1aa2823fa3
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
274 lines
9.6 KiB
C++
274 lines
9.6 KiB
C++
/*************************************************************************/
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/* texture_layered_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "texture_layered_editor_plugin.h"
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#include "core/config/project_settings.h"
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#include "core/io/resource_loader.h"
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#include "editor/editor_settings.h"
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void TextureLayeredEditor::_gui_input(Ref<InputEvent> p_event) {
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) {
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y_rot += -mm->get_relative().x * 0.01;
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x_rot += mm->get_relative().y * 0.01;
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_update_material();
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}
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}
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void TextureLayeredEditor::_texture_rect_draw() {
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texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1));
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}
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void TextureLayeredEditor::_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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}
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if (p_what == NOTIFICATION_RESIZED) {
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_texture_rect_update_area();
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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 TextureLayeredEditor::_texture_changed() {
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if (!is_visible()) {
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return;
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}
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update();
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}
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void TextureLayeredEditor::_update_material() {
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materials[0]->set_shader_param("layer", layer->get_value());
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materials[2]->set_shader_param("layer", layer->get_value());
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materials[texture->get_layered_type()]->set_shader_param("tex", texture->get_rid());
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Vector3 v(1, 1, 1);
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v.normalize();
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Basis b;
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b.rotate(Vector3(1, 0, 0), x_rot);
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b.rotate(Vector3(0, 1, 0), y_rot);
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materials[1]->set_shader_param("normal", v);
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materials[1]->set_shader_param("rot", b);
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materials[2]->set_shader_param("normal", v);
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materials[2]->set_shader_param("rot", b);
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String format = Image::get_format_name(texture->get_format());
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String text;
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if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_2D_ARRAY) {
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text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " (x " + itos(texture->get_layers()) + ")" + format;
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} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP) {
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text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " " + format;
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} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY) {
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text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " (x " + itos(texture->get_layers() / 6) + ")" + format;
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}
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info->set_text(text);
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}
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void TextureLayeredEditor::_make_shaders() {
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String shader_2d_array = ""
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"shader_type canvas_item;\n"
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"uniform sampler2DArray tex;\n"
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"uniform float layer;\n"
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"void fragment() {\n"
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" COLOR = textureLod(tex,vec3(UV,layer),0.0);\n"
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"}";
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shaders[0].instance();
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shaders[0]->set_code(shader_2d_array);
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String shader_cube = ""
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"shader_type canvas_item;\n"
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"uniform samplerCube tex;\n"
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"uniform vec3 normal;\n"
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"uniform mat3 rot;\n"
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"void fragment() {\n"
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" vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
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" COLOR = textureLod(tex,n,0.0);\n"
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"}";
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shaders[1].instance();
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shaders[1]->set_code(shader_cube);
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String shader_cube_array = ""
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"shader_type canvas_item;\n"
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"uniform samplerCubeArray tex;\n"
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"uniform vec3 normal;\n"
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"uniform mat3 rot;\n"
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"uniform float layer;\n"
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"void fragment() {\n"
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" vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
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" COLOR = textureLod(tex,vec4(n,layer),0.0);\n"
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"}";
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shaders[2].instance();
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shaders[2]->set_code(shader_cube_array);
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for (int i = 0; i < 3; i++) {
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materials[i].instance();
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materials[i]->set_shader(shaders[i]);
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}
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}
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void TextureLayeredEditor::_texture_rect_update_area() {
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Size2 size = get_size();
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int tex_width = texture->get_width() * size.height / texture->get_height();
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int tex_height = size.height;
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if (tex_width > size.width) {
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tex_width = size.width;
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tex_height = texture->get_height() * tex_width / texture->get_width();
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}
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// Prevent the texture from being unpreviewable after the rescale, so that we can still see something
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if (tex_height <= 0) {
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tex_height = 1;
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}
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if (tex_width <= 0) {
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tex_width = 1;
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}
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int ofs_x = (size.width - tex_width) / 2;
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int ofs_y = (size.height - tex_height) / 2;
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texture_rect->set_position(Vector2(ofs_x, ofs_y));
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texture_rect->set_size(Vector2(tex_width, tex_height));
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}
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void TextureLayeredEditor::edit(Ref<TextureLayered> p_texture) {
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if (!texture.is_null()) {
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texture->disconnect("changed", callable_mp(this, &TextureLayeredEditor::_texture_changed));
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}
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texture = p_texture;
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if (!texture.is_null()) {
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if (shaders[0].is_null()) {
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_make_shaders();
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}
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texture->connect("changed", callable_mp(this, &TextureLayeredEditor::_texture_changed));
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update();
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texture_rect->set_material(materials[texture->get_layered_type()]);
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setting = true;
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if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_2D_ARRAY) {
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layer->set_max(texture->get_layers() - 1);
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layer->set_value(0);
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layer->show();
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} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY) {
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layer->set_max(texture->get_layers() / 6 - 1);
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layer->set_value(0);
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layer->show();
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} else {
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layer->hide();
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}
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x_rot = 0;
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y_rot = 0;
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_update_material();
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setting = false;
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_texture_rect_update_area();
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} else {
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hide();
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}
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}
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void TextureLayeredEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_gui_input"), &TextureLayeredEditor::_gui_input);
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ClassDB::bind_method(D_METHOD("_layer_changed"), &TextureLayeredEditor::_layer_changed);
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}
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TextureLayeredEditor::TextureLayeredEditor() {
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set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED);
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set_custom_minimum_size(Size2(1, 150));
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texture_rect = memnew(Control);
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texture_rect->connect("draw", callable_mp(this, &TextureLayeredEditor::_texture_rect_draw));
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texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE);
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add_child(texture_rect);
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layer = memnew(SpinBox);
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layer->set_step(1);
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layer->set_max(100);
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add_child(layer);
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layer->set_anchor(SIDE_RIGHT, 1);
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layer->set_anchor(SIDE_LEFT, 1);
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layer->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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layer->set_modulate(Color(1, 1, 1, 0.8));
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info = memnew(Label);
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add_child(info);
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info->set_anchor(SIDE_RIGHT, 1);
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info->set_anchor(SIDE_LEFT, 1);
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info->set_anchor(SIDE_BOTTOM, 1);
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info->set_anchor(SIDE_TOP, 1);
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info->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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info->set_v_grow_direction(GROW_DIRECTION_BEGIN);
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info->add_theme_color_override("font_color", Color(1, 1, 1, 1));
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info->add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.5));
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info->add_theme_constant_override("shadow_as_outline", 1);
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info->add_theme_constant_override("shadow_offset_x", 2);
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info->add_theme_constant_override("shadow_offset_y", 2);
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setting = false;
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layer->connect("value_changed", Callable(this, "_layer_changed"));
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}
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TextureLayeredEditor::~TextureLayeredEditor() {
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}
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//
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bool EditorInspectorPluginLayeredTexture::can_handle(Object *p_object) {
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return Object::cast_to<TextureLayered>(p_object) != nullptr;
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}
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void EditorInspectorPluginLayeredTexture::parse_begin(Object *p_object) {
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TextureLayered *texture = Object::cast_to<TextureLayered>(p_object);
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if (!texture) {
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return;
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}
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Ref<TextureLayered> m(texture);
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TextureLayeredEditor *editor = memnew(TextureLayeredEditor);
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editor->edit(m);
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add_custom_control(editor);
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}
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TextureLayeredEditorPlugin::TextureLayeredEditorPlugin(EditorNode *p_node) {
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Ref<EditorInspectorPluginLayeredTexture> plugin;
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plugin.instance();
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add_inspector_plugin(plugin);
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}
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