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8cb76888ae
Fix spatial shader conversion with texture
506 lines
15 KiB
C++
506 lines
15 KiB
C++
/*************************************************************************/
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/* material_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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
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// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
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#include "material_editor_plugin.h"
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#include "scene/3d/particles.h"
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#if 0
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#include "scene/main/viewport.h"
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void MaterialEditor::_gui_input(InputEvent p_event) {
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}
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void MaterialEditor::_notification(int p_what) {
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if (p_what==NOTIFICATION_PHYSICS_PROCESS) {
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}
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if (p_what==NOTIFICATION_READY) {
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//get_scene()->connect("node_removed",this,"_node_removed");
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if (first_enter) {
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//it's in propertyeditor so.. could be moved around
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light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
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light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
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light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
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light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
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sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons"));
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sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons"));
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box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons"));
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box_switch->set_pressed_texture(get_icon("MaterialPreviewCube","EditorIcons"));
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first_enter=false;
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}
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}
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if (p_what==NOTIFICATION_DRAW) {
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Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
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Size2 size = get_size();
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draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
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}
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}
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void MaterialEditor::edit(Ref<Material> p_material) {
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material=p_material;
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if (!material.is_null()) {
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sphere_mesh->surface_set_material(0,material);
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box_mesh->surface_set_material(0,material);
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} else {
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hide();
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}
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}
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void MaterialEditor::_button_pressed(Node* p_button) {
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if (p_button==light_1_switch) {
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light1->set_enabled(!light_1_switch->is_pressed());
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}
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if (p_button==light_2_switch) {
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light2->set_enabled(!light_2_switch->is_pressed());
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}
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if (p_button==box_switch) {
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box_instance->show();
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sphere_instance->hide();
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box_switch->set_pressed(true);
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sphere_switch->set_pressed(false);
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}
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if (p_button==sphere_switch) {
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box_instance->hide();
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sphere_instance->show();
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box_switch->set_pressed(false);
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sphere_switch->set_pressed(true);
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}
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}
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void MaterialEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_gui_input"),&MaterialEditor::_gui_input);
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ClassDB::bind_method(D_METHOD("_button_pressed"),&MaterialEditor::_button_pressed);
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}
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MaterialEditor::MaterialEditor() {
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viewport = memnew( Viewport );
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Ref<World> world;
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world.instance();
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viewport->set_world(world); //use own world
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add_child(viewport);
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viewport->set_disable_input(true);
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camera = memnew( Camera );
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camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
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camera->set_perspective(45,0.1,10);
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viewport->add_child(camera);
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light1 = memnew( DirectionalLight );
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light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
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viewport->add_child(light1);
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light2 = memnew( DirectionalLight );
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light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
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light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
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light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
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viewport->add_child(light2);
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sphere_instance = memnew( MeshInstance );
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viewport->add_child(sphere_instance);
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box_instance = memnew( MeshInstance );
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viewport->add_child(box_instance);
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Transform box_xform;
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box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
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box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
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box_xform.basis.scale(Vector3(0.8,0.8,0.8));
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box_instance->set_transform(box_xform);
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{
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sphere_mesh.instance();
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int lats=32;
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int lons=32;
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float radius=1.0;
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PoolVector<Vector3> vertices;
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PoolVector<Vector3> normals;
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PoolVector<Vector2> uvs;
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PoolVector<float> tangents;
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Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
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for(int i = 1; i <= lats; i++) {
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double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats);
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double z0 = Math::sin(lat0);
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double zr0 = Math::cos(lat0);
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double lat1 = Math_PI * (-0.5 + (double) i / lats);
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double z1 = Math::sin(lat1);
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double zr1 = Math::cos(lat1);
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for(int j = lons; j >= 1; j--) {
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double lng0 = 2 * Math_PI * (double) (j - 1) / lons;
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double x0 = Math::cos(lng0);
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double y0 = Math::sin(lng0);
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double lng1 = 2 * Math_PI * (double) (j) / lons;
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double x1 = Math::cos(lng1);
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double y1 = Math::sin(lng1);
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Vector3 v[4]={
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Vector3(x1 * zr0, z0, y1 *zr0),
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Vector3(x1 * zr1, z1, y1 *zr1),
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Vector3(x0 * zr1, z1, y0 *zr1),
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Vector3(x0 * zr0, z0, y0 *zr0)
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};
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#define ADD_POINT(m_idx) \
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normals.push_back(v[m_idx]); \
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vertices.push_back(v[m_idx] * radius); \
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{ \
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Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
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uv /= Math_PI; \
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uv *= 4.0; \
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uv = uv * 0.5 + Vector2(0.5, 0.5); \
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uvs.push_back(uv); \
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} \
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{ \
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Vector3 t = tt.xform(v[m_idx]); \
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tangents.push_back(t.x); \
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tangents.push_back(t.y); \
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tangents.push_back(t.z); \
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tangents.push_back(1.0); \
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}
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ADD_POINT(0);
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ADD_POINT(1);
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ADD_POINT(2);
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ADD_POINT(2);
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ADD_POINT(3);
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ADD_POINT(0);
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}
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}
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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arr[VS::ARRAY_VERTEX]=vertices;
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arr[VS::ARRAY_NORMAL]=normals;
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arr[VS::ARRAY_TANGENT]=tangents;
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arr[VS::ARRAY_TEX_UV]=uvs;
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sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr);
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sphere_instance->set_mesh(sphere_mesh);
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}
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{
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box_mesh.instance();
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PoolVector<Vector3> vertices;
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PoolVector<Vector3> normals;
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PoolVector<float> tangents;
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PoolVector<Vector3> uvs;
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int vtx_idx=0;
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#define ADD_VTX(m_idx) \
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; \
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vertices.push_back(face_points[m_idx]); \
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normals.push_back(normal_points[m_idx]); \
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tangents.push_back(normal_points[m_idx][1]); \
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tangents.push_back(normal_points[m_idx][2]); \
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tangents.push_back(normal_points[m_idx][0]); \
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tangents.push_back(1.0); \
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uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \
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vtx_idx++;\
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for (int i=0;i<6;i++) {
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Vector3 face_points[4];
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Vector3 normal_points[4];
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float uv_points[8]={0,0,0,1,1,1,1,0};
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for (int j=0;j<4;j++) {
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float v[3];
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v[0]=1.0;
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v[1]=1-2*((j>>1)&1);
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v[2]=v[1]*(1-2*(j&1));
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for (int k=0;k<3;k++) {
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if (i<3)
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face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
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else
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face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
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}
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normal_points[j]=Vector3();
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normal_points[j][i%3]=(i>=3?-1:1);
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}
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//tri 1
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ADD_VTX(0);
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ADD_VTX(1);
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ADD_VTX(2);
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//tri 2
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ADD_VTX(2);
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ADD_VTX(3);
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ADD_VTX(0);
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}
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Array d;
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d.resize(VS::ARRAY_MAX);
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d[VisualServer::ARRAY_NORMAL]= normals ;
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d[VisualServer::ARRAY_TANGENT]= tangents ;
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d[VisualServer::ARRAY_TEX_UV]= uvs ;
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d[VisualServer::ARRAY_VERTEX]= vertices ;
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PoolVector<int> indices;
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indices.resize(vertices.size());
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for(int i=0;i<vertices.size();i++)
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indices.set(i,i);
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d[VisualServer::ARRAY_INDEX]=indices;
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box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d);
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box_instance->set_mesh(box_mesh);
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box_instance->hide();
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}
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set_custom_minimum_size(Size2(1,150)*EDSCALE);
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HBoxContainer *hb = memnew( HBoxContainer );
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add_child(hb);
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hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
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VBoxContainer *vb_shape = memnew( VBoxContainer );
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hb->add_child(vb_shape);
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sphere_switch = memnew( TextureButton );
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sphere_switch->set_toggle_mode(true);
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sphere_switch->set_pressed(true);
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vb_shape->add_child(sphere_switch);
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sphere_switch->connect("pressed",this,"_button_pressed",varray(sphere_switch));
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box_switch = memnew( TextureButton );
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box_switch->set_toggle_mode(true);
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box_switch->set_pressed(false);
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vb_shape->add_child(box_switch);
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box_switch->connect("pressed",this,"_button_pressed",varray(box_switch));
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hb->add_spacer();
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VBoxContainer *vb_light = memnew( VBoxContainer );
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hb->add_child(vb_light);
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light_1_switch = memnew( TextureButton );
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light_1_switch->set_toggle_mode(true);
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vb_light->add_child(light_1_switch);
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light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
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light_2_switch = memnew( TextureButton );
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light_2_switch->set_toggle_mode(true);
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vb_light->add_child(light_2_switch);
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light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
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first_enter=true;
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}
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void MaterialEditorPlugin::edit(Object *p_object) {
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Material * s = Object::cast_to<Material>(p_object);
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if (!s)
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return;
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material_editor->edit(Ref<Material>(s));
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}
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bool MaterialEditorPlugin::handles(Object *p_object) const {
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return p_object->is_type("Material");
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}
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void MaterialEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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material_editor->show();
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//material_editor->set_process(true);
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} else {
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material_editor->hide();
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//material_editor->set_process(false);
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}
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}
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MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
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editor=p_node;
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material_editor = memnew( MaterialEditor );
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add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor);
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material_editor->hide();
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}
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MaterialEditorPlugin::~MaterialEditorPlugin()
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{
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}
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#endif
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String SpatialMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<SpatialMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
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Ref<SpatialMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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// Texture parameter has to be treated specially since SpatialMaterial saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture> texture = mat->get_texture_by_name(E->get().name);
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if (texture.is_valid()) {
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smat->set_shader_param(E->get().name, texture);
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} else {
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Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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String ParticlesMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ParticlesMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
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Ref<ParticlesMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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