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			199 lines
		
	
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			199 lines
		
	
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  material_editor_plugin.h                                              */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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#ifndef MATERIAL_EDITOR_PLUGIN_H
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#define MATERIAL_EDITOR_PLUGIN_H
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#include "editor/editor_inspector.h"
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#include "editor/editor_plugin.h"
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#include "editor/plugins/editor_resource_conversion_plugin.h"
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#include "scene/resources/material.h"
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#include "scene/resources/primitive_meshes.h"
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class Camera3D;
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class ColorRect;
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class DirectionalLight3D;
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class HBoxContainer;
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class MeshInstance3D;
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class SubViewport;
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class SubViewportContainer;
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class Button;
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class MaterialEditor : public Control {
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	GDCLASS(MaterialEditor, Control);
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	Vector2 rot;
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	SubViewportContainer *vc_2d = nullptr;
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	SubViewport *viewport_2d = nullptr;
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	HBoxContainer *layout_2d = nullptr;
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	ColorRect *rect_instance = nullptr;
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	SubViewportContainer *vc = nullptr;
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	SubViewport *viewport = nullptr;
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	Node3D *rotation = nullptr;
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	MeshInstance3D *sphere_instance = nullptr;
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	MeshInstance3D *box_instance = nullptr;
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	DirectionalLight3D *light1 = nullptr;
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	DirectionalLight3D *light2 = nullptr;
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	Camera3D *camera = nullptr;
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	Ref<CameraAttributesPractical> camera_attributes;
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	Ref<SphereMesh> sphere_mesh;
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	Ref<BoxMesh> box_mesh;
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	HBoxContainer *layout_3d = nullptr;
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	Ref<Material> material;
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	Button *sphere_switch = nullptr;
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	Button *box_switch = nullptr;
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	Button *light_1_switch = nullptr;
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	Button *light_2_switch = nullptr;
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	struct ThemeCache {
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		Ref<Texture2D> light_1_icon;
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		Ref<Texture2D> light_2_icon;
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		Ref<Texture2D> sphere_icon;
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		Ref<Texture2D> box_icon;
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		Ref<Texture2D> checkerboard;
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	} theme_cache;
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	void _on_light_1_switch_pressed();
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	void _on_light_2_switch_pressed();
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	void _on_sphere_switch_pressed();
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	void _on_box_switch_pressed();
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protected:
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	virtual void _update_theme_item_cache() override;
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	void _notification(int p_what);
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	void gui_input(const Ref<InputEvent> &p_event) override;
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	void _update_rotation();
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public:
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	void edit(Ref<Material> p_material, const Ref<Environment> &p_env);
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	MaterialEditor();
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};
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class EditorInspectorPluginMaterial : public EditorInspectorPlugin {
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	GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin);
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	Ref<Environment> env;
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public:
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	virtual bool can_handle(Object *p_object) override;
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	virtual void parse_begin(Object *p_object) override;
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	void _undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value);
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	EditorInspectorPluginMaterial();
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};
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class MaterialEditorPlugin : public EditorPlugin {
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	GDCLASS(MaterialEditorPlugin, EditorPlugin);
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public:
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	virtual String get_name() const override { return "Material"; }
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	MaterialEditorPlugin();
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};
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class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
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	GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin);
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public:
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	virtual String converts_to() const override;
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	virtual bool handles(const Ref<Resource> &p_resource) const override;
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	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class ORMMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
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	GDCLASS(ORMMaterial3DConversionPlugin, EditorResourceConversionPlugin);
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public:
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	virtual String converts_to() const override;
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	virtual bool handles(const Ref<Resource> &p_resource) const override;
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	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class ParticleProcessMaterialConversionPlugin : public EditorResourceConversionPlugin {
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	GDCLASS(ParticleProcessMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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	virtual String converts_to() const override;
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	virtual bool handles(const Ref<Resource> &p_resource) const override;
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	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin {
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	GDCLASS(CanvasItemMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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	virtual String converts_to() const override;
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	virtual bool handles(const Ref<Resource> &p_resource) const override;
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	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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	GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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	virtual String converts_to() const override;
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	virtual bool handles(const Ref<Resource> &p_resource) const override;
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	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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	GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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	virtual String converts_to() const override;
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	virtual bool handles(const Ref<Resource> &p_resource) const override;
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	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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	GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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	virtual String converts_to() const override;
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	virtual bool handles(const Ref<Resource> &p_resource) const override;
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	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class FogMaterialConversionPlugin : public EditorResourceConversionPlugin {
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	GDCLASS(FogMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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	virtual String converts_to() const override;
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	virtual bool handles(const Ref<Resource> &p_resource) const override;
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	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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#endif // MATERIAL_EDITOR_PLUGIN_H
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