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264 lines
8.4 KiB
C++
264 lines
8.4 KiB
C++
/**************************************************************************/
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/* texture_3d_editor_plugin.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "texture_3d_editor_plugin.h"
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#include "editor/editor_string_names.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/gui/label.h"
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// Shader sources.
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constexpr const char *texture_3d_shader = R"(
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// Texture3DEditor preview shader.
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shader_type canvas_item;
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uniform sampler3D tex;
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uniform float layer;
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void fragment() {
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COLOR = textureLod(tex, vec3(UV, layer), 0.0);
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}
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)";
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void Texture3DEditor::_texture_rect_draw() {
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texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1));
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}
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void Texture3DEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_RESIZED: {
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_texture_rect_update_area();
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} break;
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case NOTIFICATION_DRAW: {
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Ref<Texture2D> checkerboard = get_editor_theme_icon(SNAME("Checkerboard"));
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Size2 size = get_size();
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draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
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} break;
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case NOTIFICATION_THEME_CHANGED: {
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if (info) {
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Ref<Font> metadata_label_font = get_theme_font(SNAME("expression"), EditorStringName(EditorFonts));
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info->add_theme_font_override(SceneStringName(font), metadata_label_font);
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}
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} break;
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}
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}
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void Texture3DEditor::_texture_changed() {
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if (!is_visible()) {
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return;
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}
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setting = true;
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_update_gui();
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setting = false;
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_update_material(true);
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queue_redraw();
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}
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void Texture3DEditor::_update_material(bool p_texture_changed) {
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material->set_shader_parameter("layer", (layer->get_value() + 0.5) / texture->get_depth());
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if (p_texture_changed) {
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material->set_shader_parameter("tex", texture->get_rid());
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}
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}
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void Texture3DEditor::_make_shaders() {
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shader.instantiate();
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shader->set_code(texture_3d_shader);
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material.instantiate();
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material->set_shader(shader);
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}
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void Texture3DEditor::_texture_rect_update_area() {
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Size2 size = get_size();
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int tex_width = texture->get_width() * size.height / texture->get_height();
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int tex_height = size.height;
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if (tex_width > size.width) {
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tex_width = size.width;
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tex_height = texture->get_height() * tex_width / texture->get_width();
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}
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// Prevent the texture from being unpreviewable after the rescale, so that we can still see something
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if (tex_height <= 0) {
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tex_height = 1;
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}
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if (tex_width <= 0) {
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tex_width = 1;
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}
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int ofs_x = (size.width - tex_width) / 2;
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int ofs_y = (size.height - tex_height) / 2;
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texture_rect->set_position(Vector2(ofs_x, ofs_y));
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texture_rect->set_size(Vector2(tex_width, tex_height));
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}
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void Texture3DEditor::_update_gui() {
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if (texture.is_null()) {
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return;
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}
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_texture_rect_update_area();
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layer->set_max(texture->get_depth() - 1);
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const String format = Image::get_format_name(texture->get_format());
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if (texture->has_mipmaps()) {
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const int mip_count = Image::get_image_required_mipmaps(texture->get_width(), texture->get_height(), texture->get_format());
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const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), true) * texture->get_depth();
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info->set_text(vformat(String::utf8("%d×%d×%d %s\n") + TTR("%s Mipmaps") + "\n" + TTR("Memory: %s"),
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texture->get_width(),
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texture->get_height(),
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texture->get_depth(),
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format,
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mip_count,
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String::humanize_size(memory)));
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} else {
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const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), false) * texture->get_depth();
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info->set_text(vformat(String::utf8("%d×%d×%d %s\n") + TTR("No Mipmaps") + "\n" + TTR("Memory: %s"),
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texture->get_width(),
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texture->get_height(),
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texture->get_depth(),
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format,
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String::humanize_size(memory)));
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}
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}
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void Texture3DEditor::edit(Ref<Texture3D> p_texture) {
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if (!texture.is_null()) {
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texture->disconnect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
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}
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texture = p_texture;
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if (!texture.is_null()) {
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if (shader.is_null()) {
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_make_shaders();
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}
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texture->connect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
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texture_rect->set_material(material);
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setting = true;
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layer->set_value(0);
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layer->show();
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_update_gui();
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setting = false;
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_update_material(true);
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queue_redraw();
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} else {
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hide();
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}
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}
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Texture3DEditor::Texture3DEditor() {
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set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED);
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set_custom_minimum_size(Size2(1, 256.0) * EDSCALE);
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texture_rect = memnew(Control);
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texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE);
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texture_rect->connect(SceneStringName(draw), callable_mp(this, &Texture3DEditor::_texture_rect_draw));
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add_child(texture_rect);
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layer = memnew(SpinBox);
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layer->set_step(1);
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layer->set_max(100);
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layer->set_modulate(Color(1, 1, 1, 0.8));
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layer->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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layer->set_anchor(SIDE_RIGHT, 1);
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layer->set_anchor(SIDE_LEFT, 1);
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layer->connect(SceneStringName(value_changed), callable_mp(this, &Texture3DEditor::_layer_changed));
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add_child(layer);
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info = memnew(Label);
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info->add_theme_color_override(SceneStringName(font_color), Color(1, 1, 1));
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info->add_theme_color_override("font_shadow_color", Color(0, 0, 0));
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info->add_theme_font_size_override(SceneStringName(font_size), 14 * EDSCALE);
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info->add_theme_color_override("font_outline_color", Color(0, 0, 0));
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info->add_theme_constant_override("outline_size", 8 * EDSCALE);
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info->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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info->set_v_grow_direction(GROW_DIRECTION_BEGIN);
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info->set_h_size_flags(Control::SIZE_SHRINK_END);
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info->set_v_size_flags(Control::SIZE_SHRINK_END);
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info->set_anchor(SIDE_RIGHT, 1);
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info->set_anchor(SIDE_LEFT, 1);
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info->set_anchor(SIDE_BOTTOM, 1);
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info->set_anchor(SIDE_TOP, 1);
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add_child(info);
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}
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Texture3DEditor::~Texture3DEditor() {
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if (!texture.is_null()) {
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texture->disconnect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
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}
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}
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bool EditorInspectorPlugin3DTexture::can_handle(Object *p_object) {
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return Object::cast_to<Texture3D>(p_object) != nullptr;
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}
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void EditorInspectorPlugin3DTexture::parse_begin(Object *p_object) {
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Texture3D *texture = Object::cast_to<Texture3D>(p_object);
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if (!texture) {
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return;
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}
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Ref<Texture3D> m(texture);
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Texture3DEditor *editor = memnew(Texture3DEditor);
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editor->edit(m);
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add_custom_control(editor);
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}
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Texture3DEditorPlugin::Texture3DEditorPlugin() {
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Ref<EditorInspectorPlugin3DTexture> plugin;
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plugin.instantiate();
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add_inspector_plugin(plugin);
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}
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