Ability to convert from SpatialMaterial to ShaderMaterial

This commit is contained in:
Juan Linietsky 2017-09-22 09:20:28 -03:00
parent 779426d2df
commit 3237e05c36
8 changed files with 185 additions and 2 deletions

View file

@ -30,9 +30,11 @@
// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
#if 0
#include "material_editor_plugin.h"
#if 0
#include "scene/main/viewport.h"
void MaterialEditor::_gui_input(InputEvent p_event) {
@ -416,3 +418,41 @@ MaterialEditorPlugin::~MaterialEditorPlugin()
}
#endif
String SpatialMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<SpatialMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
Ref<SpatialMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instance();
Ref<Shader> shader;
shader.instance();
String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
}
smat->set_render_priority(mat->get_render_priority());
return smat;
}