visual_shader_particle_nodes.cpp 51 KB

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  1. /*************************************************************************/
  2. /* visual_shader_particle_nodes.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 "visual_shader_particle_nodes.h"
  31. #include "core/core_string_names.h"
  32. // VisualShaderNodeParticleEmitter
  33. int VisualShaderNodeParticleEmitter::get_output_port_count() const {
  34. return 1;
  35. }
  36. VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const {
  37. return PORT_TYPE_VECTOR;
  38. }
  39. String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
  40. if (p_port == 0) {
  41. return "position";
  42. }
  43. return String();
  44. }
  45. bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const {
  46. return false;
  47. }
  48. void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) {
  49. mode_2d = p_enabled;
  50. emit_changed();
  51. }
  52. bool VisualShaderNodeParticleEmitter::is_mode_2d() const {
  53. return mode_2d;
  54. }
  55. Vector<StringName> VisualShaderNodeParticleEmitter::get_editable_properties() const {
  56. Vector<StringName> props;
  57. props.push_back("mode_2d");
  58. return props;
  59. }
  60. Map<StringName, String> VisualShaderNodeParticleEmitter::get_editable_properties_names() const {
  61. Map<StringName, String> names;
  62. names.insert("mode_2d", TTR("2D Mode"));
  63. return names;
  64. }
  65. bool VisualShaderNodeParticleEmitter::is_show_prop_names() const {
  66. return true;
  67. }
  68. void VisualShaderNodeParticleEmitter::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_mode_2d", "enabled"), &VisualShaderNodeParticleEmitter::set_mode_2d);
  70. ClassDB::bind_method(D_METHOD("is_mode_2d"), &VisualShaderNodeParticleEmitter::is_mode_2d);
  71. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "mode_2d"), "set_mode_2d", "is_mode_2d");
  72. }
  73. VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() {
  74. }
  75. // VisualShaderNodeParticleSphereEmitter
  76. String VisualShaderNodeParticleSphereEmitter::get_caption() const {
  77. return "SphereEmitter";
  78. }
  79. int VisualShaderNodeParticleSphereEmitter::get_input_port_count() const {
  80. return 2;
  81. }
  82. VisualShaderNodeParticleSphereEmitter::PortType VisualShaderNodeParticleSphereEmitter::get_input_port_type(int p_port) const {
  83. return PORT_TYPE_SCALAR;
  84. }
  85. String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) const {
  86. if (p_port == 0) {
  87. return "radius";
  88. } else if (p_port == 1) {
  89. return "inner_radius";
  90. }
  91. return String();
  92. }
  93. String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  94. String code;
  95. code += "vec2 __get_random_point_in_circle(inout uint seed, float radius, float inner_radius) {\n";
  96. code += " return __get_random_unit_vec2(seed) * __randf_range(seed, inner_radius, radius);\n";
  97. code += "}\n\n";
  98. code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n";
  99. code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
  100. code += "}\n\n";
  101. return code;
  102. }
  103. String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  104. String code;
  105. if (mode_2d) {
  106. code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n";
  107. } else {
  108. code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
  109. }
  110. return code;
  111. }
  112. VisualShaderNodeParticleSphereEmitter::VisualShaderNodeParticleSphereEmitter() {
  113. set_input_port_default_value(0, 10.0);
  114. set_input_port_default_value(1, 0.0);
  115. }
  116. // VisualShaderNodeParticleBoxEmitter
  117. String VisualShaderNodeParticleBoxEmitter::get_caption() const {
  118. return "BoxEmitter";
  119. }
  120. int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const {
  121. return 1;
  122. }
  123. VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const {
  124. if (p_port == 0) {
  125. return PORT_TYPE_VECTOR;
  126. }
  127. return PORT_TYPE_SCALAR;
  128. }
  129. String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const {
  130. if (p_port == 0) {
  131. return "extents";
  132. }
  133. return String();
  134. }
  135. String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  136. String code;
  137. code += "vec2 __get_random_point_in_box2d(inout uint seed, vec2 extents) {\n";
  138. code += " vec2 half_extents = extents / 2.0;\n";
  139. code += " return vec2(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y));\n";
  140. code += "}\n\n";
  141. code += "vec3 __get_random_point_in_box3d(inout uint seed, vec3 extents) {\n";
  142. code += " vec3 half_extents = extents / 2.0;\n";
  143. code += " return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n";
  144. code += "}\n\n";
  145. return code;
  146. }
  147. String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  148. String code;
  149. if (mode_2d) {
  150. code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ".xy), 0.0);\n";
  151. } else {
  152. code += " " + p_output_vars[0] + " = __get_random_point_in_box3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
  153. }
  154. return code;
  155. }
  156. VisualShaderNodeParticleBoxEmitter::VisualShaderNodeParticleBoxEmitter() {
  157. set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
  158. }
  159. // VisualShaderNodeParticleRingEmitter
  160. String VisualShaderNodeParticleRingEmitter::get_caption() const {
  161. return "RingEmitter";
  162. }
  163. int VisualShaderNodeParticleRingEmitter::get_input_port_count() const {
  164. return 3;
  165. }
  166. VisualShaderNodeParticleRingEmitter::PortType VisualShaderNodeParticleRingEmitter::get_input_port_type(int p_port) const {
  167. return PORT_TYPE_SCALAR;
  168. }
  169. String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) const {
  170. if (p_port == 0) {
  171. return "radius";
  172. } else if (p_port == 1) {
  173. return "inner_radius";
  174. } else if (p_port == 2) {
  175. return "height";
  176. }
  177. return String();
  178. }
  179. String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  180. String code;
  181. code += "vec2 __get_random_point_on_ring2d(inout uint seed, float radius, float inner_radius) {\n";
  182. code += " float angle = __rand_from_seed(seed) * TAU;\n";
  183. code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
  184. code += " return vec2(ring.x, ring.y);\n";
  185. code += "}\n\n";
  186. code += "vec3 __get_random_point_on_ring3d(inout uint seed, float radius, float inner_radius, float height) {\n";
  187. code += " float angle = __rand_from_seed(seed) * TAU;\n";
  188. code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
  189. code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
  190. code += "}\n\n";
  191. return code;
  192. }
  193. String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  194. String code;
  195. if (mode_2d) {
  196. code = " " + p_output_vars[0] + " = vec3(__get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n";
  197. } else {
  198. code = " " + p_output_vars[0] + " = __get_random_point_on_ring3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
  199. }
  200. return code;
  201. }
  202. VisualShaderNodeParticleRingEmitter::VisualShaderNodeParticleRingEmitter() {
  203. set_input_port_default_value(0, 10.0);
  204. set_input_port_default_value(1, 0.0);
  205. set_input_port_default_value(2, 0.0);
  206. }
  207. // VisualShaderNodeParticleMeshEmitter
  208. String VisualShaderNodeParticleMeshEmitter::get_caption() const {
  209. return "MeshEmitter";
  210. }
  211. int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const {
  212. return 6;
  213. }
  214. VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const {
  215. switch (p_port) {
  216. case 0:
  217. return PORT_TYPE_VECTOR; // position
  218. case 1:
  219. return PORT_TYPE_VECTOR; // normal
  220. case 2:
  221. return PORT_TYPE_VECTOR; // color
  222. case 3:
  223. return PORT_TYPE_SCALAR; // alpha
  224. case 4:
  225. return PORT_TYPE_VECTOR; // uv
  226. case 5:
  227. return PORT_TYPE_VECTOR; // uv2
  228. }
  229. return PORT_TYPE_SCALAR;
  230. }
  231. String VisualShaderNodeParticleMeshEmitter::get_output_port_name(int p_port) const {
  232. switch (p_port) {
  233. case 0:
  234. return "position";
  235. case 1:
  236. return "normal";
  237. case 2:
  238. return "color";
  239. case 3:
  240. return "alpha";
  241. case 4:
  242. return "uv";
  243. case 5:
  244. return "uv2";
  245. }
  246. return String();
  247. }
  248. int VisualShaderNodeParticleMeshEmitter::get_input_port_count() const {
  249. return 0;
  250. }
  251. VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_input_port_type(int p_port) const {
  252. return PORT_TYPE_SCALAR;
  253. }
  254. String VisualShaderNodeParticleMeshEmitter::get_input_port_name(int p_port) const {
  255. return String();
  256. }
  257. String VisualShaderNodeParticleMeshEmitter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  258. String code;
  259. if (is_output_port_connected(0)) { // position
  260. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_vx") + ";\n";
  261. }
  262. if (is_output_port_connected(1)) { // normal
  263. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_nm") + ";\n";
  264. }
  265. if (is_output_port_connected(2) || is_output_port_connected(3)) { // color & alpha
  266. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_col") + ";\n";
  267. }
  268. if (is_output_port_connected(4)) { // uv
  269. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv") + ";\n";
  270. }
  271. if (is_output_port_connected(5)) { // uv2
  272. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv2") + ";\n";
  273. }
  274. return code;
  275. }
  276. String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, bool p_ignore_mode2d) const {
  277. String code;
  278. if (is_output_port_connected(p_index)) {
  279. if (mode_2d && !p_ignore_mode2d) {
  280. code += " " + p_output_vars[p_index] + " = vec3(";
  281. code += "texelFetch(";
  282. code += make_unique_id(p_type, p_id, p_texture_name) + ", ";
  283. code += "ivec2(__scalar_ibuff, 0), 0).xy, 0.0);\n";
  284. } else {
  285. code += " " + p_output_vars[p_index] + " = texelFetch(";
  286. code += make_unique_id(p_type, p_id, p_texture_name) + ", ";
  287. code += "ivec2(__scalar_ibuff, 0), 0).xyz;\n";
  288. }
  289. }
  290. return code;
  291. }
  292. String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  293. String code;
  294. code += " __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n";
  295. code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx");
  296. code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm");
  297. if (is_output_port_connected(2) || is_output_port_connected(3)) {
  298. code += " __vec4_buff = texelFetch(";
  299. code += make_unique_id(p_type, p_id, "mesh_col") + ", ";
  300. code += "ivec2(__scalar_ibuff, 0), 0);\n";
  301. if (is_output_port_connected(2)) {
  302. code += " " + p_output_vars[2] + " = __vec4_buff.rgb;\n";
  303. } else {
  304. code += " " + p_output_vars[2] + " = vec3(0.0);\n";
  305. }
  306. if (is_output_port_connected(3)) {
  307. code += " " + p_output_vars[3] + " = __vec4_buff.a;\n";
  308. } else {
  309. code += " " + p_output_vars[3] + " = 0.0;\n";
  310. }
  311. }
  312. code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", true);
  313. code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", true);
  314. return code;
  315. }
  316. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  317. Vector<VisualShader::DefaultTextureParam> ret;
  318. if (is_output_port_connected(0)) {
  319. VisualShader::DefaultTextureParam dtp;
  320. dtp.name = make_unique_id(p_type, p_id, "mesh_vx");
  321. dtp.params.push_back(position_texture);
  322. ret.push_back(dtp);
  323. }
  324. if (is_output_port_connected(1)) {
  325. VisualShader::DefaultTextureParam dtp;
  326. dtp.name = make_unique_id(p_type, p_id, "mesh_nm");
  327. dtp.params.push_back(normal_texture);
  328. ret.push_back(dtp);
  329. }
  330. if (is_output_port_connected(2) || is_output_port_connected(3)) {
  331. VisualShader::DefaultTextureParam dtp;
  332. dtp.name = make_unique_id(p_type, p_id, "mesh_col");
  333. dtp.params.push_back(color_texture);
  334. ret.push_back(dtp);
  335. }
  336. if (is_output_port_connected(4)) {
  337. VisualShader::DefaultTextureParam dtp;
  338. dtp.name = make_unique_id(p_type, p_id, "mesh_uv");
  339. dtp.params.push_back(uv_texture);
  340. ret.push_back(dtp);
  341. }
  342. if (is_output_port_connected(5)) {
  343. VisualShader::DefaultTextureParam dtp;
  344. dtp.name = make_unique_id(p_type, p_id, "mesh_uv2");
  345. dtp.params.push_back(uv2_texture);
  346. ret.push_back(dtp);
  347. }
  348. return ret;
  349. }
  350. void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture) {
  351. Ref<Image> image;
  352. image.instantiate();
  353. if (p_array.size() == 0) {
  354. image->create(1, 1, false, Image::Format::FORMAT_RGBF);
  355. } else {
  356. image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF);
  357. }
  358. for (int i = 0; i < p_array.size(); i++) {
  359. Vector2 v = p_array[i];
  360. image->set_pixel(i, 0, Color(v.x, v.y, 0));
  361. }
  362. if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
  363. r_texture->create_from_image(image);
  364. } else {
  365. r_texture->update(image);
  366. }
  367. }
  368. void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture) {
  369. Ref<Image> image;
  370. image.instantiate();
  371. if (p_array.size() == 0) {
  372. image->create(1, 1, false, Image::Format::FORMAT_RGBF);
  373. } else {
  374. image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBF);
  375. }
  376. for (int i = 0; i < p_array.size(); i++) {
  377. Vector3 v = p_array[i];
  378. image->set_pixel(i, 0, Color(v.x, v.y, v.z));
  379. }
  380. if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
  381. r_texture->create_from_image(image);
  382. } else {
  383. r_texture->update(image);
  384. }
  385. }
  386. void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture) {
  387. Ref<Image> image;
  388. image.instantiate();
  389. if (p_array.size() == 0) {
  390. image->create(1, 1, false, Image::Format::FORMAT_RGBA8);
  391. } else {
  392. image->create(p_array.size(), 1, false, Image::Format::FORMAT_RGBA8);
  393. }
  394. for (int i = 0; i < p_array.size(); i++) {
  395. image->set_pixel(i, 0, p_array[i]);
  396. }
  397. if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
  398. r_texture->create_from_image(image);
  399. } else {
  400. r_texture->update(image);
  401. }
  402. }
  403. void VisualShaderNodeParticleMeshEmitter::_update_textures() {
  404. if (!mesh.is_valid()) {
  405. return;
  406. }
  407. Vector<Vector3> vertices;
  408. Vector<Vector3> normals;
  409. Vector<Color> colors;
  410. Vector<Vector2> uvs;
  411. Vector<Vector2> uvs2;
  412. const int surface_count = mesh->get_surface_count();
  413. if (use_all_surfaces) {
  414. for (int i = 0; i < surface_count; i++) {
  415. const Array surface_arrays = mesh->surface_get_arrays(i);
  416. const int surface_arrays_size = surface_arrays.size();
  417. // position
  418. if (surface_arrays_size > Mesh::ARRAY_VERTEX) {
  419. Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX];
  420. for (int j = 0; j < vertex_array.size(); j++) {
  421. vertices.push_back((Vector3)vertex_array[j]);
  422. }
  423. }
  424. // normal
  425. if (surface_arrays_size > Mesh::ARRAY_NORMAL) {
  426. Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL];
  427. for (int j = 0; j < normal_array.size(); j++) {
  428. normals.push_back((Vector3)normal_array[j]);
  429. }
  430. }
  431. // color
  432. if (surface_arrays_size > Mesh::ARRAY_COLOR) {
  433. Array color_array = surface_arrays[Mesh::ARRAY_COLOR];
  434. for (int j = 0; j < color_array.size(); j++) {
  435. colors.push_back((Color)color_array[j]);
  436. }
  437. }
  438. // uv
  439. if (surface_arrays_size > Mesh::ARRAY_TEX_UV) {
  440. Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV];
  441. for (int j = 0; j < uv_array.size(); j++) {
  442. uvs.push_back((Vector2)uv_array[j]);
  443. }
  444. }
  445. // uv2
  446. if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) {
  447. Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2];
  448. for (int j = 0; j < uv2_array.size(); j++) {
  449. uvs2.push_back((Vector2)uv2_array[j]);
  450. }
  451. }
  452. }
  453. } else {
  454. if (surface_index >= 0 && surface_index < surface_count) {
  455. const Array surface_arrays = mesh->surface_get_arrays(surface_index);
  456. const int surface_arrays_size = surface_arrays.size();
  457. // position
  458. if (surface_arrays_size > Mesh::ARRAY_VERTEX) {
  459. Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX];
  460. for (int i = 0; i < vertex_array.size(); i++) {
  461. vertices.push_back((Vector3)vertex_array[i]);
  462. }
  463. }
  464. // normal
  465. if (surface_arrays_size > Mesh::ARRAY_NORMAL) {
  466. Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL];
  467. for (int i = 0; i < normal_array.size(); i++) {
  468. normals.push_back((Vector3)normal_array[i]);
  469. }
  470. }
  471. // color
  472. if (surface_arrays_size > Mesh::ARRAY_COLOR) {
  473. Array color_array = surface_arrays[Mesh::ARRAY_COLOR];
  474. for (int i = 0; i < color_array.size(); i++) {
  475. colors.push_back((Color)color_array[i]);
  476. }
  477. }
  478. // uv
  479. if (surface_arrays_size > Mesh::ARRAY_TEX_UV) {
  480. Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV];
  481. for (int j = 0; j < uv_array.size(); j++) {
  482. uvs.push_back((Vector2)uv_array[j]);
  483. }
  484. }
  485. // uv2
  486. if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) {
  487. Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2];
  488. for (int j = 0; j < uv2_array.size(); j++) {
  489. uvs2.push_back((Vector2)uv2_array[j]);
  490. }
  491. }
  492. }
  493. }
  494. _update_texture(vertices, position_texture);
  495. _update_texture(normals, normal_texture);
  496. _update_texture(colors, color_texture);
  497. _update_texture(uvs, uv_texture);
  498. _update_texture(uvs2, uv2_texture);
  499. }
  500. void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref<Mesh> p_mesh) {
  501. if (mesh == p_mesh) {
  502. return;
  503. }
  504. if (mesh.is_valid()) {
  505. Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures);
  506. if (mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) {
  507. mesh->disconnect(CoreStringNames::get_singleton()->changed, callable);
  508. }
  509. }
  510. mesh = p_mesh;
  511. if (mesh.is_valid()) {
  512. Callable callable = callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures);
  513. if (!mesh->is_connected(CoreStringNames::get_singleton()->changed, callable)) {
  514. mesh->connect(CoreStringNames::get_singleton()->changed, callable);
  515. }
  516. }
  517. emit_changed();
  518. }
  519. Ref<Mesh> VisualShaderNodeParticleMeshEmitter::get_mesh() const {
  520. return mesh;
  521. }
  522. void VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces(bool p_enabled) {
  523. if (use_all_surfaces == p_enabled) {
  524. return;
  525. }
  526. use_all_surfaces = p_enabled;
  527. emit_changed();
  528. }
  529. bool VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces() const {
  530. return use_all_surfaces;
  531. }
  532. void VisualShaderNodeParticleMeshEmitter::set_surface_index(int p_surface_index) {
  533. if (mesh.is_valid()) {
  534. if (mesh->get_surface_count() > 0) {
  535. p_surface_index = CLAMP(p_surface_index, 0, mesh->get_surface_count() - 1);
  536. } else {
  537. p_surface_index = 0;
  538. }
  539. } else if (p_surface_index < 0) {
  540. p_surface_index = 0;
  541. }
  542. if (surface_index == p_surface_index) {
  543. return;
  544. }
  545. surface_index = p_surface_index;
  546. emit_changed();
  547. }
  548. int VisualShaderNodeParticleMeshEmitter::get_surface_index() const {
  549. return surface_index;
  550. }
  551. Vector<StringName> VisualShaderNodeParticleMeshEmitter::get_editable_properties() const {
  552. Vector<StringName> props = VisualShaderNodeParticleEmitter::get_editable_properties();
  553. props.push_back("mesh");
  554. props.push_back("use_all_surfaces");
  555. if (!use_all_surfaces) {
  556. props.push_back("surface_index");
  557. }
  558. return props;
  559. }
  560. Map<StringName, String> VisualShaderNodeParticleMeshEmitter::get_editable_properties_names() const {
  561. Map<StringName, String> names = VisualShaderNodeParticleEmitter::get_editable_properties_names();
  562. names.insert("mesh", TTR("Mesh"));
  563. names.insert("use_all_surfaces", TTR("Use All Surfaces"));
  564. if (!use_all_surfaces) {
  565. names.insert("surface_index", TTR("Surface Index"));
  566. }
  567. return names;
  568. }
  569. void VisualShaderNodeParticleMeshEmitter::_bind_methods() {
  570. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &VisualShaderNodeParticleMeshEmitter::set_mesh);
  571. ClassDB::bind_method(D_METHOD("get_mesh"), &VisualShaderNodeParticleMeshEmitter::get_mesh);
  572. ClassDB::bind_method(D_METHOD("set_use_all_surfaces", "enabled"), &VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces);
  573. ClassDB::bind_method(D_METHOD("is_use_all_surfaces"), &VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces);
  574. ClassDB::bind_method(D_METHOD("set_surface_index", "surface_index"), &VisualShaderNodeParticleMeshEmitter::set_surface_index);
  575. ClassDB::bind_method(D_METHOD("get_surface_index"), &VisualShaderNodeParticleMeshEmitter::get_surface_index);
  576. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  577. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_all_surfaces"), "set_use_all_surfaces", "is_use_all_surfaces");
  578. ADD_PROPERTY(PropertyInfo(Variant::INT, "surface_index"), "set_surface_index", "get_surface_index");
  579. }
  580. VisualShaderNodeParticleMeshEmitter::VisualShaderNodeParticleMeshEmitter() {
  581. connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures));
  582. position_texture.instantiate();
  583. normal_texture.instantiate();
  584. color_texture.instantiate();
  585. uv_texture.instantiate();
  586. uv2_texture.instantiate();
  587. }
  588. // VisualShaderNodeParticleMultiplyByAxisAngle
  589. void VisualShaderNodeParticleMultiplyByAxisAngle::_bind_methods() {
  590. ClassDB::bind_method(D_METHOD("set_degrees_mode", "enabled"), &VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode);
  591. ClassDB::bind_method(D_METHOD("is_degrees_mode"), &VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode);
  592. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "degrees_mode"), "set_degrees_mode", "is_degrees_mode");
  593. }
  594. String VisualShaderNodeParticleMultiplyByAxisAngle::get_caption() const {
  595. return "MultiplyByAxisAngle";
  596. }
  597. int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const {
  598. return 3;
  599. }
  600. VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const {
  601. if (p_port == 0 || p_port == 1) { // position, rotation_axis
  602. return PORT_TYPE_VECTOR;
  603. }
  604. return PORT_TYPE_SCALAR; // angle (degrees/radians)
  605. }
  606. String VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_name(int p_port) const {
  607. if (p_port == 0) {
  608. return "position";
  609. }
  610. if (p_port == 1) {
  611. return "axis";
  612. }
  613. if (p_port == 2) {
  614. if (degrees_mode) {
  615. return "angle (degrees)";
  616. } else {
  617. return "angle (radians)";
  618. }
  619. }
  620. return String();
  621. }
  622. bool VisualShaderNodeParticleMultiplyByAxisAngle::is_show_prop_names() const {
  623. return true;
  624. }
  625. int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const {
  626. return 1;
  627. }
  628. VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const {
  629. return PORT_TYPE_VECTOR;
  630. }
  631. String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const {
  632. return "position";
  633. }
  634. String VisualShaderNodeParticleMultiplyByAxisAngle::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  635. String code;
  636. if (degrees_mode) {
  637. code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
  638. } else {
  639. code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
  640. }
  641. return code;
  642. }
  643. void VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode(bool p_enabled) {
  644. degrees_mode = p_enabled;
  645. emit_changed();
  646. }
  647. bool VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode() const {
  648. return degrees_mode;
  649. }
  650. Vector<StringName> VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_properties() const {
  651. Vector<StringName> props;
  652. props.push_back("degrees_mode");
  653. return props;
  654. }
  655. bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const {
  656. return false;
  657. }
  658. VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() {
  659. set_input_port_default_value(1, Vector3(1, 0, 0));
  660. set_input_port_default_value(2, 0.0);
  661. }
  662. // VisualShaderNodeParticleConeVelocity
  663. String VisualShaderNodeParticleConeVelocity::get_caption() const {
  664. return "ConeVelocity";
  665. }
  666. int VisualShaderNodeParticleConeVelocity::get_input_port_count() const {
  667. return 2;
  668. }
  669. VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const {
  670. if (p_port == 0) {
  671. return PORT_TYPE_VECTOR;
  672. } else if (p_port == 1) {
  673. return PORT_TYPE_SCALAR;
  674. }
  675. return PORT_TYPE_SCALAR;
  676. }
  677. String VisualShaderNodeParticleConeVelocity::get_input_port_name(int p_port) const {
  678. if (p_port == 0) {
  679. return "direction";
  680. } else if (p_port == 1) {
  681. return "spread(degrees)";
  682. }
  683. return String();
  684. }
  685. int VisualShaderNodeParticleConeVelocity::get_output_port_count() const {
  686. return 1;
  687. }
  688. VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const {
  689. return PORT_TYPE_VECTOR;
  690. }
  691. String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const {
  692. if (p_port == 0) {
  693. return "velocity";
  694. }
  695. return String();
  696. }
  697. bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const {
  698. return false;
  699. }
  700. String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  701. String code;
  702. code += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
  703. code += " __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
  704. code += " __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
  705. code += " __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n";
  706. code += " __scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n";
  707. code += " __scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n";
  708. code += " __vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n";
  709. code += " __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n";
  710. code += " __vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n";
  711. code += " " + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n";
  712. return code;
  713. }
  714. VisualShaderNodeParticleConeVelocity::VisualShaderNodeParticleConeVelocity() {
  715. set_input_port_default_value(0, Vector3(1, 0, 0));
  716. set_input_port_default_value(1, 45.0);
  717. }
  718. // VisualShaderNodeParticleRandomness
  719. void VisualShaderNodeParticleRandomness::_bind_methods() {
  720. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type);
  721. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type);
  722. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
  723. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  724. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  725. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  726. }
  727. Vector<StringName> VisualShaderNodeParticleRandomness::get_editable_properties() const {
  728. Vector<StringName> props;
  729. props.push_back("op_type");
  730. return props;
  731. }
  732. String VisualShaderNodeParticleRandomness::get_caption() const {
  733. return "ParticleRandomness";
  734. }
  735. int VisualShaderNodeParticleRandomness::get_output_port_count() const {
  736. return 1;
  737. }
  738. VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const {
  739. if (op_type == OP_TYPE_VECTOR) {
  740. return PORT_TYPE_VECTOR;
  741. }
  742. return PORT_TYPE_SCALAR;
  743. }
  744. String VisualShaderNodeParticleRandomness::get_output_port_name(int p_port) const {
  745. return "random";
  746. }
  747. int VisualShaderNodeParticleRandomness::get_input_port_count() const {
  748. return 2;
  749. }
  750. VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
  751. if (op_type == OP_TYPE_VECTOR) {
  752. return PORT_TYPE_VECTOR;
  753. }
  754. return PORT_TYPE_SCALAR;
  755. }
  756. String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const {
  757. if (p_port == 0) {
  758. return "min";
  759. } else if (p_port == 1) {
  760. return "max";
  761. }
  762. return String();
  763. }
  764. String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  765. String code;
  766. if (op_type == OP_TYPE_SCALAR) {
  767. code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
  768. } else if (op_type == OP_TYPE_VECTOR) {
  769. code += vformat(" %s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
  770. }
  771. return code;
  772. }
  773. void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
  774. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  775. if (op_type == p_op_type) {
  776. return;
  777. }
  778. if (p_op_type == OP_TYPE_SCALAR) {
  779. set_input_port_default_value(0, 0.0);
  780. set_input_port_default_value(1, 1.0);
  781. } else {
  782. set_input_port_default_value(0, Vector3(-1.0, -1.0, -1.0));
  783. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  784. }
  785. op_type = p_op_type;
  786. emit_changed();
  787. }
  788. VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::get_op_type() const {
  789. return op_type;
  790. }
  791. bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const {
  792. return false;
  793. }
  794. VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
  795. set_input_port_default_value(0, 0.0);
  796. set_input_port_default_value(1, 1.0);
  797. }
  798. // VisualShaderNodeParticleAccelerator
  799. void VisualShaderNodeParticleAccelerator::_bind_methods() {
  800. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShaderNodeParticleAccelerator::set_mode);
  801. ClassDB::bind_method(D_METHOD("get_mode"), &VisualShaderNodeParticleAccelerator::get_mode);
  802. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Linear,Radial,Tangential"), "set_mode", "get_mode");
  803. BIND_ENUM_CONSTANT(MODE_LINEAR);
  804. BIND_ENUM_CONSTANT(MODE_RADIAL)
  805. BIND_ENUM_CONSTANT(MODE_TANGENTIAL);
  806. BIND_ENUM_CONSTANT(MODE_MAX);
  807. }
  808. Vector<StringName> VisualShaderNodeParticleAccelerator::get_editable_properties() const {
  809. Vector<StringName> props;
  810. props.push_back("mode");
  811. return props;
  812. }
  813. String VisualShaderNodeParticleAccelerator::get_caption() const {
  814. return "ParticleAccelerator";
  815. }
  816. int VisualShaderNodeParticleAccelerator::get_output_port_count() const {
  817. return 1;
  818. }
  819. VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const {
  820. return PORT_TYPE_VECTOR;
  821. }
  822. String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const {
  823. return String();
  824. }
  825. int VisualShaderNodeParticleAccelerator::get_input_port_count() const {
  826. return 3;
  827. }
  828. VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const {
  829. if (p_port == 0) {
  830. return PORT_TYPE_VECTOR;
  831. } else if (p_port == 1) {
  832. return PORT_TYPE_SCALAR;
  833. } else if (p_port == 2) {
  834. return PORT_TYPE_VECTOR;
  835. }
  836. return PORT_TYPE_SCALAR;
  837. }
  838. String VisualShaderNodeParticleAccelerator::get_input_port_name(int p_port) const {
  839. if (p_port == 0) {
  840. return "amount";
  841. } else if (p_port == 1) {
  842. return "randomness";
  843. } else if (p_port == 2) {
  844. return "axis";
  845. }
  846. return String();
  847. }
  848. String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  849. String code;
  850. switch (mode) {
  851. case MODE_LINEAR:
  852. code += " " + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
  853. break;
  854. case MODE_RADIAL:
  855. code += " " + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
  856. break;
  857. case MODE_TANGENTIAL:
  858. code += " __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n";
  859. code += " " + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n";
  860. break;
  861. default:
  862. break;
  863. }
  864. return code;
  865. }
  866. void VisualShaderNodeParticleAccelerator::set_mode(Mode p_mode) {
  867. ERR_FAIL_INDEX(int(p_mode), int(MODE_MAX));
  868. if (mode == p_mode) {
  869. return;
  870. }
  871. mode = p_mode;
  872. emit_changed();
  873. }
  874. VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::get_mode() const {
  875. return mode;
  876. }
  877. bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const {
  878. return false;
  879. }
  880. VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() {
  881. set_input_port_default_value(0, Vector3(1, 1, 1));
  882. set_input_port_default_value(1, 0.0);
  883. set_input_port_default_value(2, Vector3(0, -9.8, 0));
  884. }
  885. // VisualShaderNodeParticleOutput
  886. String VisualShaderNodeParticleOutput::get_caption() const {
  887. if (shader_type == VisualShader::TYPE_START) {
  888. return "StartOutput";
  889. } else if (shader_type == VisualShader::TYPE_PROCESS) {
  890. return "ProcessOutput";
  891. } else if (shader_type == VisualShader::TYPE_COLLIDE) {
  892. return "CollideOutput";
  893. } else if (shader_type == VisualShader::TYPE_START_CUSTOM) {
  894. return "CustomStartOutput";
  895. } else if (shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  896. return "CustomProcessOutput";
  897. }
  898. return String();
  899. }
  900. int VisualShaderNodeParticleOutput::get_input_port_count() const {
  901. if (shader_type == VisualShader::TYPE_START) {
  902. return 8;
  903. } else if (shader_type == VisualShader::TYPE_COLLIDE) {
  904. return 5;
  905. } else if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  906. return 6;
  907. } else { // TYPE_PROCESS
  908. return 7;
  909. }
  910. return 0;
  911. }
  912. VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_input_port_type(int p_port) const {
  913. switch (p_port) {
  914. case 0:
  915. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  916. return PORT_TYPE_VECTOR; // custom.rgb
  917. }
  918. return PORT_TYPE_BOOLEAN; // active
  919. case 1:
  920. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  921. break; // custom.a (scalar)
  922. }
  923. return PORT_TYPE_VECTOR; // velocity
  924. case 2:
  925. return PORT_TYPE_VECTOR; // color & velocity
  926. case 3:
  927. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  928. return PORT_TYPE_VECTOR; // color
  929. }
  930. break; // alpha (scalar)
  931. case 4:
  932. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  933. break; // alpha
  934. }
  935. if (shader_type == VisualShader::TYPE_PROCESS) {
  936. break; // scale
  937. }
  938. if (shader_type == VisualShader::TYPE_COLLIDE) {
  939. return PORT_TYPE_TRANSFORM; // transform
  940. }
  941. return PORT_TYPE_VECTOR; // position
  942. case 5:
  943. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  944. return PORT_TYPE_TRANSFORM; // transform
  945. }
  946. if (shader_type == VisualShader::TYPE_PROCESS) {
  947. return PORT_TYPE_VECTOR; // rotation_axis
  948. }
  949. break; // scale (scalar)
  950. case 6:
  951. if (shader_type == VisualShader::TYPE_START) {
  952. return PORT_TYPE_VECTOR; // rotation_axis
  953. }
  954. break;
  955. case 7:
  956. break; // angle (scalar)
  957. }
  958. return PORT_TYPE_SCALAR;
  959. }
  960. String VisualShaderNodeParticleOutput::get_input_port_name(int p_port) const {
  961. String port_name;
  962. switch (p_port) {
  963. case 0:
  964. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  965. port_name = "custom";
  966. break;
  967. }
  968. port_name = "active";
  969. break;
  970. case 1:
  971. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  972. port_name = "custom_alpha";
  973. break;
  974. }
  975. port_name = "velocity";
  976. break;
  977. case 2:
  978. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  979. port_name = "velocity";
  980. break;
  981. }
  982. port_name = "color";
  983. break;
  984. case 3:
  985. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  986. port_name = "color";
  987. break;
  988. }
  989. port_name = "alpha";
  990. break;
  991. case 4:
  992. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  993. port_name = "alpha";
  994. break;
  995. }
  996. if (shader_type == VisualShader::TYPE_PROCESS) {
  997. port_name = "scale";
  998. break;
  999. }
  1000. if (shader_type == VisualShader::TYPE_COLLIDE) {
  1001. port_name = "transform";
  1002. break;
  1003. }
  1004. port_name = "position";
  1005. break;
  1006. case 5:
  1007. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  1008. port_name = "transform";
  1009. break;
  1010. }
  1011. if (shader_type == VisualShader::TYPE_PROCESS) {
  1012. port_name = "rotation_axis";
  1013. break;
  1014. }
  1015. port_name = "scale";
  1016. break;
  1017. case 6:
  1018. if (shader_type == VisualShader::TYPE_PROCESS) {
  1019. port_name = "angle_in_radians";
  1020. break;
  1021. }
  1022. port_name = "rotation_axis";
  1023. break;
  1024. case 7:
  1025. port_name = "angle_in_radians";
  1026. break;
  1027. default:
  1028. break;
  1029. }
  1030. if (!port_name.is_empty()) {
  1031. return port_name.capitalize();
  1032. }
  1033. return String();
  1034. }
  1035. bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const {
  1036. if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) {
  1037. String name = get_input_port_name(p_index);
  1038. return bool(name == "Scale");
  1039. }
  1040. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  1041. String name = get_input_port_name(p_index);
  1042. return bool(name == "Velocity");
  1043. }
  1044. return false;
  1045. }
  1046. String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1047. String code;
  1048. String tab = " ";
  1049. if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
  1050. if (!p_input_vars[0].is_empty()) { // custom.rgb
  1051. code += tab + "CUSTOM.rgb = " + p_input_vars[0] + ";\n";
  1052. }
  1053. if (!p_input_vars[1].is_empty()) { // custom.a
  1054. code += tab + "CUSTOM.a = " + p_input_vars[1] + ";\n";
  1055. }
  1056. if (!p_input_vars[2].is_empty()) { // velocity
  1057. code += tab + "VELOCITY = " + p_input_vars[2] + ";\n";
  1058. }
  1059. if (!p_input_vars[3].is_empty()) { // color.rgb
  1060. code += tab + "COLOR.rgb = " + p_input_vars[3] + ";\n";
  1061. }
  1062. if (!p_input_vars[4].is_empty()) { // color.a
  1063. code += tab + "COLOR.a = " + p_input_vars[4] + ";\n";
  1064. }
  1065. if (!p_input_vars[5].is_empty()) { // transform
  1066. code += tab + "TRANSFORM = " + p_input_vars[5] + ";\n";
  1067. }
  1068. } else {
  1069. if (!p_input_vars[0].is_empty()) { // active (begin)
  1070. code += tab + "ACTIVE = " + p_input_vars[0] + ";\n";
  1071. code += tab + "if(ACTIVE) {\n";
  1072. tab += " ";
  1073. }
  1074. if (!p_input_vars[1].is_empty()) { // velocity
  1075. code += tab + "VELOCITY = " + p_input_vars[1] + ";\n";
  1076. }
  1077. if (!p_input_vars[2].is_empty()) { // color
  1078. code += tab + "COLOR.rgb = " + p_input_vars[2] + ";\n";
  1079. }
  1080. if (!p_input_vars[3].is_empty()) { // alpha
  1081. code += tab + "COLOR.a = " + p_input_vars[3] + ";\n";
  1082. }
  1083. // position
  1084. if (shader_type == VisualShader::TYPE_START) {
  1085. code += tab + "if (RESTART_POSITION) {\n";
  1086. if (!p_input_vars[4].is_empty()) {
  1087. code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n";
  1088. } else {
  1089. code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  1090. }
  1091. code += tab + " if (RESTART_VELOCITY) {\n";
  1092. code += tab + " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
  1093. code += tab + " }\n";
  1094. code += tab + " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
  1095. code += tab + "}\n";
  1096. } else if (shader_type == VisualShader::TYPE_COLLIDE) { // position
  1097. if (!p_input_vars[4].is_empty()) {
  1098. code += tab + "TRANSFORM = " + p_input_vars[4] + ";\n";
  1099. }
  1100. }
  1101. if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) {
  1102. int scale = 5;
  1103. int rotation_axis = 6;
  1104. int rotation = 7;
  1105. if (shader_type == VisualShader::TYPE_PROCESS) {
  1106. scale = 4;
  1107. rotation_axis = 5;
  1108. rotation = 6;
  1109. }
  1110. String op;
  1111. if (shader_type == VisualShader::TYPE_START) {
  1112. op = "*=";
  1113. } else {
  1114. op = "=";
  1115. }
  1116. if (!p_input_vars[rotation].is_empty()) { // rotation_axis & angle_in_radians
  1117. String axis;
  1118. if (p_input_vars[rotation_axis].is_empty()) {
  1119. axis = "vec3(0, 1, 0)";
  1120. } else {
  1121. axis = p_input_vars[rotation_axis];
  1122. }
  1123. code += tab + "TRANSFORM " + op + " __build_rotation_mat4(" + axis + ", " + p_input_vars[rotation] + ");\n";
  1124. }
  1125. if (!p_input_vars[scale].is_empty()) { // scale
  1126. code += tab + "TRANSFORM " + op + " mat4(vec4(" + p_input_vars[scale] + ", 0, 0, 0), vec4(0, " + p_input_vars[scale] + ", 0, 0), vec4(0, 0, " + p_input_vars[scale] + ", 0), vec4(0, 0, 0, 1));\n";
  1127. }
  1128. }
  1129. if (!p_input_vars[0].is_empty()) { // active (end)
  1130. code += " }\n";
  1131. }
  1132. }
  1133. return code;
  1134. }
  1135. VisualShaderNodeParticleOutput::VisualShaderNodeParticleOutput() {
  1136. }
  1137. // EmitParticle
  1138. Vector<StringName> VisualShaderNodeParticleEmit::get_editable_properties() const {
  1139. Vector<StringName> props;
  1140. props.push_back("flags");
  1141. return props;
  1142. }
  1143. void VisualShaderNodeParticleEmit::_bind_methods() {
  1144. ClassDB::bind_method(D_METHOD("set_flags", "flags"), &VisualShaderNodeParticleEmit::set_flags);
  1145. ClassDB::bind_method(D_METHOD("get_flags"), &VisualShaderNodeParticleEmit::get_flags);
  1146. ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Position,RotScale,Velocity,Color,Custom"), "set_flags", "get_flags");
  1147. BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION);
  1148. BIND_ENUM_CONSTANT(EMIT_FLAG_ROT_SCALE);
  1149. BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY);
  1150. BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR);
  1151. BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM);
  1152. }
  1153. String VisualShaderNodeParticleEmit::get_caption() const {
  1154. return "EmitParticle";
  1155. }
  1156. int VisualShaderNodeParticleEmit::get_input_port_count() const {
  1157. return 7;
  1158. }
  1159. VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_port_type(int p_port) const {
  1160. switch (p_port) {
  1161. case 0:
  1162. return PORT_TYPE_BOOLEAN;
  1163. case 1:
  1164. return PORT_TYPE_TRANSFORM;
  1165. case 2:
  1166. return PORT_TYPE_VECTOR;
  1167. case 3:
  1168. return PORT_TYPE_VECTOR;
  1169. case 4:
  1170. return PORT_TYPE_SCALAR;
  1171. case 5:
  1172. return PORT_TYPE_VECTOR;
  1173. case 6:
  1174. return PORT_TYPE_SCALAR;
  1175. }
  1176. return PORT_TYPE_SCALAR;
  1177. }
  1178. String VisualShaderNodeParticleEmit::get_input_port_name(int p_port) const {
  1179. switch (p_port) {
  1180. case 0:
  1181. return "condition";
  1182. case 1:
  1183. return "transform";
  1184. case 2:
  1185. return "velocity";
  1186. case 3:
  1187. return "color";
  1188. case 4:
  1189. return "alpha";
  1190. case 5:
  1191. return "custom";
  1192. case 6:
  1193. return "custom_alpha";
  1194. }
  1195. return String();
  1196. }
  1197. int VisualShaderNodeParticleEmit::get_output_port_count() const {
  1198. return 0;
  1199. }
  1200. VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_output_port_type(int p_port) const {
  1201. return PORT_TYPE_SCALAR;
  1202. }
  1203. String VisualShaderNodeParticleEmit::get_output_port_name(int p_port) const {
  1204. return String();
  1205. }
  1206. void VisualShaderNodeParticleEmit::add_flag(EmitFlags p_flag) {
  1207. flags |= p_flag;
  1208. emit_changed();
  1209. }
  1210. bool VisualShaderNodeParticleEmit::has_flag(EmitFlags p_flag) const {
  1211. return flags & p_flag;
  1212. }
  1213. void VisualShaderNodeParticleEmit::set_flags(EmitFlags p_flags) {
  1214. flags = (int)p_flags;
  1215. emit_changed();
  1216. }
  1217. VisualShaderNodeParticleEmit::EmitFlags VisualShaderNodeParticleEmit::get_flags() const {
  1218. return EmitFlags(flags);
  1219. }
  1220. bool VisualShaderNodeParticleEmit::is_show_prop_names() const {
  1221. return true;
  1222. }
  1223. bool VisualShaderNodeParticleEmit::is_generate_input_var(int p_port) const {
  1224. if (p_port == 0) {
  1225. if (!is_input_port_connected(0)) {
  1226. return false;
  1227. }
  1228. }
  1229. return true;
  1230. }
  1231. bool VisualShaderNodeParticleEmit::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1232. switch (p_port) {
  1233. case 1:
  1234. return true;
  1235. case 2:
  1236. return true;
  1237. case 3:
  1238. return true;
  1239. case 4:
  1240. return true;
  1241. case 5:
  1242. return true;
  1243. case 6:
  1244. return true;
  1245. }
  1246. return false;
  1247. }
  1248. String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1249. String code;
  1250. String tab;
  1251. bool default_condition = false;
  1252. if (!is_input_port_connected(0)) {
  1253. default_condition = true;
  1254. if (get_input_port_default_value(0)) {
  1255. tab = " ";
  1256. } else {
  1257. return code;
  1258. }
  1259. } else {
  1260. tab = " ";
  1261. }
  1262. String transform;
  1263. if (p_input_vars[1].is_empty()) {
  1264. transform = "TRANSFORM";
  1265. } else {
  1266. transform = p_input_vars[1];
  1267. }
  1268. String velocity;
  1269. if (p_input_vars[2].is_empty()) {
  1270. velocity = "VELOCITY";
  1271. } else {
  1272. velocity = p_input_vars[2];
  1273. }
  1274. String color;
  1275. if (p_input_vars[3].is_empty()) {
  1276. color = "COLOR.rgb";
  1277. } else {
  1278. color = p_input_vars[3];
  1279. }
  1280. String alpha;
  1281. if (p_input_vars[4].is_empty()) {
  1282. alpha = "COLOR.a";
  1283. } else {
  1284. alpha = p_input_vars[4];
  1285. }
  1286. String custom;
  1287. if (p_input_vars[5].is_empty()) {
  1288. custom = "CUSTOM.rgb";
  1289. } else {
  1290. custom = p_input_vars[5];
  1291. }
  1292. String custom_alpha;
  1293. if (p_input_vars[6].is_empty()) {
  1294. custom_alpha = "CUSTOM.a";
  1295. } else {
  1296. custom_alpha = p_input_vars[6];
  1297. }
  1298. List<String> flags_arr;
  1299. if (has_flag(EmitFlags::EMIT_FLAG_POSITION)) {
  1300. flags_arr.push_back("FLAG_EMIT_POSITION");
  1301. }
  1302. if (has_flag(EmitFlags::EMIT_FLAG_ROT_SCALE)) {
  1303. flags_arr.push_back("FLAG_EMIT_ROT_SCALE");
  1304. }
  1305. if (has_flag(EmitFlags::EMIT_FLAG_VELOCITY)) {
  1306. flags_arr.push_back("FLAG_EMIT_VELOCITY");
  1307. }
  1308. if (has_flag(EmitFlags::EMIT_FLAG_COLOR)) {
  1309. flags_arr.push_back("FLAG_EMIT_COLOR");
  1310. }
  1311. if (has_flag(EmitFlags::EMIT_FLAG_CUSTOM)) {
  1312. flags_arr.push_back("FLAG_EMIT_CUSTOM");
  1313. }
  1314. String flags;
  1315. for (int i = 0; i < flags_arr.size(); i++) {
  1316. if (i > 0) {
  1317. flags += "|";
  1318. }
  1319. flags += flags_arr[i];
  1320. }
  1321. if (flags.is_empty()) {
  1322. flags = "uint(0)";
  1323. }
  1324. if (!default_condition) {
  1325. code += " if (" + p_input_vars[0] + ") {\n";
  1326. }
  1327. code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n";
  1328. if (!default_condition) {
  1329. code += " }\n";
  1330. }
  1331. return code;
  1332. }
  1333. VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() {
  1334. set_input_port_default_value(0, true);
  1335. }