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Working sky shader implementation
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parent
c3fee7ba6c
commit
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40 changed files with 2354 additions and 1744 deletions
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@ -33,6 +33,7 @@
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#include "editor/editor_scale.h"
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#include "scene/gui/viewport_container.h"
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#include "scene/resources/particles_material.h"
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#include "scene/resources/sky_material.h"
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void MaterialEditor::_notification(int p_what) {
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@ -221,8 +222,8 @@ void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
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EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
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env.instance();
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Ref<ProceduralSky> proc_sky = memnew(ProceduralSky(true));
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env->set_sky(proc_sky);
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Ref<Sky> sky = memnew(Sky());
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env->set_sky(sky);
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env->set_background(Environment::BG_COLOR);
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env->set_ambient_source(Environment::AMBIENT_SOURCE_SKY);
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env->set_reflection_source(Environment::REFLECTION_SOURCE_SKY);
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@ -356,3 +357,117 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
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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 ProceduralSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ProceduralSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ProceduralSkyMaterial> 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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String PanoramaSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<PanoramaSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<PanoramaSkyMaterial> 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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String PhysicalSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<PhysicalSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<PhysicalSkyMaterial> 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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