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			204 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			204 lines
		
	
	
	
		
			6.9 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) 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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#include "texture_3d_editor_plugin.h"
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#include "scene/gui/label.h"
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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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void Texture3DEditor::_notification(int p_what) {
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	switch (p_what) {
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		case NOTIFICATION_RESIZED: {
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			_texture_rect_update_area();
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		} break;
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		case NOTIFICATION_DRAW: {
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			Ref<Texture2D> checkerboard = get_theme_icon(SNAME("Checkerboard"), SNAME("EditorIcons"));
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			Size2 size = get_size();
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			draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
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		} break;
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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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	queue_redraw();
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}
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void Texture3DEditor::_update_material() {
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	material->set_shader_parameter("layer", (layer->get_value() + 0.5) / texture->get_depth());
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	material->set_shader_parameter("tex", texture->get_rid());
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	String format = Image::get_format_name(texture->get_format());
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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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	info->set_text(text);
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}
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void Texture3DEditor::_make_shaders() {
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	shader.instantiate();
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	shader->set_code(R"(
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// Texture3DEditor preview shader.
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shader_type canvas_item;
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uniform sampler3D tex;
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uniform float layer;
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void fragment() {
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	COLOR = textureLod(tex, vec3(UV, layer), 0.0);
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}
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)");
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	material.instantiate();
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	material->set_shader(shader);
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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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	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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	// 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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	int ofs_x = (size.width - tex_width) / 2;
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	int ofs_y = (size.height - tex_height) / 2;
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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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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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	texture = p_texture;
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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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		texture->connect_changed(callable_mp(this, &Texture3DEditor::_texture_changed));
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		queue_redraw();
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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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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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	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_outline_size", 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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	setting = false;
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	layer->connect("value_changed", callable_mp(this, &Texture3DEditor::_layer_changed));
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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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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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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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	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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Texture3DEditorPlugin::Texture3DEditorPlugin() {
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	Ref<EditorInspectorPlugin3DTexture> plugin;
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	plugin.instantiate();
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	add_inspector_plugin(plugin);
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}
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