db22b7ded0
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
639 lines
21 KiB
C++
639 lines
21 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_node.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "scene/gui/subviewport_container.h"
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#include "scene/resources/fog_material.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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switch (p_what) {
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case 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(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons")));
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light_1_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons")));
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light_2_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons")));
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light_2_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons")));
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sphere_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewSphereOff"), SNAME("EditorIcons")));
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sphere_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewSphere"), SNAME("EditorIcons")));
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box_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewCubeOff"), SNAME("EditorIcons")));
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box_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewCube"), SNAME("EditorIcons")));
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first_enter = false;
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}
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} break;
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case NOTIFICATION_DRAW: {
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Ref<Texture2D> checkerboard = get_theme_icon(SNAME("Checkerboard"), SNAME("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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} break;
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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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Shader::Mode mode = p_material->get_shader_mode();
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switch (mode) {
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case Shader::MODE_CANVAS_ITEM:
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layout_3d->hide();
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layout_2d->show();
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vc->hide();
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rect_instance->set_material(material);
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break;
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case Shader::MODE_SPATIAL:
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layout_2d->hide();
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layout_3d->show();
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vc->show();
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sphere_instance->set_material_override(material);
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box_instance->set_material_override(material);
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break;
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default:
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break;
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}
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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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EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", 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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EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", 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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// canvas item
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layout_2d = memnew(HBoxContainer);
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layout_2d->set_alignment(BoxContainer::ALIGNMENT_CENTER);
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add_child(layout_2d);
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layout_2d->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
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rect_instance = memnew(ColorRect);
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layout_2d->add_child(rect_instance);
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rect_instance->set_custom_minimum_size(Size2(150, 150) * EDSCALE);
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layout_2d->set_visible(false);
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// spatial
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vc = memnew(SubViewportContainer);
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vc->set_stretch(true);
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add_child(vc);
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vc->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
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viewport = memnew(SubViewport);
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Ref<World3D> world_3d;
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world_3d.instantiate();
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viewport->set_world_3d(world_3d); //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(Transform3D(Basis(), Vector3(0, 0, 3)));
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// Use low field of view so the sphere/box is fully encompassed within the preview,
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// without much distortion.
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camera->set_perspective(20, 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(Transform3D().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(Transform3D().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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Transform3D 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(0.7, 0.7, 0.7));
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box_xform.origin.y = 0.05;
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box_instance->set_transform(box_xform);
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sphere_mesh.instantiate();
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sphere_instance->set_mesh(sphere_mesh);
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box_mesh.instantiate();
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box_instance->set_mesh(box_mesh);
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set_custom_minimum_size(Size2(1, 150) * EDSCALE);
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layout_3d = memnew(HBoxContainer);
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add_child(layout_3d);
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layout_3d->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
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VBoxContainer *vb_shape = memnew(VBoxContainer);
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layout_3d->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).bind(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).bind(box_switch));
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layout_3d->add_spacer();
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VBoxContainer *vb_light = memnew(VBoxContainer);
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layout_3d->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).bind(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).bind(light_2_switch));
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first_enter = true;
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if (EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_on_sphere", true)) {
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box_instance->hide();
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} else {
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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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}
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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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}
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Shader::Mode mode = material->get_shader_mode();
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return mode == Shader::MODE_SPATIAL || mode == Shader::MODE_CANVAS_ITEM;
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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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void EditorInspectorPluginMaterial::_undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value) {
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UndoRedo *undo_redo = Object::cast_to<UndoRedo>(p_undo_redo);
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if (!undo_redo) {
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return;
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}
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// For BaseMaterial3D, if a roughness or metallic textures is being assigned to an empty slot,
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// set the respective metallic or roughness factor to 1.0 as a convenience feature
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BaseMaterial3D *base_material = Object::cast_to<StandardMaterial3D>(p_edited);
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if (base_material) {
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Texture2D *texture = Object::cast_to<Texture2D>(p_new_value);
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if (texture) {
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if (p_property == "roughness_texture") {
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if (base_material->get_texture(StandardMaterial3D::TEXTURE_ROUGHNESS).is_null()) {
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undo_redo->add_do_property(p_edited, "roughness", 1.0);
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bool valid = false;
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Variant value = p_edited->get("roughness", &valid);
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if (valid) {
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undo_redo->add_undo_property(p_edited, "roughness", value);
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}
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}
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} else if (p_property == "metallic_texture") {
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if (base_material->get_texture(StandardMaterial3D::TEXTURE_METALLIC).is_null()) {
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undo_redo->add_do_property(p_edited, "metallic", 1.0);
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bool valid = false;
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Variant value = p_edited->get("metallic", &valid);
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if (valid) {
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undo_redo->add_undo_property(p_edited, "metallic", value);
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}
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}
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}
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}
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}
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}
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EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
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env.instantiate();
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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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EditorNode::get_singleton()->get_editor_data().add_undo_redo_inspector_hook_callback(callable_mp(this, &EditorInspectorPluginMaterial::_undo_redo_inspector_callback));
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}
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MaterialEditorPlugin::MaterialEditorPlugin() {
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Ref<EditorInspectorPluginMaterial> plugin;
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plugin.instantiate();
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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.instantiate();
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Ref<Shader> shader;
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shader.instantiate();
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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_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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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.name);
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if (texture.is_valid()) {
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smat->set_shader_uniform(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.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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smat->set_local_to_scene(mat->is_local_to_scene());
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smat->set_name(mat->get_name());
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return smat;
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}
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String ORMMaterial3DConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ORMMaterial3D> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ORMMaterial3D> 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.instantiate();
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Ref<Shader> shader;
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shader.instantiate();
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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_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since ORMMaterial3D 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.name);
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if (texture.is_valid()) {
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smat->set_shader_uniform(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.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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smat->set_local_to_scene(mat->is_local_to_scene());
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smat->set_name(mat->get_name());
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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.instantiate();
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Ref<Shader> shader;
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shader.instantiate();
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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_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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smat->set_local_to_scene(mat->is_local_to_scene());
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smat->set_name(mat->get_name());
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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.instantiate();
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Ref<Shader> shader;
|
|
shader.instantiate();
|
|
|
|
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
|
|
|
|
shader->set_code(code);
|
|
|
|
smat->set_shader(shader);
|
|
|
|
List<PropertyInfo> params;
|
|
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
|
|
|
for (const PropertyInfo &E : params) {
|
|
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
|
smat->set_shader_uniform(E.name, value);
|
|
}
|
|
|
|
smat->set_render_priority(mat->get_render_priority());
|
|
smat->set_local_to_scene(mat->is_local_to_scene());
|
|
smat->set_name(mat->get_name());
|
|
return smat;
|
|
}
|
|
|
|
String ProceduralSkyMaterialConversionPlugin::converts_to() const {
|
|
return "ShaderMaterial";
|
|
}
|
|
|
|
bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
|
Ref<ProceduralSkyMaterial> mat = p_resource;
|
|
return mat.is_valid();
|
|
}
|
|
|
|
Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
|
Ref<ProceduralSkyMaterial> mat = p_resource;
|
|
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
|
|
|
|
Ref<ShaderMaterial> smat;
|
|
smat.instantiate();
|
|
|
|
Ref<Shader> shader;
|
|
shader.instantiate();
|
|
|
|
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
|
|
|
|
shader->set_code(code);
|
|
|
|
smat->set_shader(shader);
|
|
|
|
List<PropertyInfo> params;
|
|
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
|
|
|
for (const PropertyInfo &E : params) {
|
|
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
|
smat->set_shader_uniform(E.name, value);
|
|
}
|
|
|
|
smat->set_render_priority(mat->get_render_priority());
|
|
smat->set_local_to_scene(mat->is_local_to_scene());
|
|
smat->set_name(mat->get_name());
|
|
return smat;
|
|
}
|
|
|
|
String PanoramaSkyMaterialConversionPlugin::converts_to() const {
|
|
return "ShaderMaterial";
|
|
}
|
|
|
|
bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
|
Ref<PanoramaSkyMaterial> mat = p_resource;
|
|
return mat.is_valid();
|
|
}
|
|
|
|
Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
|
Ref<PanoramaSkyMaterial> mat = p_resource;
|
|
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
|
|
|
|
Ref<ShaderMaterial> smat;
|
|
smat.instantiate();
|
|
|
|
Ref<Shader> shader;
|
|
shader.instantiate();
|
|
|
|
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
|
|
|
|
shader->set_code(code);
|
|
|
|
smat->set_shader(shader);
|
|
|
|
List<PropertyInfo> params;
|
|
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
|
|
|
for (const PropertyInfo &E : params) {
|
|
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
|
smat->set_shader_uniform(E.name, value);
|
|
}
|
|
|
|
smat->set_render_priority(mat->get_render_priority());
|
|
smat->set_local_to_scene(mat->is_local_to_scene());
|
|
smat->set_name(mat->get_name());
|
|
return smat;
|
|
}
|
|
|
|
String PhysicalSkyMaterialConversionPlugin::converts_to() const {
|
|
return "ShaderMaterial";
|
|
}
|
|
|
|
bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
|
Ref<PhysicalSkyMaterial> mat = p_resource;
|
|
return mat.is_valid();
|
|
}
|
|
|
|
Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
|
Ref<PhysicalSkyMaterial> mat = p_resource;
|
|
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
|
|
|
|
Ref<ShaderMaterial> smat;
|
|
smat.instantiate();
|
|
|
|
Ref<Shader> shader;
|
|
shader.instantiate();
|
|
|
|
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
|
|
|
|
shader->set_code(code);
|
|
|
|
smat->set_shader(shader);
|
|
|
|
List<PropertyInfo> params;
|
|
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
|
|
|
for (const PropertyInfo &E : params) {
|
|
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
|
smat->set_shader_uniform(E.name, value);
|
|
}
|
|
|
|
smat->set_render_priority(mat->get_render_priority());
|
|
smat->set_local_to_scene(mat->is_local_to_scene());
|
|
smat->set_name(mat->get_name());
|
|
return smat;
|
|
}
|
|
|
|
String FogMaterialConversionPlugin::converts_to() const {
|
|
return "ShaderMaterial";
|
|
}
|
|
|
|
bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
|
Ref<FogMaterial> mat = p_resource;
|
|
return mat.is_valid();
|
|
}
|
|
|
|
Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
|
Ref<FogMaterial> mat = p_resource;
|
|
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
|
|
|
|
Ref<ShaderMaterial> smat;
|
|
smat.instantiate();
|
|
|
|
Ref<Shader> shader;
|
|
shader.instantiate();
|
|
|
|
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
|
|
|
|
shader->set_code(code);
|
|
|
|
smat->set_shader(shader);
|
|
|
|
List<PropertyInfo> params;
|
|
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
|
|
|
for (const PropertyInfo &E : params) {
|
|
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
|
smat->set_shader_uniform(E.name, value);
|
|
}
|
|
|
|
smat->set_render_priority(mat->get_render_priority());
|
|
return smat;
|
|
}
|