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	Move ParticlesMaterial code to its own resource file
It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense to have as a common resource. It also allowed to disable compilation of Particles (3D) when using 'disable_3d'. Also cleaned up includes in SpatialEditorGizmos and some other places, as well as dropped dead code in material_editor_plugin.cpp.
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					 22 changed files with 1606 additions and 2001 deletions
				
			
		|  | @ -28,397 +28,9 @@ | |||
| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | ||||
| /*************************************************************************/ | ||||
| 
 | ||||
| // 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.
 | ||||
| 
 | ||||
| #include "material_editor_plugin.h" | ||||
| #include "scene/3d/particles.h" | ||||
| 
 | ||||
| #if 0 | ||||
| 
 | ||||
| #include "scene/main/viewport.h" | ||||
| 
 | ||||
| void MaterialEditor::_gui_input(InputEvent p_event) { | ||||
| 
 | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| void MaterialEditor::_notification(int p_what) { | ||||
| 
 | ||||
| 	if (p_what==NOTIFICATION_PHYSICS_PROCESS) { | ||||
| 
 | ||||
| 	} | ||||
| 
 | ||||
| 
 | ||||
| 	if (p_what==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_icon("MaterialPreviewLight1","EditorIcons")); | ||||
| 			light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons")); | ||||
| 			light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons")); | ||||
| 			light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons")); | ||||
| 
 | ||||
| 			sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons")); | ||||
| 			sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons")); | ||||
| 			box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons")); | ||||
| 			box_switch->set_pressed_texture(get_icon("MaterialPreviewCube","EditorIcons")); | ||||
| 
 | ||||
| 			first_enter=false; | ||||
| 		} | ||||
| 
 | ||||
| 	} | ||||
| 
 | ||||
| 	if (p_what==NOTIFICATION_DRAW) { | ||||
| 
 | ||||
| 
 | ||||
| 		Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons"); | ||||
| 		Size2 size = get_size(); | ||||
| 
 | ||||
| 		draw_texture_rect(checkerboard,Rect2(Point2(),size),true); | ||||
| 
 | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| void MaterialEditor::edit(Ref<Material> p_material) { | ||||
| 
 | ||||
| 	material=p_material; | ||||
| 
 | ||||
| 	if (!material.is_null()) { | ||||
| 		sphere_mesh->surface_set_material(0,material); | ||||
| 		box_mesh->surface_set_material(0,material); | ||||
| 	} else { | ||||
| 
 | ||||
| 		hide(); | ||||
| 	} | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| void MaterialEditor::_button_pressed(Node* p_button) { | ||||
| 
 | ||||
| 	if (p_button==light_1_switch) { | ||||
| 		light1->set_enabled(!light_1_switch->is_pressed()); | ||||
| 	} | ||||
| 
 | ||||
| 	if (p_button==light_2_switch) { | ||||
| 		light2->set_enabled(!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); | ||||
| 	} | ||||
| 
 | ||||
| 	if (p_button==sphere_switch) { | ||||
| 		box_instance->hide(); | ||||
| 		sphere_instance->show(); | ||||
| 		box_switch->set_pressed(false); | ||||
| 		sphere_switch->set_pressed(true); | ||||
| 	} | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| void MaterialEditor::_bind_methods() { | ||||
| 
 | ||||
| 	ClassDB::bind_method(D_METHOD("_gui_input"),&MaterialEditor::_gui_input); | ||||
| 	ClassDB::bind_method(D_METHOD("_button_pressed"),&MaterialEditor::_button_pressed); | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| MaterialEditor::MaterialEditor() { | ||||
| 
 | ||||
| 	viewport = memnew( Viewport ); | ||||
| 	Ref<World> world; | ||||
| 	world.instance(); | ||||
| 	viewport->set_world(world); //use own world
 | ||||
| 	add_child(viewport); | ||||
| 	viewport->set_disable_input(true); | ||||
| 
 | ||||
| 	camera = memnew( Camera ); | ||||
| 	camera->set_transform(Transform(Matrix3(),Vector3(0,0,3))); | ||||
| 	camera->set_perspective(45,0.1,10); | ||||
| 	viewport->add_child(camera); | ||||
| 
 | ||||
| 	light1 = memnew( DirectionalLight ); | ||||
| 	light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0))); | ||||
| 	viewport->add_child(light1); | ||||
| 
 | ||||
| 	light2 = memnew( DirectionalLight ); | ||||
| 	light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1))); | ||||
| 	light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7)); | ||||
| 	light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7)); | ||||
| 	viewport->add_child(light2); | ||||
| 
 | ||||
| 	sphere_instance = memnew( MeshInstance ); | ||||
| 	viewport->add_child(sphere_instance); | ||||
| 
 | ||||
| 	box_instance = memnew( MeshInstance ); | ||||
| 	viewport->add_child(box_instance); | ||||
| 
 | ||||
| 	Transform box_xform; | ||||
| 	box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25)); | ||||
| 	box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25)); | ||||
| 	box_xform.basis.scale(Vector3(0.8,0.8,0.8)); | ||||
| 	box_instance->set_transform(box_xform); | ||||
| 
 | ||||
| 	{ | ||||
| 
 | ||||
| 		sphere_mesh.instance(); | ||||
| 
 | ||||
| 
 | ||||
| 		int lats=32; | ||||
| 		int lons=32; | ||||
| 		float radius=1.0; | ||||
| 
 | ||||
| 		PoolVector<Vector3> vertices; | ||||
| 		PoolVector<Vector3> normals; | ||||
| 		PoolVector<Vector2> uvs; | ||||
| 		PoolVector<float> tangents; | ||||
| 		Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5); | ||||
| 
 | ||||
| 		for(int i = 1; i <= lats; i++) { | ||||
| 			double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats); | ||||
| 			double z0  = Math::sin(lat0); | ||||
| 			double zr0 =  Math::cos(lat0); | ||||
| 
 | ||||
| 			double lat1 = Math_PI * (-0.5 + (double) i / lats); | ||||
| 			double z1 = Math::sin(lat1); | ||||
| 			double zr1 = Math::cos(lat1); | ||||
| 
 | ||||
| 			for(int j = lons; j >= 1; j--) { | ||||
| 
 | ||||
| 				double lng0 = 2 * Math_PI * (double) (j - 1) / lons; | ||||
| 				double x0 = Math::cos(lng0); | ||||
| 				double y0 = Math::sin(lng0); | ||||
| 
 | ||||
| 				double lng1 = 2 * Math_PI * (double) (j) / lons; | ||||
| 				double x1 = Math::cos(lng1); | ||||
| 				double y1 = Math::sin(lng1); | ||||
| 
 | ||||
| 
 | ||||
| 				Vector3 v[4]={ | ||||
| 					Vector3(x1 * zr0, z0, y1 *zr0), | ||||
| 					Vector3(x1 * zr1, z1, y1 *zr1), | ||||
| 					Vector3(x0 * zr1, z1, y0 *zr1), | ||||
| 					Vector3(x0 * zr0, z0, y0 *zr0) | ||||
| 				}; | ||||
| 
 | ||||
| #define ADD_POINT(m_idx)                                                                       \ | ||||
| 	normals.push_back(v[m_idx]);                                                               \ | ||||
| 	vertices.push_back(v[m_idx] * radius);                                                     \ | ||||
| 	{                                                                                          \ | ||||
| 		Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \ | ||||
| 		uv /= Math_PI;                                                                         \ | ||||
| 		uv *= 4.0;                                                                             \ | ||||
| 		uv = uv * 0.5 + Vector2(0.5, 0.5);                                                     \ | ||||
| 		uvs.push_back(uv);                                                                     \ | ||||
| 	}                                                                                          \ | ||||
| 	{                                                                                          \ | ||||
| 		Vector3 t = tt.xform(v[m_idx]);                                                        \ | ||||
| 		tangents.push_back(t.x);                                                               \ | ||||
| 		tangents.push_back(t.y);                                                               \ | ||||
| 		tangents.push_back(t.z);                                                               \ | ||||
| 		tangents.push_back(1.0);                                                               \ | ||||
| 	} | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 				ADD_POINT(0); | ||||
| 				ADD_POINT(1); | ||||
| 				ADD_POINT(2); | ||||
| 
 | ||||
| 				ADD_POINT(2); | ||||
| 				ADD_POINT(3); | ||||
| 				ADD_POINT(0); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		Array arr; | ||||
| 		arr.resize(VS::ARRAY_MAX); | ||||
| 		arr[VS::ARRAY_VERTEX]=vertices; | ||||
| 		arr[VS::ARRAY_NORMAL]=normals; | ||||
| 		arr[VS::ARRAY_TANGENT]=tangents; | ||||
| 		arr[VS::ARRAY_TEX_UV]=uvs; | ||||
| 
 | ||||
| 		sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr); | ||||
| 
 | ||||
| 		sphere_instance->set_mesh(sphere_mesh); | ||||
| 
 | ||||
| 	} | ||||
| 	{ | ||||
| 
 | ||||
| 
 | ||||
| 		box_mesh.instance(); | ||||
| 
 | ||||
| 		PoolVector<Vector3> vertices; | ||||
| 		PoolVector<Vector3> normals; | ||||
| 		PoolVector<float> tangents; | ||||
| 		PoolVector<Vector3> uvs; | ||||
| 
 | ||||
| 		int vtx_idx=0; | ||||
| #define ADD_VTX(m_idx)                                                             \ | ||||
| 	;                                                                              \ | ||||
| 	vertices.push_back(face_points[m_idx]);                                        \ | ||||
| 	normals.push_back(normal_points[m_idx]);                                       \ | ||||
| 	tangents.push_back(normal_points[m_idx][1]);                                   \ | ||||
| 	tangents.push_back(normal_points[m_idx][2]);                                   \ | ||||
| 	tangents.push_back(normal_points[m_idx][0]);                                   \ | ||||
| 	tangents.push_back(1.0);                                                       \ | ||||
| 	uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \ | ||||
| 	vtx_idx++;\ | ||||
| 
 | ||||
| 		for (int i=0;i<6;i++) { | ||||
| 
 | ||||
| 
 | ||||
| 			Vector3 face_points[4]; | ||||
| 			Vector3 normal_points[4]; | ||||
| 			float uv_points[8]={0,0,0,1,1,1,1,0}; | ||||
| 
 | ||||
| 			for (int j=0;j<4;j++) { | ||||
| 
 | ||||
| 				float v[3]; | ||||
| 				v[0]=1.0; | ||||
| 				v[1]=1-2*((j>>1)&1); | ||||
| 				v[2]=v[1]*(1-2*(j&1)); | ||||
| 
 | ||||
| 				for (int k=0;k<3;k++) { | ||||
| 
 | ||||
| 					if (i<3) | ||||
| 						face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1); | ||||
| 					else | ||||
| 						face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1); | ||||
| 				} | ||||
| 				normal_points[j]=Vector3(); | ||||
| 				normal_points[j][i%3]=(i>=3?-1:1); | ||||
| 			} | ||||
| 
 | ||||
| 		//tri 1
 | ||||
| 			ADD_VTX(0); | ||||
| 			ADD_VTX(1); | ||||
| 			ADD_VTX(2); | ||||
| 		//tri 2
 | ||||
| 			ADD_VTX(2); | ||||
| 			ADD_VTX(3); | ||||
| 			ADD_VTX(0); | ||||
| 
 | ||||
| 		} | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 		Array d; | ||||
| 		d.resize(VS::ARRAY_MAX); | ||||
| 		d[VisualServer::ARRAY_NORMAL]= normals ; | ||||
| 		d[VisualServer::ARRAY_TANGENT]= tangents ; | ||||
| 		d[VisualServer::ARRAY_TEX_UV]= uvs ; | ||||
| 		d[VisualServer::ARRAY_VERTEX]= vertices ; | ||||
| 
 | ||||
| 		PoolVector<int> indices; | ||||
| 		indices.resize(vertices.size()); | ||||
| 		for(int i=0;i<vertices.size();i++) | ||||
| 			indices.set(i,i); | ||||
| 		d[VisualServer::ARRAY_INDEX]=indices; | ||||
| 
 | ||||
| 		box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d); | ||||
| 		box_instance->set_mesh(box_mesh); | ||||
| 		box_instance->hide(); | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 	} | ||||
| 
 | ||||
| 	set_custom_minimum_size(Size2(1,150)*EDSCALE); | ||||
| 
 | ||||
| 	HBoxContainer *hb = memnew( HBoxContainer ); | ||||
| 	add_child(hb); | ||||
| 	hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2); | ||||
| 
 | ||||
| 	VBoxContainer *vb_shape = memnew( VBoxContainer ); | ||||
| 	hb->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",this,"_button_pressed",varray(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",this,"_button_pressed",varray(box_switch)); | ||||
| 
 | ||||
| 	hb->add_spacer(); | ||||
| 
 | ||||
| 	VBoxContainer *vb_light = memnew( VBoxContainer ); | ||||
| 	hb->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",this,"_button_pressed",varray(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",this,"_button_pressed",varray(light_2_switch)); | ||||
| 
 | ||||
| 	first_enter=true; | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| void MaterialEditorPlugin::edit(Object *p_object) { | ||||
| 
 | ||||
| 	Material * s = Object::cast_to<Material>(p_object); | ||||
| 	if (!s) | ||||
| 		return; | ||||
| 
 | ||||
| 	material_editor->edit(Ref<Material>(s)); | ||||
| } | ||||
| 
 | ||||
| bool MaterialEditorPlugin::handles(Object *p_object) const { | ||||
| 
 | ||||
| 	return p_object->is_type("Material"); | ||||
| } | ||||
| 
 | ||||
| void MaterialEditorPlugin::make_visible(bool p_visible) { | ||||
| 
 | ||||
| 	if (p_visible) { | ||||
| 		material_editor->show(); | ||||
| 		//material_editor->set_process(true);
 | ||||
| 	} else { | ||||
| 
 | ||||
| 		material_editor->hide(); | ||||
| 		//material_editor->set_process(false);
 | ||||
| 	} | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) { | ||||
| 
 | ||||
| 	editor=p_node; | ||||
| 	material_editor = memnew( MaterialEditor ); | ||||
| 	add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor); | ||||
| 	material_editor->hide(); | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| MaterialEditorPlugin::~MaterialEditorPlugin() | ||||
| { | ||||
| } | ||||
| 
 | ||||
| #endif | ||||
| #include "scene/resources/particles_material.h" | ||||
| 
 | ||||
| String SpatialMaterialConversionPlugin::converts_to() const { | ||||
| 
 | ||||
|  |  | |||
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	 Rémi Verschelde
						Rémi Verschelde