3 gset = gravity;
  1220. if (gset == Vector3()) {
  1221. gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
  1222. }
  1223. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
  1224. }
  1225. Vector3 ParticleProcessMaterial::get_gravity() const {
  1226. return gravity;
  1227. }
  1228. void ParticleProcessMaterial::set_lifetime_randomness(double p_lifetime) {
  1229. lifetime_randomness = p_lifetime;
  1230. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
  1231. }
  1232. double ParticleProcessMaterial::get_lifetime_randomness() const {
  1233. return lifetime_randomness;
  1234. }
  1235. RID ParticleProcessMaterial::get_shader_rid() const {
  1236. ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
  1237. return shader_map[current_key].shader;
  1238. }
  1239. void ParticleProcessMaterial::_validate_property(PropertyInfo &p_property) const {
  1240. if (p_property.name == "emission_sphere_radius" && (emission_shape != EMISSION_SHAPE_SPHERE && emission_shape != EMISSION_SHAPE_SPHERE_SURFACE)) {
  1241. p_property.usage = PROPERTY_USAGE_NONE;
  1242. }
  1243. if (p_property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
  1244. p_property.usage = PROPERTY_USAGE_NONE;
  1245. }
  1246. if ((p_property.name == "emission_point_texture" || p_property.name == "emission_color_texture") && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
  1247. p_property.usage = PROPERTY_USAGE_NONE;
  1248. }
  1249. if (p_property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
  1250. p_property.usage = PROPERTY_USAGE_NONE;
  1251. }
  1252. if (p_property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
  1253. p_property.usage = PROPERTY_USAGE_NONE;
  1254. }
  1255. if (p_property.name.begins_with("emission_ring_") && emission_shape != EMISSION_SHAPE_RING) {
  1256. p_property.usage = PROPERTY_USAGE_NONE;
  1257. }
  1258. if (p_property.name == "sub_emitter_frequency" && sub_emitter_mode != SUB_EMITTER_CONSTANT) {
  1259. p_property.usage = PROPERTY_USAGE_NONE;
  1260. }
  1261. if (p_property.name == "sub_emitter_amount_at_end" && sub_emitter_mode != SUB_EMITTER_AT_END) {
  1262. p_property.usage = PROPERTY_USAGE_NONE;
  1263. }
  1264. if (p_property.name.begins_with("orbit_") && !particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
  1265. p_property.usage = PROPERTY_USAGE_NONE;
  1266. }
  1267. if (!turbulence_enabled) {
  1268. if (p_property.name == "turbulence_noise_strength" ||
  1269. p_property.name == "turbulence_noise_scale" ||
  1270. p_property.name == "turbulence_noise_speed" ||
  1271. p_property.name == "turbulence_noise_speed_random" ||
  1272. p_property.name == "turbulence_influence_over_life" ||
  1273. p_property.name == "turbulence_influence_min" ||
  1274. p_property.name == "turbulence_influence_max" ||
  1275. p_property.name == "turbulence_initial_displacement_min" ||
  1276. p_property.name == "turbulence_initial_displacement_max") {
  1277. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1278. }
  1279. }
  1280. if (p_property.name == "collision_friction" && collision_mode != COLLISION_RIGID) {
  1281. p_property.usage = PROPERTY_USAGE_NONE;
  1282. }
  1283. if (p_property.name == "collision_bounce" && collision_mode != COLLISION_RIGID) {
  1284. p_property.usage = PROPERTY_USAGE_NONE;
  1285. }
  1286. }
  1287. void ParticleProcessMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) {
  1288. sub_emitter_mode = p_sub_emitter_mode;
  1289. _queue_shader_change();
  1290. notify_property_list_changed();
  1291. }
  1292. ParticleProcessMaterial::SubEmitterMode ParticleProcessMaterial::get_sub_emitter_mode() const {
  1293. return sub_emitter_mode;
  1294. }
  1295. void ParticleProcessMaterial::set_sub_emitter_frequency(double p_frequency) {
  1296. sub_emitter_frequency = p_frequency;
  1297. 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
  1298. }
  1299. double ParticleProcessMaterial::get_sub_emitter_frequency() const {
  1300. return sub_emitter_frequency;
  1301. }
  1302. void ParticleProcessMaterial::set_sub_emitter_amount_at_end(int p_amount) {
  1303. sub_emitter_amount_at_end = p_amount;
  1304. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_end, p_amount);
  1305. }
  1306. int ParticleProcessMaterial::get_sub_emitter_amount_at_end() const {
  1307. return sub_emitter_amount_at_end;
  1308. }
  1309. void ParticleProcessMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
  1310. sub_emitter_keep_velocity = p_enable;
  1311. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable);
  1312. }
  1313. bool ParticleProcessMaterial::get_sub_emitter_keep_velocity() const {
  1314. return sub_emitter_keep_velocity;
  1315. }
  1316. void ParticleProcessMaterial::set_attractor_interaction_enabled(bool p_enable) {
  1317. attractor_interaction_enabled = p_enable;
  1318. _queue_shader_change();
  1319. }
  1320. bool ParticleProcessMaterial::is_attractor_interaction_enabled() const {
  1321. return attractor_interaction_enabled;
  1322. }
  1323. void ParticleProcessMaterial::set_collision_mode(CollisionMode p_collision_mode) {
  1324. collision_mode = p_collision_mode;
  1325. _queue_shader_change();
  1326. notify_property_list_changed();
  1327. }
  1328. ParticleProcessMaterial::CollisionMode ParticleProcessMaterial::get_collision_mode() const {
  1329. return collision_mode;
  1330. }
  1331. void ParticleProcessMaterial::set_collision_use_scale(bool p_scale) {
  1332. collision_scale = p_scale;
  1333. _queue_shader_change();
  1334. }
  1335. bool ParticleProcessMaterial::is_collision_using_scale() const {
  1336. return collision_scale;
  1337. }
  1338. void ParticleProcessMaterial::set_collision_friction(float p_friction) {
  1339. collision_friction = p_friction;
  1340. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_friction, p_friction);
  1341. }
  1342. float ParticleProcessMaterial::get_collision_friction() const {
  1343. return collision_friction;
  1344. }
  1345. void ParticleProcessMaterial::set_collision_bounce(float p_bounce) {
  1346. collision_bounce = p_bounce;
  1347. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_bounce, p_bounce);
  1348. }
  1349. float ParticleProcessMaterial::get_collision_bounce() const {
  1350. return collision_bounce;
  1351. }
  1352. Shader::Mode ParticleProcessMaterial::get_shader_mode() const {
  1353. return Shader::MODE_PARTICLES;
  1354. }
  1355. void ParticleProcessMaterial::_bind_methods() {
  1356. ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticleProcessMaterial::set_direction);
  1357. ClassDB::bind_method(D_METHOD("get_direction"), &ParticleProcessMaterial::get_direction);
  1358. ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticleProcessMaterial::set_spread);
  1359. ClassDB::bind_method(D_METHOD("get_spread"), &ParticleProcessMaterial::get_spread);
  1360. ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticleProcessMaterial::set_flatness);
  1361. ClassDB::bind_method(D_METHOD("get_flatness"), &ParticleProcessMaterial::get_flatness);
  1362. ClassDB::bind_method(D_METHOD("set_param_min", "param", "value"), &ParticleProcessMaterial::set_param_min);
  1363. ClassDB::bind_method(D_METHOD("get_param_min", "param"), &ParticleProcessMaterial::get_param_min);
  1364. ClassDB::bind_method(D_METHOD("set_param_max", "param", "value"), &ParticleProcessMaterial::set_param_max);
  1365. ClassDB::bind_method(D_METHOD("get_param_max", "param"), &ParticleProcessMaterial::get_param_max);
  1366. ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticleProcessMaterial::set_param_texture);
  1367. ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticleProcessMaterial::get_param_texture);
  1368. ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticleProcessMaterial::set_color);
  1369. ClassDB::bind_method(D_METHOD("get_color"), &ParticleProcessMaterial::get_color);
  1370. ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticleProcessMaterial::set_color_ramp);
  1371. ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticleProcessMaterial::get_color_ramp);
  1372. ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &ParticleProcessMaterial::set_color_initial_ramp);
  1373. ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticleProcessMaterial::get_color_initial_ramp);
  1374. ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticleProcessMaterial::set_particle_flag);
  1375. ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticleProcessMaterial::get_particle_flag);
  1376. ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticleProcessMaterial::set_emission_shape);
  1377. ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticleProcessMaterial::get_emission_shape);
  1378. ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticleProcessMaterial::set_emission_sphere_radius);
  1379. ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticleProcessMaterial::get_emission_sphere_radius);
  1380. ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticleProcessMaterial::set_emission_box_extents);
  1381. ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticleProcessMaterial::get_emission_box_extents);
  1382. ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticleProcessMaterial::set_emission_point_texture);
  1383. ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticleProcessMaterial::get_emission_point_texture);
  1384. ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticleProcessMaterial::set_emission_normal_texture);
  1385. ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticleProcessMaterial::get_emission_normal_texture);
  1386. ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticleProcessMaterial::set_emission_color_texture);
  1387. ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticleProcessMaterial::get_emission_color_texture);
  1388. ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticleProcessMaterial::set_emission_point_count);
  1389. ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticleProcessMaterial::get_emission_point_count);
  1390. ClassDB::bind_method(D_METHOD("set_emission_ring_axis", "axis"), &ParticleProcessMaterial::set_emission_ring_axis);
  1391. ClassDB::bind_method(D_METHOD("get_emission_ring_axis"), &ParticleProcessMaterial::get_emission_ring_axis);
  1392. ClassDB::bind_method(D_METHOD("set_emission_ring_height", "height"), &ParticleProcessMaterial::set_emission_ring_height);
  1393. ClassDB::bind_method(D_METHOD("get_emission_ring_height"), &ParticleProcessMaterial::get_emission_ring_height);
  1394. ClassDB::bind_method(D_METHOD("set_emission_ring_radius", "radius"), &ParticleProcessMaterial::set_emission_ring_radius);
  1395. ClassDB::bind_method(D_METHOD("get_emission_ring_radius"), &ParticleProcessMaterial::get_emission_ring_radius);
  1396. ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticleProcessMaterial::set_emission_ring_inner_radius);
  1397. ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticleProcessMaterial::get_emission_ring_inner_radius);
  1398. ClassDB::bind_method(D_METHOD("get_turbulence_enabled"), &ParticleProcessMaterial::get_turbulence_enabled);
  1399. ClassDB::bind_method(D_METHOD("set_turbulence_enabled", "turbulence_enabled"), &ParticleProcessMaterial::set_turbulence_enabled);
  1400. ClassDB::bind_method(D_METHOD("get_turbulence_noise_strength"), &ParticleProcessMaterial::get_turbulence_noise_strength);
  1401. ClassDB::bind_method(D_METHOD("set_turbulence_noise_strength", "turbulence_noise_strength"), &ParticleProcessMaterial::set_turbulence_noise_strength);
  1402. ClassDB::bind_method(D_METHOD("get_turbulence_noise_scale"), &ParticleProcessMaterial::get_turbulence_noise_scale);
  1403. ClassDB::bind_method(D_METHOD("set_turbulence_noise_scale", "turbulence_noise_scale"), &ParticleProcessMaterial::set_turbulence_noise_scale);
  1404. ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed_random"), &ParticleProcessMaterial::get_turbulence_noise_speed_random);
  1405. ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed_random", "turbulence_noise_speed_random"), &ParticleProcessMaterial::set_turbulence_noise_speed_random);
  1406. ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed"), &ParticleProcessMaterial::get_turbulence_noise_speed);
  1407. ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed", "turbulence_noise_speed"), &ParticleProcessMaterial::set_turbulence_noise_speed);
  1408. ClassDB::bind_method(D_METHOD("get_gravity"), &ParticleProcessMaterial::get_gravity);
  1409. ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticleProcessMaterial::set_gravity);
  1410. ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "randomness"), &ParticleProcessMaterial::set_lifetime_randomness);
  1411. ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &ParticleProcessMaterial::get_lifetime_randomness);
  1412. ClassDB::bind_method(D_METHOD("get_sub_emitter_mode"), &ParticleProcessMaterial::get_sub_emitter_mode);
  1413. ClassDB::bind_method(D_METHOD("set_sub_emitter_mode", "mode"), &ParticleProcessMaterial::set_sub_emitter_mode);
  1414. ClassDB::bind_method(D_METHOD("get_sub_emitter_frequency"), &ParticleProcessMaterial::get_sub_emitter_frequency);
  1415. ClassDB::bind_method(D_METHOD("set_sub_emitter_frequency", "hz"), &ParticleProcessMaterial::set_sub_emitter_frequency);
  1416. ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticleProcessMaterial::get_sub_emitter_amount_at_end);
  1417. ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticleProcessMaterial::set_sub_emitter_amount_at_end);
  1418. ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticleProcessMaterial::get_sub_emitter_keep_velocity);
  1419. ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticleProcessMaterial::set_sub_emitter_keep_velocity);
  1420. ClassDB::bind_method(D_METHOD("set_attractor_interaction_enabled", "enabled"), &ParticleProcessMaterial::set_attractor_interaction_enabled);
  1421. ClassDB::bind_method(D_METHOD("is_attractor_interaction_enabled"), &ParticleProcessMaterial::is_attractor_interaction_enabled);
  1422. ClassDB::bind_method(D_METHOD("set_collision_mode", "mode"), &ParticleProcessMaterial::set_collision_mode);
  1423. ClassDB::bind_method(D_METHOD("get_collision_mode"), &ParticleProcessMaterial::get_collision_mode);
  1424. ClassDB::bind_method(D_METHOD("set_collision_use_scale", "radius"), &ParticleProcessMaterial::set_collision_use_scale);
  1425. ClassDB::bind_method(D_METHOD("is_collision_using_scale"), &ParticleProcessMaterial::is_collision_using_scale);
  1426. ClassDB::bind_method(D_METHOD("set_collision_friction", "friction"), &ParticleProcessMaterial::set_collision_friction);
  1427. ClassDB::bind_method(D_METHOD("get_collision_friction"), &ParticleProcessMaterial::get_collision_friction);
  1428. ClassDB::bind_method(D_METHOD("set_collision_bounce", "bounce"), &ParticleProcessMaterial::set_collision_bounce);
  1429. ClassDB::bind_method(D_METHOD("get_collision_bounce"), &ParticleProcessMaterial::get_collision_bounce);
  1430. ADD_GROUP("Time", "");
  1431. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
  1432. ADD_GROUP("Emission Shape", "emission_");
  1433. 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");
  1434. 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");
  1435. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
  1436. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_point_texture", "get_emission_point_texture");
  1437. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_normal_texture", "get_emission_normal_texture");
  1438. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_color_texture", "get_emission_color_texture");
  1439. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
  1440. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_ring_axis"), "set_emission_ring_axis", "get_emission_ring_axis");
  1441. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_height"), "set_emission_ring_height", "get_emission_ring_height");
  1442. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_radius"), "set_emission_ring_radius", "get_emission_ring_radius");
  1443. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_inner_radius"), "set_emission_ring_inner_radius", "get_emission_ring_inner_radius");
  1444. ADD_GROUP("Particle Flags", "particle_flag_");
  1445. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_align_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY);
  1446. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_rotate_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ROTATE_Y);
  1447. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_disable_z"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_DISABLE_Z);
  1448. ADD_GROUP("Direction", "");
  1449. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction");
  1450. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
  1451. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
  1452. ADD_GROUP("Gravity", "");
  1453. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
  1454. ADD_GROUP("Initial Velocity", "initial_");
  1455. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_min", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_INITIAL_LINEAR_VELOCITY);
  1456. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_max", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_INITIAL_LINEAR_VELOCITY);
  1457. ADD_GROUP("Angular Velocity", "angular_");
  1458. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_min", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANGULAR_VELOCITY);
  1459. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_max", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ANGULAR_VELOCITY);
  1460. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
  1461. ADD_GROUP("Orbit Velocity", "orbit_");
  1462. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_min", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ORBIT_VELOCITY);
  1463. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_max", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ORBIT_VELOCITY);
  1464. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
  1465. ADD_GROUP("Linear Accel", "linear_");
  1466. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_LINEAR_ACCEL);
  1467. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_LINEAR_ACCEL);
  1468. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
  1469. ADD_GROUP("Radial Accel", "radial_");
  1470. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_RADIAL_ACCEL);
  1471. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_RADIAL_ACCEL);
  1472. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
  1473. ADD_GROUP("Tangential Accel", "tangential_");
  1474. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_TANGENTIAL_ACCEL);
  1475. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_TANGENTIAL_ACCEL);
  1476. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
  1477. ADD_GROUP("Damping", "");
  1478. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_min", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param_min", "get_param_min", PARAM_DAMPING);
  1479. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_max", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param_max", "get_param_max", PARAM_DAMPING);
  1480. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
  1481. ADD_GROUP("Angle", "");
  1482. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_min", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param_min", "get_param_min", PARAM_ANGLE);
  1483. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_max", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param_max", "get_param_max", PARAM_ANGLE);
  1484. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
  1485. ADD_GROUP("Scale", "");
  1486. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_min", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_min", "get_param_min", PARAM_SCALE);
  1487. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_max", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_max", "get_param_max", PARAM_SCALE);
  1488. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture,CurveXYZTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
  1489. ADD_GROUP("Color", "");
  1490. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  1491. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_ramp", "get_color_ramp");
  1492. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_initial_ramp", "get_color_initial_ramp");
  1493. ADD_GROUP("Hue Variation", "hue_");
  1494. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION);
  1495. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_max", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_max", "get_param_max", PARAM_HUE_VARIATION);
  1496. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
  1497. ADD_GROUP("Turbulence", "turbulence_");
  1498. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "turbulence_enabled"), "set_turbulence_enabled", "get_turbulence_enabled");
  1499. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbulence_noise_strength", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_turbulence_noise_strength", "get_turbulence_noise_strength");
  1500. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbulence_noise_scale", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_turbulence_noise_scale", "get_turbulence_noise_scale");
  1501. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "turbulence_noise_speed"), "set_turbulence_noise_speed", "get_turbulence_noise_speed");
  1502. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbulence_noise_speed_random", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_turbulence_noise_speed_random", "get_turbulence_noise_speed_random");
  1503. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "turbulence_influence_min", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_min", "get_param_min", PARAM_TURB_VEL_INFLUENCE);
  1504. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "turbulence_influence_max", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_max", "get_param_max", PARAM_TURB_VEL_INFLUENCE);
  1505. 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);
  1506. 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);
  1507. 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);
  1508. ADD_GROUP("Animation", "anim_");
  1509. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_min", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANIM_SPEED);
  1510. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_max", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ANIM_SPEED);
  1511. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
  1512. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_min", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANIM_OFFSET);
  1513. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_max", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ANIM_OFFSET);
  1514. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
  1515. ADD_GROUP("Sub Emitter", "sub_emitter_");
  1516. 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");
  1517. 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");
  1518. 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");
  1519. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sub_emitter_keep_velocity"), "set_sub_emitter_keep_velocity", "get_sub_emitter_keep_velocity");
  1520. ADD_GROUP("Attractor Interaction", "attractor_interaction_");
  1521. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "attractor_interaction_enabled"), "set_attractor_interaction_enabled", "is_attractor_interaction_enabled");
  1522. ADD_GROUP("Collision", "collision_");
  1523. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mode", PROPERTY_HINT_ENUM, "Disabled,Rigid,Hide On Contact"), "set_collision_mode", "get_collision_mode");
  1524. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_friction", "get_collision_friction");
  1525. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_bounce", "get_collision_bounce");
  1526. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_scale"), "set_collision_use_scale", "is_collision_using_scale");
  1527. BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
  1528. BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
  1529. BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
  1530. BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
  1531. BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
  1532. BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
  1533. BIND_ENUM_CONSTANT(PARAM_DAMPING);
  1534. BIND_ENUM_CONSTANT(PARAM_ANGLE);
  1535. BIND_ENUM_CONSTANT(PARAM_SCALE);
  1536. BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
  1537. BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
  1538. BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
  1539. BIND_ENUM_CONSTANT(PARAM_MAX);
  1540. BIND_ENUM_CONSTANT(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY);
  1541. BIND_ENUM_CONSTANT(PARTICLE_FLAG_ROTATE_Y);
  1542. BIND_ENUM_CONSTANT(PARTICLE_FLAG_DISABLE_Z);
  1543. BIND_ENUM_CONSTANT(PARTICLE_FLAG_MAX);
  1544. BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
  1545. BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
  1546. BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE_SURFACE);
  1547. BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
  1548. BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
  1549. BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
  1550. BIND_ENUM_CONSTANT(EMISSION_SHAPE_RING);
  1551. BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX);
  1552. BIND_ENUM_CONSTANT(PARAM_TURB_VEL_INFLUENCE);
  1553. BIND_ENUM_CONSTANT(PARAM_TURB_INIT_DISPLACEMENT);
  1554. BIND_ENUM_CONSTANT(PARAM_TURB_INFLUENCE_OVER_LIFE);
  1555. BIND_ENUM_CONSTANT(SUB_EMITTER_DISABLED);
  1556. BIND_ENUM_CONSTANT(SUB_EMITTER_CONSTANT);
  1557. BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END);
  1558. BIND_ENUM_CONSTANT(SUB_EMITTER_AT_COLLISION);
  1559. BIND_ENUM_CONSTANT(SUB_EMITTER_MAX);
  1560. BIND_ENUM_CONSTANT(COLLISION_DISABLED);
  1561. BIND_ENUM_CONSTANT(COLLISION_RIGID);
  1562. BIND_ENUM_CONSTANT(COLLISION_HIDE_ON_CONTACT);
  1563. BIND_ENUM_CONSTANT(COLLISION_MAX);
  1564. }
  1565. ParticleProcessMaterial::ParticleProcessMaterial() :
  1566. element(this) {
  1567. set_direction(Vector3(1, 0, 0));
  1568. set_spread(45);
  1569. set_flatness(0);
  1570. set_param_min(PARAM_INITIAL_LINEAR_VELOCITY, 0);
  1571. set_param_min(PARAM_ANGULAR_VELOCITY, 0);
  1572. set_param_min(PARAM_ORBIT_VELOCITY, 0);
  1573. set_param_min(PARAM_LINEAR_ACCEL, 0);
  1574. set_param_min(PARAM_RADIAL_ACCEL, 0);
  1575. set_param_min(PARAM_TANGENTIAL_ACCEL, 0);
  1576. set_param_min(PARAM_DAMPING, 0);
  1577. set_param_min(PARAM_ANGLE, 0);
  1578. set_param_min(PARAM_SCALE, 1);
  1579. set_param_min(PARAM_HUE_VARIATION, 0);
  1580. set_param_min(PARAM_ANIM_SPEED, 0);
  1581. set_param_min(PARAM_ANIM_OFFSET, 0);
  1582. set_param_max(PARAM_INITIAL_LINEAR_VELOCITY, 0);
  1583. set_param_max(PARAM_ANGULAR_VELOCITY, 0);
  1584. set_param_max(PARAM_ORBIT_VELOCITY, 0);
  1585. set_param_max(PARAM_LINEAR_ACCEL, 0);
  1586. set_param_max(PARAM_RADIAL_ACCEL, 0);
  1587. set_param_max(PARAM_TANGENTIAL_ACCEL, 0);
  1588. set_param_max(PARAM_DAMPING, 0);
  1589. set_param_max(PARAM_ANGLE, 0);
  1590. set_param_max(PARAM_SCALE, 1);
  1591. set_param_max(PARAM_HUE_VARIATION, 0);
  1592. set_param_max(PARAM_ANIM_SPEED, 0);
  1593. set_param_max(PARAM_ANIM_OFFSET, 0);
  1594. set_emission_shape(EMISSION_SHAPE_POINT);
  1595. set_emission_sphere_radius(1);
  1596. set_emission_box_extents(Vector3(1, 1, 1));
  1597. set_emission_ring_axis(Vector3(0, 0, 1.0));
  1598. set_emission_ring_height(1);
  1599. set_emission_ring_radius(1);
  1600. set_emission_ring_inner_radius(0);
  1601. set_turbulence_enabled(false);
  1602. set_turbulence_noise_speed(Vector3(0.5, 0.5, 0.5));
  1603. set_turbulence_noise_strength(1);
  1604. set_turbulence_noise_scale(9);
  1605. set_turbulence_noise_speed_random(0);
  1606. set_param_min(PARAM_TURB_VEL_INFLUENCE, 0.1);
  1607. set_param_max(PARAM_TURB_VEL_INFLUENCE, 0.1);
  1608. set_param_min(PARAM_TURB_INIT_DISPLACEMENT, 0.0);
  1609. set_param_max(PARAM_TURB_INIT_DISPLACEMENT, 0.0);
  1610. set_gravity(Vector3(0, -9.8, 0));
  1611. set_lifetime_randomness(0);
  1612. set_sub_emitter_mode(SUB_EMITTER_DISABLED);
  1613. set_sub_emitter_frequency(4);
  1614. set_sub_emitter_amount_at_end(1);
  1615. set_sub_emitter_keep_velocity(false);
  1616. set_attractor_interaction_enabled(true);
  1617. set_collision_mode(COLLISION_DISABLED);
  1618. set_collision_bounce(0.0);
  1619. set_collision_friction(0.0);
  1620. set_collision_use_scale(false);
  1621. for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
  1622. particle_flags[i] = false;
  1623. }
  1624. set_color(Color(1, 1, 1, 1));
  1625. current_key.invalid_key = 1;
  1626. is_initialized = true;
  1627. _queue_shader_change();
  1628. }
  1629. ParticleProcessMaterial::~ParticleProcessMaterial() {
  1630. MutexLock lock(material_mutex);
  1631. if (shader_map.has(current_key)) {
  1632. shader_map[current_key].users--;
  1633. if (shader_map[current_key].users == 0) {
  1634. //deallocate shader, as it's no longer in use
  1635. RS::get_singleton()->free(shader_map[current_key].shader);
  1636. shader_map.erase(current_key);
  1637. }
  1638. RS::get_singleton()->material_set_shader(_get_material(), RID());
  1639. }
  1640. }