diff options
Diffstat (limited to 'editor/plugins')
-rw-r--r-- | editor/plugins/material_editor_plugin.cpp | 119 | ||||
-rw-r--r-- | editor/plugins/material_editor_plugin.h | 27 |
2 files changed, 144 insertions, 2 deletions
diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp index b39465f618..d388296927 100644 --- a/editor/plugins/material_editor_plugin.cpp +++ b/editor/plugins/material_editor_plugin.cpp @@ -33,6 +33,7 @@ #include "editor/editor_scale.h" #include "scene/gui/viewport_container.h" #include "scene/resources/particles_material.h" +#include "scene/resources/sky_material.h" void MaterialEditor::_notification(int p_what) { @@ -221,8 +222,8 @@ void EditorInspectorPluginMaterial::parse_begin(Object *p_object) { EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() { env.instance(); - Ref<ProceduralSky> proc_sky = memnew(ProceduralSky(true)); - env->set_sky(proc_sky); + Ref<Sky> sky = memnew(Sky()); + env->set_sky(sky); env->set_background(Environment::BG_COLOR); env->set_ambient_source(Environment::AMBIENT_SOURCE_SKY); env->set_reflection_source(Environment::REFLECTION_SOURCE_SKY); @@ -356,3 +357,117 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p smat->set_render_priority(mat->get_render_priority()); 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.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 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.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 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.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; +} diff --git a/editor/plugins/material_editor_plugin.h b/editor/plugins/material_editor_plugin.h index 95a6c4bf8f..84e69425d0 100644 --- a/editor/plugins/material_editor_plugin.h +++ b/editor/plugins/material_editor_plugin.h @@ -127,4 +127,31 @@ public: virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const; }; +class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin { + GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin); + +public: + virtual String converts_to() const; + virtual bool handles(const Ref<Resource> &p_resource) const; + virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const; +}; + +class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin { + GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin); + +public: + virtual String converts_to() const; + virtual bool handles(const Ref<Resource> &p_resource) const; + virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const; +}; + +class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin { + GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin); + +public: + virtual String converts_to() const; + virtual bool handles(const Ref<Resource> &p_resource) const; + virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const; +}; + #endif // MATERIAL_EDITOR_PLUGIN_H |