/*************************************************************************/ /* texture_3d_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "texture_3d_editor_plugin.h" #include "core/config/project_settings.h" #include "core/io/resource_loader.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" void Texture3DEditor::_texture_rect_draw() { texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1)); } void Texture3DEditor::_notification(int p_what) { if (p_what == NOTIFICATION_READY) { //get_scene()->connect("node_removed",this,"_node_removed"); } if (p_what == NOTIFICATION_RESIZED) { _texture_rect_update_area(); } if (p_what == NOTIFICATION_DRAW) { Ref checkerboard = get_theme_icon(SNAME("Checkerboard"), SNAME("EditorIcons")); Size2 size = get_size(); draw_texture_rect(checkerboard, Rect2(Point2(), size), true); } } void Texture3DEditor::_texture_changed() { if (!is_visible()) { return; } update(); } void Texture3DEditor::_update_material() { material->set_shader_param("layer", (layer->get_value() + 0.5) / texture->get_depth()); material->set_shader_param("tex", texture->get_rid()); String format = Image::get_format_name(texture->get_format()); String text; text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + "x" + itos(texture->get_depth()) + " " + format; info->set_text(text); } void Texture3DEditor::_make_shaders() { shader.instantiate(); shader->set_code(R"( // Texture3DEditor preview shader. shader_type canvas_item; uniform sampler3D tex; uniform float layer; void fragment() { COLOR = textureLod(tex, vec3(UV, layer), 0.0); } )"); material.instantiate(); material->set_shader(shader); } void Texture3DEditor::_texture_rect_update_area() { Size2 size = get_size(); int tex_width = texture->get_width() * size.height / texture->get_height(); int tex_height = size.height; if (tex_width > size.width) { tex_width = size.width; tex_height = texture->get_height() * tex_width / texture->get_width(); } // Prevent the texture from being unpreviewable after the rescale, so that we can still see something if (tex_height <= 0) { tex_height = 1; } if (tex_width <= 0) { tex_width = 1; } int ofs_x = (size.width - tex_width) / 2; int ofs_y = (size.height - tex_height) / 2; texture_rect->set_position(Vector2(ofs_x, ofs_y)); texture_rect->set_size(Vector2(tex_width, tex_height)); } void Texture3DEditor::edit(Ref p_texture) { if (!texture.is_null()) { texture->disconnect("changed", callable_mp(this, &Texture3DEditor::_texture_changed)); } texture = p_texture; if (!texture.is_null()) { if (shader.is_null()) { _make_shaders(); } texture->connect("changed", callable_mp(this, &Texture3DEditor::_texture_changed)); update(); texture_rect->set_material(material); setting = true; layer->set_max(texture->get_depth() - 1); layer->set_value(0); layer->show(); _update_material(); setting = false; _texture_rect_update_area(); } else { hide(); } } void Texture3DEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("_layer_changed"), &Texture3DEditor::_layer_changed); } Texture3DEditor::Texture3DEditor() { set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED); set_custom_minimum_size(Size2(1, 150)); texture_rect = memnew(Control); texture_rect->connect("draw", callable_mp(this, &Texture3DEditor::_texture_rect_draw)); texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE); add_child(texture_rect); layer = memnew(SpinBox); layer->set_step(1); layer->set_max(100); add_child(layer); layer->set_anchor(SIDE_RIGHT, 1); layer->set_anchor(SIDE_LEFT, 1); layer->set_h_grow_direction(GROW_DIRECTION_BEGIN); layer->set_modulate(Color(1, 1, 1, 0.8)); info = memnew(Label); add_child(info); info->set_anchor(SIDE_RIGHT, 1); info->set_anchor(SIDE_LEFT, 1); info->set_anchor(SIDE_BOTTOM, 1); info->set_anchor(SIDE_TOP, 1); info->set_h_grow_direction(GROW_DIRECTION_BEGIN); info->set_v_grow_direction(GROW_DIRECTION_BEGIN); info->add_theme_color_override("font_color", Color(1, 1, 1, 1)); info->add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.5)); info->add_theme_constant_override("shadow_outline_size", 1); info->add_theme_constant_override("shadow_offset_x", 2); info->add_theme_constant_override("shadow_offset_y", 2); setting = false; layer->connect("value_changed", Callable(this, "_layer_changed")); } Texture3DEditor::~Texture3DEditor() { if (!texture.is_null()) { texture->disconnect("changed", callable_mp(this, &Texture3DEditor::_texture_changed)); } } // bool EditorInspectorPlugin3DTexture::can_handle(Object *p_object) { return Object::cast_to(p_object) != nullptr; } void EditorInspectorPlugin3DTexture::parse_begin(Object *p_object) { Texture3D *texture = Object::cast_to(p_object); if (!texture) { return; } Ref m(texture); Texture3DEditor *editor = memnew(Texture3DEditor); editor->edit(m); add_custom_control(editor); } Texture3DEditorPlugin::Texture3DEditorPlugin(EditorNode *p_node) { Ref plugin; plugin.instantiate(); add_inspector_plugin(plugin); }