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- /**************************************************************************/
- /* material_editor_plugin.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #ifndef MATERIAL_EDITOR_PLUGIN_H
- #define MATERIAL_EDITOR_PLUGIN_H
- #include "editor/property_editor.h"
- #include "scene/resources/primitive_meshes.h"
- #include "editor/editor_node.h"
- #include "editor/editor_plugin.h"
- #include "scene/3d/camera.h"
- #include "scene/3d/light.h"
- #include "scene/3d/mesh_instance.h"
- #include "scene/resources/material.h"
- class ViewportContainer;
- class MaterialEditor : public Control {
- GDCLASS(MaterialEditor, Control);
- Vector2 rot = Vector2();
- ViewportContainer *vc;
- Viewport *viewport;
- Spatial *rotation;
- MeshInstance *sphere_instance;
- MeshInstance *box_instance;
- DirectionalLight *light1;
- DirectionalLight *light2;
- Camera *camera;
- Ref<SphereMesh> sphere_mesh;
- Ref<CubeMesh> box_mesh;
- TextureButton *sphere_switch;
- TextureButton *box_switch;
- TextureButton *light_1_switch;
- TextureButton *light_2_switch;
- Ref<Material> material;
- void _button_pressed(Node *p_button);
- bool first_enter;
- protected:
- void _notification(int p_what);
- void _gui_input(const Ref<InputEvent> &p_event);
- void _update_rotation();
- static void _bind_methods();
- public:
- void edit(Ref<Material> p_material, const Ref<Environment> &p_env);
- MaterialEditor();
- };
- class EditorInspectorPluginMaterial : public EditorInspectorPlugin {
- GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin);
- Ref<Environment> env;
- public:
- virtual bool can_handle(Object *p_object);
- virtual void parse_begin(Object *p_object);
- EditorInspectorPluginMaterial();
- };
- class MaterialEditorPlugin : public EditorPlugin {
- GDCLASS(MaterialEditorPlugin, EditorPlugin);
- public:
- virtual String get_name() const { return "Material"; }
- MaterialEditorPlugin(EditorNode *p_node);
- };
- class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
- GDCLASS(SpatialMaterialConversionPlugin, 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 ParticlesMaterialConversionPlugin : public EditorResourceConversionPlugin {
- GDCLASS(ParticlesMaterialConversionPlugin, 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 CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin {
- GDCLASS(CanvasItemMaterialConversionPlugin, 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
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