Allow using CanvasItemMaterial in the TileSet editor

Previously, only ShaderMaterial overrides could be added.
This commit is contained in:
Hugo Locurcio 2022-02-26 00:24:08 +01:00
parent f3bf0334bb
commit b3fe2732e3
No known key found for this signature in database
GPG Key ID: 39E8F8BE30B0A49C
4 changed files with 11 additions and 10 deletions

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@ -199,7 +199,8 @@
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="get_flip_v" default="false">
</member>
<member name="material" type="ShaderMaterial" setter="set_material" getter="get_material">
<member name="material" type="Material" setter="set_material" getter="get_material">
The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use a custom shader.
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
</member>

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@ -1090,7 +1090,7 @@ void TileMap::_rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List
q.occluders.clear();
// Those allow to group cell per material or z-index.
Ref<ShaderMaterial> prev_material;
Ref<Material> prev_material;
int prev_z_index = 0;
RID prev_canvas_item;
@ -1129,7 +1129,7 @@ void TileMap::_rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List
tile_data = atlas_source->get_tile_data(c.get_atlas_coords(), c.alternative_tile);
}
Ref<ShaderMaterial> mat = tile_data->get_material();
Ref<Material> mat = tile_data->get_material();
int z_index = tile_data->get_z_index();
// Quandrant pos.

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@ -5058,11 +5058,11 @@ Vector2i TileData::get_texture_offset() const {
return tex_offset;
}
void TileData::set_material(Ref<ShaderMaterial> p_material) {
void TileData::set_material(Ref<Material> p_material) {
material = p_material;
emit_signal(SNAME("changed"));
}
Ref<ShaderMaterial> TileData::get_material() const {
Ref<Material> TileData::get_material() const {
return material;
}
@ -5700,7 +5700,7 @@ void TileData::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transpose"), "set_transpose", "get_transpose");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "texture_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemMaterial,ShaderMaterial"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::INT, "z_index"), "set_z_index", "get_z_index");
ADD_PROPERTY(PropertyInfo(Variant::INT, "y_sort_origin"), "set_y_sort_origin", "get_y_sort_origin");

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@ -164,7 +164,7 @@ private:
String name;
Ref<Texture2D> texture;
Vector2 tex_offset;
Ref<ShaderMaterial> material;
Ref<Material> material;
Rect2 region;
int tile_mode = 0;
Color modulate = Color(1, 1, 1);
@ -783,7 +783,7 @@ private:
bool flip_v = false;
bool transpose = false;
Vector2i tex_offset = Vector2i();
Ref<ShaderMaterial> material = Ref<ShaderMaterial>();
Ref<Material> material = Ref<Material>();
Color modulate = Color(1.0, 1.0, 1.0, 1.0);
int z_index = 0;
int y_sort_origin = 0;
@ -864,8 +864,8 @@ public:
void set_texture_offset(Vector2i p_texture_offset);
Vector2i get_texture_offset() const;
void set_material(Ref<ShaderMaterial> p_material);
Ref<ShaderMaterial> get_material() const;
void set_material(Ref<Material> p_material);
Ref<Material> get_material() const;
void set_modulate(Color p_modulate);
Color get_modulate() const;
void set_z_index(int p_z_index);