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- /*************************************************************************/
- /* material_editor_plugin.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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. */
- /*************************************************************************/
- #include "material_editor_plugin.h"
- #include "scene/resources/particles_material.h"
- 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) const {
- 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) 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());
- 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());
- return smat;
- }
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