feat: godot-engine-source-4.3-stable
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680
engine/editor/plugins/material_editor_plugin.cpp
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680
engine/editor/plugins/material_editor_plugin.cpp
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/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "core/config/project_settings.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/color_rect.h"
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#include "scene/gui/subviewport_container.h"
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#include "scene/main/viewport.h"
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#include "scene/resources/3d/fog_material.h"
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#include "scene/resources/3d/sky_material.h"
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#include "scene/resources/particle_process_material.h"
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void MaterialEditor::gui_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
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rot.x -= mm->get_relative().y * 0.01;
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rot.y -= mm->get_relative().x * 0.01;
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rot.x = CLAMP(rot.x, -Math_PI / 2, Math_PI / 2);
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_update_rotation();
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}
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}
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void MaterialEditor::_update_theme_item_cache() {
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Control::_update_theme_item_cache();
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theme_cache.light_1_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight1"));
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theme_cache.light_2_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight2"));
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theme_cache.sphere_icon = get_editor_theme_icon(SNAME("MaterialPreviewSphere"));
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theme_cache.box_icon = get_editor_theme_icon(SNAME("MaterialPreviewCube"));
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theme_cache.checkerboard = get_editor_theme_icon(SNAME("Checkerboard"));
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}
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void MaterialEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_THEME_CHANGED: {
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light_1_switch->set_icon(theme_cache.light_1_icon);
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light_2_switch->set_icon(theme_cache.light_2_icon);
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sphere_switch->set_icon(theme_cache.sphere_icon);
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box_switch->set_icon(theme_cache.box_icon);
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} break;
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case NOTIFICATION_DRAW: {
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Size2 size = get_size();
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draw_texture_rect(theme_cache.checkerboard, Rect2(Point2(), size), true);
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} break;
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}
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}
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void MaterialEditor::_update_rotation() {
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Transform3D t;
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t.basis.rotate(Vector3(0, 1, 0), -rot.y);
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t.basis.rotate(Vector3(1, 0, 0), -rot.x);
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rotation->set_transform(t);
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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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rot.x = Math::deg_to_rad(-15.0);
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rot.y = Math::deg_to_rad(30.0);
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_update_rotation();
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}
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void MaterialEditor::_on_light_1_switch_pressed() {
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light1->set_visible(light_1_switch->is_pressed());
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}
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void MaterialEditor::_on_light_2_switch_pressed() {
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light2->set_visible(light_2_switch->is_pressed());
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}
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void MaterialEditor::_on_sphere_switch_pressed() {
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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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void MaterialEditor::_on_box_switch_pressed() {
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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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MaterialEditor::MaterialEditor() {
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// Canvas item
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vc_2d = memnew(SubViewportContainer);
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vc_2d->set_stretch(true);
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add_child(vc_2d);
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vc_2d->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
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viewport_2d = memnew(SubViewport);
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vc_2d->add_child(viewport_2d);
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viewport_2d->set_disable_input(true);
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viewport_2d->set_transparent_background(true);
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layout_2d = memnew(HBoxContainer);
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layout_2d->set_alignment(BoxContainer::ALIGNMENT_CENTER);
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viewport_2d->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_3d(Viewport::MSAA_4X);
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camera = memnew(Camera3D);
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camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
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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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if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
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camera_attributes.instantiate();
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camera->set_attributes(camera_attributes);
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}
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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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rotation = memnew(Node3D);
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viewport->add_child(rotation);
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sphere_instance = memnew(MeshInstance3D);
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rotation->add_child(sphere_instance);
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box_instance = memnew(MeshInstance3D);
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rotation->add_child(box_instance);
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box_instance->set_transform(Transform3D() * 0.25);
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sphere_instance->set_transform(Transform3D() * 0.375);
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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(Button);
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sphere_switch->set_theme_type_variation("PreviewLightButton");
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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(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_sphere_switch_pressed));
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box_switch = memnew(Button);
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box_switch->set_theme_type_variation("PreviewLightButton");
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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(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_box_switch_pressed));
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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(Button);
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light_1_switch->set_theme_type_variation("PreviewLightButton");
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light_1_switch->set_toggle_mode(true);
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light_1_switch->set_pressed(true);
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vb_light->add_child(light_1_switch);
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light_1_switch->connect(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_light_1_switch_pressed));
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light_2_switch = memnew(Button);
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light_2_switch->set_theme_type_variation("PreviewLightButton");
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light_2_switch->set_toggle_mode(true);
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light_2_switch->set_pressed(true);
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vb_light->add_child(light_2_switch);
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light_2_switch->connect(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_light_2_switch_pressed));
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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, const String &p_property, const Variant &p_new_value) {
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EditorUndoRedoManager *undo_redo = Object::cast_to<EditorUndoRedoManager>(p_undo_redo);
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ERR_FAIL_NULL(undo_redo);
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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_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()->get_shader_parameter_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_parameter(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_parameter(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()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
// Texture parameter has to be treated specially since ORMMaterial3D saved it
|
||||
// as RID but ShaderMaterial needs Texture itself
|
||||
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
|
||||
if (texture.is_valid()) {
|
||||
smat->set_shader_parameter(E.name, texture);
|
||||
} else {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_parameter(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 ParticleProcessMaterialConversionPlugin::converts_to() const {
|
||||
return "ShaderMaterial";
|
||||
}
|
||||
|
||||
bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
||||
Ref<ParticleProcessMaterial> mat = p_resource;
|
||||
return mat.is_valid();
|
||||
}
|
||||
|
||||
Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
||||
Ref<ParticleProcessMaterial> 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()->get_shader_parameter_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_parameter(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 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.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()->get_shader_parameter_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_parameter(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()->get_shader_parameter_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_parameter(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()->get_shader_parameter_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_parameter(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()->get_shader_parameter_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_parameter(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()->get_shader_parameter_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_parameter(E.name, value);
|
||||
}
|
||||
|
||||
smat->set_render_priority(mat->get_render_priority());
|
||||
return smat;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue