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- /*************************************************************************/
- /* material_editor_plugin.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- // FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
- // Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
- #include "material_editor_plugin.h"
- #include "scene/3d/particles.h"
- #if 0
- #include "scene/main/viewport.h"
- void MaterialEditor::_gui_input(InputEvent p_event) {
- }
- void MaterialEditor::_notification(int p_what) {
- if (p_what==NOTIFICATION_PHYSICS_PROCESS) {
- }
- if (p_what==NOTIFICATION_READY) {
- //get_scene()->connect("node_removed",this,"_node_removed");
- if (first_enter) {
- //it's in propertyeditor so.. could be moved around
- light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
- light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
- light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
- light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
- sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons"));
- sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons"));
- box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons"));
- box_switch->set_pressed_texture(get_icon("MaterialPreviewCube","EditorIcons"));
- first_enter=false;
- }
- }
- if (p_what==NOTIFICATION_DRAW) {
- Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
- Size2 size = get_size();
- draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
- }
- }
- void MaterialEditor::edit(Ref<Material> p_material) {
- material=p_material;
- if (!material.is_null()) {
- sphere_mesh->surface_set_material(0,material);
- box_mesh->surface_set_material(0,material);
- } else {
- hide();
- }
- }
- void MaterialEditor::_button_pressed(Node* p_button) {
- if (p_button==light_1_switch) {
- light1->set_enabled(!light_1_switch->is_pressed());
- }
- if (p_button==light_2_switch) {
- light2->set_enabled(!light_2_switch->is_pressed());
- }
- if (p_button==box_switch) {
- box_instance->show();
- sphere_instance->hide();
- box_switch->set_pressed(true);
- sphere_switch->set_pressed(false);
- }
- if (p_button==sphere_switch) {
- box_instance->hide();
- sphere_instance->show();
- box_switch->set_pressed(false);
- sphere_switch->set_pressed(true);
- }
- }
- void MaterialEditor::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_gui_input"),&MaterialEditor::_gui_input);
- ClassDB::bind_method(D_METHOD("_button_pressed"),&MaterialEditor::_button_pressed);
- }
- MaterialEditor::MaterialEditor() {
- viewport = memnew( Viewport );
- Ref<World> world;
- world.instance();
- viewport->set_world(world); //use own world
- add_child(viewport);
- viewport->set_disable_input(true);
- camera = memnew( Camera );
- camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
- camera->set_perspective(45,0.1,10);
- viewport->add_child(camera);
- light1 = memnew( DirectionalLight );
- light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
- viewport->add_child(light1);
- light2 = memnew( DirectionalLight );
- light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
- light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
- light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
- viewport->add_child(light2);
- sphere_instance = memnew( MeshInstance );
- viewport->add_child(sphere_instance);
- box_instance = memnew( MeshInstance );
- viewport->add_child(box_instance);
- Transform box_xform;
- box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
- box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
- box_xform.basis.scale(Vector3(0.8,0.8,0.8));
- box_instance->set_transform(box_xform);
- {
- sphere_mesh.instance();
- int lats=32;
- int lons=32;
- float radius=1.0;
- PoolVector<Vector3> vertices;
- PoolVector<Vector3> normals;
- PoolVector<Vector2> uvs;
- PoolVector<float> tangents;
- Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
- for(int i = 1; i <= lats; i++) {
- double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats);
- double z0 = Math::sin(lat0);
- double zr0 = Math::cos(lat0);
- double lat1 = Math_PI * (-0.5 + (double) i / lats);
- double z1 = Math::sin(lat1);
- double zr1 = Math::cos(lat1);
- for(int j = lons; j >= 1; j--) {
- double lng0 = 2 * Math_PI * (double) (j - 1) / lons;
- double x0 = Math::cos(lng0);
- double y0 = Math::sin(lng0);
- double lng1 = 2 * Math_PI * (double) (j) / lons;
- double x1 = Math::cos(lng1);
- double y1 = Math::sin(lng1);
- Vector3 v[4]={
- Vector3(x1 * zr0, z0, y1 *zr0),
- Vector3(x1 * zr1, z1, y1 *zr1),
- Vector3(x0 * zr1, z1, y0 *zr1),
- Vector3(x0 * zr0, z0, y0 *zr0)
- };
- #define ADD_POINT(m_idx) \
- normals.push_back(v[m_idx]); \
- vertices.push_back(v[m_idx] * radius); \
- { \
- Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
- uv /= Math_PI; \
- uv *= 4.0; \
- uv = uv * 0.5 + Vector2(0.5, 0.5); \
- uvs.push_back(uv); \
- } \
- { \
- Vector3 t = tt.xform(v[m_idx]); \
- tangents.push_back(t.x); \
- tangents.push_back(t.y); \
- tangents.push_back(t.z); \
- tangents.push_back(1.0); \
- }
- ADD_POINT(0);
- ADD_POINT(1);
- ADD_POINT(2);
- ADD_POINT(2);
- ADD_POINT(3);
- ADD_POINT(0);
- }
- }
- Array arr;
- arr.resize(VS::ARRAY_MAX);
- arr[VS::ARRAY_VERTEX]=vertices;
- arr[VS::ARRAY_NORMAL]=normals;
- arr[VS::ARRAY_TANGENT]=tangents;
- arr[VS::ARRAY_TEX_UV]=uvs;
- sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr);
- sphere_instance->set_mesh(sphere_mesh);
- }
- {
- box_mesh.instance();
- PoolVector<Vector3> vertices;
- PoolVector<Vector3> normals;
- PoolVector<float> tangents;
- PoolVector<Vector3> uvs;
- int vtx_idx=0;
- #define ADD_VTX(m_idx) \
- ; \
- vertices.push_back(face_points[m_idx]); \
- normals.push_back(normal_points[m_idx]); \
- tangents.push_back(normal_points[m_idx][1]); \
- tangents.push_back(normal_points[m_idx][2]); \
- tangents.push_back(normal_points[m_idx][0]); \
- tangents.push_back(1.0); \
- uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \
- vtx_idx++;\
- for (int i=0;i<6;i++) {
- Vector3 face_points[4];
- Vector3 normal_points[4];
- float uv_points[8]={0,0,0,1,1,1,1,0};
- for (int j=0;j<4;j++) {
- float v[3];
- v[0]=1.0;
- v[1]=1-2*((j>>1)&1);
- v[2]=v[1]*(1-2*(j&1));
- for (int k=0;k<3;k++) {
- if (i<3)
- face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
- else
- face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
- }
- normal_points[j]=Vector3();
- normal_points[j][i%3]=(i>=3?-1:1);
- }
- //tri 1
- ADD_VTX(0);
- ADD_VTX(1);
- ADD_VTX(2);
- //tri 2
- ADD_VTX(2);
- ADD_VTX(3);
- ADD_VTX(0);
- }
- Array d;
- d.resize(VS::ARRAY_MAX);
- d[VisualServer::ARRAY_NORMAL]= normals ;
- d[VisualServer::ARRAY_TANGENT]= tangents ;
- d[VisualServer::ARRAY_TEX_UV]= uvs ;
- d[VisualServer::ARRAY_VERTEX]= vertices ;
- PoolVector<int> indices;
- indices.resize(vertices.size());
- for(int i=0;i<vertices.size();i++)
- indices.set(i,i);
- d[VisualServer::ARRAY_INDEX]=indices;
- box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d);
- box_instance->set_mesh(box_mesh);
- box_instance->hide();
- }
- set_custom_minimum_size(Size2(1,150)*EDSCALE);
- HBoxContainer *hb = memnew( HBoxContainer );
- add_child(hb);
- hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
- VBoxContainer *vb_shape = memnew( VBoxContainer );
- hb->add_child(vb_shape);
- sphere_switch = memnew( TextureButton );
- sphere_switch->set_toggle_mode(true);
- sphere_switch->set_pressed(true);
- vb_shape->add_child(sphere_switch);
- sphere_switch->connect("pressed",this,"_button_pressed",varray(sphere_switch));
- box_switch = memnew( TextureButton );
- box_switch->set_toggle_mode(true);
- box_switch->set_pressed(false);
- vb_shape->add_child(box_switch);
- box_switch->connect("pressed",this,"_button_pressed",varray(box_switch));
- hb->add_spacer();
- VBoxContainer *vb_light = memnew( VBoxContainer );
- hb->add_child(vb_light);
- light_1_switch = memnew( TextureButton );
- light_1_switch->set_toggle_mode(true);
- vb_light->add_child(light_1_switch);
- light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
- light_2_switch = memnew( TextureButton );
- light_2_switch->set_toggle_mode(true);
- vb_light->add_child(light_2_switch);
- light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
- first_enter=true;
- }
- void MaterialEditorPlugin::edit(Object *p_object) {
- Material * s = Object::cast_to<Material>(p_object);
- if (!s)
- return;
- material_editor->edit(Ref<Material>(s));
- }
- bool MaterialEditorPlugin::handles(Object *p_object) const {
- return p_object->is_type("Material");
- }
- void MaterialEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- material_editor->show();
- //material_editor->set_process(true);
- } else {
- material_editor->hide();
- //material_editor->set_process(false);
- }
- }
- MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
- editor=p_node;
- material_editor = memnew( MaterialEditor );
- add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor);
- material_editor->hide();
- }
- MaterialEditorPlugin::~MaterialEditorPlugin()
- {
- }
- #endif
- String SpatialMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<SpatialMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
- Ref<SpatialMaterial> mat = p_resource;
- ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instance();
- Ref<Shader> shader;
- shader.instance();
- String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶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());
- return smat;
- }
- String ParticlesMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<ParticlesMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
- Ref<ParticlesMaterial> mat = p_resource;
- ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instance();
- Ref<Shader> shader;
- shader.instance();
- String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶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());
- return smat;
- }
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