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- /**************************************************************************/
- /* material_editor_plugin.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "material_editor_plugin.h"
- #include "editor/editor_scale.h"
- #include "scene/gui/viewport_container.h"
- #include "scene/resources/particles_material.h"
- void MaterialEditor::_gui_input(const Ref<InputEvent> &p_event) {
- ERR_FAIL_COND(p_event.is_null());
- Ref<InputEventMouseMotion> mm = p_event;
- if (mm.is_valid() && (mm->get_button_mask() & BUTTON_MASK_LEFT)) {
- rot.x -= mm->get_relative().y * 0.01;
- rot.y -= mm->get_relative().x * 0.01;
- rot.x = CLAMP(rot.x, -Math_PI / 2, Math_PI / 2);
- _update_rotation();
- }
- }
- void MaterialEditor::_notification(int p_what) {
- if (p_what == NOTIFICATION_READY) {
- //get_scene()->connect("node_removed",this,"_node_removed");
- if (first_enter) {
- //it's in propertyeditor so.. could be moved around
- light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1", "EditorIcons"));
- light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off", "EditorIcons"));
- light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2", "EditorIcons"));
- light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off", "EditorIcons"));
- sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff", "EditorIcons"));
- sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere", "EditorIcons"));
- box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff", "EditorIcons"));
- box_switch->set_pressed_texture(get_icon("MaterialPreviewCube", "EditorIcons"));
- first_enter = false;
- }
- }
- if (p_what == NOTIFICATION_DRAW) {
- Ref<Texture> checkerboard = get_icon("Checkerboard", "EditorIcons");
- Size2 size = get_size();
- draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
- }
- }
- void MaterialEditor::_update_rotation() {
- Transform t;
- t.basis.rotate(Vector3(0, 1, 0), -rot.y);
- t.basis.rotate(Vector3(1, 0, 0), -rot.x);
- rotation->set_transform(t);
- }
- void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
- material = p_material;
- camera->set_environment(p_env);
- if (!material.is_null()) {
- sphere_instance->set_material_override(material);
- box_instance->set_material_override(material);
- } else {
- hide();
- }
- rot.x = Math::deg2rad(-15.0);
- rot.y = Math::deg2rad(30.0);
- _update_rotation();
- }
- void MaterialEditor::_button_pressed(Node *p_button) {
- if (p_button == light_1_switch) {
- light1->set_visible(!light_1_switch->is_pressed());
- }
- if (p_button == light_2_switch) {
- light2->set_visible(!light_2_switch->is_pressed());
- }
- if (p_button == box_switch) {
- box_instance->show();
- sphere_instance->hide();
- box_switch->set_pressed(true);
- sphere_switch->set_pressed(false);
- EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", false);
- }
- if (p_button == sphere_switch) {
- box_instance->hide();
- sphere_instance->show();
- box_switch->set_pressed(false);
- sphere_switch->set_pressed(true);
- EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", true);
- }
- }
- void MaterialEditor::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_gui_input"), &MaterialEditor::_gui_input);
- ClassDB::bind_method(D_METHOD("_button_pressed"), &MaterialEditor::_button_pressed);
- }
- MaterialEditor::MaterialEditor() {
- vc = memnew(ViewportContainer);
- vc->set_stretch(true);
- add_child(vc);
- vc->set_anchors_and_margins_preset(PRESET_WIDE);
- viewport = memnew(Viewport);
- Ref<World> world;
- world.instance();
- viewport->set_world(world); //use own world
- vc->add_child(viewport);
- viewport->set_disable_input(true);
- viewport->set_transparent_background(true);
- viewport->set_msaa(Viewport::MSAA_4X);
- camera = memnew(Camera);
- camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
- camera->set_perspective(45, 0.1, 10);
- camera->make_current();
- viewport->add_child(camera);
- light1 = memnew(DirectionalLight);
- light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
- viewport->add_child(light1);
- light2 = memnew(DirectionalLight);
- light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
- light2->set_color(Color(0.7, 0.7, 0.7));
- viewport->add_child(light2);
- rotation = memnew(Spatial);
- viewport->add_child(rotation);
- sphere_instance = memnew(MeshInstance);
- rotation->add_child(sphere_instance);
- box_instance = memnew(MeshInstance);
- rotation->add_child(box_instance);
- box_instance->set_transform(Transform(Basis() * 0.25, Vector3() * 0.25));
- sphere_instance->set_transform(Transform(Basis() * 0.375, Vector3() * 0.375));
- sphere_mesh.instance();
- sphere_instance->set_mesh(sphere_mesh);
- box_mesh.instance();
- box_instance->set_mesh(box_mesh);
- set_custom_minimum_size(Size2(1, 150) * EDSCALE);
- HBoxContainer *hb = memnew(HBoxContainer);
- add_child(hb);
- hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
- VBoxContainer *vb_shape = memnew(VBoxContainer);
- hb->add_child(vb_shape);
- sphere_switch = memnew(TextureButton);
- sphere_switch->set_toggle_mode(true);
- sphere_switch->set_pressed(true);
- vb_shape->add_child(sphere_switch);
- sphere_switch->connect("pressed", this, "_button_pressed", varray(sphere_switch));
- box_switch = memnew(TextureButton);
- box_switch->set_toggle_mode(true);
- box_switch->set_pressed(false);
- vb_shape->add_child(box_switch);
- box_switch->connect("pressed", this, "_button_pressed", varray(box_switch));
- hb->add_spacer();
- VBoxContainer *vb_light = memnew(VBoxContainer);
- hb->add_child(vb_light);
- light_1_switch = memnew(TextureButton);
- light_1_switch->set_toggle_mode(true);
- vb_light->add_child(light_1_switch);
- light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));
- light_2_switch = memnew(TextureButton);
- light_2_switch->set_toggle_mode(true);
- vb_light->add_child(light_2_switch);
- light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));
- first_enter = true;
- if (EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_on_sphere", true)) {
- box_instance->hide();
- } else {
- box_instance->show();
- sphere_instance->hide();
- box_switch->set_pressed(true);
- sphere_switch->set_pressed(false);
- }
- }
- ///////////////////////
- bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
- Material *material = Object::cast_to<Material>(p_object);
- if (!material) {
- return false;
- }
- return material->get_shader_mode() == Shader::MODE_SPATIAL;
- }
- void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
- Material *material = Object::cast_to<Material>(p_object);
- if (!material) {
- return;
- }
- Ref<Material> m(material);
- MaterialEditor *editor = memnew(MaterialEditor);
- editor->edit(m, env);
- add_custom_control(editor);
- }
- EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
- env.instance();
- Ref<ProceduralSky> proc_sky = memnew(ProceduralSky(true));
- env->set_sky(proc_sky);
- env->set_background(Environment::BG_COLOR_SKY);
- }
- MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
- Ref<EditorInspectorPluginMaterial> plugin;
- plugin.instance();
- add_inspector_plugin(plugin);
- }
- String SpatialMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<Material3D> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<Material3D> mat = p_resource;
- ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instance();
- Ref<Shader> shader;
- shader.instance();
- String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- // Texture parameter has to be treated specially since SpatialMaterial saved it
- // as RID but ShaderMaterial needs Texture itself
- Ref<Texture> texture = mat->get_texture_by_name(E->get().name);
- if (texture.is_valid()) {
- smat->set_shader_param(E->get().name, texture);
- } else {
- Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
- }
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
- String ParticlesMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<ParticlesMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<ParticlesMaterial> mat = p_resource;
- ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instance();
- Ref<Shader> shader;
- shader.instance();
- String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
- String CanvasItemMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<CanvasItemMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<CanvasItemMaterial> mat = p_resource;
- ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instance();
- Ref<Shader> shader;
- shader.instance();
- String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
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