/*************************************************************************/ /* material_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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; } 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) { 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; }