virtualx-engine/editor/plugins/texture_3d_editor_plugin.cpp

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/**************************************************************************/
/* texture_3d_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "texture_3d_editor_plugin.h"
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#include "editor/editor_string_names.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/label.h"
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// Shader sources.
constexpr const char *texture_3d_shader = R"(
// Texture3DEditor preview shader.
shader_type canvas_item;
uniform sampler3D tex;
uniform float layer;
void fragment() {
COLOR = textureLod(tex, vec3(UV, layer), 0.0);
}
)";
void Texture3DEditor::_texture_rect_draw() {
texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1));
}
void Texture3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_RESIZED: {
_texture_rect_update_area();
} break;
case NOTIFICATION_DRAW: {
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Ref<Texture2D> checkerboard = get_editor_theme_icon(SNAME("Checkerboard"));
Size2 size = get_size();
draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
} break;
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case NOTIFICATION_THEME_CHANGED: {
if (info) {
Ref<Font> metadata_label_font = get_theme_font(SNAME("expression"), EditorStringName(EditorFonts));
info->add_theme_font_override(SceneStringName(font), metadata_label_font);
}
} break;
}
}
void Texture3DEditor::_texture_changed() {
if (!is_visible()) {
return;
}
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setting = true;
_update_gui();
setting = false;
_update_material(true);
queue_redraw();
}
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void Texture3DEditor::_update_material(bool p_texture_changed) {
material->set_shader_parameter("layer", (layer->get_value() + 0.5) / texture->get_depth());
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if (p_texture_changed) {
material->set_shader_parameter("tex", texture->get_rid());
}
}
void Texture3DEditor::_make_shaders() {
shader.instantiate();
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shader->set_code(texture_3d_shader);
material.instantiate();
material->set_shader(shader);
}
void Texture3DEditor::_texture_rect_update_area() {
Size2 size = get_size();
int tex_width = texture->get_width() * size.height / texture->get_height();
int tex_height = size.height;
if (tex_width > size.width) {
tex_width = size.width;
tex_height = texture->get_height() * tex_width / texture->get_width();
}
// Prevent the texture from being unpreviewable after the rescale, so that we can still see something
if (tex_height <= 0) {
tex_height = 1;
}
if (tex_width <= 0) {
tex_width = 1;
}
int ofs_x = (size.width - tex_width) / 2;
int ofs_y = (size.height - tex_height) / 2;
texture_rect->set_position(Vector2(ofs_x, ofs_y));
texture_rect->set_size(Vector2(tex_width, tex_height));
}
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void Texture3DEditor::_update_gui() {
if (texture.is_null()) {
return;
}
_texture_rect_update_area();
layer->set_max(texture->get_depth() - 1);
const String format = Image::get_format_name(texture->get_format());
if (texture->has_mipmaps()) {
const int mip_count = Image::get_image_required_mipmaps(texture->get_width(), texture->get_height(), texture->get_format());
const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), true) * texture->get_depth();
info->set_text(vformat(String::utf8("%d×%d×%d %s\n") + TTR("%s Mipmaps") + "\n" + TTR("Memory: %s"),
texture->get_width(),
texture->get_height(),
texture->get_depth(),
format,
mip_count,
String::humanize_size(memory)));
} else {
const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), false) * texture->get_depth();
info->set_text(vformat(String::utf8("%d×%d×%d %s\n") + TTR("No Mipmaps") + "\n" + TTR("Memory: %s"),
texture->get_width(),
texture->get_height(),
texture->get_depth(),
format,
String::humanize_size(memory)));
}
}
void Texture3DEditor::edit(Ref<Texture3D> p_texture) {
if (!texture.is_null()) {
texture->disconnect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
}
texture = p_texture;
if (!texture.is_null()) {
if (shader.is_null()) {
_make_shaders();
}
texture->connect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
texture_rect->set_material(material);
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setting = true;
layer->set_value(0);
layer->show();
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_update_gui();
setting = false;
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_update_material(true);
queue_redraw();
} else {
hide();
}
}
Texture3DEditor::Texture3DEditor() {
set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED);
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set_custom_minimum_size(Size2(1, 256.0) * EDSCALE);
texture_rect = memnew(Control);
texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE);
texture_rect->connect(SceneStringName(draw), callable_mp(this, &Texture3DEditor::_texture_rect_draw));
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add_child(texture_rect);
layer = memnew(SpinBox);
layer->set_step(1);
layer->set_max(100);
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layer->set_modulate(Color(1, 1, 1, 0.8));
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layer->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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layer->set_anchor(SIDE_RIGHT, 1);
layer->set_anchor(SIDE_LEFT, 1);
layer->connect(SceneStringName(value_changed), callable_mp(this, &Texture3DEditor::_layer_changed));
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add_child(layer);
info = memnew(Label);
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info->add_theme_color_override(SceneStringName(font_color), Color(1, 1, 1));
info->add_theme_color_override("font_shadow_color", Color(0, 0, 0));
info->add_theme_font_size_override(SceneStringName(font_size), 14 * EDSCALE);
info->add_theme_color_override("font_outline_color", Color(0, 0, 0));
info->add_theme_constant_override("outline_size", 8 * EDSCALE);
info->set_h_grow_direction(GROW_DIRECTION_BEGIN);
info->set_v_grow_direction(GROW_DIRECTION_BEGIN);
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info->set_h_size_flags(Control::SIZE_SHRINK_END);
info->set_v_size_flags(Control::SIZE_SHRINK_END);
info->set_anchor(SIDE_RIGHT, 1);
info->set_anchor(SIDE_LEFT, 1);
info->set_anchor(SIDE_BOTTOM, 1);
info->set_anchor(SIDE_TOP, 1);
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add_child(info);
}
Texture3DEditor::~Texture3DEditor() {
if (!texture.is_null()) {
texture->disconnect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
}
}
bool EditorInspectorPlugin3DTexture::can_handle(Object *p_object) {
return Object::cast_to<Texture3D>(p_object) != nullptr;
}
void EditorInspectorPlugin3DTexture::parse_begin(Object *p_object) {
Texture3D *texture = Object::cast_to<Texture3D>(p_object);
if (!texture) {
return;
}
Ref<Texture3D> m(texture);
Texture3DEditor *editor = memnew(Texture3DEditor);
editor->edit(m);
add_custom_control(editor);
}
Texture3DEditorPlugin::Texture3DEditorPlugin() {
Ref<EditorInspectorPlugin3DTexture> plugin;
plugin.instantiate();
add_inspector_plugin(plugin);
}