godot/editor/plugins/material_editor_plugin.cpp
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00

644 lines
21 KiB
C++

/*************************************************************************/
/* material_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "material_editor_plugin.h"
#include "core/config/project_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "scene/gui/subviewport_container.h"
#include "scene/resources/fog_material.h"
#include "scene/resources/particle_process_material.h"
#include "scene/resources/sky_material.h"
void MaterialEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
//get_scene()->connect("node_removed",this,"_node_removed");
if (first_enter) {
//it's in propertyeditor so.. could be moved around
light_1_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons")));
light_1_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons")));
light_2_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons")));
light_2_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons")));
sphere_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewSphereOff"), SNAME("EditorIcons")));
sphere_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewSphere"), SNAME("EditorIcons")));
box_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewCubeOff"), SNAME("EditorIcons")));
box_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewCube"), SNAME("EditorIcons")));
first_enter = false;
}
} break;
case NOTIFICATION_DRAW: {
Ref<Texture2D> checkerboard = get_theme_icon(SNAME("Checkerboard"), SNAME("EditorIcons"));
Size2 size = get_size();
draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
} break;
}
}
void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
material = p_material;
camera->set_environment(p_env);
if (!material.is_null()) {
Shader::Mode mode = p_material->get_shader_mode();
switch (mode) {
case Shader::MODE_CANVAS_ITEM:
layout_3d->hide();
layout_2d->show();
vc->hide();
rect_instance->set_material(material);
break;
case Shader::MODE_SPATIAL:
layout_2d->hide();
layout_3d->show();
vc->show();
sphere_instance->set_material_override(material);
box_instance->set_material_override(material);
break;
default:
break;
}
} else {
hide();
}
}
void MaterialEditor::_button_pressed(Node *p_button) {
if (p_button == light_1_switch) {
light1->set_visible(!light_1_switch->is_pressed());
}
if (p_button == light_2_switch) {
light2->set_visible(!light_2_switch->is_pressed());
}
if (p_button == box_switch) {
box_instance->show();
sphere_instance->hide();
box_switch->set_pressed(true);
sphere_switch->set_pressed(false);
EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", false);
}
if (p_button == sphere_switch) {
box_instance->hide();
sphere_instance->show();
box_switch->set_pressed(false);
sphere_switch->set_pressed(true);
EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", true);
}
}
void MaterialEditor::_bind_methods() {
}
MaterialEditor::MaterialEditor() {
// canvas item
layout_2d = memnew(HBoxContainer);
layout_2d->set_alignment(BoxContainer::ALIGNMENT_CENTER);
add_child(layout_2d);
layout_2d->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
rect_instance = memnew(ColorRect);
layout_2d->add_child(rect_instance);
rect_instance->set_custom_minimum_size(Size2(150, 150) * EDSCALE);
layout_2d->set_visible(false);
// spatial
vc = memnew(SubViewportContainer);
vc->set_stretch(true);
add_child(vc);
vc->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
viewport = memnew(SubViewport);
Ref<World3D> world_3d;
world_3d.instantiate();
viewport->set_world_3d(world_3d); //use own world
vc->add_child(viewport);
viewport->set_disable_input(true);
viewport->set_transparent_background(true);
viewport->set_msaa_3d(Viewport::MSAA_4X);
camera = memnew(Camera3D);
camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 3)));
// Use low field of view so the sphere/box is fully encompassed within the preview,
// without much distortion.
camera->set_perspective(20, 0.1, 10);
camera->make_current();
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
camera_attributes.instantiate();
camera->set_attributes(camera_attributes);
}
viewport->add_child(camera);
light1 = memnew(DirectionalLight3D);
light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
viewport->add_child(light1);
light2 = memnew(DirectionalLight3D);
light2->set_transform(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
light2->set_color(Color(0.7, 0.7, 0.7));
viewport->add_child(light2);
sphere_instance = memnew(MeshInstance3D);
viewport->add_child(sphere_instance);
box_instance = memnew(MeshInstance3D);
viewport->add_child(box_instance);
Transform3D box_xform;
box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg_to_rad(25.0));
box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg_to_rad(-25.0));
box_xform.basis.scale(Vector3(0.7, 0.7, 0.7));
box_xform.origin.y = 0.05;
box_instance->set_transform(box_xform);
sphere_mesh.instantiate();
sphere_instance->set_mesh(sphere_mesh);
box_mesh.instantiate();
box_instance->set_mesh(box_mesh);
set_custom_minimum_size(Size2(1, 150) * EDSCALE);
layout_3d = memnew(HBoxContainer);
add_child(layout_3d);
layout_3d->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
VBoxContainer *vb_shape = memnew(VBoxContainer);
layout_3d->add_child(vb_shape);
sphere_switch = memnew(TextureButton);
sphere_switch->set_toggle_mode(true);
sphere_switch->set_pressed(true);
vb_shape->add_child(sphere_switch);
sphere_switch->connect("pressed", callable_mp(this, &MaterialEditor::_button_pressed).bind(sphere_switch));
box_switch = memnew(TextureButton);
box_switch->set_toggle_mode(true);
box_switch->set_pressed(false);
vb_shape->add_child(box_switch);
box_switch->connect("pressed", callable_mp(this, &MaterialEditor::_button_pressed).bind(box_switch));
layout_3d->add_spacer();
VBoxContainer *vb_light = memnew(VBoxContainer);
layout_3d->add_child(vb_light);
light_1_switch = memnew(TextureButton);
light_1_switch->set_toggle_mode(true);
vb_light->add_child(light_1_switch);
light_1_switch->connect("pressed", callable_mp(this, &MaterialEditor::_button_pressed).bind(light_1_switch));
light_2_switch = memnew(TextureButton);
light_2_switch->set_toggle_mode(true);
vb_light->add_child(light_2_switch);
light_2_switch->connect("pressed", callable_mp(this, &MaterialEditor::_button_pressed).bind(light_2_switch));
first_enter = true;
if (EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_on_sphere", true)) {
box_instance->hide();
} else {
box_instance->show();
sphere_instance->hide();
box_switch->set_pressed(true);
sphere_switch->set_pressed(false);
}
}
///////////////////////
bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
Material *material = Object::cast_to<Material>(p_object);
if (!material) {
return false;
}
Shader::Mode mode = material->get_shader_mode();
return mode == Shader::MODE_SPATIAL || mode == Shader::MODE_CANVAS_ITEM;
}
void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
Material *material = Object::cast_to<Material>(p_object);
if (!material) {
return;
}
Ref<Material> m(material);
MaterialEditor *editor = memnew(MaterialEditor);
editor->edit(m, env);
add_custom_control(editor);
}
void EditorInspectorPluginMaterial::_undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value) {
Ref<EditorUndoRedoManager> undo_redo = Object::cast_to<EditorUndoRedoManager>(p_undo_redo);
ERR_FAIL_COND(!undo_redo.is_valid());
// For BaseMaterial3D, if a roughness or metallic textures is being assigned to an empty slot,
// set the respective metallic or roughness factor to 1.0 as a convenience feature
BaseMaterial3D *base_material = Object::cast_to<StandardMaterial3D>(p_edited);
if (base_material) {
Texture2D *texture = Object::cast_to<Texture2D>(p_new_value);
if (texture) {
if (p_property == "roughness_texture") {
if (base_material->get_texture(StandardMaterial3D::TEXTURE_ROUGHNESS).is_null()) {
undo_redo->add_do_property(p_edited, "roughness", 1.0);
bool valid = false;
Variant value = p_edited->get("roughness", &valid);
if (valid) {
undo_redo->add_undo_property(p_edited, "roughness", value);
}
}
} else if (p_property == "metallic_texture") {
if (base_material->get_texture(StandardMaterial3D::TEXTURE_METALLIC).is_null()) {
undo_redo->add_do_property(p_edited, "metallic", 1.0);
bool valid = false;
Variant value = p_edited->get("metallic", &valid);
if (valid) {
undo_redo->add_undo_property(p_edited, "metallic", value);
}
}
}
}
}
}
EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
env.instantiate();
Ref<Sky> sky = memnew(Sky());
env->set_sky(sky);
env->set_background(Environment::BG_COLOR);
env->set_ambient_source(Environment::AMBIENT_SOURCE_SKY);
env->set_reflection_source(Environment::REFLECTION_SOURCE_SKY);
EditorNode::get_singleton()->get_editor_data().add_undo_redo_inspector_hook_callback(callable_mp(this, &EditorInspectorPluginMaterial::_undo_redo_inspector_callback));
}
MaterialEditorPlugin::MaterialEditorPlugin() {
Ref<EditorInspectorPluginMaterial> plugin;
plugin.instantiate();
add_inspector_plugin(plugin);
}
String StandardMaterial3DConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_uniform(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
}
}
smat->set_render_priority(mat->get_render_priority());
smat->set_local_to_scene(mat->is_local_to_scene());
smat->set_name(mat->get_name());
return smat;
}
String ORMMaterial3DConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ORMMaterial3D> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ORMMaterial3D> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since ORMMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_uniform(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
}
}
smat->set_render_priority(mat->get_render_priority());
smat->set_local_to_scene(mat->is_local_to_scene());
smat->set_name(mat->get_name());
return smat;
}
String ParticleProcessMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ParticleProcessMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ParticleProcessMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
smat->set_local_to_scene(mat->is_local_to_scene());
smat->set_name(mat->get_name());
return smat;
}
String CanvasItemMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<CanvasItemMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<CanvasItemMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
smat->set_local_to_scene(mat->is_local_to_scene());
smat->set_name(mat->get_name());
return smat;
}
String ProceduralSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ProceduralSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ProceduralSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
smat->set_local_to_scene(mat->is_local_to_scene());
smat->set_name(mat->get_name());
return smat;
}
String PanoramaSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<PanoramaSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<PanoramaSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
smat->set_local_to_scene(mat->is_local_to_scene());
smat->set_name(mat->get_name());
return smat;
}
String PhysicalSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<PhysicalSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<PhysicalSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
smat->set_local_to_scene(mat->is_local_to_scene());
smat->set_name(mat->get_name());
return smat;
}
String FogMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<FogMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<FogMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
Ref<Shader> shader;
shader.instantiate();
String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
return smat;
}