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- /**************************************************************************/
- /* material_editor_plugin.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "material_editor_plugin.h"
- #include "core/config/project_settings.h"
- #include "editor/editor_node.h"
- #include "editor/editor_settings.h"
- #include "editor/editor_string_names.h"
- #include "editor/editor_undo_redo_manager.h"
- #include "editor/themes/editor_scale.h"
- #include "scene/3d/camera_3d.h"
- #include "scene/3d/light_3d.h"
- #include "scene/3d/mesh_instance_3d.h"
- #include "scene/gui/box_container.h"
- #include "scene/gui/button.h"
- #include "scene/gui/color_rect.h"
- #include "scene/gui/label.h"
- #include "scene/gui/subviewport_container.h"
- #include "scene/main/viewport.h"
- #include "scene/resources/3d/fog_material.h"
- #include "scene/resources/3d/sky_material.h"
- #include "scene/resources/canvas_item_material.h"
- #include "scene/resources/particle_process_material.h"
- void MaterialEditor::gui_input(const Ref<InputEvent> &p_event) {
- ERR_FAIL_COND(p_event.is_null());
- Ref<InputEventMouseMotion> mm = p_event;
- if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
- rot.x -= mm->get_relative().y * 0.01;
- rot.y -= mm->get_relative().x * 0.01;
- if (quad_instance->is_visible()) {
- // Clamp rotation so the quad is always visible.
- const real_t limit = Math::deg_to_rad(80.0);
- rot = rot.clampf(-limit, limit);
- } else {
- rot.x = CLAMP(rot.x, -Math_PI / 2, Math_PI / 2);
- }
- _update_rotation();
- _store_rotation_metadata();
- }
- }
- void MaterialEditor::_update_theme_item_cache() {
- Control::_update_theme_item_cache();
- theme_cache.light_1_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight1"));
- theme_cache.light_2_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight2"));
- theme_cache.sphere_icon = get_editor_theme_icon(SNAME("MaterialPreviewSphere"));
- theme_cache.box_icon = get_editor_theme_icon(SNAME("MaterialPreviewCube"));
- theme_cache.quad_icon = get_editor_theme_icon(SNAME("MaterialPreviewQuad"));
- theme_cache.checkerboard = get_editor_theme_icon(SNAME("Checkerboard"));
- }
- void MaterialEditor::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_THEME_CHANGED: {
- light_1_switch->set_button_icon(theme_cache.light_1_icon);
- light_2_switch->set_button_icon(theme_cache.light_2_icon);
- sphere_switch->set_button_icon(theme_cache.sphere_icon);
- box_switch->set_button_icon(theme_cache.box_icon);
- quad_switch->set_button_icon(theme_cache.quad_icon);
- error_label->add_theme_color_override(SceneStringName(font_color), get_theme_color(SNAME("error_color"), EditorStringName(Editor)));
- } break;
- case NOTIFICATION_DRAW: {
- if (!is_unsupported_shader_mode) {
- Size2 size = get_size();
- draw_texture_rect(theme_cache.checkerboard, Rect2(Point2(), size), true);
- }
- } break;
- }
- }
- void MaterialEditor::_set_rotation(real_t p_x_degrees, real_t p_y_degrees) {
- rot.x = Math::deg_to_rad(p_x_degrees);
- rot.y = Math::deg_to_rad(p_y_degrees);
- _update_rotation();
- }
- // Store the rotation so it can persist when switching between materials.
- void MaterialEditor::_store_rotation_metadata() {
- Vector2 rotation_degrees = Vector2(Math::rad_to_deg(rot.x), Math::rad_to_deg(rot.y));
- EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_rotation", rotation_degrees);
- }
- void MaterialEditor::_update_rotation() {
- Transform3D t;
- t.basis.rotate(Vector3(0, 1, 0), -rot.y);
- t.basis.rotate(Vector3(1, 0, 0), -rot.x);
- rotation->set_transform(t);
- }
- void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
- material = p_material;
- camera->set_environment(p_env);
- is_unsupported_shader_mode = false;
- if (material.is_valid()) {
- Shader::Mode mode = p_material->get_shader_mode();
- switch (mode) {
- case Shader::MODE_CANVAS_ITEM:
- layout_error->hide();
- layout_3d->hide();
- layout_2d->show();
- vc->hide();
- rect_instance->set_material(material);
- break;
- case Shader::MODE_SPATIAL:
- layout_error->hide();
- layout_2d->hide();
- layout_3d->show();
- vc->show();
- sphere_instance->set_material_override(material);
- box_instance->set_material_override(material);
- quad_instance->set_material_override(material);
- break;
- default:
- layout_error->show();
- layout_2d->hide();
- layout_3d->hide();
- vc->hide();
- is_unsupported_shader_mode = true;
- break;
- }
- } else {
- hide();
- }
- }
- void MaterialEditor::_on_light_1_switch_pressed() {
- light1->set_visible(light_1_switch->is_pressed());
- }
- void MaterialEditor::_on_light_2_switch_pressed() {
- light2->set_visible(light_2_switch->is_pressed());
- }
- void MaterialEditor::_on_sphere_switch_pressed() {
- sphere_instance->show();
- box_instance->hide();
- quad_instance->hide();
- box_switch->set_pressed(false);
- quad_switch->set_pressed(false);
- _set_rotation(-15.0, 30.0);
- _store_rotation_metadata();
- EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_mesh", "sphere");
- }
- void MaterialEditor::_on_box_switch_pressed() {
- sphere_instance->hide();
- box_instance->show();
- quad_instance->hide();
- sphere_switch->set_pressed(false);
- quad_switch->set_pressed(false);
- _set_rotation(-15.0, 30.0);
- _store_rotation_metadata();
- EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_mesh", "box");
- }
- void MaterialEditor::_on_quad_switch_pressed() {
- sphere_instance->hide();
- box_instance->hide();
- quad_instance->show();
- sphere_switch->set_pressed(false);
- box_switch->set_pressed(false);
- _set_rotation(0.0, 0.0);
- _store_rotation_metadata();
- EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_mesh", "quad");
- }
- MaterialEditor::MaterialEditor() {
- // Canvas item
- vc_2d = memnew(SubViewportContainer);
- vc_2d->set_stretch(true);
- add_child(vc_2d);
- vc_2d->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
- viewport_2d = memnew(SubViewport);
- vc_2d->add_child(viewport_2d);
- viewport_2d->set_disable_input(true);
- viewport_2d->set_transparent_background(true);
- layout_2d = memnew(HBoxContainer);
- layout_2d->set_alignment(BoxContainer::ALIGNMENT_CENTER);
- viewport_2d->add_child(layout_2d);
- layout_2d->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
- rect_instance = memnew(ColorRect);
- layout_2d->add_child(rect_instance);
- rect_instance->set_custom_minimum_size(Size2(150, 150) * EDSCALE);
- layout_2d->set_visible(false);
- layout_error = memnew(VBoxContainer);
- layout_error->set_alignment(BoxContainer::ALIGNMENT_CENTER);
- layout_error->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
- error_label = memnew(Label);
- error_label->set_text(TTR("Preview is not available for this shader mode."));
- error_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
- error_label->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
- error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
- layout_error->add_child(error_label);
- layout_error->hide();
- add_child(layout_error);
- // Spatial
- vc = memnew(SubViewportContainer);
- vc->set_stretch(true);
- add_child(vc);
- vc->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
- viewport = memnew(SubViewport);
- Ref<World3D> world_3d;
- world_3d.instantiate();
- viewport->set_world_3d(world_3d); // Use own world.
- vc->add_child(viewport);
- viewport->set_disable_input(true);
- viewport->set_transparent_background(true);
- viewport->set_msaa_3d(Viewport::MSAA_4X);
- camera = memnew(Camera3D);
- camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
- // Use low field of view so the sphere/box/quad is fully encompassed within the preview,
- // without much distortion.
- camera->set_perspective(20, 0.1, 10);
- camera->make_current();
- if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
- camera_attributes.instantiate();
- camera->set_attributes(camera_attributes);
- }
- viewport->add_child(camera);
- light1 = memnew(DirectionalLight3D);
- light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
- viewport->add_child(light1);
- light2 = memnew(DirectionalLight3D);
- light2->set_transform(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
- light2->set_color(Color(0.7, 0.7, 0.7));
- viewport->add_child(light2);
- rotation = memnew(Node3D);
- viewport->add_child(rotation);
- sphere_instance = memnew(MeshInstance3D);
- rotation->add_child(sphere_instance);
- box_instance = memnew(MeshInstance3D);
- rotation->add_child(box_instance);
- quad_instance = memnew(MeshInstance3D);
- rotation->add_child(quad_instance);
- sphere_instance->set_transform(Transform3D() * 0.375);
- box_instance->set_transform(Transform3D() * 0.25);
- quad_instance->set_transform(Transform3D() * 0.375);
- sphere_mesh.instantiate();
- sphere_instance->set_mesh(sphere_mesh);
- box_mesh.instantiate();
- box_instance->set_mesh(box_mesh);
- quad_mesh.instantiate();
- quad_instance->set_mesh(quad_mesh);
- set_custom_minimum_size(Size2(1, 150) * EDSCALE);
- layout_3d = memnew(HBoxContainer);
- add_child(layout_3d);
- layout_3d->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
- VBoxContainer *vb_shape = memnew(VBoxContainer);
- layout_3d->add_child(vb_shape);
- sphere_switch = memnew(Button);
- sphere_switch->set_theme_type_variation("PreviewLightButton");
- sphere_switch->set_toggle_mode(true);
- vb_shape->add_child(sphere_switch);
- sphere_switch->connect(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_sphere_switch_pressed));
- box_switch = memnew(Button);
- box_switch->set_theme_type_variation("PreviewLightButton");
- box_switch->set_toggle_mode(true);
- vb_shape->add_child(box_switch);
- box_switch->connect(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_box_switch_pressed));
- quad_switch = memnew(Button);
- quad_switch->set_theme_type_variation("PreviewLightButton");
- quad_switch->set_toggle_mode(true);
- vb_shape->add_child(quad_switch);
- quad_switch->connect(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_quad_switch_pressed));
- layout_3d->add_spacer();
- VBoxContainer *vb_light = memnew(VBoxContainer);
- layout_3d->add_child(vb_light);
- light_1_switch = memnew(Button);
- light_1_switch->set_theme_type_variation("PreviewLightButton");
- light_1_switch->set_toggle_mode(true);
- light_1_switch->set_pressed(true);
- vb_light->add_child(light_1_switch);
- light_1_switch->connect(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_light_1_switch_pressed));
- light_2_switch = memnew(Button);
- light_2_switch->set_theme_type_variation("PreviewLightButton");
- light_2_switch->set_toggle_mode(true);
- light_2_switch->set_pressed(true);
- vb_light->add_child(light_2_switch);
- light_2_switch->connect(SceneStringName(pressed), callable_mp(this, &MaterialEditor::_on_light_2_switch_pressed));
- String shape = EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_mesh", "sphere");
- if (shape == "sphere") {
- box_instance->hide();
- quad_instance->hide();
- sphere_switch->set_pressed_no_signal(true);
- } else if (shape == "box") {
- sphere_instance->hide();
- quad_instance->hide();
- box_switch->set_pressed_no_signal(true);
- } else {
- sphere_instance->hide();
- box_instance->hide();
- quad_switch->set_pressed_no_signal(true);
- }
- Vector2 stored_rot = EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_rotation", Vector2());
- _set_rotation(stored_rot.x, stored_rot.y);
- }
- ///////////////////////
- bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
- Material *material = Object::cast_to<Material>(p_object);
- if (!material) {
- return false;
- }
- Shader::Mode mode = material->get_shader_mode();
- return mode == Shader::MODE_SPATIAL || mode == Shader::MODE_CANVAS_ITEM;
- }
- void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
- Material *material = Object::cast_to<Material>(p_object);
- if (!material) {
- return;
- }
- Ref<Material> m(material);
- MaterialEditor *editor = memnew(MaterialEditor);
- editor->edit(m, env);
- add_custom_control(editor);
- }
- void EditorInspectorPluginMaterial::_undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, const String &p_property, const Variant &p_new_value) {
- EditorUndoRedoManager *undo_redo = Object::cast_to<EditorUndoRedoManager>(p_undo_redo);
- ERR_FAIL_NULL(undo_redo);
- // For BaseMaterial3D, if a roughness or metallic textures is being assigned to an empty slot,
- // set the respective metallic or roughness factor to 1.0 as a convenience feature
- BaseMaterial3D *base_material = Object::cast_to<StandardMaterial3D>(p_edited);
- if (base_material) {
- Texture2D *texture = Object::cast_to<Texture2D>(p_new_value);
- if (texture) {
- if (p_property == "roughness_texture") {
- if (base_material->get_texture(StandardMaterial3D::TEXTURE_ROUGHNESS).is_null()) {
- undo_redo->add_do_property(p_edited, "roughness", 1.0);
- bool valid = false;
- Variant value = p_edited->get("roughness", &valid);
- if (valid) {
- undo_redo->add_undo_property(p_edited, "roughness", value);
- }
- }
- } else if (p_property == "metallic_texture") {
- if (base_material->get_texture(StandardMaterial3D::TEXTURE_METALLIC).is_null()) {
- undo_redo->add_do_property(p_edited, "metallic", 1.0);
- bool valid = false;
- Variant value = p_edited->get("metallic", &valid);
- if (valid) {
- undo_redo->add_undo_property(p_edited, "metallic", value);
- }
- }
- }
- }
- }
- }
- EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
- env.instantiate();
- Ref<Sky> sky = memnew(Sky());
- env->set_sky(sky);
- env->set_background(Environment::BG_COLOR);
- env->set_ambient_source(Environment::AMBIENT_SOURCE_SKY);
- env->set_reflection_source(Environment::REFLECTION_SOURCE_SKY);
- EditorNode::get_editor_data().add_undo_redo_inspector_hook_callback(callable_mp(this, &EditorInspectorPluginMaterial::_undo_redo_inspector_callback));
- }
- MaterialEditorPlugin::MaterialEditorPlugin() {
- Ref<EditorInspectorPluginMaterial> plugin;
- plugin.instantiate();
- add_inspector_plugin(plugin);
- }
- String StandardMaterial3DConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<StandardMaterial3D> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<StandardMaterial3D> mat = p_resource;
- ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instantiate();
- Ref<Shader> shader;
- shader.instantiate();
- String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
- for (const PropertyInfo &E : params) {
- // Texture parameter has to be treated specially since StandardMaterial3D saved it
- // as RID but ShaderMaterial needs Texture itself
- Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
- if (texture.is_valid()) {
- smat->set_shader_parameter(E.name, texture);
- } else {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
- smat->set_shader_parameter(E.name, value);
- }
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
- String ORMMaterial3DConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<ORMMaterial3D> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<ORMMaterial3D> mat = p_resource;
- ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instantiate();
- Ref<Shader> shader;
- shader.instantiate();
- String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
- for (const PropertyInfo &E : params) {
- // Texture parameter has to be treated specially since ORMMaterial3D saved it
- // as RID but ShaderMaterial needs Texture itself
- Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
- if (texture.is_valid()) {
- smat->set_shader_parameter(E.name, texture);
- } else {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
- smat->set_shader_parameter(E.name, value);
- }
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
- String ParticleProcessMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<ParticleProcessMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<ParticleProcessMaterial> mat = p_resource;
- ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instantiate();
- Ref<Shader> shader;
- shader.instantiate();
- String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
- for (const PropertyInfo &E : params) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
- smat->set_shader_parameter(E.name, value);
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- 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) const {
- Ref<CanvasItemMaterial> mat = p_resource;
- ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instantiate();
- Ref<Shader> shader;
- shader.instantiate();
- String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
- for (const PropertyInfo &E : params) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
- smat->set_shader_parameter(E.name, value);
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
- String ProceduralSkyMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<ProceduralSkyMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<ProceduralSkyMaterial> mat = p_resource;
- ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instantiate();
- Ref<Shader> shader;
- shader.instantiate();
- String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
- for (const PropertyInfo &E : params) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
- smat->set_shader_parameter(E.name, value);
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
- String PanoramaSkyMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<PanoramaSkyMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<PanoramaSkyMaterial> mat = p_resource;
- ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instantiate();
- Ref<Shader> shader;
- shader.instantiate();
- String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
- for (const PropertyInfo &E : params) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
- smat->set_shader_parameter(E.name, value);
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
- String PhysicalSkyMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<PhysicalSkyMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<PhysicalSkyMaterial> mat = p_resource;
- ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instantiate();
- Ref<Shader> shader;
- shader.instantiate();
- String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
- for (const PropertyInfo &E : params) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
- smat->set_shader_parameter(E.name, value);
- }
- smat->set_render_priority(mat->get_render_priority());
- smat->set_local_to_scene(mat->is_local_to_scene());
- smat->set_name(mat->get_name());
- return smat;
- }
- String FogMaterialConversionPlugin::converts_to() const {
- return "ShaderMaterial";
- }
- bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
- Ref<FogMaterial> mat = p_resource;
- return mat.is_valid();
- }
- Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
- Ref<FogMaterial> mat = p_resource;
- ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
- Ref<ShaderMaterial> smat;
- smat.instantiate();
- Ref<Shader> shader;
- shader.instantiate();
- String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
- shader->set_code(code);
- smat->set_shader(shader);
- List<PropertyInfo> params;
- RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
- for (const PropertyInfo &E : params) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
- smat->set_shader_parameter(E.name, value);
- }
- smat->set_render_priority(mat->get_render_priority());
- return smat;
- }
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