godot/editor/plugins/texture_3d_editor_plugin.cpp
2024-08-16 18:20:55 +02:00

264 lines
8.4 KiB
C++
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/**************************************************************************/
/* texture_3d_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 "texture_3d_editor_plugin.h"
#include "editor/editor_string_names.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/label.h"
// Shader sources.
constexpr const char *texture_3d_shader = R"(
// Texture3DEditor preview shader.
shader_type canvas_item;
uniform sampler3D tex;
uniform float layer;
void fragment() {
COLOR = textureLod(tex, vec3(UV, layer), 0.0);
}
)";
void Texture3DEditor::_texture_rect_draw() {
texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1));
}
void Texture3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_RESIZED: {
_texture_rect_update_area();
} break;
case NOTIFICATION_DRAW: {
Ref<Texture2D> checkerboard = get_editor_theme_icon(SNAME("Checkerboard"));
Size2 size = get_size();
draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
} break;
case NOTIFICATION_THEME_CHANGED: {
if (info) {
Ref<Font> metadata_label_font = get_theme_font(SNAME("expression"), EditorStringName(EditorFonts));
info->add_theme_font_override(SceneStringName(font), metadata_label_font);
}
} break;
}
}
void Texture3DEditor::_texture_changed() {
if (!is_visible()) {
return;
}
setting = true;
_update_gui();
setting = false;
_update_material(true);
queue_redraw();
}
void Texture3DEditor::_update_material(bool p_texture_changed) {
material->set_shader_parameter("layer", (layer->get_value() + 0.5) / texture->get_depth());
if (p_texture_changed) {
material->set_shader_parameter("tex", texture->get_rid());
}
}
void Texture3DEditor::_make_shaders() {
shader.instantiate();
shader->set_code(texture_3d_shader);
material.instantiate();
material->set_shader(shader);
}
void Texture3DEditor::_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 Texture3DEditor::_update_gui() {
if (texture.is_null()) {
return;
}
_texture_rect_update_area();
layer->set_max(texture->get_depth() - 1);
const String format = Image::get_format_name(texture->get_format());
if (texture->has_mipmaps()) {
const int mip_count = Image::get_image_required_mipmaps(texture->get_width(), texture->get_height(), texture->get_format());
const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), true) * texture->get_depth();
info->set_text(vformat(String::utf8("%d×%d×%d %s\n") + TTR("%s Mipmaps") + "\n" + TTR("Memory: %s"),
texture->get_width(),
texture->get_height(),
texture->get_depth(),
format,
mip_count,
String::humanize_size(memory)));
} else {
const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), false) * texture->get_depth();
info->set_text(vformat(String::utf8("%d×%d×%d %s\n") + TTR("No Mipmaps") + "\n" + TTR("Memory: %s"),
texture->get_width(),
texture->get_height(),
texture->get_depth(),
format,
String::humanize_size(memory)));
}
}
void Texture3DEditor::edit(Ref<Texture3D> p_texture) {
if (!texture.is_null()) {
texture->disconnect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
}
texture = p_texture;
if (!texture.is_null()) {
if (shader.is_null()) {
_make_shaders();
}
texture->connect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
texture_rect->set_material(material);
setting = true;
layer->set_value(0);
layer->show();
_update_gui();
setting = false;
_update_material(true);
queue_redraw();
} else {
hide();
}
}
Texture3DEditor::Texture3DEditor() {
set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED);
set_custom_minimum_size(Size2(1, 256.0) * EDSCALE);
texture_rect = memnew(Control);
texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE);
texture_rect->connect(SceneStringName(draw), callable_mp(this, &Texture3DEditor::_texture_rect_draw));
add_child(texture_rect);
layer = memnew(SpinBox);
layer->set_step(1);
layer->set_max(100);
layer->set_modulate(Color(1, 1, 1, 0.8));
layer->set_h_grow_direction(GROW_DIRECTION_BEGIN);
layer->set_anchor(SIDE_RIGHT, 1);
layer->set_anchor(SIDE_LEFT, 1);
layer->connect(SceneStringName(value_changed), callable_mp(this, &Texture3DEditor::_layer_changed));
add_child(layer);
info = memnew(Label);
info->add_theme_color_override(SceneStringName(font_color), Color(1, 1, 1));
info->add_theme_color_override("font_shadow_color", Color(0, 0, 0));
info->add_theme_font_size_override(SceneStringName(font_size), 14 * EDSCALE);
info->add_theme_color_override("font_outline_color", Color(0, 0, 0));
info->add_theme_constant_override("outline_size", 8 * EDSCALE);
info->set_h_grow_direction(GROW_DIRECTION_BEGIN);
info->set_v_grow_direction(GROW_DIRECTION_BEGIN);
info->set_h_size_flags(Control::SIZE_SHRINK_END);
info->set_v_size_flags(Control::SIZE_SHRINK_END);
info->set_anchor(SIDE_RIGHT, 1);
info->set_anchor(SIDE_LEFT, 1);
info->set_anchor(SIDE_BOTTOM, 1);
info->set_anchor(SIDE_TOP, 1);
add_child(info);
}
Texture3DEditor::~Texture3DEditor() {
if (!texture.is_null()) {
texture->disconnect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
}
}
bool EditorInspectorPlugin3DTexture::can_handle(Object *p_object) {
return Object::cast_to<Texture3D>(p_object) != nullptr;
}
void EditorInspectorPlugin3DTexture::parse_begin(Object *p_object) {
Texture3D *texture = Object::cast_to<Texture3D>(p_object);
if (!texture) {
return;
}
Ref<Texture3D> m(texture);
Texture3DEditor *editor = memnew(Texture3DEditor);
editor->edit(m);
add_custom_control(editor);
}
Texture3DEditorPlugin::Texture3DEditorPlugin() {
Ref<EditorInspectorPlugin3DTexture> plugin;
plugin.instantiate();
add_inspector_plugin(plugin);
}