/**************************************************************************/ /* material_editor_plugin.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef MATERIAL_EDITOR_PLUGIN_H #define MATERIAL_EDITOR_PLUGIN_H #include "editor/editor_inspector.h" #include "editor/plugins/editor_plugin.h" #include "editor/plugins/editor_resource_conversion_plugin.h" #include "scene/resources/3d/primitive_meshes.h" #include "scene/resources/material.h" class Camera3D; class ColorRect; class DirectionalLight3D; class HBoxContainer; class MeshInstance3D; class SubViewport; class SubViewportContainer; class Button; class Label; class MaterialEditor : public Control { GDCLASS(MaterialEditor, Control); Vector2 rot; SubViewportContainer *vc_2d = nullptr; SubViewport *viewport_2d = nullptr; HBoxContainer *layout_2d = nullptr; ColorRect *rect_instance = nullptr; SubViewportContainer *vc = nullptr; SubViewport *viewport = nullptr; Node3D *rotation = nullptr; MeshInstance3D *sphere_instance = nullptr; MeshInstance3D *box_instance = nullptr; MeshInstance3D *quad_instance = nullptr; DirectionalLight3D *light1 = nullptr; DirectionalLight3D *light2 = nullptr; Camera3D *camera = nullptr; Ref camera_attributes; Ref sphere_mesh; Ref box_mesh; Ref quad_mesh; VBoxContainer *layout_error = nullptr; Label *error_label = nullptr; bool is_unsupported_shader_mode = false; HBoxContainer *layout_3d = nullptr; Ref material; Button *sphere_switch = nullptr; Button *box_switch = nullptr; Button *quad_switch = nullptr; Button *light_1_switch = nullptr; Button *light_2_switch = nullptr; struct ThemeCache { Ref light_1_icon; Ref light_2_icon; Ref sphere_icon; Ref box_icon; Ref quad_icon; Ref checkerboard; } theme_cache; void _on_light_1_switch_pressed(); void _on_light_2_switch_pressed(); void _on_sphere_switch_pressed(); void _on_box_switch_pressed(); void _on_quad_switch_pressed(); protected: virtual void _update_theme_item_cache() override; void _notification(int p_what); void gui_input(const Ref &p_event) override; void _set_rotation(real_t p_x_degrees, real_t p_y_degrees); void _store_rotation_metadata(); void _update_rotation(); public: void edit(Ref p_material, const Ref &p_env); MaterialEditor(); }; class EditorInspectorPluginMaterial : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin); Ref env; public: virtual bool can_handle(Object *p_object) override; virtual void parse_begin(Object *p_object) override; void _undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, const String &p_property, const Variant &p_new_value); EditorInspectorPluginMaterial(); }; class MaterialEditorPlugin : public EditorPlugin { GDCLASS(MaterialEditorPlugin, EditorPlugin); public: virtual String get_name() const override { return "Material"; } MaterialEditorPlugin(); }; class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const override; virtual bool handles(const Ref &p_resource) const override; virtual Ref convert(const Ref &p_resource) const override; }; class ORMMaterial3DConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(ORMMaterial3DConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const override; virtual bool handles(const Ref &p_resource) const override; virtual Ref convert(const Ref &p_resource) const override; }; class ParticleProcessMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(ParticleProcessMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const override; virtual bool handles(const Ref &p_resource) const override; virtual Ref convert(const Ref &p_resource) const override; }; class CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(CanvasItemMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const override; virtual bool handles(const Ref &p_resource) const override; virtual Ref convert(const Ref &p_resource) const override; }; class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const override; virtual bool handles(const Ref &p_resource) const override; virtual Ref convert(const Ref &p_resource) const override; }; class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const override; virtual bool handles(const Ref &p_resource) const override; virtual Ref convert(const Ref &p_resource) const override; }; class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const override; virtual bool handles(const Ref &p_resource) const override; virtual Ref convert(const Ref &p_resource) const override; }; class FogMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(FogMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const override; virtual bool handles(const Ref &p_resource) const override; virtual Ref convert(const Ref &p_resource) const override; }; #endif // MATERIAL_EDITOR_PLUGIN_H