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199 lines
7.6 KiB
C++
199 lines
7.6 KiB
C++
/*************************************************************************/
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/* material_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MATERIAL_EDITOR_PLUGIN_H
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#define MATERIAL_EDITOR_PLUGIN_H
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#include "editor/editor_inspector.h"
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#include "editor/editor_plugin.h"
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#include "editor/plugins/editor_resource_conversion_plugin.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/gui/color_rect.h"
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#include "scene/resources/material.h"
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#include "scene/resources/primitive_meshes.h"
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class SubViewport;
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class SubViewportContainer;
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class TextureButton;
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class MaterialEditor : public Control {
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GDCLASS(MaterialEditor, Control);
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Vector2 rot;
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HBoxContainer *layout_2d = nullptr;
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ColorRect *rect_instance = nullptr;
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SubViewportContainer *vc = nullptr;
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SubViewport *viewport = nullptr;
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Node3D *rotation = nullptr;
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MeshInstance3D *sphere_instance = nullptr;
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MeshInstance3D *box_instance = nullptr;
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DirectionalLight3D *light1 = nullptr;
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DirectionalLight3D *light2 = nullptr;
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Camera3D *camera = nullptr;
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Ref<CameraAttributesPractical> camera_attributes;
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Ref<SphereMesh> sphere_mesh;
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Ref<BoxMesh> box_mesh;
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HBoxContainer *layout_3d = nullptr;
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TextureButton *sphere_switch = nullptr;
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TextureButton *box_switch = nullptr;
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TextureButton *light_1_switch = nullptr;
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TextureButton *light_2_switch = nullptr;
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Ref<Material> material;
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struct ThemeCache {
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Ref<Texture2D> light_1_on;
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Ref<Texture2D> light_1_off;
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Ref<Texture2D> light_2_on;
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Ref<Texture2D> light_2_off;
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Ref<Texture2D> sphere_on;
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Ref<Texture2D> sphere_off;
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Ref<Texture2D> box_on;
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Ref<Texture2D> box_off;
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Ref<Texture2D> checkerboard;
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} theme_cache;
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void _button_pressed(Node *p_button);
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protected:
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virtual void _update_theme_item_cache() override;
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void _notification(int p_what);
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void gui_input(const Ref<InputEvent> &p_event) override;
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void _update_rotation();
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public:
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void edit(Ref<Material> p_material, const Ref<Environment> &p_env);
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MaterialEditor();
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};
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class EditorInspectorPluginMaterial : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin);
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Ref<Environment> env;
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public:
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virtual bool can_handle(Object *p_object) override;
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virtual void parse_begin(Object *p_object) override;
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void _undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value);
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EditorInspectorPluginMaterial();
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};
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class MaterialEditorPlugin : public EditorPlugin {
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GDCLASS(MaterialEditorPlugin, EditorPlugin);
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public:
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virtual String get_name() const override { return "Material"; }
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MaterialEditorPlugin();
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};
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class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class ORMMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(ORMMaterial3DConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class ParticleProcessMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(ParticleProcessMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(CanvasItemMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class FogMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(FogMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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#endif // MATERIAL_EDITOR_PLUGIN_H
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