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			1670 lines
		
	
	
	
		
			54 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1670 lines
		
	
	
	
		
			54 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
 | |
| /*  visual_shader_particle_nodes.cpp                                      */
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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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| 
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| #include "visual_shader_particle_nodes.h"
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| 
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| #include "scene/resources/image_texture.h"
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| 
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| // VisualShaderNodeParticleEmitter
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| 
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| int VisualShaderNodeParticleEmitter::get_output_port_count() const {
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| 	return 1;
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| }
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| 
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| VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const {
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| 	if (mode_2d) {
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| 		return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
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| 	}
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| 	return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
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| }
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| 
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| String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
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| 	if (p_port == 0) {
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| 		return "position";
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| 	}
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| 	return String();
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| }
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| 
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| bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const {
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| 	return false;
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| }
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| 
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| void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) {
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| 	if (mode_2d == p_enabled) {
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| 		return;
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| 	}
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| 	mode_2d = p_enabled;
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| 	emit_changed();
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| }
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| 
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| bool VisualShaderNodeParticleEmitter::is_mode_2d() const {
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| 	return mode_2d;
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| }
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| 
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| Vector<StringName> VisualShaderNodeParticleEmitter::get_editable_properties() const {
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| 	Vector<StringName> props;
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| 	props.push_back("mode_2d");
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| 	return props;
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| }
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| 
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| HashMap<StringName, String> VisualShaderNodeParticleEmitter::get_editable_properties_names() const {
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| 	HashMap<StringName, String> names;
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| 	names.insert("mode_2d", RTR("2D Mode"));
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| 	return names;
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| }
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| 
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| bool VisualShaderNodeParticleEmitter::is_show_prop_names() const {
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| 	return true;
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| }
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| 
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| void VisualShaderNodeParticleEmitter::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("set_mode_2d", "enabled"), &VisualShaderNodeParticleEmitter::set_mode_2d);
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| 	ClassDB::bind_method(D_METHOD("is_mode_2d"), &VisualShaderNodeParticleEmitter::is_mode_2d);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "mode_2d"), "set_mode_2d", "is_mode_2d");
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| }
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| 
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| VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() {
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| }
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| 
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| // VisualShaderNodeParticleSphereEmitter
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| 
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| String VisualShaderNodeParticleSphereEmitter::get_caption() const {
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| 	return "SphereEmitter";
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| }
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| 
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| int VisualShaderNodeParticleSphereEmitter::get_input_port_count() const {
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| 	return 2;
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| }
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| 
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| VisualShaderNodeParticleSphereEmitter::PortType VisualShaderNodeParticleSphereEmitter::get_input_port_type(int p_port) const {
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| 	return PORT_TYPE_SCALAR;
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| }
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| 
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| String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) const {
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| 	if (p_port == 0) {
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| 		return "radius";
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| 	} else if (p_port == 1) {
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| 		return "inner_radius";
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| 	}
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| 	return String();
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| }
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| 
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| String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
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| 	String code;
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| 
 | |
| 	code += "vec2 __get_random_point_in_circle(inout uint seed, float radius, float inner_radius) {\n";
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| 	code += "	return __get_random_unit_vec2(seed) * __randf_range(seed, inner_radius, radius);\n";
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| 	code += "}\n\n";
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| 
 | |
| 	code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n";
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| 	code += "	return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
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| 	code += "}\n\n";
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| 
 | |
| 	return code;
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| }
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| 
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| String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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| 	String code;
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| 
 | |
| 	if (mode_2d) {
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| 		code += "	" + p_output_vars[0] + " = __get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
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| 	} else {
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| 		code += "	" + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
 | |
| 	}
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| 
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| 	return code;
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| }
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| 
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| VisualShaderNodeParticleSphereEmitter::VisualShaderNodeParticleSphereEmitter() {
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| 	set_input_port_default_value(0, 10.0);
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| 	set_input_port_default_value(1, 0.0);
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| }
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| 
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| // VisualShaderNodeParticleBoxEmitter
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| 
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| String VisualShaderNodeParticleBoxEmitter::get_caption() const {
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| 	return "BoxEmitter";
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| }
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| 
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| int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const {
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| 	return 1;
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| }
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| 
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| VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const {
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| 	if (p_port == 0) {
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| 		if (mode_2d) {
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| 			return PORT_TYPE_VECTOR_2D;
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| 		}
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| 		return PORT_TYPE_VECTOR_3D;
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| 	}
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| 	return PORT_TYPE_SCALAR;
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| }
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| 
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| void VisualShaderNodeParticleBoxEmitter::set_mode_2d(bool p_enabled) {
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| 	if (mode_2d == p_enabled) {
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| 		return;
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| 	}
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| 	if (p_enabled) {
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| 		set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
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| 	} else {
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| 		set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
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| 	}
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| 	mode_2d = p_enabled;
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| 	emit_changed();
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| }
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| 
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| String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const {
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| 	if (p_port == 0) {
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| 		return "extents";
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| 	}
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| 	return String();
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| }
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| 
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| String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
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| 	String code;
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| 
 | |
| 	code += "vec2 __get_random_point_in_box2d(inout uint seed, vec2 extents) {\n";
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| 	code += "	vec2 half_extents = extents / 2.0;\n";
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| 	code += "	return vec2(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y));\n";
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| 	code += "}\n\n";
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| 
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| 	code += "vec3 __get_random_point_in_box3d(inout uint seed, vec3 extents) {\n";
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| 	code += "	vec3 half_extents = extents / 2.0;\n";
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| 	code += "	return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n";
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| 	code += "}\n\n";
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| 
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| 	return code;
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| }
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| 
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| String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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| 	String code;
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| 	if (mode_2d) {
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| 		code += "	" + p_output_vars[0] + " = __get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
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| 	} else {
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| 		code += "	" + p_output_vars[0] + " = __get_random_point_in_box3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
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| 	}
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| 	return code;
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| }
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| 
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| VisualShaderNodeParticleBoxEmitter::VisualShaderNodeParticleBoxEmitter() {
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| 	set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
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| }
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| 
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| // VisualShaderNodeParticleRingEmitter
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| 
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| String VisualShaderNodeParticleRingEmitter::get_caption() const {
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| 	return "RingEmitter";
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| }
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| 
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| int VisualShaderNodeParticleRingEmitter::get_input_port_count() const {
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| 	return 3;
 | |
| }
 | |
| 
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| VisualShaderNodeParticleRingEmitter::PortType VisualShaderNodeParticleRingEmitter::get_input_port_type(int p_port) const {
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| 	return PORT_TYPE_SCALAR;
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| }
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| 
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| String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) const {
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| 	if (p_port == 0) {
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| 		return "radius";
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| 	} else if (p_port == 1) {
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| 		return "inner_radius";
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| 	} else if (p_port == 2) {
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| 		return "height";
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| 	}
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| 	return String();
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| }
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| 
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| String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
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| 	String code;
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| 
 | |
| 	code += "vec2 __get_random_point_on_ring2d(inout uint seed, float radius, float inner_radius) {\n";
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| 	code += "	float angle = __rand_from_seed(seed) * TAU;\n";
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| 	code += "	vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
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| 	code += "	return vec2(ring.x, ring.y);\n";
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| 	code += "}\n\n";
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| 
 | |
| 	code += "vec3 __get_random_point_on_ring3d(inout uint seed, float radius, float inner_radius, float height) {\n";
 | |
| 	code += "	float angle = __rand_from_seed(seed) * TAU;\n";
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| 	code += "	vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
 | |
| 	code += "	return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
 | |
| 	code += "}\n\n";
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 | |
| 	String code;
 | |
| 
 | |
| 	if (mode_2d) {
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| 		code = "	" + p_output_vars[0] + " = __get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
 | |
| 	} else {
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| 		code = "	" + p_output_vars[0] + " = __get_random_point_on_ring3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
 | |
| 	}
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| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleRingEmitter::VisualShaderNodeParticleRingEmitter() {
 | |
| 	set_input_port_default_value(0, 10.0);
 | |
| 	set_input_port_default_value(1, 0.0);
 | |
| 	set_input_port_default_value(2, 0.0);
 | |
| }
 | |
| 
 | |
| // VisualShaderNodeParticleMeshEmitter
 | |
| 
 | |
| String VisualShaderNodeParticleMeshEmitter::get_caption() const {
 | |
| 	return "MeshEmitter";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const {
 | |
| 	return 6;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0: // position
 | |
| 			if (mode_2d) {
 | |
| 				return PORT_TYPE_VECTOR_2D;
 | |
| 			}
 | |
| 			return PORT_TYPE_VECTOR_3D;
 | |
| 		case 1: // normal
 | |
| 			if (mode_2d) {
 | |
| 				return PORT_TYPE_VECTOR_2D;
 | |
| 			}
 | |
| 			return PORT_TYPE_VECTOR_3D;
 | |
| 		case 2: // color
 | |
| 			return PORT_TYPE_VECTOR_3D;
 | |
| 		case 3: // alpha
 | |
| 			return PORT_TYPE_SCALAR;
 | |
| 		case 4: // uv
 | |
| 			return PORT_TYPE_VECTOR_2D;
 | |
| 		case 5: // uv2
 | |
| 			return PORT_TYPE_VECTOR_2D;
 | |
| 	}
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMeshEmitter::get_output_port_name(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			return "position";
 | |
| 		case 1:
 | |
| 			return "normal";
 | |
| 		case 2:
 | |
| 			return "color";
 | |
| 		case 3:
 | |
| 			return "alpha";
 | |
| 		case 4:
 | |
| 			return "uv";
 | |
| 		case 5:
 | |
| 			return "uv2";
 | |
| 	}
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleMeshEmitter::get_input_port_count() const {
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMeshEmitter::get_input_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMeshEmitter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 	String code;
 | |
| 
 | |
| 	if (is_output_port_connected(0)) { // position
 | |
| 		code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_vx") + ";\n";
 | |
| 	}
 | |
| 
 | |
| 	if (is_output_port_connected(1)) { // normal
 | |
| 		code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_nm") + ";\n";
 | |
| 	}
 | |
| 
 | |
| 	if (is_output_port_connected(2) || is_output_port_connected(3)) { // color & alpha
 | |
| 		code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_col") + ";\n";
 | |
| 	}
 | |
| 
 | |
| 	if (is_output_port_connected(4)) { // uv
 | |
| 		code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv") + ";\n";
 | |
| 	}
 | |
| 
 | |
| 	if (is_output_port_connected(5)) { // uv2
 | |
| 		code += "uniform sampler2D " + make_unique_id(p_type, p_id, "mesh_uv2") + ";\n";
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMeshEmitter::_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 {
 | |
| 	String code;
 | |
| 	if (is_output_port_connected(p_index)) {
 | |
| 		switch (p_port_type) {
 | |
| 			case PORT_TYPE_VECTOR_2D: {
 | |
| 				code += vformat("		%s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
 | |
| 			} break;
 | |
| 			case PORT_TYPE_VECTOR_3D: {
 | |
| 				if (mode_2d) {
 | |
| 					code += vformat("		%s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
 | |
| 				} else {
 | |
| 					code += vformat("		%s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xyz;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
 | |
| 				}
 | |
| 			} break;
 | |
| 			default:
 | |
| 				break;
 | |
| 		}
 | |
| 	}
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 | |
| 	String code;
 | |
| 	code += "	{\n";
 | |
| 	code += "		int __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n";
 | |
| 
 | |
| 	code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx", VisualShaderNode::PORT_TYPE_VECTOR_3D);
 | |
| 	code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm", VisualShaderNode::PORT_TYPE_VECTOR_3D);
 | |
| 
 | |
| 	if (is_output_port_connected(2) || is_output_port_connected(3)) {
 | |
| 		code += vformat("		vec4 __vec4_buff = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0);\n", make_unique_id(p_type, p_id, "mesh_col"));
 | |
| 
 | |
| 		if (is_output_port_connected(2)) {
 | |
| 			code += "		" + p_output_vars[2] + " = __vec4_buff.rgb;\n";
 | |
| 		}
 | |
| 		if (is_output_port_connected(3)) {
 | |
| 			code += "		" + p_output_vars[3] + " = __vec4_buff.a;\n";
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", VisualShaderNode::PORT_TYPE_VECTOR_2D);
 | |
| 	code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", VisualShaderNode::PORT_TYPE_VECTOR_2D);
 | |
| 
 | |
| 	code += "	}\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| Vector<VisualShader::DefaultTextureParam> VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
 | |
| 	Vector<VisualShader::DefaultTextureParam> ret;
 | |
| 
 | |
| 	if (is_output_port_connected(0)) {
 | |
| 		VisualShader::DefaultTextureParam dtp;
 | |
| 		dtp.name = make_unique_id(p_type, p_id, "mesh_vx");
 | |
| 		dtp.params.push_back(position_texture);
 | |
| 		ret.push_back(dtp);
 | |
| 	}
 | |
| 
 | |
| 	if (is_output_port_connected(1)) {
 | |
| 		VisualShader::DefaultTextureParam dtp;
 | |
| 		dtp.name = make_unique_id(p_type, p_id, "mesh_nm");
 | |
| 		dtp.params.push_back(normal_texture);
 | |
| 		ret.push_back(dtp);
 | |
| 	}
 | |
| 
 | |
| 	if (is_output_port_connected(2) || is_output_port_connected(3)) {
 | |
| 		VisualShader::DefaultTextureParam dtp;
 | |
| 		dtp.name = make_unique_id(p_type, p_id, "mesh_col");
 | |
| 		dtp.params.push_back(color_texture);
 | |
| 		ret.push_back(dtp);
 | |
| 	}
 | |
| 
 | |
| 	if (is_output_port_connected(4)) {
 | |
| 		VisualShader::DefaultTextureParam dtp;
 | |
| 		dtp.name = make_unique_id(p_type, p_id, "mesh_uv");
 | |
| 		dtp.params.push_back(uv_texture);
 | |
| 		ret.push_back(dtp);
 | |
| 	}
 | |
| 
 | |
| 	if (is_output_port_connected(5)) {
 | |
| 		VisualShader::DefaultTextureParam dtp;
 | |
| 		dtp.name = make_unique_id(p_type, p_id, "mesh_uv2");
 | |
| 		dtp.params.push_back(uv2_texture);
 | |
| 		ret.push_back(dtp);
 | |
| 	}
 | |
| 
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture) {
 | |
| 	Ref<Image> image;
 | |
| 	image.instantiate();
 | |
| 
 | |
| 	if (p_array.size() == 0) {
 | |
| 		image->initialize_data(1, 1, false, Image::Format::FORMAT_RGBF);
 | |
| 	} else {
 | |
| 		image->initialize_data(p_array.size(), 1, false, Image::Format::FORMAT_RGBF);
 | |
| 	}
 | |
| 
 | |
| 	for (int i = 0; i < p_array.size(); i++) {
 | |
| 		Vector2 v = p_array[i];
 | |
| 		image->set_pixel(i, 0, Color(v.x, v.y, 0));
 | |
| 	}
 | |
| 	if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
 | |
| 		r_texture->set_image(image);
 | |
| 	} else {
 | |
| 		r_texture->update(image);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture) {
 | |
| 	Ref<Image> image;
 | |
| 	image.instantiate();
 | |
| 
 | |
| 	if (p_array.size() == 0) {
 | |
| 		image->initialize_data(1, 1, false, Image::Format::FORMAT_RGBF);
 | |
| 	} else {
 | |
| 		image->initialize_data(p_array.size(), 1, false, Image::Format::FORMAT_RGBF);
 | |
| 	}
 | |
| 
 | |
| 	for (int i = 0; i < p_array.size(); i++) {
 | |
| 		Vector3 v = p_array[i];
 | |
| 		image->set_pixel(i, 0, Color(v.x, v.y, v.z));
 | |
| 	}
 | |
| 	if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
 | |
| 		r_texture->set_image(image);
 | |
| 	} else {
 | |
| 		r_texture->update(image);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMeshEmitter::_update_texture(const Vector<Color> &p_array, Ref<ImageTexture> &r_texture) {
 | |
| 	Ref<Image> image;
 | |
| 	image.instantiate();
 | |
| 
 | |
| 	if (p_array.size() == 0) {
 | |
| 		image->initialize_data(1, 1, false, Image::Format::FORMAT_RGBA8);
 | |
| 	} else {
 | |
| 		image->initialize_data(p_array.size(), 1, false, Image::Format::FORMAT_RGBA8);
 | |
| 	}
 | |
| 
 | |
| 	for (int i = 0; i < p_array.size(); i++) {
 | |
| 		image->set_pixel(i, 0, p_array[i]);
 | |
| 	}
 | |
| 	if (r_texture->get_width() != p_array.size() || p_array.size() == 0) {
 | |
| 		r_texture->set_image(image);
 | |
| 	} else {
 | |
| 		r_texture->update(image);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMeshEmitter::_update_textures() {
 | |
| 	if (mesh.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	Vector<Vector3> vertices;
 | |
| 	Vector<Vector3> normals;
 | |
| 	Vector<Color> colors;
 | |
| 	Vector<Vector2> uvs;
 | |
| 	Vector<Vector2> uvs2;
 | |
| 
 | |
| 	const int surface_count = mesh->get_surface_count();
 | |
| 
 | |
| 	if (use_all_surfaces) {
 | |
| 		for (int i = 0; i < surface_count; i++) {
 | |
| 			const Array surface_arrays = mesh->surface_get_arrays(i);
 | |
| 			const int surface_arrays_size = surface_arrays.size();
 | |
| 
 | |
| 			// position
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_VERTEX) {
 | |
| 				Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX];
 | |
| 				for (int j = 0; j < vertex_array.size(); j++) {
 | |
| 					vertices.push_back((Vector3)vertex_array[j]);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			// normal
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_NORMAL) {
 | |
| 				Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL];
 | |
| 				for (int j = 0; j < normal_array.size(); j++) {
 | |
| 					normals.push_back((Vector3)normal_array[j]);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			// color
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_COLOR) {
 | |
| 				Array color_array = surface_arrays[Mesh::ARRAY_COLOR];
 | |
| 				for (int j = 0; j < color_array.size(); j++) {
 | |
| 					colors.push_back((Color)color_array[j]);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			// uv
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_TEX_UV) {
 | |
| 				Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV];
 | |
| 				for (int j = 0; j < uv_array.size(); j++) {
 | |
| 					uvs.push_back((Vector2)uv_array[j]);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			// uv2
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) {
 | |
| 				Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2];
 | |
| 				for (int j = 0; j < uv2_array.size(); j++) {
 | |
| 					uvs2.push_back((Vector2)uv2_array[j]);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (surface_index >= 0 && surface_index < surface_count) {
 | |
| 			const Array surface_arrays = mesh->surface_get_arrays(surface_index);
 | |
| 			const int surface_arrays_size = surface_arrays.size();
 | |
| 
 | |
| 			// position
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_VERTEX) {
 | |
| 				Array vertex_array = surface_arrays[Mesh::ARRAY_VERTEX];
 | |
| 				for (int i = 0; i < vertex_array.size(); i++) {
 | |
| 					vertices.push_back((Vector3)vertex_array[i]);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			// normal
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_NORMAL) {
 | |
| 				Array normal_array = surface_arrays[Mesh::ARRAY_NORMAL];
 | |
| 				for (int i = 0; i < normal_array.size(); i++) {
 | |
| 					normals.push_back((Vector3)normal_array[i]);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			// color
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_COLOR) {
 | |
| 				Array color_array = surface_arrays[Mesh::ARRAY_COLOR];
 | |
| 				for (int i = 0; i < color_array.size(); i++) {
 | |
| 					colors.push_back((Color)color_array[i]);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			// uv
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_TEX_UV) {
 | |
| 				Array uv_array = surface_arrays[Mesh::ARRAY_TEX_UV];
 | |
| 				for (int j = 0; j < uv_array.size(); j++) {
 | |
| 					uvs.push_back((Vector2)uv_array[j]);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			// uv2
 | |
| 			if (surface_arrays_size > Mesh::ARRAY_TEX_UV2) {
 | |
| 				Array uv2_array = surface_arrays[Mesh::ARRAY_TEX_UV2];
 | |
| 				for (int j = 0; j < uv2_array.size(); j++) {
 | |
| 					uvs2.push_back((Vector2)uv2_array[j]);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	_update_texture(vertices, position_texture);
 | |
| 	_update_texture(normals, normal_texture);
 | |
| 	_update_texture(colors, color_texture);
 | |
| 	_update_texture(uvs, uv_texture);
 | |
| 	_update_texture(uvs2, uv2_texture);
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMeshEmitter::set_mesh(Ref<Mesh> p_mesh) {
 | |
| 	if (mesh == p_mesh) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (mesh.is_valid()) {
 | |
| 		mesh->disconnect_changed(callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures));
 | |
| 	}
 | |
| 
 | |
| 	mesh = p_mesh;
 | |
| 
 | |
| 	if (mesh.is_valid()) {
 | |
| 		mesh->connect_changed(callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures));
 | |
| 	}
 | |
| 
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| Ref<Mesh> VisualShaderNodeParticleMeshEmitter::get_mesh() const {
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces(bool p_enabled) {
 | |
| 	if (use_all_surfaces == p_enabled) {
 | |
| 		return;
 | |
| 	}
 | |
| 	use_all_surfaces = p_enabled;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces() const {
 | |
| 	return use_all_surfaces;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMeshEmitter::set_surface_index(int p_surface_index) {
 | |
| 	if (mesh.is_valid()) {
 | |
| 		if (mesh->get_surface_count() > 0) {
 | |
| 			p_surface_index = CLAMP(p_surface_index, 0, mesh->get_surface_count() - 1);
 | |
| 		} else {
 | |
| 			p_surface_index = 0;
 | |
| 		}
 | |
| 	} else if (p_surface_index < 0) {
 | |
| 		p_surface_index = 0;
 | |
| 	}
 | |
| 	if (surface_index == p_surface_index) {
 | |
| 		return;
 | |
| 	}
 | |
| 	surface_index = p_surface_index;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleMeshEmitter::get_surface_index() const {
 | |
| 	return surface_index;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeParticleMeshEmitter::get_editable_properties() const {
 | |
| 	Vector<StringName> props = VisualShaderNodeParticleEmitter::get_editable_properties();
 | |
| 
 | |
| 	props.push_back("mesh");
 | |
| 	props.push_back("use_all_surfaces");
 | |
| 	if (!use_all_surfaces) {
 | |
| 		props.push_back("surface_index");
 | |
| 	}
 | |
| 
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| HashMap<StringName, String> VisualShaderNodeParticleMeshEmitter::get_editable_properties_names() const {
 | |
| 	HashMap<StringName, String> names = VisualShaderNodeParticleEmitter::get_editable_properties_names();
 | |
| 
 | |
| 	names.insert("mesh", RTR("Mesh"));
 | |
| 	names.insert("use_all_surfaces", RTR("Use All Surfaces"));
 | |
| 	if (!use_all_surfaces) {
 | |
| 		names.insert("surface_index", RTR("Surface Index"));
 | |
| 	}
 | |
| 
 | |
| 	return names;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMeshEmitter::_bind_methods() {
 | |
| 	ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &VisualShaderNodeParticleMeshEmitter::set_mesh);
 | |
| 	ClassDB::bind_method(D_METHOD("get_mesh"), &VisualShaderNodeParticleMeshEmitter::get_mesh);
 | |
| 	ClassDB::bind_method(D_METHOD("set_use_all_surfaces", "enabled"), &VisualShaderNodeParticleMeshEmitter::set_use_all_surfaces);
 | |
| 	ClassDB::bind_method(D_METHOD("is_use_all_surfaces"), &VisualShaderNodeParticleMeshEmitter::is_use_all_surfaces);
 | |
| 	ClassDB::bind_method(D_METHOD("set_surface_index", "surface_index"), &VisualShaderNodeParticleMeshEmitter::set_surface_index);
 | |
| 	ClassDB::bind_method(D_METHOD("get_surface_index"), &VisualShaderNodeParticleMeshEmitter::get_surface_index);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_all_surfaces"), "set_use_all_surfaces", "is_use_all_surfaces");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "surface_index"), "set_surface_index", "get_surface_index");
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleMeshEmitter::VisualShaderNodeParticleMeshEmitter() {
 | |
| 	connect_changed(callable_mp(this, &VisualShaderNodeParticleMeshEmitter::_update_textures));
 | |
| 
 | |
| 	position_texture.instantiate();
 | |
| 	normal_texture.instantiate();
 | |
| 	color_texture.instantiate();
 | |
| 	uv_texture.instantiate();
 | |
| 	uv2_texture.instantiate();
 | |
| 
 | |
| 	simple_decl = false;
 | |
| }
 | |
| 
 | |
| // VisualShaderNodeParticleMultiplyByAxisAngle
 | |
| 
 | |
| void VisualShaderNodeParticleMultiplyByAxisAngle::_bind_methods() {
 | |
| 	ClassDB::bind_method(D_METHOD("set_degrees_mode", "enabled"), &VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode);
 | |
| 	ClassDB::bind_method(D_METHOD("is_degrees_mode"), &VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "degrees_mode"), "set_degrees_mode", "is_degrees_mode");
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMultiplyByAxisAngle::get_caption() const {
 | |
| 	return "MultiplyByAxisAngle";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const {
 | |
| 	if (p_port == 0 || p_port == 1) { // position, rotation_axis
 | |
| 		return PORT_TYPE_VECTOR_3D;
 | |
| 	}
 | |
| 	return PORT_TYPE_SCALAR; // angle (degrees/radians)
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "position";
 | |
| 	}
 | |
| 	if (p_port == 1) {
 | |
| 		return "axis";
 | |
| 	}
 | |
| 	if (p_port == 2) {
 | |
| 		if (degrees_mode) {
 | |
| 			return "angle (degrees)";
 | |
| 		} else {
 | |
| 			return "angle (radians)";
 | |
| 		}
 | |
| 	}
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleMultiplyByAxisAngle::is_show_prop_names() const {
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const {
 | |
| 	return "position";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleMultiplyByAxisAngle::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 | |
| 	String code;
 | |
| 	if (degrees_mode) {
 | |
| 		code += "	" + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
 | |
| 	} else {
 | |
| 		code += "	" + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
 | |
| 	}
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleMultiplyByAxisAngle::set_degrees_mode(bool p_enabled) {
 | |
| 	degrees_mode = p_enabled;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleMultiplyByAxisAngle::is_degrees_mode() const {
 | |
| 	return degrees_mode;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("degrees_mode");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const {
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() {
 | |
| 	set_input_port_default_value(1, Vector3(1, 0, 0));
 | |
| 	set_input_port_default_value(2, 0.0);
 | |
| }
 | |
| 
 | |
| // VisualShaderNodeParticleConeVelocity
 | |
| 
 | |
| String VisualShaderNodeParticleConeVelocity::get_caption() const {
 | |
| 	return "ConeVelocity";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleConeVelocity::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return PORT_TYPE_VECTOR_3D;
 | |
| 	} else if (p_port == 1) {
 | |
| 		return PORT_TYPE_SCALAR;
 | |
| 	}
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleConeVelocity::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "direction";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "spread(degrees)";
 | |
| 	}
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleConeVelocity::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "velocity";
 | |
| 	}
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const {
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 | |
| 	String code;
 | |
| 	code += "	{\n";
 | |
| 	code += "		float __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
 | |
| 	code += "		float __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
 | |
| 	code += "		float __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
 | |
| 	code += "		vec3 __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n";
 | |
| 	code += "		__scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n";
 | |
| 	code += "		__scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n";
 | |
| 	code += "		__vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n";
 | |
| 	code += "		vec3 __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n";
 | |
| 	code += "		__vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n";
 | |
| 	code += "		" + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n";
 | |
| 	code += "	}\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleConeVelocity::VisualShaderNodeParticleConeVelocity() {
 | |
| 	set_input_port_default_value(0, Vector3(1, 0, 0));
 | |
| 	set_input_port_default_value(1, 45.0);
 | |
| 
 | |
| 	simple_decl = false;
 | |
| }
 | |
| 
 | |
| // VisualShaderNodeParticleRandomness
 | |
| 
 | |
| void VisualShaderNodeParticleRandomness::_bind_methods() {
 | |
| 	ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type);
 | |
| 	ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
 | |
| 	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
 | |
| 	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
 | |
| 	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
 | |
| 	BIND_ENUM_CONSTANT(OP_TYPE_MAX);
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeParticleRandomness::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("op_type");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleRandomness::get_caption() const {
 | |
| 	return "ParticleRandomness";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleRandomness::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const {
 | |
| 	switch (op_type) {
 | |
| 		case OP_TYPE_VECTOR_2D:
 | |
| 			return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
 | |
| 		case OP_TYPE_VECTOR_3D:
 | |
| 			return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
 | |
| 		case OP_TYPE_VECTOR_4D:
 | |
| 			return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleRandomness::get_output_port_name(int p_port) const {
 | |
| 	return "random";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleRandomness::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			return PORT_TYPE_SCALAR_UINT;
 | |
| 		case 1:
 | |
| 		case 2:
 | |
| 			switch (op_type) {
 | |
| 				case OP_TYPE_VECTOR_2D:
 | |
| 					return PORT_TYPE_VECTOR_2D;
 | |
| 				case OP_TYPE_VECTOR_3D:
 | |
| 					return PORT_TYPE_VECTOR_3D;
 | |
| 				case OP_TYPE_VECTOR_4D:
 | |
| 					return PORT_TYPE_VECTOR_4D;
 | |
| 				default:
 | |
| 					break;
 | |
| 			}
 | |
| 			break;
 | |
| 	}
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			return "seed";
 | |
| 		case 1:
 | |
| 			return "min";
 | |
| 		case 2:
 | |
| 			return "max";
 | |
| 	}
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleRandomness::is_input_port_default(int p_port, Shader::Mode p_mode) const {
 | |
| 	return p_port == 0; // seed
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleRandomness::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
 | |
| 	String code;
 | |
| 
 | |
| 	code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
 | |
| 	code += "	return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
 | |
| 	code += "}\n\n";
 | |
| 
 | |
| 	code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
 | |
| 	code += "	return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
 | |
| 	code += "}\n\n";
 | |
| 
 | |
| 	code += "vec4 __randv4_range(inout uint seed, vec4 from, vec4 to) {\n";
 | |
| 	code += "	return vec4(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z), __randf_range(seed, from.w, to.w));\n";
 | |
| 	code += "}\n\n";
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 | |
| 	static const char *func[(int)OP_TYPE_MAX] = { "__randf_range", "__randv2_range", "__randv3_range", "__randv4_range" };
 | |
| 	return vformat("	%s = %s(%s, %s, %s);\n", p_output_vars[0], func[op_type], p_input_vars[0].is_empty() ? "__seed" : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1], p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]);
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
 | |
| 	ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
 | |
| 	if (op_type == p_op_type) {
 | |
| 		return;
 | |
| 	}
 | |
| 	switch (p_op_type) {
 | |
| 		case OP_TYPE_SCALAR: {
 | |
| 			set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
 | |
| 			set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
 | |
| 		} break;
 | |
| 		case OP_TYPE_VECTOR_2D: {
 | |
| 			set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
 | |
| 			set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
 | |
| 		} break;
 | |
| 		case OP_TYPE_VECTOR_3D: {
 | |
| 			set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
 | |
| 			set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
 | |
| 		} break;
 | |
| 		case OP_TYPE_VECTOR_4D: {
 | |
| 			set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
 | |
| 			set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
 | |
| 		} break;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 	op_type = p_op_type;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::get_op_type() const {
 | |
| 	return op_type;
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const {
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
 | |
| 	set_input_port_default_value(1, -1.0);
 | |
| 	set_input_port_default_value(2, 1.0);
 | |
| }
 | |
| 
 | |
| // VisualShaderNodeParticleAccelerator
 | |
| 
 | |
| void VisualShaderNodeParticleAccelerator::_bind_methods() {
 | |
| 	ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShaderNodeParticleAccelerator::set_mode);
 | |
| 	ClassDB::bind_method(D_METHOD("get_mode"), &VisualShaderNodeParticleAccelerator::get_mode);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Linear,Radial,Tangential"), "set_mode", "get_mode");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(MODE_LINEAR);
 | |
| 	BIND_ENUM_CONSTANT(MODE_RADIAL)
 | |
| 	BIND_ENUM_CONSTANT(MODE_TANGENTIAL);
 | |
| 	BIND_ENUM_CONSTANT(MODE_MAX);
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeParticleAccelerator::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("mode");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleAccelerator::get_caption() const {
 | |
| 	return "ParticleAccelerator";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleAccelerator::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleAccelerator::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return PORT_TYPE_VECTOR_3D;
 | |
| 	} else if (p_port == 1) {
 | |
| 		return PORT_TYPE_SCALAR;
 | |
| 	} else if (p_port == 2) {
 | |
| 		return PORT_TYPE_VECTOR_3D;
 | |
| 	}
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleAccelerator::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "amount";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "randomness";
 | |
| 	} else if (p_port == 2) {
 | |
| 		return "axis";
 | |
| 	}
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 | |
| 	String code;
 | |
| 	code += "	{\n";
 | |
| 	switch (mode) {
 | |
| 		case MODE_LINEAR:
 | |
| 			code += "		" + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
 | |
| 			break;
 | |
| 		case MODE_RADIAL:
 | |
| 			code += "		vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
 | |
| 			code += "		vec3 __ndiff = normalize(__diff);\n\n";
 | |
| 			code += "		" + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
 | |
| 			break;
 | |
| 		case MODE_TANGENTIAL:
 | |
| 			code += "		vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
 | |
| 			code += "		vec3 __ndiff = normalize(__diff);\n\n";
 | |
| 			code += "		vec3 __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n";
 | |
| 			code += "		" + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n";
 | |
| 			break;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 	code += "	}\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleAccelerator::set_mode(Mode p_mode) {
 | |
| 	ERR_FAIL_INDEX(int(p_mode), int(MODE_MAX));
 | |
| 	if (mode == p_mode) {
 | |
| 		return;
 | |
| 	}
 | |
| 	mode = p_mode;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::get_mode() const {
 | |
| 	return mode;
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const {
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() {
 | |
| 	set_input_port_default_value(0, Vector3(1, 1, 1));
 | |
| 	set_input_port_default_value(1, 0.0);
 | |
| 	set_input_port_default_value(2, Vector3(0, -9.8, 0));
 | |
| 
 | |
| 	simple_decl = false;
 | |
| }
 | |
| 
 | |
| // VisualShaderNodeParticleOutput
 | |
| 
 | |
| String VisualShaderNodeParticleOutput::get_caption() const {
 | |
| 	switch (shader_type) {
 | |
| 		case VisualShader::TYPE_START:
 | |
| 			return "StartOutput";
 | |
| 		case VisualShader::TYPE_PROCESS:
 | |
| 			return "ProcessOutput";
 | |
| 		case VisualShader::TYPE_COLLIDE:
 | |
| 			return "CollideOutput";
 | |
| 		case VisualShader::TYPE_START_CUSTOM:
 | |
| 			return "CustomStartOutput";
 | |
| 		case VisualShader::TYPE_PROCESS_CUSTOM:
 | |
| 			return "CustomProcessOutput";
 | |
| 		default:
 | |
| 			ERR_PRINT(vformat("Unexpected shader_type %d for VisualShaderNodeParticleOutput.", shader_type));
 | |
| 			return "";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleOutput::get_input_port_count() const {
 | |
| 	switch (shader_type) {
 | |
| 		case VisualShader::TYPE_START:
 | |
| 			return 8;
 | |
| 		case VisualShader::TYPE_PROCESS:
 | |
| 			return 7;
 | |
| 		case VisualShader::TYPE_COLLIDE:
 | |
| 			return 5;
 | |
| 		case VisualShader::TYPE_START_CUSTOM:
 | |
| 		case VisualShader::TYPE_PROCESS_CUSTOM:
 | |
| 			return 6;
 | |
| 		default:
 | |
| 			ERR_PRINT(vformat("Unexpected shader_type %d for VisualShaderNodeParticleOutput.", shader_type));
 | |
| 			return 0;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_input_port_type(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				return PORT_TYPE_VECTOR_3D; // custom.rgb
 | |
| 			}
 | |
| 			return PORT_TYPE_BOOLEAN; // active
 | |
| 		case 1:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				break; // custom.a (scalar)
 | |
| 			}
 | |
| 			return PORT_TYPE_VECTOR_3D; // velocity
 | |
| 		case 2:
 | |
| 			return PORT_TYPE_VECTOR_3D; // color & velocity
 | |
| 		case 3:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				return PORT_TYPE_VECTOR_3D; // color
 | |
| 			}
 | |
| 			break; // alpha (scalar)
 | |
| 		case 4:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				break; // alpha
 | |
| 			}
 | |
| 			if (shader_type == VisualShader::TYPE_PROCESS) {
 | |
| 				break; // scale
 | |
| 			}
 | |
| 			if (shader_type == VisualShader::TYPE_COLLIDE) {
 | |
| 				return PORT_TYPE_TRANSFORM; // transform
 | |
| 			}
 | |
| 			return PORT_TYPE_VECTOR_3D; // position
 | |
| 		case 5:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				return PORT_TYPE_TRANSFORM; // transform
 | |
| 			}
 | |
| 			if (shader_type == VisualShader::TYPE_PROCESS) {
 | |
| 				return PORT_TYPE_VECTOR_3D; // rotation_axis
 | |
| 			}
 | |
| 			break; // scale (scalar)
 | |
| 		case 6:
 | |
| 			if (shader_type == VisualShader::TYPE_START) {
 | |
| 				return PORT_TYPE_VECTOR_3D; // rotation_axis
 | |
| 			}
 | |
| 			break;
 | |
| 		case 7:
 | |
| 			break; // angle (scalar)
 | |
| 	}
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleOutput::get_input_port_name(int p_port) const {
 | |
| 	String port_name;
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				port_name = "custom";
 | |
| 				break;
 | |
| 			}
 | |
| 			port_name = "active";
 | |
| 			break;
 | |
| 		case 1:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				port_name = "custom_alpha";
 | |
| 				break;
 | |
| 			}
 | |
| 			port_name = "velocity";
 | |
| 			break;
 | |
| 		case 2:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				port_name = "velocity";
 | |
| 				break;
 | |
| 			}
 | |
| 			port_name = "color";
 | |
| 			break;
 | |
| 		case 3:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				port_name = "color";
 | |
| 				break;
 | |
| 			}
 | |
| 			port_name = "alpha";
 | |
| 			break;
 | |
| 		case 4:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				port_name = "alpha";
 | |
| 				break;
 | |
| 			}
 | |
| 			if (shader_type == VisualShader::TYPE_PROCESS) {
 | |
| 				port_name = "scale";
 | |
| 				break;
 | |
| 			}
 | |
| 			if (shader_type == VisualShader::TYPE_COLLIDE) {
 | |
| 				port_name = "transform";
 | |
| 				break;
 | |
| 			}
 | |
| 			port_name = "position";
 | |
| 			break;
 | |
| 		case 5:
 | |
| 			if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 				port_name = "transform";
 | |
| 				break;
 | |
| 			}
 | |
| 			if (shader_type == VisualShader::TYPE_PROCESS) {
 | |
| 				port_name = "rotation_axis";
 | |
| 				break;
 | |
| 			}
 | |
| 			port_name = "scale";
 | |
| 			break;
 | |
| 		case 6:
 | |
| 			if (shader_type == VisualShader::TYPE_PROCESS) {
 | |
| 				port_name = "angle_in_radians";
 | |
| 				break;
 | |
| 			}
 | |
| 			port_name = "rotation_axis";
 | |
| 			break;
 | |
| 		case 7:
 | |
| 			port_name = "angle_in_radians";
 | |
| 			break;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 	if (!port_name.is_empty()) {
 | |
| 		return port_name.capitalize();
 | |
| 	}
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const {
 | |
| 	if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) {
 | |
| 		String port_name = get_input_port_name(p_index);
 | |
| 		return bool(port_name == "Scale");
 | |
| 	}
 | |
| 	if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 		String port_name = get_input_port_name(p_index);
 | |
| 		return bool(port_name == "Velocity");
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 | |
| 	String code;
 | |
| 	String tab = "	";
 | |
| 
 | |
| 	if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
 | |
| 		if (!p_input_vars[0].is_empty()) { // custom.rgb
 | |
| 			code += tab + "CUSTOM.rgb = " + p_input_vars[0] + ";\n";
 | |
| 		}
 | |
| 		if (!p_input_vars[1].is_empty()) { // custom.a
 | |
| 			code += tab + "CUSTOM.a = " + p_input_vars[1] + ";\n";
 | |
| 		}
 | |
| 		if (!p_input_vars[2].is_empty()) { // velocity
 | |
| 			code += tab + "VELOCITY = " + p_input_vars[2] + ";\n";
 | |
| 		}
 | |
| 		if (!p_input_vars[3].is_empty()) { // color.rgb
 | |
| 			code += tab + "COLOR.rgb = " + p_input_vars[3] + ";\n";
 | |
| 		}
 | |
| 		if (!p_input_vars[4].is_empty()) { // color.a
 | |
| 			code += tab + "COLOR.a = " + p_input_vars[4] + ";\n";
 | |
| 		}
 | |
| 		if (!p_input_vars[5].is_empty()) { // transform
 | |
| 			code += tab + "TRANSFORM = " + p_input_vars[5] + ";\n";
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (!p_input_vars[0].is_empty()) { // Active (begin).
 | |
| 			code += tab + "ACTIVE = " + p_input_vars[0] + ";\n";
 | |
| 			code += tab + "if(ACTIVE) {\n";
 | |
| 			tab += "	";
 | |
| 		}
 | |
| 		if (!p_input_vars[1].is_empty()) { // velocity
 | |
| 			code += tab + "VELOCITY = " + p_input_vars[1] + ";\n";
 | |
| 		}
 | |
| 		if (!p_input_vars[2].is_empty()) { // color
 | |
| 			code += tab + "COLOR.rgb = " + p_input_vars[2] + ";\n";
 | |
| 		}
 | |
| 		if (!p_input_vars[3].is_empty()) { // alpha
 | |
| 			code += tab + "COLOR.a = " + p_input_vars[3] + ";\n";
 | |
| 		}
 | |
| 
 | |
| 		// position
 | |
| 		if (shader_type == VisualShader::TYPE_START) {
 | |
| 			code += tab + "if (RESTART_POSITION) {\n";
 | |
| 			if (!p_input_vars[4].is_empty()) {
 | |
| 				code += tab + "	TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n";
 | |
| 			} else {
 | |
| 				code += tab + "	TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
 | |
| 			}
 | |
| 			code += tab + "	if (RESTART_VELOCITY) {\n";
 | |
| 			code += tab + "		VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
 | |
| 			code += tab + "	}\n";
 | |
| 			code += tab + "	TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
 | |
| 			code += tab + "}\n";
 | |
| 		} else if (shader_type == VisualShader::TYPE_COLLIDE) { // position
 | |
| 			if (!p_input_vars[4].is_empty()) {
 | |
| 				code += tab + "TRANSFORM = " + p_input_vars[4] + ";\n";
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (shader_type == VisualShader::TYPE_START || shader_type == VisualShader::TYPE_PROCESS) {
 | |
| 			int scale = 5;
 | |
| 			int rotation_axis = 6;
 | |
| 			int rotation = 7;
 | |
| 			if (shader_type == VisualShader::TYPE_PROCESS) {
 | |
| 				scale = 4;
 | |
| 				rotation_axis = 5;
 | |
| 				rotation = 6;
 | |
| 			}
 | |
| 			String op;
 | |
| 			if (shader_type == VisualShader::TYPE_START) {
 | |
| 				op = "*=";
 | |
| 			} else {
 | |
| 				op = "=";
 | |
| 			}
 | |
| 
 | |
| 			if (!p_input_vars[rotation].is_empty()) { // rotation_axis & angle_in_radians
 | |
| 				String axis;
 | |
| 				if (p_input_vars[rotation_axis].is_empty()) {
 | |
| 					axis = "vec3(0, 1, 0)";
 | |
| 				} else {
 | |
| 					axis = p_input_vars[rotation_axis];
 | |
| 				}
 | |
| 				code += tab + "TRANSFORM " + op + " __build_rotation_mat4(" + axis + ", " + p_input_vars[rotation] + ");\n";
 | |
| 			}
 | |
| 			if (!p_input_vars[scale].is_empty()) { // scale
 | |
| 				code += tab + "TRANSFORM " + op + " mat4(vec4(" + p_input_vars[scale] + ", 0, 0, 0), vec4(0, " + p_input_vars[scale] + ", 0, 0), vec4(0, 0, " + p_input_vars[scale] + ", 0), vec4(0, 0, 0, 1));\n";
 | |
| 			}
 | |
| 		}
 | |
| 		if (!p_input_vars[0].is_empty()) { // Active (end).
 | |
| 			code += "	}\n";
 | |
| 		}
 | |
| 	}
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleOutput::VisualShaderNodeParticleOutput() {
 | |
| }
 | |
| 
 | |
| // EmitParticle
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeParticleEmit::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("flags");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleEmit::_bind_methods() {
 | |
| 	ClassDB::bind_method(D_METHOD("set_flags", "flags"), &VisualShaderNodeParticleEmit::set_flags);
 | |
| 	ClassDB::bind_method(D_METHOD("get_flags"), &VisualShaderNodeParticleEmit::get_flags);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Position,RotScale,Velocity,Color,Custom"), "set_flags", "get_flags");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(EMIT_FLAG_POSITION);
 | |
| 	BIND_ENUM_CONSTANT(EMIT_FLAG_ROT_SCALE);
 | |
| 	BIND_ENUM_CONSTANT(EMIT_FLAG_VELOCITY);
 | |
| 	BIND_ENUM_CONSTANT(EMIT_FLAG_COLOR);
 | |
| 	BIND_ENUM_CONSTANT(EMIT_FLAG_CUSTOM);
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleEmit::get_caption() const {
 | |
| 	return "EmitParticle";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleEmit::get_input_port_count() const {
 | |
| 	return 7;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_port_type(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			return PORT_TYPE_BOOLEAN;
 | |
| 		case 1:
 | |
| 			return PORT_TYPE_TRANSFORM;
 | |
| 		case 2:
 | |
| 			return PORT_TYPE_VECTOR_3D;
 | |
| 		case 3:
 | |
| 			return PORT_TYPE_VECTOR_3D;
 | |
| 		case 4:
 | |
| 			return PORT_TYPE_SCALAR;
 | |
| 		case 5:
 | |
| 			return PORT_TYPE_VECTOR_3D;
 | |
| 		case 6:
 | |
| 			return PORT_TYPE_SCALAR;
 | |
| 	}
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleEmit::get_input_port_name(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			return "condition";
 | |
| 		case 1:
 | |
| 			return "transform";
 | |
| 		case 2:
 | |
| 			return "velocity";
 | |
| 		case 3:
 | |
| 			return "color";
 | |
| 		case 4:
 | |
| 			return "alpha";
 | |
| 		case 5:
 | |
| 			return "custom";
 | |
| 		case 6:
 | |
| 			return "custom_alpha";
 | |
| 	}
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeParticleEmit::get_output_port_count() const {
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleEmit::get_output_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleEmit::add_flag(EmitFlags p_flag) {
 | |
| 	flags |= p_flag;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleEmit::has_flag(EmitFlags p_flag) const {
 | |
| 	return flags & p_flag;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeParticleEmit::set_flags(EmitFlags p_flags) {
 | |
| 	flags = (int)p_flags;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleEmit::EmitFlags VisualShaderNodeParticleEmit::get_flags() const {
 | |
| 	return EmitFlags(flags);
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleEmit::is_show_prop_names() const {
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleEmit::is_generate_input_var(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		if (!is_input_port_connected(0)) {
 | |
| 			return false;
 | |
| 		}
 | |
| 	}
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool VisualShaderNodeParticleEmit::is_input_port_default(int p_port, Shader::Mode p_mode) const {
 | |
| 	switch (p_port) {
 | |
| 		case 1:
 | |
| 			return true;
 | |
| 		case 2:
 | |
| 			return true;
 | |
| 		case 3:
 | |
| 			return true;
 | |
| 		case 4:
 | |
| 			return true;
 | |
| 		case 5:
 | |
| 			return true;
 | |
| 		case 6:
 | |
| 			return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 | |
| 	String code;
 | |
| 	String tab;
 | |
| 	bool default_condition = false;
 | |
| 
 | |
| 	if (!is_input_port_connected(0)) {
 | |
| 		default_condition = true;
 | |
| 		if (get_input_port_default_value(0)) {
 | |
| 			tab = "	";
 | |
| 		} else {
 | |
| 			return code;
 | |
| 		}
 | |
| 	} else {
 | |
| 		tab = "		";
 | |
| 	}
 | |
| 
 | |
| 	String transform;
 | |
| 	if (p_input_vars[1].is_empty()) {
 | |
| 		transform = "TRANSFORM";
 | |
| 	} else {
 | |
| 		transform = p_input_vars[1];
 | |
| 	}
 | |
| 
 | |
| 	String velocity;
 | |
| 	if (p_input_vars[2].is_empty()) {
 | |
| 		velocity = "VELOCITY";
 | |
| 	} else {
 | |
| 		velocity = p_input_vars[2];
 | |
| 	}
 | |
| 
 | |
| 	String color;
 | |
| 	if (p_input_vars[3].is_empty()) {
 | |
| 		color = "COLOR.rgb";
 | |
| 	} else {
 | |
| 		color = p_input_vars[3];
 | |
| 	}
 | |
| 
 | |
| 	String alpha;
 | |
| 	if (p_input_vars[4].is_empty()) {
 | |
| 		alpha = "COLOR.a";
 | |
| 	} else {
 | |
| 		alpha = p_input_vars[4];
 | |
| 	}
 | |
| 
 | |
| 	String custom;
 | |
| 	if (p_input_vars[5].is_empty()) {
 | |
| 		custom = "CUSTOM.rgb";
 | |
| 	} else {
 | |
| 		custom = p_input_vars[5];
 | |
| 	}
 | |
| 
 | |
| 	String custom_alpha;
 | |
| 	if (p_input_vars[6].is_empty()) {
 | |
| 		custom_alpha = "CUSTOM.a";
 | |
| 	} else {
 | |
| 		custom_alpha = p_input_vars[6];
 | |
| 	}
 | |
| 
 | |
| 	List<String> flags_arr;
 | |
| 
 | |
| 	if (has_flag(EmitFlags::EMIT_FLAG_POSITION)) {
 | |
| 		flags_arr.push_back("FLAG_EMIT_POSITION");
 | |
| 	}
 | |
| 	if (has_flag(EmitFlags::EMIT_FLAG_ROT_SCALE)) {
 | |
| 		flags_arr.push_back("FLAG_EMIT_ROT_SCALE");
 | |
| 	}
 | |
| 	if (has_flag(EmitFlags::EMIT_FLAG_VELOCITY)) {
 | |
| 		flags_arr.push_back("FLAG_EMIT_VELOCITY");
 | |
| 	}
 | |
| 	if (has_flag(EmitFlags::EMIT_FLAG_COLOR)) {
 | |
| 		flags_arr.push_back("FLAG_EMIT_COLOR");
 | |
| 	}
 | |
| 	if (has_flag(EmitFlags::EMIT_FLAG_CUSTOM)) {
 | |
| 		flags_arr.push_back("FLAG_EMIT_CUSTOM");
 | |
| 	}
 | |
| 
 | |
| 	String flags_str;
 | |
| 
 | |
| 	for (List<String>::ConstIterator itr = flags_arr.begin(); itr != flags_arr.end(); ++itr) {
 | |
| 		if (itr != flags_arr.begin()) {
 | |
| 			flags_str += "|";
 | |
| 		}
 | |
| 		flags_str += *itr;
 | |
| 	}
 | |
| 
 | |
| 	if (flags_str.is_empty()) {
 | |
| 		flags_str = "uint(0)";
 | |
| 	}
 | |
| 
 | |
| 	if (!default_condition) {
 | |
| 		code += "	if (" + p_input_vars[0] + ") {\n";
 | |
| 	}
 | |
| 
 | |
| 	code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags_str + ");\n";
 | |
| 
 | |
| 	if (!default_condition) {
 | |
| 		code += "	}\n";
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeParticleEmit::VisualShaderNodeParticleEmit() {
 | |
| 	set_input_port_default_value(0, true);
 | |
| }
 | 
