virtualx-engine/editor/plugins/material_editor_plugin.cpp

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/*************************************************************************/
/* material_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
#include "material_editor_plugin.h"
#include "scene/3d/particles.h"
#if 0
#include "scene/main/viewport.h"
void MaterialEditor::_gui_input(InputEvent p_event) {
}
void MaterialEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_PHYSICS_PROCESS) {
}
if (p_what==NOTIFICATION_READY) {
//get_scene()->connect("node_removed",this,"_node_removed");
if (first_enter) {
//it's in propertyeditor so.. could be moved around
light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons"));
sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons"));
box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons"));
box_switch->set_pressed_texture(get_icon("MaterialPreviewCube","EditorIcons"));
first_enter=false;
}
}
if (p_what==NOTIFICATION_DRAW) {
Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
Size2 size = get_size();
draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
}
}
void MaterialEditor::edit(Ref<Material> p_material) {
material=p_material;
if (!material.is_null()) {
sphere_mesh->surface_set_material(0,material);
box_mesh->surface_set_material(0,material);
} else {
hide();
}
}
void MaterialEditor::_button_pressed(Node* p_button) {
if (p_button==light_1_switch) {
light1->set_enabled(!light_1_switch->is_pressed());
}
if (p_button==light_2_switch) {
light2->set_enabled(!light_2_switch->is_pressed());
}
if (p_button==box_switch) {
box_instance->show();
sphere_instance->hide();
box_switch->set_pressed(true);
sphere_switch->set_pressed(false);
}
if (p_button==sphere_switch) {
box_instance->hide();
sphere_instance->show();
box_switch->set_pressed(false);
sphere_switch->set_pressed(true);
}
}
void MaterialEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_gui_input"),&MaterialEditor::_gui_input);
ClassDB::bind_method(D_METHOD("_button_pressed"),&MaterialEditor::_button_pressed);
}
MaterialEditor::MaterialEditor() {
viewport = memnew( Viewport );
Ref<World> world;
world.instance();
viewport->set_world(world); //use own world
add_child(viewport);
viewport->set_disable_input(true);
camera = memnew( Camera );
camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
camera->set_perspective(45,0.1,10);
viewport->add_child(camera);
light1 = memnew( DirectionalLight );
light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
viewport->add_child(light1);
light2 = memnew( DirectionalLight );
light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
viewport->add_child(light2);
sphere_instance = memnew( MeshInstance );
viewport->add_child(sphere_instance);
box_instance = memnew( MeshInstance );
viewport->add_child(box_instance);
Transform box_xform;
box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
box_xform.basis.scale(Vector3(0.8,0.8,0.8));
box_instance->set_transform(box_xform);
{
sphere_mesh.instance();
int lats=32;
int lons=32;
float radius=1.0;
PoolVector<Vector3> vertices;
PoolVector<Vector3> normals;
PoolVector<Vector2> uvs;
PoolVector<float> tangents;
Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
for(int i = 1; i <= lats; i++) {
double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double) i / lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for(int j = lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double) (j - 1) / lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double) (j) / lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4]={
Vector3(x1 * zr0, z0, y1 *zr0),
Vector3(x1 * zr1, z1, y1 *zr1),
Vector3(x0 * zr1, z1, y0 *zr1),
Vector3(x0 * zr0, z0, y0 *zr0)
};
#define ADD_POINT(m_idx) \
normals.push_back(v[m_idx]); \
vertices.push_back(v[m_idx] * radius); \
{ \
Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
uv /= Math_PI; \
uv *= 4.0; \
uv = uv * 0.5 + Vector2(0.5, 0.5); \
uvs.push_back(uv); \
} \
{ \
Vector3 t = tt.xform(v[m_idx]); \
tangents.push_back(t.x); \
tangents.push_back(t.y); \
tangents.push_back(t.z); \
tangents.push_back(1.0); \
}
ADD_POINT(0);
ADD_POINT(1);
ADD_POINT(2);
ADD_POINT(2);
ADD_POINT(3);
ADD_POINT(0);
}
}
Array arr;
arr.resize(VS::ARRAY_MAX);
arr[VS::ARRAY_VERTEX]=vertices;
arr[VS::ARRAY_NORMAL]=normals;
arr[VS::ARRAY_TANGENT]=tangents;
arr[VS::ARRAY_TEX_UV]=uvs;
sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr);
sphere_instance->set_mesh(sphere_mesh);
}
{
box_mesh.instance();
PoolVector<Vector3> vertices;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector3> uvs;
int vtx_idx=0;
#define ADD_VTX(m_idx) \
; \
vertices.push_back(face_points[m_idx]); \
normals.push_back(normal_points[m_idx]); \
tangents.push_back(normal_points[m_idx][1]); \
tangents.push_back(normal_points[m_idx][2]); \
tangents.push_back(normal_points[m_idx][0]); \
tangents.push_back(1.0); \
uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \
vtx_idx++;\
for (int i=0;i<6;i++) {
Vector3 face_points[4];
Vector3 normal_points[4];
float uv_points[8]={0,0,0,1,1,1,1,0};
for (int j=0;j<4;j++) {
float v[3];
v[0]=1.0;
v[1]=1-2*((j>>1)&1);
v[2]=v[1]*(1-2*(j&1));
for (int k=0;k<3;k++) {
if (i<3)
face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
else
face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
}
normal_points[j]=Vector3();
normal_points[j][i%3]=(i>=3?-1:1);
}
//tri 1
ADD_VTX(0);
ADD_VTX(1);
ADD_VTX(2);
//tri 2
ADD_VTX(2);
ADD_VTX(3);
ADD_VTX(0);
}
Array d;
d.resize(VS::ARRAY_MAX);
d[VisualServer::ARRAY_NORMAL]= normals ;
d[VisualServer::ARRAY_TANGENT]= tangents ;
d[VisualServer::ARRAY_TEX_UV]= uvs ;
d[VisualServer::ARRAY_VERTEX]= vertices ;
PoolVector<int> indices;
indices.resize(vertices.size());
for(int i=0;i<vertices.size();i++)
indices.set(i,i);
d[VisualServer::ARRAY_INDEX]=indices;
box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d);
box_instance->set_mesh(box_mesh);
box_instance->hide();
}
set_custom_minimum_size(Size2(1,150)*EDSCALE);
HBoxContainer *hb = memnew( HBoxContainer );
add_child(hb);
hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
VBoxContainer *vb_shape = memnew( VBoxContainer );
hb->add_child(vb_shape);
sphere_switch = memnew( TextureButton );
sphere_switch->set_toggle_mode(true);
sphere_switch->set_pressed(true);
vb_shape->add_child(sphere_switch);
sphere_switch->connect("pressed",this,"_button_pressed",varray(sphere_switch));
box_switch = memnew( TextureButton );
box_switch->set_toggle_mode(true);
box_switch->set_pressed(false);
vb_shape->add_child(box_switch);
box_switch->connect("pressed",this,"_button_pressed",varray(box_switch));
hb->add_spacer();
VBoxContainer *vb_light = memnew( VBoxContainer );
hb->add_child(vb_light);
light_1_switch = memnew( TextureButton );
light_1_switch->set_toggle_mode(true);
vb_light->add_child(light_1_switch);
light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
light_2_switch = memnew( TextureButton );
light_2_switch->set_toggle_mode(true);
vb_light->add_child(light_2_switch);
light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
first_enter=true;
}
void MaterialEditorPlugin::edit(Object *p_object) {
Material * s = Object::cast_to<Material>(p_object);
if (!s)
return;
material_editor->edit(Ref<Material>(s));
}
bool MaterialEditorPlugin::handles(Object *p_object) const {
return p_object->is_type("Material");
}
void MaterialEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
material_editor->show();
//material_editor->set_process(true);
} else {
material_editor->hide();
//material_editor->set_process(false);
}
}
MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
editor=p_node;
material_editor = memnew( MaterialEditor );
add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor);
material_editor->hide();
}
MaterialEditorPlugin::~MaterialEditorPlugin()
{
}
#endif
String SpatialMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<SpatialMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
Ref<SpatialMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instance();
Ref<Shader> shader;
shader.instance();
String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
// Texture parameter has to be treated specially since SpatialMaterial saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture> texture = mat->get_texture_by_name(E->get().name);
if (texture.is_valid()) {
smat->set_shader_param(E->get().name, texture);
} else {
Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
}
}
smat->set_render_priority(mat->get_render_priority());
return smat;
}
String ParticlesMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ParticlesMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
Ref<ParticlesMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instance();
Ref<Shader> shader;
shader.instance();
String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
}
smat->set_render_priority(mat->get_render_priority());
return smat;
}