particles_material.cpp 59 KB

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  1. /*************************************************************************/
  2. /* particles_material.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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_material.h"
  31. Mutex ParticlesMaterial::material_mutex;
  32. SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = nullptr;
  33. Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
  34. ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = nullptr;
  35. void ParticlesMaterial::init_shaders() {
  36. dirty_materials = memnew(SelfList<ParticlesMaterial>::List);
  37. shader_names = memnew(ShaderNames);
  38. shader_names->direction = "direction";
  39. shader_names->spread = "spread";
  40. shader_names->flatness = "flatness";
  41. shader_names->initial_linear_velocity = "initial_linear_velocity";
  42. shader_names->initial_angle = "initial_angle";
  43. shader_names->angular_velocity = "angular_velocity";
  44. shader_names->orbit_velocity = "orbit_velocity";
  45. shader_names->linear_accel = "linear_accel";
  46. shader_names->radial_accel = "radial_accel";
  47. shader_names->tangent_accel = "tangent_accel";
  48. shader_names->damping = "damping";
  49. shader_names->scale = "scale";
  50. shader_names->hue_variation = "hue_variation";
  51. shader_names->anim_speed = "anim_speed";
  52. shader_names->anim_offset = "anim_offset";
  53. shader_names->initial_linear_velocity_random = "initial_linear_velocity_random";
  54. shader_names->initial_angle_random = "initial_angle_random";
  55. shader_names->angular_velocity_random = "angular_velocity_random";
  56. shader_names->orbit_velocity_random = "orbit_velocity_random";
  57. shader_names->linear_accel_random = "linear_accel_random";
  58. shader_names->radial_accel_random = "radial_accel_random";
  59. shader_names->tangent_accel_random = "tangent_accel_random";
  60. shader_names->damping_random = "damping_random";
  61. shader_names->scale_random = "scale_random";
  62. shader_names->hue_variation_random = "hue_variation_random";
  63. shader_names->anim_speed_random = "anim_speed_random";
  64. shader_names->anim_offset_random = "anim_offset_random";
  65. shader_names->angle_texture = "angle_texture";
  66. shader_names->angular_velocity_texture = "angular_velocity_texture";
  67. shader_names->orbit_velocity_texture = "orbit_velocity_texture";
  68. shader_names->linear_accel_texture = "linear_accel_texture";
  69. shader_names->radial_accel_texture = "radial_accel_texture";
  70. shader_names->tangent_accel_texture = "tangent_accel_texture";
  71. shader_names->damping_texture = "damping_texture";
  72. shader_names->scale_texture = "scale_texture";
  73. shader_names->hue_variation_texture = "hue_variation_texture";
  74. shader_names->anim_speed_texture = "anim_speed_texture";
  75. shader_names->anim_offset_texture = "anim_offset_texture";
  76. shader_names->color = "color_value";
  77. shader_names->color_ramp = "color_ramp";
  78. shader_names->emission_sphere_radius = "emission_sphere_radius";
  79. shader_names->emission_box_extents = "emission_box_extents";
  80. shader_names->emission_texture_point_count = "emission_texture_point_count";
  81. shader_names->emission_texture_points = "emission_texture_points";
  82. shader_names->emission_texture_normal = "emission_texture_normal";
  83. shader_names->emission_texture_color = "emission_texture_color";
  84. shader_names->gravity = "gravity";
  85. shader_names->lifetime_randomness = "lifetime_randomness";
  86. shader_names->sub_emitter_frequency = "sub_emitter_frequency";
  87. shader_names->sub_emitter_amount_at_end = "sub_emitter_amount_at_end";
  88. shader_names->sub_emitter_keep_velocity = "sub_emitter_keep_velocity";
  89. }
  90. void ParticlesMaterial::finish_shaders() {
  91. memdelete(dirty_materials);
  92. dirty_materials = nullptr;
  93. memdelete(shader_names);
  94. }
  95. void ParticlesMaterial::_update_shader() {
  96. dirty_materials->remove(&element);
  97. MaterialKey mk = _compute_key();
  98. if (mk.key == current_key.key) {
  99. return; //no update required in the end
  100. }
  101. if (shader_map.has(current_key)) {
  102. shader_map[current_key].users--;
  103. if (shader_map[current_key].users == 0) {
  104. //deallocate shader, as it's no longer in use
  105. RS::get_singleton()->free(shader_map[current_key].shader);
  106. shader_map.erase(current_key);
  107. }
  108. }
  109. current_key = mk;
  110. if (shader_map.has(mk)) {
  111. RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  112. shader_map[mk].users++;
  113. return;
  114. }
  115. //must create a shader!
  116. String code = "shader_type particles;\n";
  117. code += "uniform vec3 direction;\n";
  118. code += "uniform float spread;\n";
  119. code += "uniform float flatness;\n";
  120. code += "uniform float initial_linear_velocity;\n";
  121. code += "uniform float initial_angle;\n";
  122. code += "uniform float angular_velocity;\n";
  123. code += "uniform float orbit_velocity;\n";
  124. code += "uniform float linear_accel;\n";
  125. code += "uniform float radial_accel;\n";
  126. code += "uniform float tangent_accel;\n";
  127. code += "uniform float damping;\n";
  128. code += "uniform float scale;\n";
  129. code += "uniform float hue_variation;\n";
  130. code += "uniform float anim_speed;\n";
  131. code += "uniform float anim_offset;\n";
  132. code += "uniform float initial_linear_velocity_random;\n";
  133. code += "uniform float initial_angle_random;\n";
  134. code += "uniform float angular_velocity_random;\n";
  135. code += "uniform float orbit_velocity_random;\n";
  136. code += "uniform float linear_accel_random;\n";
  137. code += "uniform float radial_accel_random;\n";
  138. code += "uniform float tangent_accel_random;\n";
  139. code += "uniform float damping_random;\n";
  140. code += "uniform float scale_random;\n";
  141. code += "uniform float hue_variation_random;\n";
  142. code += "uniform float anim_speed_random;\n";
  143. code += "uniform float anim_offset_random;\n";
  144. code += "uniform float lifetime_randomness;\n";
  145. switch (emission_shape) {
  146. case EMISSION_SHAPE_POINT: {
  147. //do none
  148. } break;
  149. case EMISSION_SHAPE_SPHERE: {
  150. code += "uniform float emission_sphere_radius;\n";
  151. } break;
  152. case EMISSION_SHAPE_BOX: {
  153. code += "uniform vec3 emission_box_extents;\n";
  154. } break;
  155. case EMISSION_SHAPE_DIRECTED_POINTS: {
  156. code += "uniform sampler2D emission_texture_normal : hint_black;\n";
  157. [[fallthrough]];
  158. }
  159. case EMISSION_SHAPE_POINTS: {
  160. code += "uniform sampler2D emission_texture_points : hint_black;\n";
  161. code += "uniform int emission_texture_point_count;\n";
  162. if (emission_color_texture.is_valid()) {
  163. code += "uniform sampler2D emission_texture_color : hint_white;\n";
  164. }
  165. } break;
  166. case EMISSION_SHAPE_MAX: { // Max value for validity check.
  167. break;
  168. }
  169. }
  170. if (sub_emitter_mode != SUB_EMITTER_DISABLED) {
  171. if (sub_emitter_mode == SUB_EMITTER_CONSTANT) {
  172. code += "uniform float sub_emitter_frequency;\n";
  173. }
  174. if (sub_emitter_mode == SUB_EMITTER_AT_END) {
  175. code += "uniform int sub_emitter_amount_at_end;\n";
  176. }
  177. code += "uniform bool sub_emitter_keep_velocity;\n";
  178. }
  179. code += "uniform vec4 color_value : hint_color;\n";
  180. code += "uniform vec3 gravity;\n";
  181. if (color_ramp.is_valid()) {
  182. code += "uniform sampler2D color_ramp;\n";
  183. }
  184. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  185. code += "uniform sampler2D linear_velocity_texture;\n";
  186. }
  187. if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
  188. code += "uniform sampler2D orbit_velocity_texture;\n";
  189. }
  190. if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
  191. code += "uniform sampler2D angular_velocity_texture;\n";
  192. }
  193. if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
  194. code += "uniform sampler2D linear_accel_texture;\n";
  195. }
  196. if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
  197. code += "uniform sampler2D radial_accel_texture;\n";
  198. }
  199. if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
  200. code += "uniform sampler2D tangent_accel_texture;\n";
  201. }
  202. if (tex_parameters[PARAM_DAMPING].is_valid()) {
  203. code += "uniform sampler2D damping_texture;\n";
  204. }
  205. if (tex_parameters[PARAM_ANGLE].is_valid()) {
  206. code += "uniform sampler2D angle_texture;\n";
  207. }
  208. if (tex_parameters[PARAM_SCALE].is_valid()) {
  209. code += "uniform sampler2D scale_texture;\n";
  210. }
  211. if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
  212. code += "uniform sampler2D hue_variation_texture;\n";
  213. }
  214. if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
  215. code += "uniform sampler2D anim_speed_texture;\n";
  216. }
  217. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
  218. code += "uniform sampler2D anim_offset_texture;\n";
  219. }
  220. //need a random function
  221. code += "\n\n";
  222. code += "float rand_from_seed(inout uint seed) {\n";
  223. code += " int k;\n";
  224. code += " int s = int(seed);\n";
  225. code += " if (s == 0)\n";
  226. code += " s = 305420679;\n";
  227. code += " k = s / 127773;\n";
  228. code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  229. code += " if (s < 0)\n";
  230. code += " s += 2147483647;\n";
  231. code += " seed = uint(s);\n";
  232. code += " return float(seed % uint(65536)) / 65535.0;\n";
  233. code += "}\n";
  234. code += "\n";
  235. code += "float rand_from_seed_m1_p1(inout uint seed) {\n";
  236. code += " return rand_from_seed(seed) * 2.0 - 1.0;\n";
  237. code += "}\n";
  238. code += "\n";
  239. //improve seed quality
  240. code += "uint hash(uint x) {\n";
  241. code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  242. code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  243. code += " x = (x >> uint(16)) ^ x;\n";
  244. code += " return x;\n";
  245. code += "}\n";
  246. code += "\n";
  247. code += "void compute() {\n";
  248. code += " uint base_number = NUMBER;\n";
  249. code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
  250. code += " float angle_rand = rand_from_seed(alt_seed);\n";
  251. code += " float scale_rand = rand_from_seed(alt_seed);\n";
  252. code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
  253. code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
  254. code += " float pi = 3.14159;\n";
  255. code += " float degree_to_rad = pi / 180.0;\n";
  256. code += "\n";
  257. if (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
  258. code += " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n";
  259. code += " ivec2 emission_tex_size = textureSize(emission_texture_points, 0);\n";
  260. code += " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n";
  261. }
  262. code += " if (RESTART) {\n";
  263. if (tex_parameters[PARAM_ANGLE].is_valid()) {
  264. code += " float tex_angle = textureLod(angle_texture, vec2(0.0, 0.0), 0.0).r;\n";
  265. } else {
  266. code += " float tex_angle = 0.0;\n";
  267. }
  268. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
  269. code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(0.0, 0.0), 0.0).r;\n";
  270. } else {
  271. code += " float tex_anim_offset = 0.0;\n";
  272. }
  273. code += " float spread_rad = spread * degree_to_rad;\n";
  274. code += " if (RESTART_VELOCITY) {\n";
  275. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  276. code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n";
  277. } else {
  278. code += " float tex_linear_velocity = 0.0;\n";
  279. }
  280. if (flags[FLAG_DISABLE_Z]) {
  281. code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
  282. code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
  283. code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
  284. code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
  285. } else {
  286. //initiate velocity spread in 3D
  287. code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
  288. code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
  289. code += " angle1_rad += direction.z != 0.0 ? atan(direction.x, direction.z) : sign(direction.x) * (pi / 2.0);\n";
  290. code += " angle2_rad += direction.z != 0.0 ? atan(direction.y, abs(direction.z)) : (direction.x != 0.0 ? atan(direction.y, abs(direction.x)) : sign(direction.y) * (pi / 2.0));\n";
  291. code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
  292. code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
  293. code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
  294. code += " vec3 vec_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
  295. code += " vec_direction = normalize(vec_direction);\n";
  296. code += " VELOCITY = vec_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
  297. }
  298. code += " }\n";
  299. code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";
  300. code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
  301. code += " CUSTOM.y = 0.0;\n"; // phase
  302. code += " CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
  303. code += " CUSTOM.z = (anim_offset + tex_anim_offset) * mix(1.0, anim_offset_rand, anim_offset_random);\n"; // animation offset (0-1)
  304. code += " if (RESTART_POSITION) {\n";
  305. switch (emission_shape) {
  306. case EMISSION_SHAPE_POINT: {
  307. //do none, identity (will later be multiplied by emission transform)
  308. code += " TRANSFORM = mat4(vec4(1,0,0,0),vec4(0,1,0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n";
  309. } break;
  310. case EMISSION_SHAPE_SPHERE: {
  311. code += " float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
  312. code += " float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
  313. code += " float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
  314. code += " TRANSFORM[3].xyz = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s);\n";
  315. } break;
  316. case EMISSION_SHAPE_BOX: {
  317. 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";
  318. } break;
  319. case EMISSION_SHAPE_POINTS:
  320. case EMISSION_SHAPE_DIRECTED_POINTS: {
  321. code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n";
  322. if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
  323. if (flags[FLAG_DISABLE_Z]) {
  324. code += " mat2 rotm;";
  325. code += " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
  326. code += " rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
  327. code += " if (RESTART_VELOCITY) VELOCITY.xy = rotm * VELOCITY.xy;\n";
  328. } else {
  329. code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
  330. code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
  331. code += " vec3 tangent = normalize(cross(v0, normal));\n";
  332. code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
  333. code += " if (RESTART_VELOCITY) VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
  334. }
  335. }
  336. } break;
  337. case EMISSION_SHAPE_MAX: { // Max value for validity check.
  338. break;
  339. }
  340. }
  341. code += " if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
  342. code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
  343. if (flags[FLAG_DISABLE_Z]) {
  344. code += " VELOCITY.z = 0.0;\n";
  345. code += " TRANSFORM[3].z = 0.0;\n";
  346. }
  347. code += " }\n";
  348. code += " } else {\n";
  349. code += " CUSTOM.y += DELTA / LIFETIME;\n";
  350. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  351. code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  352. } else {
  353. code += " float tex_linear_velocity = 0.0;\n";
  354. }
  355. if (flags[FLAG_DISABLE_Z]) {
  356. if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
  357. code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  358. } else {
  359. code += " float tex_orbit_velocity = 0.0;\n";
  360. }
  361. }
  362. if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
  363. code += " float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  364. } else {
  365. code += " float tex_angular_velocity = 0.0;\n";
  366. }
  367. if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
  368. code += " float tex_linear_accel = textureLod(linear_accel_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  369. } else {
  370. code += " float tex_linear_accel = 0.0;\n";
  371. }
  372. if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
  373. code += " float tex_radial_accel = textureLod(radial_accel_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  374. } else {
  375. code += " float tex_radial_accel = 0.0;\n";
  376. }
  377. if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
  378. code += " float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  379. } else {
  380. code += " float tex_tangent_accel = 0.0;\n";
  381. }
  382. if (tex_parameters[PARAM_DAMPING].is_valid()) {
  383. code += " float tex_damping = textureLod(damping_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  384. } else {
  385. code += " float tex_damping = 0.0;\n";
  386. }
  387. if (tex_parameters[PARAM_ANGLE].is_valid()) {
  388. code += " float tex_angle = textureLod(angle_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  389. } else {
  390. code += " float tex_angle = 0.0;\n";
  391. }
  392. if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
  393. code += " float tex_anim_speed = textureLod(anim_speed_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  394. } else {
  395. code += " float tex_anim_speed = 0.0;\n";
  396. }
  397. if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
  398. code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  399. } else {
  400. code += " float tex_anim_offset = 0.0;\n";
  401. }
  402. code += " vec3 force = gravity;\n";
  403. code += " vec3 pos = TRANSFORM[3].xyz;\n";
  404. if (flags[FLAG_DISABLE_Z]) {
  405. code += " pos.z = 0.0;\n";
  406. }
  407. code += " // apply linear acceleration\n";
  408. code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * (linear_accel + tex_linear_accel) * mix(1.0, rand_from_seed(alt_seed), linear_accel_random) : vec3(0.0);\n";
  409. code += " // apply radial acceleration\n";
  410. code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
  411. code += " vec3 diff = pos - org;\n";
  412. code += " force += length(diff) > 0.0 ? normalize(diff) * (radial_accel + tex_radial_accel) * mix(1.0, rand_from_seed(alt_seed), radial_accel_random) : vec3(0.0);\n";
  413. code += " // apply tangential acceleration;\n";
  414. if (flags[FLAG_DISABLE_Z]) {
  415. code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * ((tangent_accel + tex_tangent_accel) * mix(1.0, rand_from_seed(alt_seed), tangent_accel_random)) : vec3(0.0);\n";
  416. } else {
  417. code += " vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n";
  418. code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel + tex_tangent_accel) * mix(1.0, rand_from_seed(alt_seed), tangent_accel_random)) : vec3(0.0);\n";
  419. }
  420. code += " // apply attractor forces\n";
  421. code += " VELOCITY += force * DELTA;\n";
  422. code += " // orbit velocity\n";
  423. if (flags[FLAG_DISABLE_Z]) {
  424. code += " float orbit_amount = (orbit_velocity + tex_orbit_velocity) * mix(1.0, rand_from_seed(alt_seed), orbit_velocity_random);\n";
  425. code += " if (orbit_amount != 0.0) {\n";
  426. code += " float ang = orbit_amount * DELTA * pi * 2.0;\n";
  427. code += " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
  428. code += " TRANSFORM[3].xy -= diff.xy;\n";
  429. code += " TRANSFORM[3].xy += rot * diff.xy;\n";
  430. code += " }\n";
  431. }
  432. if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
  433. code += " VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n";
  434. }
  435. code += " if (damping + tex_damping > 0.0) {\n";
  436. code += " float v = length(VELOCITY);\n";
  437. code += " float damp = (damping + tex_damping) * mix(1.0, rand_from_seed(alt_seed), damping_random);\n";
  438. code += " v -= damp * DELTA;\n";
  439. code += " if (v < 0.0) {\n";
  440. code += " VELOCITY = vec3(0.0);\n";
  441. code += " } else {\n";
  442. code += " VELOCITY = normalize(VELOCITY) * v;\n";
  443. code += " }\n";
  444. code += " }\n";
  445. code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";
  446. 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";
  447. code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
  448. 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
  449. code += " }\n";
  450. // apply color
  451. // apply hue rotation
  452. if (tex_parameters[PARAM_SCALE].is_valid()) {
  453. code += " float tex_scale = textureLod(scale_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  454. } else {
  455. code += " float tex_scale = 1.0;\n";
  456. }
  457. if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
  458. code += " float tex_hue_variation = textureLod(hue_variation_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
  459. } else {
  460. code += " float tex_hue_variation = 0.0;\n";
  461. }
  462. code += " float hue_rot_angle = (hue_variation + tex_hue_variation) * pi * 2.0 * mix(1.0, hue_rot_rand * 2.0 - 1.0, hue_variation_random);\n";
  463. code += " float hue_rot_c = cos(hue_rot_angle);\n";
  464. code += " float hue_rot_s = sin(hue_rot_angle);\n";
  465. code += " mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0),\n";
  466. code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
  467. code += " vec4(0.299, 0.587, 0.114, 0.0),\n";
  468. code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n";
  469. code += " mat4(vec4(0.701, -0.587, -0.114, 0.0),\n";
  470. code += " vec4(-0.299, 0.413, -0.114, 0.0),\n";
  471. code += " vec4(-0.300, -0.588, 0.886, 0.0),\n";
  472. code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
  473. code += " mat4(vec4(0.168, 0.330, -0.497, 0.0),\n";
  474. code += " vec4(-0.328, 0.035, 0.292, 0.0),\n";
  475. code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
  476. code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
  477. if (color_ramp.is_valid()) {
  478. code += " COLOR = hue_rot_mat * textureLod(color_ramp, vec2(CUSTOM.y, 0.0), 0.0);\n";
  479. } else {
  480. code += " COLOR = hue_rot_mat * color_value;\n";
  481. }
  482. if (emission_color_texture.is_valid() && (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS)) {
  483. code += " COLOR *= texelFetch(emission_texture_color, emission_tex_ofs, 0);\n";
  484. }
  485. code += "\n";
  486. if (flags[FLAG_DISABLE_Z]) {
  487. if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
  488. code += " if (length(VELOCITY) > 0.0) {\n";
  489. code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
  490. code += " } else {\n";
  491. code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
  492. code += " }\n";
  493. code += " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz, TRANSFORM[2].xyz));\n";
  494. code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
  495. } else {
  496. code += " TRANSFORM[0] = vec4(cos(CUSTOM.x), -sin(CUSTOM.x), 0.0, 0.0);\n";
  497. code += " TRANSFORM[1] = vec4(sin(CUSTOM.x), cos(CUSTOM.x), 0.0, 0.0);\n";
  498. code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n";
  499. }
  500. } else {
  501. // orient particle Y towards velocity
  502. if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
  503. code += " if (length(VELOCITY) > 0.0) {\n";
  504. code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
  505. code += " } else {\n";
  506. code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
  507. code += " }\n";
  508. code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n";
  509. code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
  510. code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
  511. code += " } else {\n";
  512. code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
  513. code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
  514. code += " }\n";
  515. } else {
  516. code += " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
  517. code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
  518. code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
  519. }
  520. // turn particle by rotation in Y
  521. if (flags[FLAG_ROTATE_Y]) {
  522. code += " TRANSFORM = TRANSFORM * mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  523. }
  524. }
  525. //scale by scale
  526. code += " float base_scale = tex_scale * mix(scale, 1.0, scale_random * scale_rand);\n";
  527. code += " if (base_scale < 0.000001) {\n";
  528. code += " base_scale = 0.000001;\n";
  529. code += " }\n";
  530. code += " TRANSFORM[0].xyz *= base_scale;\n";
  531. code += " TRANSFORM[1].xyz *= base_scale;\n";
  532. code += " TRANSFORM[2].xyz *= base_scale;\n";
  533. if (flags[FLAG_DISABLE_Z]) {
  534. code += " VELOCITY.z = 0.0;\n";
  535. code += " TRANSFORM[3].z = 0.0;\n";
  536. }
  537. if (sub_emitter_mode != SUB_EMITTER_DISABLED) {
  538. code += " int emit_count = 0;\n";
  539. switch (sub_emitter_mode) {
  540. case SUB_EMITTER_CONSTANT: {
  541. code += " float interval_from = CUSTOM.y * LIFETIME - DELTA;\n";
  542. code += " float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n";
  543. code += " if (DELTA >= interval_rem) emit_count = 1;\n";
  544. } break;
  545. case SUB_EMITTER_AT_COLLISION: {
  546. //not implemented yet
  547. } break;
  548. case SUB_EMITTER_AT_END: {
  549. //not implemented yet
  550. code += " float unit_delta = DELTA/LIFETIME;\n";
  551. code += " float end_time = CUSTOM.w * 0.95;\n"; // if we do at the end we might miss it, as it can just get deactivated by emitter
  552. code += " if (CUSTOM.y < end_time && (CUSTOM.y + unit_delta) >= end_time) emit_count = sub_emitter_amount_at_end;\n";
  553. } break;
  554. default: {
  555. }
  556. }
  557. code += " for(int i=0;i<emit_count;i++) {\n";
  558. code += " uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
  559. code += " if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
  560. code += " emit_particle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
  561. code += " }";
  562. }
  563. code += " if (CUSTOM.y > CUSTOM.w) {";
  564. code += " ACTIVE = false;\n";
  565. code += " }\n";
  566. code += "}\n";
  567. code += "\n";
  568. ShaderData shader_data;
  569. shader_data.shader = RS::get_singleton()->shader_create();
  570. shader_data.users = 1;
  571. RS::get_singleton()->shader_set_code(shader_data.shader, code);
  572. shader_map[mk] = shader_data;
  573. RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  574. }
  575. void ParticlesMaterial::flush_changes() {
  576. MutexLock lock(material_mutex);
  577. while (dirty_materials->first()) {
  578. dirty_materials->first()->self()->_update_shader();
  579. }
  580. }
  581. void ParticlesMaterial::_queue_shader_change() {
  582. MutexLock lock(material_mutex);
  583. if (!element.in_list()) {
  584. dirty_materials->add(&element);
  585. }
  586. }
  587. bool ParticlesMaterial::_is_shader_dirty() const {
  588. MutexLock lock(material_mutex);
  589. return element.in_list();
  590. }
  591. void ParticlesMaterial::set_direction(Vector3 p_direction) {
  592. direction = p_direction;
  593. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
  594. }
  595. Vector3 ParticlesMaterial::get_direction() const {
  596. return direction;
  597. }
  598. void ParticlesMaterial::set_spread(float p_spread) {
  599. spread = p_spread;
  600. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
  601. }
  602. float ParticlesMaterial::get_spread() const {
  603. return spread;
  604. }
  605. void ParticlesMaterial::set_flatness(float p_flatness) {
  606. flatness = p_flatness;
  607. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
  608. }
  609. float ParticlesMaterial::get_flatness() const {
  610. return flatness;
  611. }
  612. void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
  613. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  614. parameters[p_param] = p_value;
  615. switch (p_param) {
  616. case PARAM_INITIAL_LINEAR_VELOCITY: {
  617. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
  618. } break;
  619. case PARAM_ANGULAR_VELOCITY: {
  620. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
  621. } break;
  622. case PARAM_ORBIT_VELOCITY: {
  623. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
  624. } break;
  625. case PARAM_LINEAR_ACCEL: {
  626. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
  627. } break;
  628. case PARAM_RADIAL_ACCEL: {
  629. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
  630. } break;
  631. case PARAM_TANGENTIAL_ACCEL: {
  632. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
  633. } break;
  634. case PARAM_DAMPING: {
  635. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
  636. } break;
  637. case PARAM_ANGLE: {
  638. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
  639. } break;
  640. case PARAM_SCALE: {
  641. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
  642. } break;
  643. case PARAM_HUE_VARIATION: {
  644. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
  645. } break;
  646. case PARAM_ANIM_SPEED: {
  647. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
  648. } break;
  649. case PARAM_ANIM_OFFSET: {
  650. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
  651. } break;
  652. case PARAM_MAX:
  653. break; // Can't happen, but silences warning
  654. }
  655. }
  656. float ParticlesMaterial::get_param(Parameter p_param) const {
  657. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
  658. return parameters[p_param];
  659. }
  660. void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
  661. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  662. randomness[p_param] = p_value;
  663. switch (p_param) {
  664. case PARAM_INITIAL_LINEAR_VELOCITY: {
  665. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
  666. } break;
  667. case PARAM_ANGULAR_VELOCITY: {
  668. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
  669. } break;
  670. case PARAM_ORBIT_VELOCITY: {
  671. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
  672. } break;
  673. case PARAM_LINEAR_ACCEL: {
  674. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
  675. } break;
  676. case PARAM_RADIAL_ACCEL: {
  677. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
  678. } break;
  679. case PARAM_TANGENTIAL_ACCEL: {
  680. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
  681. } break;
  682. case PARAM_DAMPING: {
  683. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
  684. } break;
  685. case PARAM_ANGLE: {
  686. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
  687. } break;
  688. case PARAM_SCALE: {
  689. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
  690. } break;
  691. case PARAM_HUE_VARIATION: {
  692. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
  693. } break;
  694. case PARAM_ANIM_SPEED: {
  695. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
  696. } break;
  697. case PARAM_ANIM_OFFSET: {
  698. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
  699. } break;
  700. case PARAM_MAX:
  701. break; // Can't happen, but silences warning
  702. }
  703. }
  704. float ParticlesMaterial::get_param_randomness(Parameter p_param) const {
  705. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
  706. return randomness[p_param];
  707. }
  708. static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {
  709. Ref<CurveTexture> curve_tex = p_texture;
  710. if (!curve_tex.is_valid()) {
  711. return;
  712. }
  713. curve_tex->ensure_default_setup(p_min, p_max);
  714. }
  715. void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
  716. ERR_FAIL_INDEX(p_param, PARAM_MAX);
  717. tex_parameters[p_param] = p_texture;
  718. switch (p_param) {
  719. case PARAM_INITIAL_LINEAR_VELOCITY: {
  720. //do none for this one
  721. } break;
  722. case PARAM_ANGULAR_VELOCITY: {
  723. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
  724. _adjust_curve_range(p_texture, -360, 360);
  725. } break;
  726. case PARAM_ORBIT_VELOCITY: {
  727. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
  728. _adjust_curve_range(p_texture, -500, 500);
  729. } break;
  730. case PARAM_LINEAR_ACCEL: {
  731. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
  732. _adjust_curve_range(p_texture, -200, 200);
  733. } break;
  734. case PARAM_RADIAL_ACCEL: {
  735. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
  736. _adjust_curve_range(p_texture, -200, 200);
  737. } break;
  738. case PARAM_TANGENTIAL_ACCEL: {
  739. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
  740. _adjust_curve_range(p_texture, -200, 200);
  741. } break;
  742. case PARAM_DAMPING: {
  743. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
  744. _adjust_curve_range(p_texture, 0, 100);
  745. } break;
  746. case PARAM_ANGLE: {
  747. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
  748. _adjust_curve_range(p_texture, -360, 360);
  749. } break;
  750. case PARAM_SCALE: {
  751. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
  752. _adjust_curve_range(p_texture, 0, 1);
  753. } break;
  754. case PARAM_HUE_VARIATION: {
  755. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
  756. _adjust_curve_range(p_texture, -1, 1);
  757. } break;
  758. case PARAM_ANIM_SPEED: {
  759. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
  760. _adjust_curve_range(p_texture, 0, 200);
  761. } break;
  762. case PARAM_ANIM_OFFSET: {
  763. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
  764. } break;
  765. case PARAM_MAX:
  766. break; // Can't happen, but silences warning
  767. }
  768. _queue_shader_change();
  769. }
  770. Ref<Texture2D> ParticlesMaterial::get_param_texture(Parameter p_param) const {
  771. ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
  772. return tex_parameters[p_param];
  773. }
  774. void ParticlesMaterial::set_color(const Color &p_color) {
  775. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
  776. color = p_color;
  777. }
  778. Color ParticlesMaterial::get_color() const {
  779. return color;
  780. }
  781. void ParticlesMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
  782. color_ramp = p_texture;
  783. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
  784. _queue_shader_change();
  785. _change_notify();
  786. }
  787. Ref<Texture2D> ParticlesMaterial::get_color_ramp() const {
  788. return color_ramp;
  789. }
  790. void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) {
  791. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  792. flags[p_flag] = p_enable;
  793. _queue_shader_change();
  794. if (p_flag == FLAG_DISABLE_Z) {
  795. _change_notify();
  796. }
  797. }
  798. bool ParticlesMaterial::get_flag(Flags p_flag) const {
  799. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  800. return flags[p_flag];
  801. }
  802. void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
  803. ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
  804. emission_shape = p_shape;
  805. _change_notify();
  806. _queue_shader_change();
  807. }
  808. void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
  809. emission_sphere_radius = p_radius;
  810. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
  811. }
  812. void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
  813. emission_box_extents = p_extents;
  814. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
  815. }
  816. void ParticlesMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
  817. emission_point_texture = p_points;
  818. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, p_points);
  819. }
  820. void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
  821. emission_normal_texture = p_normals;
  822. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, p_normals);
  823. }
  824. void ParticlesMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
  825. emission_color_texture = p_colors;
  826. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, p_colors);
  827. _queue_shader_change();
  828. }
  829. void ParticlesMaterial::set_emission_point_count(int p_count) {
  830. emission_point_count = p_count;
  831. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
  832. }
  833. ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
  834. return emission_shape;
  835. }
  836. float ParticlesMaterial::get_emission_sphere_radius() const {
  837. return emission_sphere_radius;
  838. }
  839. Vector3 ParticlesMaterial::get_emission_box_extents() const {
  840. return emission_box_extents;
  841. }
  842. Ref<Texture2D> ParticlesMaterial::get_emission_point_texture() const {
  843. return emission_point_texture;
  844. }
  845. Ref<Texture2D> ParticlesMaterial::get_emission_normal_texture() const {
  846. return emission_normal_texture;
  847. }
  848. Ref<Texture2D> ParticlesMaterial::get_emission_color_texture() const {
  849. return emission_color_texture;
  850. }
  851. int ParticlesMaterial::get_emission_point_count() const {
  852. return emission_point_count;
  853. }
  854. void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
  855. gravity = p_gravity;
  856. Vector3 gset = gravity;
  857. if (gset == Vector3()) {
  858. gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
  859. }
  860. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
  861. }
  862. Vector3 ParticlesMaterial::get_gravity() const {
  863. return gravity;
  864. }
  865. void ParticlesMaterial::set_lifetime_randomness(float p_lifetime) {
  866. lifetime_randomness = p_lifetime;
  867. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
  868. }
  869. float ParticlesMaterial::get_lifetime_randomness() const {
  870. return lifetime_randomness;
  871. }
  872. RID ParticlesMaterial::get_shader_rid() const {
  873. ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
  874. return shader_map[current_key].shader;
  875. }
  876. void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
  877. if (property.name == "color" && color_ramp.is_valid()) {
  878. property.usage = 0;
  879. }
  880. if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
  881. property.usage = 0;
  882. }
  883. if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
  884. property.usage = 0;
  885. }
  886. if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) {
  887. property.usage = 0;
  888. }
  889. if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
  890. property.usage = 0;
  891. }
  892. if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
  893. property.usage = 0;
  894. }
  895. if (property.name == "sub_emitter_frequency" && sub_emitter_mode != SUB_EMITTER_CONSTANT) {
  896. property.usage = 0;
  897. }
  898. if (property.name == "sub_emitter_amount_at_end" && sub_emitter_mode != SUB_EMITTER_AT_END) {
  899. property.usage = 0;
  900. }
  901. if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) {
  902. property.usage = 0;
  903. }
  904. }
  905. void ParticlesMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) {
  906. sub_emitter_mode = p_sub_emitter_mode;
  907. _queue_shader_change();
  908. _change_notify();
  909. }
  910. ParticlesMaterial::SubEmitterMode ParticlesMaterial::get_sub_emitter_mode() const {
  911. return sub_emitter_mode;
  912. }
  913. void ParticlesMaterial::set_sub_emitter_frequency(float p_frequency) {
  914. sub_emitter_frequency = p_frequency;
  915. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); //pas delta instead of frequency, since its easier to compute
  916. }
  917. float ParticlesMaterial::get_sub_emitter_frequency() const {
  918. return sub_emitter_frequency;
  919. }
  920. void ParticlesMaterial::set_sub_emitter_amount_at_end(int p_amount) {
  921. sub_emitter_amount_at_end = p_amount;
  922. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_end, p_amount);
  923. }
  924. int ParticlesMaterial::get_sub_emitter_amount_at_end() const {
  925. return sub_emitter_amount_at_end;
  926. }
  927. void ParticlesMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
  928. sub_emitter_keep_velocity = p_enable;
  929. RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable);
  930. }
  931. bool ParticlesMaterial::get_sub_emitter_keep_velocity() const {
  932. return sub_emitter_keep_velocity;
  933. }
  934. Shader::Mode ParticlesMaterial::get_shader_mode() const {
  935. return Shader::MODE_PARTICLES;
  936. }
  937. void ParticlesMaterial::_bind_methods() {
  938. ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticlesMaterial::set_direction);
  939. ClassDB::bind_method(D_METHOD("get_direction"), &ParticlesMaterial::get_direction);
  940. ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread);
  941. ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread);
  942. ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness);
  943. ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness);
  944. ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param);
  945. ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param);
  946. ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness);
  947. ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness);
  948. ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture);
  949. ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture);
  950. ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color);
  951. ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color);
  952. ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp);
  953. ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp);
  954. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &ParticlesMaterial::set_flag);
  955. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_flag);
  956. ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape);
  957. ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape);
  958. ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius);
  959. ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius);
  960. ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents);
  961. ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents);
  962. ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticlesMaterial::set_emission_point_texture);
  963. ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticlesMaterial::get_emission_point_texture);
  964. ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticlesMaterial::set_emission_normal_texture);
  965. ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticlesMaterial::get_emission_normal_texture);
  966. ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticlesMaterial::set_emission_color_texture);
  967. ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticlesMaterial::get_emission_color_texture);
  968. ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count);
  969. ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count);
  970. ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity);
  971. ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity);
  972. ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "randomness"), &ParticlesMaterial::set_lifetime_randomness);
  973. ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &ParticlesMaterial::get_lifetime_randomness);
  974. ClassDB::bind_method(D_METHOD("get_sub_emitter_mode"), &ParticlesMaterial::get_sub_emitter_mode);
  975. ClassDB::bind_method(D_METHOD("set_sub_emitter_mode", "mode"), &ParticlesMaterial::set_sub_emitter_mode);
  976. ClassDB::bind_method(D_METHOD("get_sub_emitter_frequency"), &ParticlesMaterial::get_sub_emitter_frequency);
  977. ClassDB::bind_method(D_METHOD("set_sub_emitter_frequency", "hz"), &ParticlesMaterial::set_sub_emitter_frequency);
  978. ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticlesMaterial::get_sub_emitter_amount_at_end);
  979. ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticlesMaterial::set_sub_emitter_amount_at_end);
  980. ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticlesMaterial::get_sub_emitter_keep_velocity);
  981. ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticlesMaterial::set_sub_emitter_keep_velocity);
  982. ADD_GROUP("Time", "");
  983. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
  984. ADD_GROUP("Emission Shape", "emission_");
  985. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
  986. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01,or_greater"), "set_emission_sphere_radius", "get_emission_sphere_radius");
  987. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
  988. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_point_texture", "get_emission_point_texture");
  989. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_normal_texture", "get_emission_normal_texture");
  990. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_emission_color_texture", "get_emission_color_texture");
  991. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count");
  992. ADD_GROUP("Flags", "flag_");
  993. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY);
  994. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y);
  995. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z);
  996. ADD_GROUP("Direction", "");
  997. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction");
  998. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
  999. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
  1000. ADD_GROUP("Gravity", "");
  1001. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
  1002. ADD_GROUP("Initial Velocity", "initial_");
  1003. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
  1004. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
  1005. ADD_GROUP("Angular Velocity", "angular_");
  1006. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
  1007. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
  1008. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
  1009. ADD_GROUP("Orbit Velocity", "orbit_");
  1010. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
  1011. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
  1012. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
  1013. ADD_GROUP("Linear Accel", "linear_");
  1014. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
  1015. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
  1016. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
  1017. ADD_GROUP("Radial Accel", "radial_");
  1018. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
  1019. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
  1020. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
  1021. ADD_GROUP("Tangential Accel", "tangential_");
  1022. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
  1023. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
  1024. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
  1025. ADD_GROUP("Damping", "");
  1026. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING);
  1027. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
  1028. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
  1029. ADD_GROUP("Angle", "");
  1030. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE);
  1031. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
  1032. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
  1033. ADD_GROUP("Scale", "");
  1034. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
  1035. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
  1036. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
  1037. ADD_GROUP("Color", "");
  1038. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  1039. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp");
  1040. ADD_GROUP("Hue Variation", "hue_");
  1041. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION);
  1042. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
  1043. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
  1044. ADD_GROUP("Animation", "anim_");
  1045. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
  1046. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
  1047. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
  1048. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
  1049. ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
  1050. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
  1051. ADD_GROUP("Sub Emitter", "sub_emitter_");
  1052. ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_mode", PROPERTY_HINT_ENUM, "Disabled,Constant,AtEnd,AtCollision"), "set_sub_emitter_mode", "get_sub_emitter_mode");
  1053. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sub_emitter_frequency", PROPERTY_HINT_RANGE, "0.01,100,0.01"), "set_sub_emitter_frequency", "get_sub_emitter_frequency");
  1054. ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_amount_at_end", PROPERTY_HINT_RANGE, "1,32,1"), "set_sub_emitter_amount_at_end", "get_sub_emitter_amount_at_end");
  1055. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sub_emitter_keep_velocity"), "set_sub_emitter_keep_velocity", "get_sub_emitter_keep_velocity");
  1056. BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
  1057. BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
  1058. BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
  1059. BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
  1060. BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
  1061. BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
  1062. BIND_ENUM_CONSTANT(PARAM_DAMPING);
  1063. BIND_ENUM_CONSTANT(PARAM_ANGLE);
  1064. BIND_ENUM_CONSTANT(PARAM_SCALE);
  1065. BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
  1066. BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
  1067. BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
  1068. BIND_ENUM_CONSTANT(PARAM_MAX);
  1069. BIND_ENUM_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY);
  1070. BIND_ENUM_CONSTANT(FLAG_ROTATE_Y);
  1071. BIND_ENUM_CONSTANT(FLAG_DISABLE_Z);
  1072. BIND_ENUM_CONSTANT(FLAG_MAX);
  1073. BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
  1074. BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
  1075. BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
  1076. BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
  1077. BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
  1078. BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX);
  1079. BIND_ENUM_CONSTANT(SUB_EMITTER_DISABLED);
  1080. BIND_ENUM_CONSTANT(SUB_EMITTER_CONSTANT);
  1081. BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END);
  1082. BIND_ENUM_CONSTANT(SUB_EMITTER_AT_COLLISION);
  1083. BIND_ENUM_CONSTANT(SUB_EMITTER_MAX);
  1084. }
  1085. ParticlesMaterial::ParticlesMaterial() :
  1086. element(this) {
  1087. set_direction(Vector3(1, 0, 0));
  1088. set_spread(45);
  1089. set_flatness(0);
  1090. set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0);
  1091. set_param(PARAM_ANGULAR_VELOCITY, 0);
  1092. set_param(PARAM_ORBIT_VELOCITY, 0);
  1093. set_param(PARAM_LINEAR_ACCEL, 0);
  1094. set_param(PARAM_RADIAL_ACCEL, 0);
  1095. set_param(PARAM_TANGENTIAL_ACCEL, 0);
  1096. set_param(PARAM_DAMPING, 0);
  1097. set_param(PARAM_ANGLE, 0);
  1098. set_param(PARAM_SCALE, 1);
  1099. set_param(PARAM_HUE_VARIATION, 0);
  1100. set_param(PARAM_ANIM_SPEED, 0);
  1101. set_param(PARAM_ANIM_OFFSET, 0);
  1102. set_emission_shape(EMISSION_SHAPE_POINT);
  1103. set_emission_sphere_radius(1);
  1104. set_emission_box_extents(Vector3(1, 1, 1));
  1105. set_gravity(Vector3(0, -9.8, 0));
  1106. set_lifetime_randomness(0);
  1107. emission_point_count = 1;
  1108. set_sub_emitter_mode(SUB_EMITTER_DISABLED);
  1109. set_sub_emitter_frequency(4);
  1110. set_sub_emitter_amount_at_end(1);
  1111. set_sub_emitter_keep_velocity(false);
  1112. for (int i = 0; i < PARAM_MAX; i++) {
  1113. set_param_randomness(Parameter(i), 0);
  1114. }
  1115. for (int i = 0; i < FLAG_MAX; i++) {
  1116. flags[i] = false;
  1117. }
  1118. set_color(Color(1, 1, 1, 1));
  1119. current_key.key = 0;
  1120. current_key.invalid_key = 1;
  1121. _queue_shader_change();
  1122. }
  1123. ParticlesMaterial::~ParticlesMaterial() {
  1124. MutexLock lock(material_mutex);
  1125. if (shader_map.has(current_key)) {
  1126. shader_map[current_key].users--;
  1127. if (shader_map[current_key].users == 0) {
  1128. //deallocate shader, as it's no longer in use
  1129. RS::get_singleton()->free(shader_map[current_key].shader);
  1130. shader_map.erase(current_key);
  1131. }
  1132. RS::get_singleton()->material_set_shader(_get_material(), RID());
  1133. }
  1134. }