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			360 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  visual_shader_particle_nodes.h                                        */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#ifndef VISUAL_SHADER_PARTICLE_NODES_H
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#define VISUAL_SHADER_PARTICLE_NODES_H
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#include "scene/resources/visual_shader.h"
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class ImageTexture;
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// Emit nodes
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class VisualShaderNodeParticleEmitter : public VisualShaderNode {
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	GDCLASS(VisualShaderNodeParticleEmitter, VisualShaderNode);
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protected:
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	bool mode_2d = false;
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	static void _bind_methods();
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public:
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	virtual int get_output_port_count() const override;
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	virtual PortType get_output_port_type(int p_port) const override;
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	virtual String get_output_port_name(int p_port) const override;
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	virtual bool has_output_port_preview(int p_port) const override;
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	virtual void set_mode_2d(bool p_enabled);
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	bool is_mode_2d() const;
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	Vector<StringName> get_editable_properties() const override;
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	virtual HashMap<StringName, String> get_editable_properties_names() const override;
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	bool is_show_prop_names() const override;
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	VisualShaderNodeParticleEmitter();
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};
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class VisualShaderNodeParticleSphereEmitter : public VisualShaderNodeParticleEmitter {
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	GDCLASS(VisualShaderNodeParticleSphereEmitter, VisualShaderNodeParticleEmitter);
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public:
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	VisualShaderNodeParticleSphereEmitter();
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};
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class VisualShaderNodeParticleBoxEmitter : public VisualShaderNodeParticleEmitter {
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	GDCLASS(VisualShaderNodeParticleBoxEmitter, VisualShaderNodeParticleEmitter);
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public:
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual void set_mode_2d(bool p_enabled) override;
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	virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	VisualShaderNodeParticleBoxEmitter();
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};
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class VisualShaderNodeParticleRingEmitter : public VisualShaderNodeParticleEmitter {
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	GDCLASS(VisualShaderNodeParticleRingEmitter, VisualShaderNodeParticleEmitter);
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public:
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	VisualShaderNodeParticleRingEmitter();
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};
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class VisualShaderNodeParticleMeshEmitter : public VisualShaderNodeParticleEmitter {
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	GDCLASS(VisualShaderNodeParticleMeshEmitter, VisualShaderNodeParticleEmitter);
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	Ref<Mesh> mesh;
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	bool use_all_surfaces = true;
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	int surface_index = 0;
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	Ref<ImageTexture> position_texture;
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	Ref<ImageTexture> normal_texture;
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	Ref<ImageTexture> color_texture;
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	Ref<ImageTexture> uv_texture;
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	Ref<ImageTexture> uv2_texture;
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	String _generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, PortType p_port_type) const;
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	void _update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture);
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	void _update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture);
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	void _update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture);
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	void _update_textures();
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protected:
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	static void _bind_methods();
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public:
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	virtual String get_caption() const override;
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	virtual int get_output_port_count() const override;
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	virtual PortType get_output_port_type(int p_port) const override;
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	virtual String get_output_port_name(int p_port) const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	void set_mesh(Ref<Mesh> p_mesh);
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	Ref<Mesh> get_mesh() const;
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	void set_use_all_surfaces(bool p_enabled);
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	bool is_use_all_surfaces() const;
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	void set_surface_index(int p_surface_index);
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	int get_surface_index() const;
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	Vector<StringName> get_editable_properties() const override;
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	HashMap<StringName, String> get_editable_properties_names() const override;
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	Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
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	VisualShaderNodeParticleMeshEmitter();
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};
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class VisualShaderNodeParticleMultiplyByAxisAngle : public VisualShaderNode {
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	GDCLASS(VisualShaderNodeParticleMultiplyByAxisAngle, VisualShaderNode);
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	bool degrees_mode = true;
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protected:
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	static void _bind_methods();
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public:
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual bool is_show_prop_names() const override;
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	virtual int get_output_port_count() const override;
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	virtual PortType get_output_port_type(int p_port) const override;
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	virtual String get_output_port_name(int p_port) const override;
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	virtual bool has_output_port_preview(int p_port) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	void set_degrees_mode(bool p_enabled);
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	bool is_degrees_mode() const;
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	Vector<StringName> get_editable_properties() const override;
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	VisualShaderNodeParticleMultiplyByAxisAngle();
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};
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class VisualShaderNodeParticleConeVelocity : public VisualShaderNode {
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	GDCLASS(VisualShaderNodeParticleConeVelocity, VisualShaderNode);
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public:
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual int get_output_port_count() const override;
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	virtual PortType get_output_port_type(int p_port) const override;
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	virtual String get_output_port_name(int p_port) const override;
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	virtual bool has_output_port_preview(int p_port) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	VisualShaderNodeParticleConeVelocity();
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};
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class VisualShaderNodeParticleRandomness : public VisualShaderNode {
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	GDCLASS(VisualShaderNodeParticleRandomness, VisualShaderNode);
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public:
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	enum OpType {
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		OP_TYPE_SCALAR,
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		OP_TYPE_VECTOR_2D,
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		OP_TYPE_VECTOR_3D,
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		OP_TYPE_VECTOR_4D,
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		OP_TYPE_MAX,
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	};
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private:
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	OpType op_type = OP_TYPE_SCALAR;
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protected:
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	static void _bind_methods();
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public:
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	Vector<StringName> get_editable_properties() const override;
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
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	virtual int get_output_port_count() const override;
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	virtual PortType get_output_port_type(int p_port) const override;
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	virtual String get_output_port_name(int p_port) const override;
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	virtual bool has_output_port_preview(int p_port) const override;
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	virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	void set_op_type(OpType p_type);
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	OpType get_op_type() const;
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	VisualShaderNodeParticleRandomness();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeParticleRandomness::OpType)
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// Process nodes
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class VisualShaderNodeParticleAccelerator : public VisualShaderNode {
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	GDCLASS(VisualShaderNodeParticleAccelerator, VisualShaderNode);
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public:
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	enum Mode {
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		MODE_LINEAR,
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		MODE_RADIAL,
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		MODE_TANGENTIAL,
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		MODE_MAX,
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	};
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private:
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	Mode mode = MODE_LINEAR;
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protected:
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	static void _bind_methods();
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public:
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	Vector<StringName> get_editable_properties() const override;
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual int get_output_port_count() const override;
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	virtual PortType get_output_port_type(int p_port) const override;
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	virtual String get_output_port_name(int p_port) const override;
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	virtual bool has_output_port_preview(int p_port) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	void set_mode(Mode p_mode);
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	Mode get_mode() const;
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	VisualShaderNodeParticleAccelerator();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeParticleAccelerator::Mode)
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// Common nodes
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class VisualShaderNodeParticleOutput : public VisualShaderNodeOutput {
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	GDCLASS(VisualShaderNodeParticleOutput, VisualShaderNodeOutput);
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public:
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual bool is_port_separator(int p_index) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	VisualShaderNodeParticleOutput();
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};
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class VisualShaderNodeParticleEmit : public VisualShaderNode {
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	GDCLASS(VisualShaderNodeParticleEmit, VisualShaderNode);
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public:
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	enum EmitFlags {
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		EMIT_FLAG_POSITION = 1,
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		EMIT_FLAG_ROT_SCALE = 2,
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		EMIT_FLAG_VELOCITY = 4,
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		EMIT_FLAG_COLOR = 8,
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		EMIT_FLAG_CUSTOM = 16,
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	};
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protected:
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	int flags = EMIT_FLAG_POSITION | EMIT_FLAG_ROT_SCALE | EMIT_FLAG_VELOCITY | EMIT_FLAG_COLOR | EMIT_FLAG_CUSTOM;
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	static void _bind_methods();
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public:
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	Vector<StringName> get_editable_properties() const override;
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	virtual String get_caption() const override;
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	virtual int get_input_port_count() const override;
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	virtual PortType get_input_port_type(int p_port) const override;
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	virtual String get_input_port_name(int p_port) const override;
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	virtual int get_output_port_count() const override;
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	virtual PortType get_output_port_type(int p_port) const override;
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	virtual String get_output_port_name(int p_port) const override;
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	void add_flag(EmitFlags p_flag);
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	bool has_flag(EmitFlags p_flag) const;
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	void set_flags(EmitFlags p_flags);
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	EmitFlags get_flags() const;
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	virtual bool is_show_prop_names() const override;
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	virtual bool is_generate_input_var(int p_port) const override;
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	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
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	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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	VisualShaderNodeParticleEmit();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeParticleEmit::EmitFlags)
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#endif // VISUAL_SHADER_PARTICLE_NODES_H
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