/*************************************************************************/ /* texture_layered_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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_layered_editor_plugin.h" #include "core/config/project_settings.h" #include "core/io/resource_loader.h" #include "editor/editor_settings.h" void TextureLayeredEditor::gui_input(const Ref &p_event) { ERR_FAIL_COND(p_event.is_null()); Ref mm = p_event; if (mm.is_valid() && mm->get_button_mask() & MOUSE_BUTTON_MASK_LEFT) { y_rot += -mm->get_relative().x * 0.01; x_rot += mm->get_relative().y * 0.01; _update_material(); } } void TextureLayeredEditor::_texture_rect_draw() { texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1)); } void TextureLayeredEditor::_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 TextureLayeredEditor::_texture_changed() { if (!is_visible()) { return; } update(); } void TextureLayeredEditor::_update_material() { materials[0]->set_shader_param("layer", layer->get_value()); materials[2]->set_shader_param("layer", layer->get_value()); materials[texture->get_layered_type()]->set_shader_param("tex", texture->get_rid()); Vector3 v(1, 1, 1); v.normalize(); Basis b; b.rotate(Vector3(1, 0, 0), x_rot); b.rotate(Vector3(0, 1, 0), y_rot); materials[1]->set_shader_param("normal", v); materials[1]->set_shader_param("rot", b); materials[2]->set_shader_param("normal", v); materials[2]->set_shader_param("rot", b); String format = Image::get_format_name(texture->get_format()); String text; if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_2D_ARRAY) { text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " (x " + itos(texture->get_layers()) + ")" + format; } else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP) { text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " " + format; } else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY) { text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " (x " + itos(texture->get_layers() / 6) + ")" + format; } info->set_text(text); } void TextureLayeredEditor::_make_shaders() { shaders[0].instantiate(); shaders[0]->set_code(R"( shader_type canvas_item; uniform sampler2DArray tex; uniform float layer; void fragment() { COLOR = textureLod(tex, vec3(UV, layer), 0.0); } )"); shaders[1].instantiate(); shaders[1]->set_code(R"( shader_type canvas_item; uniform samplerCube tex; uniform vec3 normal; uniform mat3 rot; void fragment() { vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z)); COLOR = textureLod(tex, n, 0.0); } )"); shaders[2].instantiate(); shaders[2]->set_code(R"( shader_type canvas_item; uniform samplerCubeArray tex; uniform vec3 normal; uniform mat3 rot; uniform float layer; void fragment() { vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z)); COLOR = textureLod(tex, vec4(n, layer), 0.0); } )"); for (int i = 0; i < 3; i++) { materials[i].instantiate(); materials[i]->set_shader(shaders[i]); } } void TextureLayeredEditor::_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 TextureLayeredEditor::edit(Ref p_texture) { if (!texture.is_null()) { texture->disconnect("changed", callable_mp(this, &TextureLayeredEditor::_texture_changed)); } texture = p_texture; if (!texture.is_null()) { if (shaders[0].is_null()) { _make_shaders(); } texture->connect("changed", callable_mp(this, &TextureLayeredEditor::_texture_changed)); update(); texture_rect->set_material(materials[texture->get_layered_type()]); setting = true; if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_2D_ARRAY) { layer->set_max(texture->get_layers() - 1); layer->set_value(0); layer->show(); } else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY) { layer->set_max(texture->get_layers() / 6 - 1); layer->set_value(0); layer->show(); } else { layer->hide(); } x_rot = 0; y_rot = 0; _update_material(); setting = false; _texture_rect_update_area(); } else { hide(); } } void TextureLayeredEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("_layer_changed"), &TextureLayeredEditor::_layer_changed); } TextureLayeredEditor::TextureLayeredEditor() { 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, &TextureLayeredEditor::_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_as_outline", 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")); } TextureLayeredEditor::~TextureLayeredEditor() { } // bool EditorInspectorPluginLayeredTexture::can_handle(Object *p_object) { return Object::cast_to(p_object) != nullptr; } void EditorInspectorPluginLayeredTexture::parse_begin(Object *p_object) { TextureLayered *texture = Object::cast_to(p_object); if (!texture) { return; } Ref m(texture); TextureLayeredEditor *editor = memnew(TextureLayeredEditor); editor->edit(m); add_custom_control(editor); } TextureLayeredEditorPlugin::TextureLayeredEditorPlugin(EditorNode *p_node) { Ref plugin; plugin.instantiate(); add_inspector_plugin(plugin); }