#include "editor_preview_plugins.h" #include "io/resource_loader.h" #include "tools/editor/editor_settings.h" #include "io/file_access_memory.h" #include "os/os.h" #include "scene/resources/material.h" #include "scene/resources/sample.h" #include "scene/resources/mesh.h" bool EditorTexturePreviewPlugin::handles(const String& p_type) const { return ObjectTypeDB::is_type(p_type,"ImageTexture"); } Ref EditorTexturePreviewPlugin::generate(const RES& p_from) { Ref tex =p_from; Image img = tex->get_data(); if (img.empty()) return Ref(); img.clear_mipmaps(); int thumbnail_size = EditorSettings::get_singleton()->get("file_dialog/thumbnail_size"); if (img.is_compressed()) { if (img.decompress()!=OK) return Ref(); } else if (img.get_format()!=Image::FORMAT_RGB && img.get_format()!=Image::FORMAT_RGB) { img.convert(Image::FORMAT_RGBA); } int width,height; if (img.get_width() > thumbnail_size && img.get_width() >= img.get_height()) { width=thumbnail_size; height = img.get_height() * thumbnail_size / img.get_width(); } else if (img.get_height() > thumbnail_size && img.get_height() >= img.get_width()) { height=thumbnail_size; width = img.get_width() * thumbnail_size / img.get_height(); } else { width=img.get_width(); height=img.get_height(); } img.resize(width,height); Ref ptex = Ref( memnew( ImageTexture )); ptex->create_from_image(img,0); return ptex; } EditorTexturePreviewPlugin::EditorTexturePreviewPlugin() { } /////////////////////////////////////////////////////////////////////////// Ref EditorPackedScenePreviewPlugin::_gen_from_imd(Ref p_imd) { if (p_imd.is_null()) { return Ref(); } if (!p_imd->has_option("thumbnail")) return Ref(); Variant tn = p_imd->get_option("thumbnail"); //print_line(Variant::get_type_name(tn.get_type())); DVector thumbnail = tn; int len = thumbnail.size(); if (len==0) return Ref(); DVector::Read r = thumbnail.read(); Image img(r.ptr(),len); if (img.empty()) return Ref(); Ref ptex = Ref( memnew( ImageTexture )); ptex->create_from_image(img,0); return ptex; } bool EditorPackedScenePreviewPlugin::handles(const String& p_type) const { return ObjectTypeDB::is_type(p_type,"PackedScene"); } Ref EditorPackedScenePreviewPlugin::generate(const RES& p_from) { Ref imd = p_from->get_import_metadata(); return _gen_from_imd(imd); } Ref EditorPackedScenePreviewPlugin::generate_from_path(const String& p_path) { Ref imd = ResourceLoader::load_import_metadata(p_path); return _gen_from_imd(imd); } EditorPackedScenePreviewPlugin::EditorPackedScenePreviewPlugin() { } ////////////////////////////////////////////////////////////////// bool EditorMaterialPreviewPlugin::handles(const String& p_type) const { return ObjectTypeDB::is_type(p_type,"Material"); //any material } Ref EditorMaterialPreviewPlugin::generate(const RES& p_from) { Ref material = p_from; ERR_FAIL_COND_V(material.is_null(),Ref()); VS::get_singleton()->mesh_surface_set_material(sphere,0,material->get_rid()); VS::get_singleton()->viewport_queue_screen_capture(viewport); VS::get_singleton()->viewport_set_render_target_update_mode(viewport,VS::RENDER_TARGET_UPDATE_ONCE); //once used for capture // print_line("queue capture!"); Image img; int timeout=1000; while(timeout) { //print_line("try capture?"); OS::get_singleton()->delay_usec(10); img = VS::get_singleton()->viewport_get_screen_capture(viewport); if (!img.empty()) break; timeout--; } //print_line("captured!"); VS::get_singleton()->mesh_surface_set_material(sphere,0,RID()); int thumbnail_size = EditorSettings::get_singleton()->get("file_dialog/thumbnail_size"); img.resize(thumbnail_size,thumbnail_size); Ref ptex = Ref( memnew( ImageTexture )); ptex->create_from_image(img,0); return ptex; } EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() { scenario = VS::get_singleton()->scenario_create(); viewport = VS::get_singleton()->viewport_create(); VS::get_singleton()->viewport_set_as_render_target(viewport,true); VS::get_singleton()->viewport_set_render_target_update_mode(viewport,VS::RENDER_TARGET_UPDATE_DISABLED); VS::get_singleton()->viewport_set_scenario(viewport,scenario); VS::ViewportRect vr; vr.x=0; vr.y=0; vr.width=128; vr.height=128; VS::get_singleton()->viewport_set_rect(viewport,vr); camera = VS::get_singleton()->camera_create(); VS::get_singleton()->viewport_attach_camera(viewport,camera); VS::get_singleton()->camera_set_transform(camera,Transform(Matrix3(),Vector3(0,0,3))); VS::get_singleton()->camera_set_perspective(camera,45,0.1,10); light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL); light_instance = VS::get_singleton()->instance_create2(light,scenario); VS::get_singleton()->instance_set_transform(light_instance,Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0))); light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL); VS::get_singleton()->light_set_color(light2,VS::LIGHT_COLOR_DIFFUSE,Color(0.7,0.7,0.7)); VS::get_singleton()->light_set_color(light2,VS::LIGHT_COLOR_SPECULAR,Color(0.0,0.0,0.0)); light_instance2 = VS::get_singleton()->instance_create2(light2,scenario); VS::get_singleton()->instance_set_transform(light_instance2,Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1))); sphere = VS::get_singleton()->mesh_create(); sphere_instance = VS::get_singleton()->instance_create2(sphere,scenario); int lats=32; int lons=32; float radius=1.0; DVector vertices; DVector normals; DVector uvs; DVector 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; VS::get_singleton()->mesh_add_surface(sphere,VS::PRIMITIVE_TRIANGLES,arr); } EditorMaterialPreviewPlugin::~EditorMaterialPreviewPlugin() { VS::get_singleton()->free(sphere); VS::get_singleton()->free(sphere_instance); VS::get_singleton()->free(viewport); VS::get_singleton()->free(light); VS::get_singleton()->free(light_instance); VS::get_singleton()->free(light2); VS::get_singleton()->free(light_instance2); VS::get_singleton()->free(camera); VS::get_singleton()->free(scenario); } /////////////////////////////////////////////////////////////////////////// static bool _is_text_char(CharType c) { return (c>='a' && c<='z') || (c>='A' && c<='Z') || (c>='0' && c<='9') || c=='_'; } bool EditorScriptPreviewPlugin::handles(const String& p_type) const { return ObjectTypeDB::is_type(p_type,"Script"); } Ref EditorScriptPreviewPlugin::generate(const RES& p_from) { Ref