particles.cpp 63 KB

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  1. /*************************************************************************/
  2. /* particles.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 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 "particles.h"
  31. #include "scene/resources/surface_tool.h"
  32. #include "servers/visual_server.h"
  33. Rect3 Particles::get_aabb() const {
  34. return Rect3();
  35. }
  36. PoolVector<Face3> Particles::get_faces(uint32_t p_usage_flags) const {
  37. return PoolVector<Face3>();
  38. }
  39. void Particles::set_emitting(bool p_emitting) {
  40. emitting = p_emitting;
  41. VS::get_singleton()->particles_set_emitting(particles, emitting);
  42. }
  43. void Particles::set_amount(int p_amount) {
  44. ERR_FAIL_COND(p_amount < 1);
  45. amount = p_amount;
  46. VS::get_singleton()->particles_set_amount(particles, amount);
  47. }
  48. void Particles::set_lifetime(float p_lifetime) {
  49. ERR_FAIL_COND(p_lifetime <= 0);
  50. lifetime = p_lifetime;
  51. VS::get_singleton()->particles_set_lifetime(particles, lifetime);
  52. }
  53. void Particles::set_pre_process_time(float p_time) {
  54. pre_process_time = p_time;
  55. VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
  56. }
  57. void Particles::set_explosiveness_ratio(float p_ratio) {
  58. explosiveness_ratio = p_ratio;
  59. VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
  60. }
  61. void Particles::set_randomness_ratio(float p_ratio) {
  62. randomness_ratio = p_ratio;
  63. VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
  64. }
  65. void Particles::set_visibility_aabb(const Rect3 &p_aabb) {
  66. visibility_aabb = p_aabb;
  67. VS::get_singleton()->particles_set_custom_aabb(particles, visibility_aabb);
  68. update_gizmo();
  69. _change_notify("visibility_aabb");
  70. }
  71. void Particles::set_use_local_coordinates(bool p_enable) {
  72. local_coords = p_enable;
  73. VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
  74. }
  75. void Particles::set_process_material(const Ref<Material> &p_material) {
  76. process_material = p_material;
  77. RID material_rid;
  78. if (process_material.is_valid())
  79. material_rid = process_material->get_rid();
  80. VS::get_singleton()->particles_set_process_material(particles, material_rid);
  81. update_configuration_warning();
  82. }
  83. void Particles::set_speed_scale(float p_scale) {
  84. speed_scale = p_scale;
  85. VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
  86. }
  87. bool Particles::is_emitting() const {
  88. return emitting;
  89. }
  90. int Particles::get_amount() const {
  91. return amount;
  92. }
  93. float Particles::get_lifetime() const {
  94. return lifetime;
  95. }
  96. float Particles::get_pre_process_time() const {
  97. return pre_process_time;
  98. }
  99. float Particles::get_explosiveness_ratio() const {
  100. return explosiveness_ratio;
  101. }
  102. float Particles::get_randomness_ratio() const {
  103. return randomness_ratio;
  104. }
  105. Rect3 Particles::get_visibility_aabb() const {
  106. return visibility_aabb;
  107. }
  108. bool Particles::get_use_local_coordinates() const {
  109. return local_coords;
  110. }
  111. Ref<Material> Particles::get_process_material() const {
  112. return process_material;
  113. }
  114. float Particles::get_speed_scale() const {
  115. return speed_scale;
  116. }
  117. void Particles::set_draw_order(DrawOrder p_order) {
  118. draw_order = p_order;
  119. VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
  120. }
  121. Particles::DrawOrder Particles::get_draw_order() const {
  122. return draw_order;
  123. }
  124. void Particles::set_draw_passes(int p_count) {
  125. ERR_FAIL_COND(p_count < 1);
  126. draw_passes.resize(p_count);
  127. VS::get_singleton()->particles_set_draw_passes(particles, p_count);
  128. _change_notify();
  129. }
  130. int Particles::get_draw_passes() const {
  131. return draw_passes.size();
  132. }
  133. void Particles::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) {
  134. ERR_FAIL_INDEX(p_pass, draw_passes.size());
  135. draw_passes[p_pass] = p_mesh;
  136. RID mesh_rid;
  137. if (p_mesh.is_valid())
  138. mesh_rid = p_mesh->get_rid();
  139. VS::get_singleton()->particles_set_draw_pass_mesh(particles, p_pass, mesh_rid);
  140. update_configuration_warning();
  141. }
  142. Ref<Mesh> Particles::get_draw_pass_mesh(int p_pass) const {
  143. ERR_FAIL_INDEX_V(p_pass, draw_passes.size(), Ref<Mesh>());
  144. return draw_passes[p_pass];
  145. }
  146. void Particles::set_fixed_fps(int p_count) {
  147. fixed_fps = p_count;
  148. VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
  149. }
  150. int Particles::get_fixed_fps() const {
  151. return fixed_fps;
  152. }
  153. void Particles::set_fractional_delta(bool p_enable) {
  154. fractional_delta = p_enable;
  155. VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
  156. }
  157. bool Particles::get_fractional_delta() const {
  158. return fractional_delta;
  159. }
  160. String Particles::get_configuration_warning() const {
  161. String warnings;
  162. bool meshes_found = false;
  163. for (int i = 0; i < draw_passes.size(); i++) {
  164. if (draw_passes[i].is_valid()) {
  165. meshes_found = true;
  166. break;
  167. }
  168. }
  169. if (!meshes_found) {
  170. warnings += "- " + TTR("Nothing is visible because meshes have not been assigned to draw passes.");
  171. }
  172. if (process_material.is_null()) {
  173. if (warnings != String())
  174. warnings += "\n";
  175. warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted.");
  176. }
  177. return warnings;
  178. }
  179. Rect3 Particles::capture_aabb() const {
  180. return VS::get_singleton()->particles_get_current_aabb(particles);
  181. }
  182. void Particles::_validate_property(PropertyInfo &property) const {
  183. if (property.name.begins_with("draw_pass_")) {
  184. int index = property.name.get_slicec('_', 2).to_int() - 1;
  185. if (index >= draw_passes.size()) {
  186. property.usage = 0;
  187. return;
  188. }
  189. }
  190. }
  191. void Particles::_bind_methods() {
  192. ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles::set_emitting);
  193. ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles::set_amount);
  194. ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles::set_lifetime);
  195. ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles::set_pre_process_time);
  196. ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles::set_explosiveness_ratio);
  197. ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles::set_randomness_ratio);
  198. ClassDB::bind_method(D_METHOD("set_visibility_aabb", "aabb"), &Particles::set_visibility_aabb);
  199. ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles::set_use_local_coordinates);
  200. ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles::set_fixed_fps);
  201. ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles::set_fractional_delta);
  202. ClassDB::bind_method(D_METHOD("set_process_material", "material:Material"), &Particles::set_process_material);
  203. ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles::set_speed_scale);
  204. ClassDB::bind_method(D_METHOD("is_emitting"), &Particles::is_emitting);
  205. ClassDB::bind_method(D_METHOD("get_amount"), &Particles::get_amount);
  206. ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles::get_lifetime);
  207. ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles::get_pre_process_time);
  208. ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles::get_explosiveness_ratio);
  209. ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles::get_randomness_ratio);
  210. ClassDB::bind_method(D_METHOD("get_visibility_aabb"), &Particles::get_visibility_aabb);
  211. ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles::get_use_local_coordinates);
  212. ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles::get_fixed_fps);
  213. ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles::get_fractional_delta);
  214. ClassDB::bind_method(D_METHOD("get_process_material:Material"), &Particles::get_process_material);
  215. ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles::get_speed_scale);
  216. ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles::set_draw_order);
  217. ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles::get_draw_order);
  218. ClassDB::bind_method(D_METHOD("set_draw_passes", "passes"), &Particles::set_draw_passes);
  219. ClassDB::bind_method(D_METHOD("set_draw_pass_mesh", "pass", "mesh:Mesh"), &Particles::set_draw_pass_mesh);
  220. ClassDB::bind_method(D_METHOD("get_draw_passes"), &Particles::get_draw_passes);
  221. ClassDB::bind_method(D_METHOD("get_draw_pass_mesh:Mesh", "pass"), &Particles::get_draw_pass_mesh);
  222. ClassDB::bind_method(D_METHOD("capture_aabb"), &Particles::capture_aabb);
  223. ADD_GROUP("Parameters", "");
  224. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
  225. ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,100000,1"), "set_amount", "get_amount");
  226. ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01"), "set_lifetime", "get_lifetime");
  227. ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
  228. ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_speed_scale", "get_speed_scale");
  229. ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
  230. ADD_PROPERTY(PropertyInfo(Variant::REAL, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
  231. ADD_PROPERTY(PropertyInfo(Variant::RECT3, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb");
  232. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
  233. ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
  234. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
  235. ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,View Depth"), "set_draw_order", "get_draw_order");
  236. ADD_GROUP("Process Material", "");
  237. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
  238. ADD_GROUP("Draw Passes", "draw_");
  239. ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes");
  240. for (int i = 0; i < MAX_DRAW_PASSES; i++) {
  241. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "draw_pass_" + itos(i + 1), PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_draw_pass_mesh", "get_draw_pass_mesh", i);
  242. }
  243. BIND_CONSTANT(DRAW_ORDER_INDEX);
  244. BIND_CONSTANT(DRAW_ORDER_LIFETIME);
  245. BIND_CONSTANT(DRAW_ORDER_VIEW_DEPTH);
  246. BIND_CONSTANT(MAX_DRAW_PASSES);
  247. }
  248. Particles::Particles() {
  249. particles = VS::get_singleton()->particles_create();
  250. set_base(particles);
  251. set_emitting(true);
  252. set_amount(8);
  253. set_lifetime(1);
  254. set_fixed_fps(0);
  255. set_fractional_delta(true);
  256. set_pre_process_time(0);
  257. set_explosiveness_ratio(0);
  258. set_randomness_ratio(0);
  259. set_visibility_aabb(Rect3(Vector3(-4, -4, -4), Vector3(8, 8, 8)));
  260. set_use_local_coordinates(true);
  261. set_draw_passes(1);
  262. set_draw_order(DRAW_ORDER_INDEX);
  263. set_speed_scale(1);
  264. }
  265. Particles::~Particles() {
  266. VS::get_singleton()->free(particles);
  267. }
  268. //////////////////////////////////////
  269. Mutex *ParticlesMaterial::material_mutex = NULL;
  270. SelfList<ParticlesMaterial>::List ParticlesMaterial::dirty_materials;
  271. Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
  272. ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL;
  273. void ParticlesMaterial::init_shaders() {
  274. #ifndef NO_THREADS
  275. material_mutex = Mutex::create();
  276. #endif
  277. shader_names = memnew(ShaderNames);
  278. shader_names->spread = "spread";
  279. shader_names->flatness = "flatness";
  280. shader_names->initial_linear_velocity = "initial_linear_velocity";
  281. shader_names->initial_angle = "initial_angle";
  282. shader_names->angular_velocity = "angular_velocity";
  283. shader_names->orbit_velocity = "orbit_velocity";
  284. shader_names->linear_accel = "linear_accel";
  285. shader_names->radial_accel = "radial_accel";
  286. shader_names->tangent_accel = "tangent_accel";
  287. shader_names->damping = "damping";
  288. shader_names->scale = "scale";
  289. shader_names->hue_variation = "hue_variation";
  290. shader_names->anim_speed = "anim_speed";
  291. shader_names->anim_offset = "anim_offset";
  292. shader_names->initial_linear_velocity = "initial_linear_velocity_random";
  293. shader_names->initial_angle_random = "initial_angle_random";
  294. shader_names->angular_velocity_random = "angular_velocity_random";
  295. shader_names->orbit_velocity_random = "orbit_velocity_random";
  296. shader_names->linear_accel_random = "linear_accel_random";
  297. shader_names->radial_accel_random = "radial_accel_random";
  298. shader_names->tangent_accel_random = "tangent_accel_random";
  299. shader_names->damping_random = "damping_random";
  300. shader_names->scale_random = "scale_random";
  301. shader_names->hue_variation_random = "hue_variation_random";
  302. shader_names->anim_speed_random = "anim_speed_random";
  303. shader_names->anim_offset_random = "anim_offset_random";
  304. shader_names->angle_texture = "angle_texture";
  305. shader_names->angular_velocity_texture = "angular_velocity_texture";
  306. shader_names->orbit_velocity_texture = "orbit_velocity_texture";
  307. shader_names->linear_accel_texture = "linear_accel_texture";
  308. shader_names->radial_accel_texture = "radial_accel_texture";
  309. shader_names->tangent_accel_texture = "tangent_accel_texture";
  310. shader_names->damping_texture = "damping_texture";
  311. shader_names->scale_texture = "scale_texture";
  312. shader_names->hue_variation_texture = "hue_variation_texture";
  313. shader_names->anim_speed_texture = "anim_speed_texture";
  314. shader_names->anim_offset_texture = "anim_offset_texture";
  315. shader_names->color = "color_value";
  316. shader_names->color_ramp = "color_ramp";
  317. shader_names->emission_sphere_radius = "emission_sphere_radius";
  318. shader_names->emission_box_extents = "emission_box_extents";
  319. shader_names->emission_texture_point_count = "emission_texture_point_count";
  320. shader_names->emission_texture_points = "emission_texture_points";
  321. shader_names->emission_texture_normal = "emission_texture_normal";
  322. shader_names->emission_texture_color = "emission_texture_color";
  323. shader_names->trail_divisor = "trail_divisor";
  324. shader_names->trail_size_modifier = "trail_size_modifier";
  325. shader_names->trail_color_modifier = "trail_color_modifier";
  326. shader_names->gravity = "gravity";
  327. }
  328. void ParticlesMaterial::finish_shaders() {
  329. #ifndef NO_THREADS
  330. memdelete(material_mutex);
  331. #endif
  332. memdelete(shader_names);
  333. }
  334. void ParticlesMaterial::_update_shader() {
  335. print_line("updating shader");
  336. dirty_materials.remove(&element);
  337. MaterialKey mk = _compute_key();
  338. if (mk.key == current_key.key)
  339. return; //no update required in the end
  340. if (shader_map.has(current_key)) {
  341. shader_map[current_key].users--;
  342. if (shader_map[current_key].users == 0) {
  343. //deallocate shader, as it's no longer in use
  344. VS::get_singleton()->free(shader_map[current_key].shader);
  345. shader_map.erase(current_key);
  346. }
  347. }
  348. current_key = mk;
  349. if (shader_map.has(mk)) {
  350. VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  351. shader_map[mk].users++;
  352. return;
  353. }
  354. //must create a shader!
  355. String code = "shader_type particles;\n";
  356. code += "uniform float spread;\n";
  357. code += "uniform float flatness;\n";
  358. code += "uniform float initial_linear_velocity;\n";
  359. code += "uniform float initial_angle;\n";
  360. code += "uniform float angular_velocity;\n";
  361. code += "uniform float orbit_velocity;\n";
  362. code += "uniform float linear_accel;\n";
  363. code += "uniform float radial_accel;\n";
  364. code += "uniform float tangent_accel;\n";
  365. code += "uniform float damping;\n";
  366. code += "uniform float scale;\n";
  367. code += "uniform float hue_variation;\n";
  368. code += "uniform float anim_speed;\n";
  369. code += "uniform float anim_offset;\n";
  370. code += "uniform float initial_linear_velocity_random;\n";
  371. code += "uniform float initial_angle_random;\n";
  372. code += "uniform float angular_velocity_random;\n";
  373. code += "uniform float orbit_velocity_random;\n";
  374. code += "uniform float linear_accel_random;\n";
  375. code += "uniform float radial_accel_random;\n";
  376. code += "uniform float tangent_accel_random;\n";
  377. code += "uniform float damping_random;\n";
  378. code += "uniform float scale_random;\n";
  379. code += "uniform float hue_variation_random;\n";
  380. code += "uniform float anim_speed_random;\n";
  381. code += "uniform float anim_offset_random;\n";
  382. switch (emission_shape) {
  383. case EMISSION_SHAPE_POINT: {
  384. //do none
  385. } break;
  386. case EMISSION_SHAPE_SPHERE: {
  387. code += "uniform float emission_sphere_radius;\n";
  388. } break;
  389. case EMISSION_SHAPE_BOX: {
  390. code += "uniform vec3 emission_box_extents;\n";
  391. } break;
  392. case EMISSION_SHAPE_DIRECTED_POINTS: {
  393. code += "uniform sampler2D emission_texture_normal : hint_black;\n";
  394. } //fallthrough
  395. case EMISSION_SHAPE_POINTS: {
  396. code += "uniform sampler2D emission_texture_points : hint_black;\n";
  397. code += "uniform int emission_texture_point_count;\n";
  398. if (emission_color_texture.is_valid()) {
  399. code += "uniform sampler2D emission_texture_color : hint_white;\n";
  400. }
  401. } break;
  402. }
  403. code += "uniform vec4 color_value : hint_color;\n";
  404. code += "uniform int trail_divisor;\n";
  405. code += "uniform vec3 gravity;\n";
  406. if (color_ramp.is_valid())
  407. code += "uniform sampler2D color_ramp;\n";
  408. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
  409. code += "uniform sampler2D linear_velocity_texture;\n";
  410. if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
  411. code += "uniform sampler2D orbit_velocity_texture;\n";
  412. if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
  413. code += "uniform sampler2D angular_velocity_texture;\n";
  414. if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
  415. code += "uniform sampler2D linear_accel_texture;\n";
  416. if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
  417. code += "uniform sampler2D radial_accel_texture;\n";
  418. if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
  419. code += "uniform sampler2D tangent_accel_texture;\n";
  420. if (tex_parameters[PARAM_DAMPING].is_valid())
  421. code += "uniform sampler2D damping_texture;\n";
  422. if (tex_parameters[PARAM_ANGLE].is_valid())
  423. code += "uniform sampler2D angle_texture;\n";
  424. if (tex_parameters[PARAM_SCALE].is_valid())
  425. code += "uniform sampler2D scale_texture;\n";
  426. if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
  427. code += "uniform sampler2D hue_variation_texture;\n";
  428. if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
  429. code += "uniform sampler2D anim_speed_texture;\n";
  430. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
  431. code += "uniform sampler2D anim_offset_texture;\n";
  432. if (trail_size_modifier.is_valid()) {
  433. code += "uniform sampler2D trail_size_modifier;\n";
  434. }
  435. if (trail_color_modifier.is_valid()) {
  436. code += "uniform sampler2D trail_color_modifier;\n";
  437. }
  438. //need a random function
  439. code += "\n\n";
  440. code += "float rand_from_seed(inout uint seed) {\n";
  441. code += " int k;\n";
  442. code += " int s = int(seed);\n";
  443. code += " if (s == 0)\n";
  444. code += " s = 305420679;\n";
  445. code += " k = s / 127773;\n";
  446. code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  447. code += " if (s < 0)\n";
  448. code += " s += 2147483647;\n";
  449. code += " seed = uint(s);\n";
  450. code += " return float(seed % uint(65536))/65535.0;\n";
  451. code += "}\n";
  452. //improve seed quality
  453. code += "uint hash(uint x) {\n";
  454. code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  455. code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  456. code += " x = (x >> uint(16)) ^ x;\n";
  457. code += " return x;\n";
  458. code += "}\n";
  459. code += "void vertex() {\n\n";
  460. code += "\n";
  461. code += " uint base_number=NUMBER/uint(trail_divisor);\n";
  462. code += " uint alt_seed=hash(base_number+uint(1)+RANDOM_SEED);\n";
  463. code += " float angle_rand=rand_from_seed(alt_seed);\n";
  464. code += " float scale_rand=rand_from_seed(alt_seed);\n";
  465. code += " float hue_rot_rand=rand_from_seed(alt_seed);\n";
  466. code += " float anim_offset_rand=rand_from_seed(alt_seed);\n";
  467. code += "\n";
  468. code += "\n";
  469. code += "\n";
  470. code += "\n";
  471. if (emission_shape >= EMISSION_SHAPE_POINTS) {
  472. code += " int point = min(emission_texture_point_count-1,int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n";
  473. code += " ivec2 emission_tex_size = textureSize( emission_texture_points, 0 );\n";
  474. code += " ivec2 emission_tex_ofs = ivec2( point % emission_tex_size.x, point / emission_tex_size.x );\n";
  475. }
  476. code += " if (RESTART) {\n";
  477. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
  478. code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(0.0,0.0),0.0).r;\n";
  479. else
  480. code += " float tex_linear_velocity = 0.0;\n";
  481. if (tex_parameters[PARAM_ANGLE].is_valid())
  482. code += " float tex_angle = textureLod(angle_texture,vec2(0.0,0.0),0.0).r;\n";
  483. else
  484. code += " float tex_angle = 0.0;\n";
  485. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
  486. code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(0.0,0.0),0.0).r;\n";
  487. else
  488. code += " float tex_anim_offset = 0.0;\n";
  489. if (flags[FLAG_DISABLE_Z]) {
  490. code += " float angle1 = rand_from_seed(alt_seed)*spread*3.1416;\n";
  491. code += " vec3 rot=vec3( cos(angle1), sin(angle1),0.0 );\n";
  492. code += " VELOCITY=(rot*initial_linear_velocity+rot*initial_linear_velocity_random*rand_from_seed(alt_seed));\n";
  493. } else {
  494. //initiate velocity spread in 3D
  495. code += " float angle1 = rand_from_seed(alt_seed)*spread*3.1416;\n";
  496. code += " float angle2 = rand_from_seed(alt_seed)*20.0*3.1416; // make it more random like\n";
  497. code += " vec3 rot_xz=vec3( sin(angle1), 0.0, cos(angle1) );\n";
  498. code += " vec3 rot = vec3( cos(angle2)*rot_xz.x,sin(angle2)*rot_xz.x, rot_xz.z);\n";
  499. code += " VELOCITY=(rot*initial_linear_velocity+rot*initial_linear_velocity_random*rand_from_seed(alt_seed));\n";
  500. }
  501. code += " float base_angle=(initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
  502. code += " CUSTOM.x=base_angle*3.1416/180.0;\n"; //angle
  503. code += " CUSTOM.y=0.0;\n"; //phase
  504. code += " CUSTOM.z=(anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random);\n"; //animation offset (0-1)
  505. switch (emission_shape) {
  506. case EMISSION_SHAPE_POINT: {
  507. //do none
  508. } break;
  509. case EMISSION_SHAPE_SPHERE: {
  510. code += " TRANSFORM[3].xyz = normalize(vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0-1.0, rand_from_seed(alt_seed) * 2.0-1.0 ))*emission_sphere_radius;\n";
  511. } break;
  512. case EMISSION_SHAPE_BOX: {
  513. 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";
  514. } break;
  515. case EMISSION_SHAPE_POINTS:
  516. case EMISSION_SHAPE_DIRECTED_POINTS: {
  517. code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs,0).xyz;\n";
  518. if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
  519. if (flags[FLAG_DISABLE_Z]) {
  520. code += " mat2 rotm;";
  521. code += " rotm[0]=texelFetch(emission_texture_normal, emission_tex_ofs,0).xy;\n";
  522. code += " rotm[1]=rotm[0].yx * vec2(1.0,-1.0);\n";
  523. code += " VELOCITY.xy = rotm * VELOCITY.xy;\n";
  524. } else {
  525. code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs,0).xyz;\n";
  526. code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0, 1.0, 0.0);\n";
  527. code += " vec3 tangent = normalize(cross(v0, normal));\n";
  528. code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
  529. code += " VELOCITY = mat3(tangent,bitangent,normal) * VELOCITY;\n";
  530. }
  531. }
  532. } break;
  533. }
  534. code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY,0.0)).xyz;\n";
  535. code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
  536. if (flags[FLAG_DISABLE_Z]) {
  537. code += " VELOCITY.z=0.0;\n";
  538. code += " TRANSFORM[3].z=0.0;\n";
  539. }
  540. code += " } else {\n";
  541. code += " CUSTOM.y+=DELTA/LIFETIME;\n";
  542. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid())
  543. code += " float tex_linear_velocity = textureLod(linear_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  544. else
  545. code += " float tex_linear_velocity = 0.0;\n";
  546. if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
  547. code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  548. else
  549. code += " float tex_orbit_velocity = 0.0;\n";
  550. if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid())
  551. code += " float tex_angular_velocity = textureLod(angular_velocity_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  552. else
  553. code += " float tex_angular_velocity = 0.0;\n";
  554. if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid())
  555. code += " float tex_linear_accel = textureLod(linear_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  556. else
  557. code += " float tex_linear_accel = 0.0;\n";
  558. if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid())
  559. code += " float tex_radial_accel = textureLod(radial_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  560. else
  561. code += " float tex_radial_accel = 0.0;\n";
  562. if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid())
  563. code += " float tex_tangent_accel = textureLod(tangent_accel_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  564. else
  565. code += " float tex_tangent_accel = 0.0;\n";
  566. if (tex_parameters[PARAM_DAMPING].is_valid())
  567. code += " float tex_damping = textureLod(damping_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  568. else
  569. code += " float tex_damping = 0.0;\n";
  570. if (tex_parameters[PARAM_ANGLE].is_valid())
  571. code += " float tex_angle = textureLod(angle_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  572. else
  573. code += " float tex_angle = 0.0;\n";
  574. if (tex_parameters[PARAM_ANIM_SPEED].is_valid())
  575. code += " float tex_anim_speed = textureLod(anim_speed_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  576. else
  577. code += " float tex_anim_speed = 0.0;\n";
  578. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid())
  579. code += " float tex_anim_offset = textureLod(anim_offset_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  580. else
  581. code += " float tex_anim_offset = 0.0;\n";
  582. code += " vec3 force = gravity; \n";
  583. code += " vec3 pos = TRANSFORM[3].xyz; \n";
  584. if (flags[FLAG_DISABLE_Z]) {
  585. code += " pos.z=0.0; \n";
  586. }
  587. code += " //apply linear acceleration\n";
  588. code += " force+=normalize(VELOCITY) * (linear_accel+tex_linear_accel)*mix(1.0,rand_from_seed(alt_seed),linear_accel_random);\n";
  589. code += " //apply radial acceleration\n";
  590. code += " vec3 org = vec3(0.0);\n";
  591. code += " // if (!p_system->local_coordinates)\n";
  592. code += " //org=p_transform.origin;\n";
  593. code += " force+=normalize(pos-org) * (radial_accel+tex_radial_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random);\n";
  594. code += " //apply tangential acceleration;\n";
  595. if (flags[FLAG_DISABLE_Z]) {
  596. code += " force+=vec3(normalize((pos-org).yx * vec2(-1.0,1.0)),0.0) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random));\n";
  597. } else {
  598. code += " force+=normalize(cross(normalize(pos-org),normalize(gravity))) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random));\n";
  599. }
  600. code += " //apply attractor forces\n";
  601. code += " VELOCITY+=force * DELTA;\n";
  602. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  603. code += " VELOCITY=normalize(VELOCITY)*tex_linear_velocity;\n";
  604. }
  605. code += " if (damping+tex_damping>0.0) {\n";
  606. code += " \n";
  607. code += " float v = length(VELOCITY);\n";
  608. code += " float damp = (damping+tex_damping)*mix(1.0,rand_from_seed(alt_seed),damping_random);\n";
  609. code += " v -= damp * DELTA;\n";
  610. code += " if (v<0.0) {\n";
  611. code += " VELOCITY=vec3(0.0);\n";
  612. code += " } else {\n";
  613. code += " VELOCITY=normalize(VELOCITY) * v;\n";
  614. code += " }\n";
  615. code += " }\n";
  616. code += " float base_angle=(initial_angle+tex_angle)*mix(1.0,angle_rand,initial_angle_random);\n";
  617. code += " base_angle+=CUSTOM.y*LIFETIME*(angular_velocity+tex_angular_velocity)*mix(1.0,rand_from_seed(alt_seed)*2.0-1.0,angular_velocity_random);\n";
  618. code += " CUSTOM.x=base_angle*3.1416/180.0;\n"; //angle
  619. code += " CUSTOM.z=(anim_offset+tex_anim_offset)*mix(1.0,anim_offset_rand,anim_offset_random)+CUSTOM.y*(anim_speed+tex_anim_speed)*mix(1.0,rand_from_seed(alt_seed),anim_speed_random);\n"; //angle
  620. if (flags[FLAG_ANIM_LOOP]) {
  621. code += " CUSTOM.z=mod(CUSTOM.z,1.0);\n"; //loop
  622. } else {
  623. code += " CUSTOM.z=clamp(CUSTOM.z,0.0,1.0);\n"; //0 to 1 only
  624. }
  625. code += " }\n";
  626. //apply color
  627. //apply hue rotation
  628. if (tex_parameters[PARAM_SCALE].is_valid())
  629. code += " float tex_scale = textureLod(scale_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  630. else
  631. code += " float tex_scale = 1.0;\n";
  632. if (tex_parameters[PARAM_HUE_VARIATION].is_valid())
  633. code += " float tex_hue_variation = textureLod(hue_variation_texture,vec2(CUSTOM.y,0.0),0.0).r;\n";
  634. else
  635. code += " float tex_hue_variation = 0.0;\n";
  636. code += " float hue_rot_angle = (hue_variation+tex_hue_variation)*3.1416*2.0*mix(1.0,hue_rot_rand*2.0-1.0,hue_variation_random);\n";
  637. code += " float hue_rot_c = cos(hue_rot_angle);\n";
  638. code += " float hue_rot_s = sin(hue_rot_angle);\n";
  639. code += " mat4 hue_rot_mat = mat4( vec4(0.299, 0.587, 0.114, 0.0),\n";
  640. code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
  641. code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
  642. code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
  643. code += " \n";
  644. code += " mat4( vec4(0.701, -0.587, -0.114, 0.0),\n";
  645. code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
  646. code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
  647. code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
  648. code += "\n";
  649. code += " mat4( vec4(0.168, 0.330, -0.497, 0.0),\n";
  650. code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
  651. code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
  652. code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
  653. if (color_ramp.is_valid()) {
  654. code += " COLOR = textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0) * hue_rot_mat;\n";
  655. } else {
  656. code += " COLOR = color_value * hue_rot_mat;\n";
  657. }
  658. if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) {
  659. code += " COLOR*= texelFetch(emission_texture_color,emission_tex_ofs,0);\n";
  660. }
  661. if (trail_color_modifier.is_valid()) {
  662. code += "if (trail_divisor>1) { COLOR*=textureLod(trail_color_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0); }\n";
  663. }
  664. code += "\n";
  665. if (flags[FLAG_DISABLE_Z]) {
  666. code += " TRANSFORM[0]=vec4(cos(CUSTOM.x),-sin(CUSTOM.x),0.0,0.0);\n";
  667. code += " TRANSFORM[1]=vec4(sin(CUSTOM.x),cos(CUSTOM.x),0.0,0.0);\n";
  668. code += " TRANSFORM[2]=vec4(0.0,0.0,1.0,0.0);\n";
  669. } else {
  670. //orient particle Y towards velocity
  671. if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
  672. code += " if (length(VELOCITY)>0.0) {TRANSFORM[1].xyz=normalize(VELOCITY);} else {TRANSFORM[1].xyz=normalize(TRANSFORM[1].xyz);}\n";
  673. code += " if (TRANSFORM[1].xyz==normalize(TRANSFORM[0].xyz)) {\n";
  674. code += "\tTRANSFORM[0].xyz=normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n";
  675. code += "\tTRANSFORM[2].xyz=normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n";
  676. code += " } else {\n";
  677. code += "\tTRANSFORM[2].xyz=normalize(cross(normalize(TRANSFORM[0].xyz),normalize(TRANSFORM[1].xyz)));\n";
  678. code += "\tTRANSFORM[0].xyz=normalize(cross(normalize(TRANSFORM[1].xyz),normalize(TRANSFORM[2].xyz)));\n";
  679. code += " }\n";
  680. } else {
  681. code += "\tTRANSFORM[0].xyz=normalize(TRANSFORM[0].xyz);\n";
  682. code += "\tTRANSFORM[1].xyz=normalize(TRANSFORM[1].xyz);\n";
  683. code += "\tTRANSFORM[2].xyz=normalize(TRANSFORM[2].xyz);\n";
  684. }
  685. //turn particle by rotation in Y
  686. if (flags[FLAG_ROTATE_Y]) {
  687. code += "\tTRANSFORM = 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";
  688. }
  689. }
  690. //scale by scale
  691. code += " float base_scale=mix(scale*tex_scale,1.0,scale_random*scale_rand);\n";
  692. if (trail_size_modifier.is_valid()) {
  693. code += "if (trail_divisor>1) { base_scale*=textureLod(trail_size_modifier,vec2(float(int(NUMBER)%trail_divisor)/float(trail_divisor-1),0.0),0.0).r; } \n";
  694. }
  695. code += " TRANSFORM[0].xyz*=base_scale;\n";
  696. code += " TRANSFORM[1].xyz*=base_scale;\n";
  697. code += " TRANSFORM[2].xyz*=base_scale;\n";
  698. if (flags[FLAG_DISABLE_Z]) {
  699. code += " VELOCITY.z=0.0;\n";
  700. code += " TRANSFORM[3].z=0.0;\n";
  701. }
  702. code += "}\n";
  703. code += "\n";
  704. ShaderData shader_data;
  705. shader_data.shader = VS::get_singleton()->shader_create();
  706. shader_data.users = 1;
  707. VS::get_singleton()->shader_set_code(shader_data.shader, code);
  708. shader_map[mk] = shader_data;
  709. VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  710. }
  711. void ParticlesMaterial::flush_changes() {
  712. if (material_mutex)
  713. material_mutex->lock();
  714. while (dirty_materials.first()) {
  715. dirty_materials.first()->self()->_update_shader();
  716. }
  717. if (material_mutex)
  718. material_mutex->unlock();
  719. }
  720. void ParticlesMaterial::_queue_shader_change() {
  721. if (material_mutex)
  722. material_mutex->lock();
  723. print_line("queuing change");
  724. if (!element.in_list()) {
  725. print_line("not in list, adding");
  726. dirty_materials.add(&element);
  727. }
  728. if (material_mutex)
  729. material_mutex->unlock();
  730. }
  731. bool ParticlesMaterial::_is_shader_dirty() const {
  732. bool dirty = false;
  733. if (material_mutex)
  734. material_mutex->lock();
  735. dirty = element.in_list();
  736. if (material_mutex)
  737. material_mutex->unlock();
  738. return dirty;
  739. }
  740. void ParticlesMaterial::set_spread(float p_spread) {
  741. spread = p_spread;
  742. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
  743. }
  744. float ParticlesMaterial::get_spread() const {
  745. return spread;
  746. }
  747. void ParticlesMaterial::set_flatness(float p_flatness) {
  748. flatness = p_flatness;
  749. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
  750. }
  751. float ParticlesMaterial::get_flatness() const {
  752. return flatness;
  753. }
  754. void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
  755. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  756. parameters[p_param] = p_value;
  757. switch (p_param) {
  758. case PARAM_INITIAL_LINEAR_VELOCITY: {
  759. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
  760. } break;
  761. case PARAM_ANGULAR_VELOCITY: {
  762. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
  763. } break;
  764. case PARAM_ORBIT_VELOCITY: {
  765. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
  766. } break;
  767. case PARAM_LINEAR_ACCEL: {
  768. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
  769. } break;
  770. case PARAM_RADIAL_ACCEL: {
  771. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
  772. } break;
  773. case PARAM_TANGENTIAL_ACCEL: {
  774. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
  775. } break;
  776. case PARAM_DAMPING: {
  777. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
  778. } break;
  779. case PARAM_ANGLE: {
  780. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
  781. } break;
  782. case PARAM_SCALE: {
  783. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
  784. } break;
  785. case PARAM_HUE_VARIATION: {
  786. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
  787. } break;
  788. case PARAM_ANIM_SPEED: {
  789. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
  790. } break;
  791. case PARAM_ANIM_OFFSET: {
  792. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
  793. } break;
  794. case PARAM_MAX: {
  795. };
  796. }
  797. }
  798. float ParticlesMaterial::get_param(Parameter p_param) const {
  799. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
  800. return parameters[p_param];
  801. }
  802. void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
  803. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  804. randomness[p_param] = p_value;
  805. switch (p_param) {
  806. case PARAM_INITIAL_LINEAR_VELOCITY: {
  807. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
  808. } break;
  809. case PARAM_ANGULAR_VELOCITY: {
  810. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
  811. } break;
  812. case PARAM_ORBIT_VELOCITY: {
  813. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
  814. } break;
  815. case PARAM_LINEAR_ACCEL: {
  816. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
  817. } break;
  818. case PARAM_RADIAL_ACCEL: {
  819. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
  820. } break;
  821. case PARAM_TANGENTIAL_ACCEL: {
  822. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
  823. } break;
  824. case PARAM_DAMPING: {
  825. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
  826. } break;
  827. case PARAM_ANGLE: {
  828. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
  829. } break;
  830. case PARAM_SCALE: {
  831. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
  832. } break;
  833. case PARAM_HUE_VARIATION: {
  834. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
  835. } break;
  836. case PARAM_ANIM_SPEED: {
  837. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
  838. } break;
  839. case PARAM_ANIM_OFFSET: {
  840. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
  841. } break;
  842. case PARAM_MAX: {
  843. };
  844. }
  845. }
  846. float ParticlesMaterial::get_param_randomness(Parameter p_param) const {
  847. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
  848. return randomness[p_param];
  849. }
  850. static void _adjust_curve_range(const Ref<Texture> &p_texture, float p_min, float p_max) {
  851. Ref<CurveTexture> curve = p_texture;
  852. if (!curve.is_valid())
  853. return;
  854. if (curve->get_max() == 1.0) {
  855. curve->set_max(p_max);
  856. }
  857. if (curve->get_min() == 0.0) {
  858. curve->set_min(p_min);
  859. }
  860. }
  861. void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture> &p_texture) {
  862. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  863. tex_parameters[p_param] = p_texture;
  864. switch (p_param) {
  865. case PARAM_INITIAL_LINEAR_VELOCITY: {
  866. //do none for this one
  867. } break;
  868. case PARAM_ANGULAR_VELOCITY: {
  869. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
  870. _adjust_curve_range(p_texture, -360, 360);
  871. } break;
  872. case PARAM_ORBIT_VELOCITY: {
  873. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
  874. _adjust_curve_range(p_texture, -500, 500);
  875. } break;
  876. case PARAM_LINEAR_ACCEL: {
  877. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
  878. _adjust_curve_range(p_texture, -200, 200);
  879. } break;
  880. case PARAM_RADIAL_ACCEL: {
  881. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
  882. _adjust_curve_range(p_texture, -200, 200);
  883. } break;
  884. case PARAM_TANGENTIAL_ACCEL: {
  885. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
  886. _adjust_curve_range(p_texture, -200, 200);
  887. } break;
  888. case PARAM_DAMPING: {
  889. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
  890. _adjust_curve_range(p_texture, 0, 100);
  891. } break;
  892. case PARAM_ANGLE: {
  893. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
  894. _adjust_curve_range(p_texture, -360, 360);
  895. } break;
  896. case PARAM_SCALE: {
  897. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
  898. Ref<CurveTexture> curve = p_texture;
  899. if (curve.is_valid()) {
  900. if (curve->get_min() == 0 && curve->get_max() == 1) {
  901. curve->set_max(32);
  902. PoolVector<Vector2> points;
  903. points.push_back(Vector2(0, 1));
  904. points.push_back(Vector2(1, 1));
  905. curve->set_points(points);
  906. }
  907. }
  908. } break;
  909. case PARAM_HUE_VARIATION: {
  910. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
  911. _adjust_curve_range(p_texture, -1, 1);
  912. } break;
  913. case PARAM_ANIM_SPEED: {
  914. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
  915. _adjust_curve_range(p_texture, 0, 200);
  916. } break;
  917. case PARAM_ANIM_OFFSET: {
  918. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
  919. } break;
  920. case PARAM_MAX: {
  921. };
  922. }
  923. _queue_shader_change();
  924. }
  925. Ref<Texture> ParticlesMaterial::get_param_texture(Parameter p_param) const {
  926. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture>());
  927. return tex_parameters[p_param];
  928. }
  929. void ParticlesMaterial::set_color(const Color &p_color) {
  930. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
  931. color = p_color;
  932. }
  933. Color ParticlesMaterial::get_color() const {
  934. return color;
  935. }
  936. void ParticlesMaterial::set_color_ramp(const Ref<Texture> &p_texture) {
  937. color_ramp = p_texture;
  938. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
  939. _queue_shader_change();
  940. _change_notify();
  941. }
  942. Ref<Texture> ParticlesMaterial::get_color_ramp() const {
  943. return color_ramp;
  944. }
  945. void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) {
  946. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  947. flags[p_flag] = p_enable;
  948. _queue_shader_change();
  949. }
  950. bool ParticlesMaterial::get_flag(Flags p_flag) const {
  951. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  952. return flags[p_flag];
  953. }
  954. void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
  955. emission_shape = p_shape;
  956. _change_notify();
  957. _queue_shader_change();
  958. }
  959. void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
  960. emission_sphere_radius = p_radius;
  961. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
  962. }
  963. void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
  964. emission_box_extents = p_extents;
  965. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
  966. }
  967. void ParticlesMaterial::set_emission_point_texture(const Ref<Texture> &p_points) {
  968. emission_point_texture = p_points;
  969. RID texture;
  970. if (p_points.is_valid())
  971. texture = p_points->get_rid();
  972. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, texture);
  973. }
  974. void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture> &p_normals) {
  975. emission_normal_texture = p_normals;
  976. RID texture;
  977. if (p_normals.is_valid())
  978. texture = p_normals->get_rid();
  979. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, texture);
  980. }
  981. void ParticlesMaterial::set_emission_color_texture(const Ref<Texture> &p_colors) {
  982. emission_color_texture = p_colors;
  983. RID texture;
  984. if (p_colors.is_valid())
  985. texture = p_colors->get_rid();
  986. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, texture);
  987. _queue_shader_change();
  988. }
  989. void ParticlesMaterial::set_emission_point_count(int p_count) {
  990. emission_point_count = p_count;
  991. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
  992. }
  993. ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
  994. return emission_shape;
  995. }
  996. float ParticlesMaterial::get_emission_sphere_radius() const {
  997. return emission_sphere_radius;
  998. }
  999. Vector3 ParticlesMaterial::get_emission_box_extents() const {
  1000. return emission_box_extents;
  1001. }
  1002. Ref<Texture> ParticlesMaterial::get_emission_point_texture() const {
  1003. return emission_point_texture;
  1004. }
  1005. Ref<Texture> ParticlesMaterial::get_emission_normal_texture() const {
  1006. return emission_normal_texture;
  1007. }
  1008. Ref<Texture> ParticlesMaterial::get_emission_color_texture() const {
  1009. return emission_color_texture;
  1010. }
  1011. int ParticlesMaterial::get_emission_point_count() const {
  1012. return emission_point_count;
  1013. }
  1014. void ParticlesMaterial::set_trail_divisor(int p_divisor) {
  1015. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
  1016. trail_divisor = p_divisor;
  1017. _change_notify();
  1018. }
  1019. int ParticlesMaterial::get_trail_divisor() const {
  1020. return trail_divisor;
  1021. }
  1022. void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier) {
  1023. trail_size_modifier = p_trail_size_modifier;
  1024. Ref<CurveTexture> curve = trail_size_modifier;
  1025. if (curve.is_valid()) {
  1026. if (curve->get_min() == 0 && curve->get_max() == 1) {
  1027. curve->set_max(32);
  1028. PoolVector<Vector2> points;
  1029. points.push_back(Vector2(0, 1));
  1030. points.push_back(Vector2(1, 1));
  1031. curve->set_points(points);
  1032. }
  1033. }
  1034. RID texture;
  1035. if (p_trail_size_modifier.is_valid())
  1036. texture = p_trail_size_modifier->get_rid();
  1037. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, texture);
  1038. _queue_shader_change();
  1039. }
  1040. Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const {
  1041. return trail_size_modifier;
  1042. }
  1043. void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) {
  1044. trail_color_modifier = p_trail_color_modifier;
  1045. RID texture;
  1046. if (p_trail_color_modifier.is_valid())
  1047. texture = p_trail_color_modifier->get_rid();
  1048. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, texture);
  1049. _queue_shader_change();
  1050. }
  1051. Ref<GradientTexture> ParticlesMaterial::get_trail_color_modifier() const {
  1052. return trail_color_modifier;
  1053. }
  1054. void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
  1055. gravity = p_gravity;
  1056. Vector3 gset = gravity;
  1057. if (gset == Vector3()) {
  1058. gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
  1059. }
  1060. VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
  1061. }
  1062. Vector3 ParticlesMaterial::get_gravity() const {
  1063. return gravity;
  1064. }
  1065. void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
  1066. if (property.name == "color" && color_ramp.is_valid()) {
  1067. property.usage = 0;
  1068. }
  1069. if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
  1070. property.usage = 0;
  1071. }
  1072. if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
  1073. property.usage = 0;
  1074. }
  1075. if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) {
  1076. property.usage = 0;
  1077. }
  1078. if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
  1079. property.usage = 0;
  1080. }
  1081. if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
  1082. property.usage = 0;
  1083. }
  1084. }
  1085. void ParticlesMaterial::_bind_methods() {
  1086. ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread);
  1087. ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread);
  1088. ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness);
  1089. ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness);
  1090. ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param);
  1091. ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param);
  1092. ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness);
  1093. ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness);
  1094. ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture);
  1095. ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture);
  1096. ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color);
  1097. ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color);
  1098. ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp:Texture"), &ParticlesMaterial::set_color_ramp);
  1099. ClassDB::bind_method(D_METHOD("get_color_ramp:Texture"), &ParticlesMaterial::get_color_ramp);
  1100. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &ParticlesMaterial::set_flag);
  1101. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_flag);
  1102. ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape);
  1103. ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape);
  1104. ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius);
  1105. ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius);
  1106. ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents);
  1107. ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents);
  1108. ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture:Texture"), &ParticlesMaterial::set_emission_point_texture);
  1109. ClassDB::bind_method(D_METHOD("get_emission_point_texture:Texture"), &ParticlesMaterial::get_emission_point_texture);
  1110. ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture:Texture"), &ParticlesMaterial::set_emission_normal_texture);
  1111. ClassDB::bind_method(D_METHOD("get_emission_normal_texture:Texture"), &ParticlesMaterial::get_emission_normal_texture);
  1112. ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture:Texture"), &ParticlesMaterial::set_emission_color_texture);
  1113. ClassDB::bind_method(D_METHOD("get_emission_color_texture:Texture"), &ParticlesMaterial::get_emission_color_texture);
  1114. ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count);
  1115. ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count);
  1116. ClassDB::bind_method(D_METHOD("set_trail_divisor", "divisor"), &ParticlesMaterial::set_trail_divisor);
  1117. ClassDB::bind_method(D_METHOD("get_trail_divisor"), &ParticlesMaterial::get_trail_divisor);
  1118. ClassDB::bind_method(D_METHOD("set_trail_size_modifier", "texture:CurveTexture"), &ParticlesMaterial::set_trail_size_modifier);
  1119. ClassDB::bind_method(D_METHOD("get_trail_size_modifier:CurveTexture"), &ParticlesMaterial::get_trail_size_modifier);
  1120. ClassDB::bind_method(D_METHOD("set_trail_color_modifier", "texture:GradientTexture"), &ParticlesMaterial::set_trail_color_modifier);
  1121. ClassDB::bind_method(D_METHOD("get_trail_color_modifier:GradientTexture"), &ParticlesMaterial::get_trail_color_modifier);
  1122. ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity);
  1123. ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity);
  1124. ADD_GROUP("Trail", "trail_");
  1125. ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_divisor", PROPERTY_HINT_RANGE, "1,1000000,1"), "set_trail_divisor", "get_trail_divisor");
  1126. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_size_modifier", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_trail_size_modifier", "get_trail_size_modifier");
  1127. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_color_modifier", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_trail_color_modifier", "get_trail_color_modifier");
  1128. ADD_GROUP("Emission Shape", "emission_");
  1129. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
  1130. ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01"), "set_emission_sphere_radius", "get_emission_sphere_radius");
  1131. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
  1132. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_point_texture", "get_emission_point_texture");
  1133. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_normal_texture", "get_emission_normal_texture");
  1134. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_color_texture", "get_emission_color_texture");
  1135. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
  1136. ADD_GROUP("Flags", "flag_");
  1137. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY);
  1138. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y);
  1139. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z);
  1140. ADD_GROUP("Spread", "");
  1141. ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
  1142. ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
  1143. ADD_GROUP("Gravity", "");
  1144. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
  1145. ADD_GROUP("Initial Velocity", "initial_");
  1146. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
  1147. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
  1148. ADD_GROUP("Angular Velocity", "angular_");
  1149. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-360,360,0.01"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
  1150. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
  1151. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
  1152. ADD_GROUP("Orbit Velocity", "orbit_");
  1153. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
  1154. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
  1155. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
  1156. ADD_GROUP("Linear Accel", "linear_");
  1157. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
  1158. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
  1159. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
  1160. ADD_GROUP("Radial Accel", "radial_");
  1161. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
  1162. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
  1163. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
  1164. ADD_GROUP("Tangential Accel", "tangential_");
  1165. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
  1166. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
  1167. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
  1168. ADD_GROUP("Damping", "");
  1169. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_param", "get_param", PARAM_DAMPING);
  1170. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
  1171. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
  1172. ADD_GROUP("Angle", "");
  1173. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1"), "set_param", "get_param", PARAM_ANGLE);
  1174. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
  1175. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
  1176. ADD_GROUP("Scale", "");
  1177. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_param", "get_param", PARAM_SCALE);
  1178. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
  1179. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
  1180. ADD_GROUP("Color", "");
  1181. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  1182. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp");
  1183. ADD_GROUP("Hue Variation", "hue_");
  1184. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION);
  1185. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
  1186. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
  1187. ADD_GROUP("Animation", "anim_");
  1188. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_param", "get_param", PARAM_ANIM_SPEED);
  1189. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
  1190. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
  1191. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
  1192. ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
  1193. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
  1194. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anim_loop"), "set_flag", "get_flag", FLAG_ANIM_LOOP);
  1195. BIND_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
  1196. BIND_CONSTANT(PARAM_ANGULAR_VELOCITY);
  1197. BIND_CONSTANT(PARAM_ORBIT_VELOCITY);
  1198. BIND_CONSTANT(PARAM_LINEAR_ACCEL);
  1199. BIND_CONSTANT(PARAM_RADIAL_ACCEL);
  1200. BIND_CONSTANT(PARAM_TANGENTIAL_ACCEL);
  1201. BIND_CONSTANT(PARAM_DAMPING);
  1202. BIND_CONSTANT(PARAM_ANGLE);
  1203. BIND_CONSTANT(PARAM_SCALE);
  1204. BIND_CONSTANT(PARAM_HUE_VARIATION);
  1205. BIND_CONSTANT(PARAM_ANIM_SPEED);
  1206. BIND_CONSTANT(PARAM_ANIM_OFFSET);
  1207. BIND_CONSTANT(PARAM_MAX);
  1208. BIND_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY);
  1209. BIND_CONSTANT(FLAG_ROTATE_Y);
  1210. BIND_CONSTANT(FLAG_MAX);
  1211. BIND_CONSTANT(EMISSION_SHAPE_POINT);
  1212. BIND_CONSTANT(EMISSION_SHAPE_SPHERE);
  1213. BIND_CONSTANT(EMISSION_SHAPE_BOX);
  1214. BIND_CONSTANT(EMISSION_SHAPE_POINTS);
  1215. BIND_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
  1216. }
  1217. ParticlesMaterial::ParticlesMaterial()
  1218. : element(this) {
  1219. set_spread(45);
  1220. set_flatness(0);
  1221. set_param(PARAM_INITIAL_LINEAR_VELOCITY, 1);
  1222. set_param(PARAM_ORBIT_VELOCITY, 0);
  1223. set_param(PARAM_LINEAR_ACCEL, 0);
  1224. set_param(PARAM_RADIAL_ACCEL, 0);
  1225. set_param(PARAM_TANGENTIAL_ACCEL, 0);
  1226. set_param(PARAM_DAMPING, 0);
  1227. set_param(PARAM_ANGLE, 0);
  1228. set_param(PARAM_SCALE, 1);
  1229. set_param(PARAM_HUE_VARIATION, 0);
  1230. set_param(PARAM_ANIM_SPEED, 0);
  1231. set_param(PARAM_ANIM_OFFSET, 0);
  1232. set_emission_shape(EMISSION_SHAPE_POINT);
  1233. set_emission_sphere_radius(1);
  1234. set_emission_box_extents(Vector3(1, 1, 1));
  1235. set_trail_divisor(1);
  1236. set_gravity(Vector3(0, -9.8, 0));
  1237. emission_point_count = 1;
  1238. for (int i = 0; i < PARAM_MAX; i++) {
  1239. set_param_randomness(Parameter(i), 0);
  1240. }
  1241. for (int i = 0; i < FLAG_MAX; i++) {
  1242. flags[i] = false;
  1243. }
  1244. set_color(Color(1, 1, 1, 1));
  1245. current_key.key = 0;
  1246. current_key.invalid_key = 1;
  1247. _queue_shader_change();
  1248. }
  1249. ParticlesMaterial::~ParticlesMaterial() {
  1250. }