a6f3bc7c69
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
473 lines
15 KiB
C++
473 lines
15 KiB
C++
/*************************************************************************/
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/* material_editor_plugin.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "material_editor_plugin.h"
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#include "editor/editor_scale.h"
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#include "scene/gui/viewport_container.h"
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#include "scene/resources/particles_material.h"
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#include "scene/resources/sky_material.h"
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void MaterialEditor::_notification(int p_what) {
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if (p_what == NOTIFICATION_READY) {
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//get_scene()->connect("node_removed",this,"_node_removed");
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if (first_enter) {
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//it's in propertyeditor so.. could be moved around
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light_1_switch->set_normal_texture(get_theme_icon("MaterialPreviewLight1", "EditorIcons"));
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light_1_switch->set_pressed_texture(get_theme_icon("MaterialPreviewLight1Off", "EditorIcons"));
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light_2_switch->set_normal_texture(get_theme_icon("MaterialPreviewLight2", "EditorIcons"));
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light_2_switch->set_pressed_texture(get_theme_icon("MaterialPreviewLight2Off", "EditorIcons"));
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sphere_switch->set_normal_texture(get_theme_icon("MaterialPreviewSphereOff", "EditorIcons"));
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sphere_switch->set_pressed_texture(get_theme_icon("MaterialPreviewSphere", "EditorIcons"));
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box_switch->set_normal_texture(get_theme_icon("MaterialPreviewCubeOff", "EditorIcons"));
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box_switch->set_pressed_texture(get_theme_icon("MaterialPreviewCube", "EditorIcons"));
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first_enter = false;
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}
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}
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if (p_what == NOTIFICATION_DRAW) {
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Ref<Texture2D> checkerboard = get_theme_icon("Checkerboard", "EditorIcons");
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Size2 size = get_size();
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draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
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}
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}
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void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
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material = p_material;
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camera->set_environment(p_env);
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if (!material.is_null()) {
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sphere_instance->set_material_override(material);
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box_instance->set_material_override(material);
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} else {
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hide();
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}
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}
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void MaterialEditor::_button_pressed(Node *p_button) {
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if (p_button == light_1_switch) {
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light1->set_visible(!light_1_switch->is_pressed());
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}
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if (p_button == light_2_switch) {
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light2->set_visible(!light_2_switch->is_pressed());
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}
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if (p_button == box_switch) {
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box_instance->show();
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sphere_instance->hide();
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box_switch->set_pressed(true);
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sphere_switch->set_pressed(false);
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}
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if (p_button == sphere_switch) {
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box_instance->hide();
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sphere_instance->show();
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box_switch->set_pressed(false);
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sphere_switch->set_pressed(true);
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}
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}
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void MaterialEditor::_bind_methods() {
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}
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MaterialEditor::MaterialEditor() {
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vc = memnew(ViewportContainer);
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vc->set_stretch(true);
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add_child(vc);
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vc->set_anchors_and_margins_preset(PRESET_WIDE);
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viewport = memnew(SubViewport);
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Ref<World3D> world;
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world.instance();
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viewport->set_world(world); //use own world
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vc->add_child(viewport);
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viewport->set_disable_input(true);
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viewport->set_transparent_background(true);
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viewport->set_msaa(Viewport::MSAA_4X);
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camera = memnew(Camera3D);
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camera->set_transform(Transform(Basis(), Vector3(0, 0, 3)));
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camera->set_perspective(45, 0.1, 10);
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camera->make_current();
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viewport->add_child(camera);
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light1 = memnew(DirectionalLight3D);
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light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
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viewport->add_child(light1);
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light2 = memnew(DirectionalLight3D);
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light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
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light2->set_color(Color(0.7, 0.7, 0.7));
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viewport->add_child(light2);
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sphere_instance = memnew(MeshInstance3D);
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viewport->add_child(sphere_instance);
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box_instance = memnew(MeshInstance3D);
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viewport->add_child(box_instance);
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Transform box_xform;
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box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg2rad(25.0));
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box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
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box_xform.basis.scale(Vector3(0.8, 0.8, 0.8));
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box_xform.origin.y = 0.2;
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box_instance->set_transform(box_xform);
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sphere_mesh.instance();
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sphere_instance->set_mesh(sphere_mesh);
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box_mesh.instance();
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box_instance->set_mesh(box_mesh);
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box_instance->hide();
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set_custom_minimum_size(Size2(1, 150) * EDSCALE);
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HBoxContainer *hb = memnew(HBoxContainer);
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add_child(hb);
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hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
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VBoxContainer *vb_shape = memnew(VBoxContainer);
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hb->add_child(vb_shape);
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sphere_switch = memnew(TextureButton);
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sphere_switch->set_toggle_mode(true);
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sphere_switch->set_pressed(true);
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vb_shape->add_child(sphere_switch);
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sphere_switch->connect("pressed", callable_mp(this, &MaterialEditor::_button_pressed), varray(sphere_switch));
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box_switch = memnew(TextureButton);
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box_switch->set_toggle_mode(true);
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box_switch->set_pressed(false);
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vb_shape->add_child(box_switch);
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box_switch->connect("pressed", callable_mp(this, &MaterialEditor::_button_pressed), varray(box_switch));
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hb->add_spacer();
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VBoxContainer *vb_light = memnew(VBoxContainer);
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hb->add_child(vb_light);
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light_1_switch = memnew(TextureButton);
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light_1_switch->set_toggle_mode(true);
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vb_light->add_child(light_1_switch);
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light_1_switch->connect("pressed", callable_mp(this, &MaterialEditor::_button_pressed), varray(light_1_switch));
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light_2_switch = memnew(TextureButton);
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light_2_switch->set_toggle_mode(true);
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vb_light->add_child(light_2_switch);
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light_2_switch->connect("pressed", callable_mp(this, &MaterialEditor::_button_pressed), varray(light_2_switch));
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first_enter = true;
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}
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///////////////////////
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bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
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Material *material = Object::cast_to<Material>(p_object);
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if (!material)
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return false;
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return material->get_shader_mode() == Shader::MODE_SPATIAL;
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}
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void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
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Material *material = Object::cast_to<Material>(p_object);
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if (!material) {
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return;
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}
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Ref<Material> m(material);
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MaterialEditor *editor = memnew(MaterialEditor);
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editor->edit(m, env);
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add_custom_control(editor);
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}
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EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
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env.instance();
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Ref<Sky> sky = memnew(Sky());
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env->set_sky(sky);
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env->set_background(Environment::BG_COLOR);
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env->set_ambient_source(Environment::AMBIENT_SOURCE_SKY);
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env->set_reflection_source(Environment::REFLECTION_SOURCE_SKY);
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}
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MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
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Ref<EditorInspectorPluginMaterial> plugin;
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plugin.instance();
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add_inspector_plugin(plugin);
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}
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String StandardMaterial3DConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<StandardMaterial3D> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<StandardMaterial3D> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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// Texture parameter has to be treated specially since StandardMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name);
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if (texture.is_valid()) {
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smat->set_shader_param(E->get().name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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String ParticlesMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ParticlesMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ParticlesMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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String CanvasItemMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<CanvasItemMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<CanvasItemMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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String ProceduralSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ProceduralSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ProceduralSkyMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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String PanoramaSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<PanoramaSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<PanoramaSkyMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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String PhysicalSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<PhysicalSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<PhysicalSkyMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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