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		1aa2823fa3
		
	
	
	
	
		
			
			-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
		
			
				
	
	
		
			212 lines
		
	
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			212 lines
		
	
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  texture_3d_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.*/
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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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| 
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| #include "texture_3d_editor_plugin.h"
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| 
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| #include "core/config/project_settings.h"
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| #include "core/io/resource_loader.h"
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| #include "editor/editor_settings.h"
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| 
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| void Texture3DEditor::_gui_input(Ref<InputEvent> p_event) {
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| }
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| 
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| void Texture3DEditor::_texture_rect_draw() {
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| 	texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1));
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| }
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| 
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| void Texture3DEditor::_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 (p_what == NOTIFICATION_RESIZED) {
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| 		_texture_rect_update_area();
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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 Texture3DEditor::_texture_changed() {
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| 	if (!is_visible()) {
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| 		return;
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| 	}
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| 	update();
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| }
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| 
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| void Texture3DEditor::_update_material() {
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| 	material->set_shader_param("layer", (layer->get_value() + 0.5) / texture->get_depth());
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| 	material->set_shader_param("tex", texture->get_rid());
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| 
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| 	String format = Image::get_format_name(texture->get_format());
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| 
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| 	String text;
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| 	text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + "x" + itos(texture->get_depth()) + " " + format;
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| 
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| 	info->set_text(text);
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| }
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| 
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| void Texture3DEditor::_make_shaders() {
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| 	String shader_3d = ""
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| 					   "shader_type canvas_item;\n"
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| 					   "uniform sampler3D tex;\n"
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| 					   "uniform float layer;\n"
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| 					   "void fragment() {\n"
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| 					   "  COLOR = textureLod(tex,vec3(UV,layer),0.0);\n"
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| 					   "}";
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| 
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| 	shader.instance();
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| 	shader->set_code(shader_3d);
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| 	material.instance();
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| 	material->set_shader(shader);
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| }
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| 
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| void Texture3DEditor::_texture_rect_update_area() {
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| 	Size2 size = get_size();
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| 	int tex_width = texture->get_width() * size.height / texture->get_height();
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| 	int tex_height = size.height;
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| 
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| 	if (tex_width > size.width) {
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| 		tex_width = size.width;
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| 		tex_height = texture->get_height() * tex_width / texture->get_width();
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| 	}
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| 
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| 	// Prevent the texture from being unpreviewable after the rescale, so that we can still see something
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| 	if (tex_height <= 0) {
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| 		tex_height = 1;
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| 	}
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| 	if (tex_width <= 0) {
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| 		tex_width = 1;
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| 	}
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| 
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| 	int ofs_x = (size.width - tex_width) / 2;
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| 	int ofs_y = (size.height - tex_height) / 2;
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| 
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| 	texture_rect->set_position(Vector2(ofs_x, ofs_y));
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| 	texture_rect->set_size(Vector2(tex_width, tex_height));
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| }
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| 
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| void Texture3DEditor::edit(Ref<Texture3D> p_texture) {
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| 	if (!texture.is_null()) {
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| 		texture->disconnect("changed", callable_mp(this, &Texture3DEditor::_texture_changed));
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| 	}
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| 
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| 	texture = p_texture;
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| 
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| 	if (!texture.is_null()) {
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| 		if (shader.is_null()) {
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| 			_make_shaders();
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| 		}
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| 
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| 		texture->connect("changed", callable_mp(this, &Texture3DEditor::_texture_changed));
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| 		update();
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| 		texture_rect->set_material(material);
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| 		setting = true;
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| 		layer->set_max(texture->get_depth() - 1);
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| 		layer->set_value(0);
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| 		layer->show();
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| 		_update_material();
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| 		setting = false;
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| 		_texture_rect_update_area();
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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 Texture3DEditor::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("_gui_input"), &Texture3DEditor::_gui_input);
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| 	ClassDB::bind_method(D_METHOD("_layer_changed"), &Texture3DEditor::_layer_changed);
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| }
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| 
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| Texture3DEditor::Texture3DEditor() {
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| 	set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED);
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| 	set_custom_minimum_size(Size2(1, 150));
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| 	texture_rect = memnew(Control);
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| 	texture_rect->connect("draw", callable_mp(this, &Texture3DEditor::_texture_rect_draw));
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| 	texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE);
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| 	add_child(texture_rect);
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| 
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| 	layer = memnew(SpinBox);
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| 	layer->set_step(1);
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| 	layer->set_max(100);
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| 	add_child(layer);
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| 	layer->set_anchor(SIDE_RIGHT, 1);
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| 	layer->set_anchor(SIDE_LEFT, 1);
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| 	layer->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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| 	layer->set_modulate(Color(1, 1, 1, 0.8));
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| 	info = memnew(Label);
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| 	add_child(info);
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| 	info->set_anchor(SIDE_RIGHT, 1);
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| 	info->set_anchor(SIDE_LEFT, 1);
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| 	info->set_anchor(SIDE_BOTTOM, 1);
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| 	info->set_anchor(SIDE_TOP, 1);
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| 	info->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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| 	info->set_v_grow_direction(GROW_DIRECTION_BEGIN);
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| 	info->add_theme_color_override("font_color", Color(1, 1, 1, 1));
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| 	info->add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.5));
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| 	info->add_theme_constant_override("shadow_as_outline", 1);
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| 	info->add_theme_constant_override("shadow_offset_x", 2);
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| 	info->add_theme_constant_override("shadow_offset_y", 2);
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| 
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| 	setting = false;
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| 	layer->connect("value_changed", Callable(this, "_layer_changed"));
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| }
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| 
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| Texture3DEditor::~Texture3DEditor() {
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| 	if (!texture.is_null()) {
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| 		texture->disconnect("changed", callable_mp(this, &Texture3DEditor::_texture_changed));
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| 	}
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| }
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| 
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| //
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| bool EditorInspectorPlugin3DTexture::can_handle(Object *p_object) {
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| 	return Object::cast_to<Texture3D>(p_object) != nullptr;
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| }
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| 
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| void EditorInspectorPlugin3DTexture::parse_begin(Object *p_object) {
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| 	Texture3D *texture = Object::cast_to<Texture3D>(p_object);
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| 	if (!texture) {
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| 		return;
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| 	}
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| 	Ref<Texture3D> m(texture);
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| 
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| 	Texture3DEditor *editor = memnew(Texture3DEditor);
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| 	editor->edit(m);
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| 	add_custom_control(editor);
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| }
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| 
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| Texture3DEditorPlugin::Texture3DEditorPlugin(EditorNode *p_node) {
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| 	Ref<EditorInspectorPlugin3DTexture> plugin;
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| 	plugin.instance();
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| 	add_inspector_plugin(plugin);
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| }
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