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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			467 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			467 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
 | |
| /*  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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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.*/
 | |
| /* 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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| 
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| #include "material_editor_plugin.h"
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| 
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| #include "editor/editor_scale.h"
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| #include "scene/gui/subviewport_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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| 
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| void MaterialEditor::_notification(int p_what) {
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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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| 
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| 		if (first_enter) {
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| 			//it's in propertyeditor so.. could be moved around
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| 
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| 			light_1_switch->set_normal_texture(get_theme_icon("MaterialPreviewLight1", "EditorIcons"));
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| 			light_1_switch->set_pressed_texture(get_theme_icon("MaterialPreviewLight1Off", "EditorIcons"));
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| 			light_2_switch->set_normal_texture(get_theme_icon("MaterialPreviewLight2", "EditorIcons"));
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| 			light_2_switch->set_pressed_texture(get_theme_icon("MaterialPreviewLight2Off", "EditorIcons"));
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| 
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| 			sphere_switch->set_normal_texture(get_theme_icon("MaterialPreviewSphereOff", "EditorIcons"));
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| 			sphere_switch->set_pressed_texture(get_theme_icon("MaterialPreviewSphere", "EditorIcons"));
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| 			box_switch->set_normal_texture(get_theme_icon("MaterialPreviewCubeOff", "EditorIcons"));
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| 			box_switch->set_pressed_texture(get_theme_icon("MaterialPreviewCube", "EditorIcons"));
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| 
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| 			first_enter = false;
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| 		}
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| 	}
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| 
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| 	if (p_what == NOTIFICATION_DRAW) {
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| 		Ref<Texture2D> checkerboard = get_theme_icon("Checkerboard", "EditorIcons");
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| 		Size2 size = get_size();
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| 
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| 		draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
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| 	}
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| }
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| 
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| void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
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| 	material = p_material;
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| 	camera->set_environment(p_env);
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| 	if (!material.is_null()) {
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| 		sphere_instance->set_material_override(material);
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| 		box_instance->set_material_override(material);
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| 	} else {
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| 		hide();
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| 	}
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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_visible(!light_1_switch->is_pressed());
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| 	}
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| 
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| 	if (p_button == light_2_switch) {
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| 		light2->set_visible(!light_2_switch->is_pressed());
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| 	}
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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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| 		EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", false);
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| 	}
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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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| 		EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", true);
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| 	}
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| }
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| 
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| void MaterialEditor::_bind_methods() {
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| }
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| 
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| MaterialEditor::MaterialEditor() {
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| 	vc = memnew(SubViewportContainer);
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| 	vc->set_stretch(true);
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| 	add_child(vc);
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| 	vc->set_anchors_and_offsets_preset(PRESET_WIDE);
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| 	viewport = memnew(SubViewport);
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| 	Ref<World3D> world_3d;
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| 	world_3d.instance();
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| 	viewport->set_world_3d(world_3d); //use own world
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| 	vc->add_child(viewport);
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| 	viewport->set_disable_input(true);
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| 	viewport->set_transparent_background(true);
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| 	viewport->set_msaa(Viewport::MSAA_4X);
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| 
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| 	camera = memnew(Camera3D);
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| 	camera->set_transform(Transform(Basis(), Vector3(0, 0, 3)));
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| 	camera->set_perspective(45, 0.1, 10);
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| 	camera->make_current();
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| 	viewport->add_child(camera);
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| 
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| 	light1 = memnew(DirectionalLight3D);
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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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| 
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| 	light2 = memnew(DirectionalLight3D);
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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(Color(0.7, 0.7, 0.7));
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| 	viewport->add_child(light2);
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| 
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| 	sphere_instance = memnew(MeshInstance3D);
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| 	viewport->add_child(sphere_instance);
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| 
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| 	box_instance = memnew(MeshInstance3D);
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| 	viewport->add_child(box_instance);
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| 
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| 	Transform box_xform;
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| 	box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg2rad(25.0));
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| 	box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
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| 	box_xform.basis.scale(Vector3(0.8, 0.8, 0.8));
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| 	box_xform.origin.y = 0.2;
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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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| 	sphere_instance->set_mesh(sphere_mesh);
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| 	box_mesh.instance();
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| 	box_instance->set_mesh(box_mesh);
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| 
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| 	set_custom_minimum_size(Size2(1, 150) * EDSCALE);
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| 
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| 	HBoxContainer *hb = memnew(HBoxContainer);
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| 	add_child(hb);
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| 	hb->set_anchors_and_offsets_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
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| 
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| 	VBoxContainer *vb_shape = memnew(VBoxContainer);
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| 	hb->add_child(vb_shape);
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| 
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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", callable_mp(this, &MaterialEditor::_button_pressed), varray(sphere_switch));
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| 
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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", callable_mp(this, &MaterialEditor::_button_pressed), varray(box_switch));
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| 
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| 	hb->add_spacer();
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| 
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| 	VBoxContainer *vb_light = memnew(VBoxContainer);
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| 	hb->add_child(vb_light);
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| 
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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", callable_mp(this, &MaterialEditor::_button_pressed), varray(light_1_switch));
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| 
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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", callable_mp(this, &MaterialEditor::_button_pressed), varray(light_2_switch));
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| 
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| 	first_enter = true;
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| 
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| 	if (EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_on_sphere", true)) {
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| 		box_instance->hide();
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| 	} else {
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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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| }
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| 
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| ///////////////////////
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| 
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| bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
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| 	Material *material = Object::cast_to<Material>(p_object);
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| 	if (!material) {
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| 		return false;
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| 	}
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| 
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| 	return material->get_shader_mode() == Shader::MODE_SPATIAL;
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| }
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| 
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| void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
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| 	Material *material = Object::cast_to<Material>(p_object);
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| 	if (!material) {
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| 		return;
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| 	}
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| 	Ref<Material> m(material);
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| 
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| 	MaterialEditor *editor = memnew(MaterialEditor);
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| 	editor->edit(m, env);
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| 	add_custom_control(editor);
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| }
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| 
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| EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
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| 	env.instance();
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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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| }
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| 
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| MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
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| 	Ref<EditorInspectorPluginMaterial> plugin;
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| 	plugin.instance();
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| 	add_inspector_plugin(plugin);
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| }
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| 
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| String StandardMaterial3DConversionPlugin::converts_to() const {
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| 	return "ShaderMaterial";
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| }
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| 
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| bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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| 	Ref<StandardMaterial3D> mat = p_resource;
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| 	return mat.is_valid();
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| }
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| 
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| Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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| 	Ref<StandardMaterial3D> mat = p_resource;
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| 	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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| 
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| 	Ref<ShaderMaterial> smat;
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| 	smat.instance();
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| 
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| 	Ref<Shader> shader;
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| 	shader.instance();
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| 
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| 	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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| 
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| 	shader->set_code(code);
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| 
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| 	smat->set_shader(shader);
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| 
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| 	List<PropertyInfo> params;
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| 	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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| 
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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 StandardMaterial3D saved it
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| 		// as RID but ShaderMaterial needs Texture itself
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| 		Ref<Texture2D> 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 = RS::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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| 
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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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| 
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| String ParticlesMaterialConversionPlugin::converts_to() const {
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| 	return "ShaderMaterial";
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| }
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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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| 
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| Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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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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| 
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| 	Ref<ShaderMaterial> smat;
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| 	smat.instance();
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| 
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| 	Ref<Shader> shader;
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| 	shader.instance();
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| 
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| 	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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| 
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| 	shader->set_code(code);
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| 
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| 	smat->set_shader(shader);
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| 
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| 	List<PropertyInfo> params;
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| 	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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| 
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| 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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| 		Variant value = RS::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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| 
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| String CanvasItemMaterialConversionPlugin::converts_to() const {
 | |
| 	return "ShaderMaterial";
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| }
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| 
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| bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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| 	Ref<CanvasItemMaterial> mat = p_resource;
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| 	return mat.is_valid();
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| }
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| 
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| Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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| 	Ref<CanvasItemMaterial> mat = p_resource;
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| 	ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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| 
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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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| 
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| 	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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| 
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| 	shader->set_code(code);
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| 
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| 	smat->set_shader(shader);
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| 
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| 	List<PropertyInfo> params;
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| 	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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| 
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| 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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| 		Variant value = RS::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 ProceduralSkyMaterialConversionPlugin::converts_to() const {
 | |
| 	return "ShaderMaterial";
 | |
| }
 | |
| 
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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>());
 | |
| 
 | |
| 	Ref<ShaderMaterial> smat;
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| 	smat.instance();
 | |
| 
 | |
| 	Ref<Shader> shader;
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| 	shader.instance();
 | |
| 
 | |
| 	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
 | |
| 
 | |
| 	shader->set_code(code);
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| 
 | |
| 	smat->set_shader(shader);
 | |
| 
 | |
| 	List<PropertyInfo> params;
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| 	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
 | |
| 
 | |
| 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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| 		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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| 		smat->set_shader_param(E->get().name, value);
 | |
| 	}
 | |
| 
 | |
| 	smat->set_render_priority(mat->get_render_priority());
 | |
| 	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.instance();
 | |
| 
 | |
| 	Ref<Shader> shader;
 | |
| 	shader.instance();
 | |
| 
 | |
| 	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_param_list(mat->get_shader_rid(), ¶ms);
 | |
| 
 | |
| 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
 | |
| 		Variant value = RS::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;
 | |
| }
 | |
| 
 | |
| 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.instance();
 | |
| 
 | |
| 	Ref<Shader> shader;
 | |
| 	shader.instance();
 | |
| 
 | |
| 	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_param_list(mat->get_shader_rid(), ¶ms);
 | |
| 
 | |
| 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
 | |
| 		Variant value = RS::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;
 | |
| }
 |