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			418 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			418 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  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) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2017 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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| // FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
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| // Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
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| #if 0
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| #include "material_editor_plugin.h"
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| 
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| #include "scene/main/viewport.h"
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| 
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| void MaterialEditor::_gui_input(InputEvent p_event) {
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| 
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| 
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| }
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| 
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| void MaterialEditor::_notification(int p_what) {
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| 
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| 	if (p_what==NOTIFICATION_FIXED_PROCESS) {
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| 
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| 	}
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| 
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| 
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| 	if (p_what==NOTIFICATION_READY) {
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| 
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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_icon("MaterialPreviewLight1","EditorIcons"));
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| 			light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
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| 			light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
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| 			light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
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| 
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| 			sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons"));
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| 			sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons"));
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| 			box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons"));
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| 			box_switch->set_pressed_texture(get_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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| 
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| 	if (p_what==NOTIFICATION_DRAW) {
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| 
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| 
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| 		Ref<Texture> checkerboard = get_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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| 
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| 
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| 
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| void MaterialEditor::edit(Ref<Material> p_material) {
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| 
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| 	material=p_material;
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| 
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| 	if (!material.is_null()) {
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| 		sphere_mesh->surface_set_material(0,material);
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| 		box_mesh->surface_set_material(0,material);
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| 	} else {
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| 
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| 		hide();
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| 	}
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| 
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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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| 
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| 	if (p_button==light_1_switch) {
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| 		light1->set_enabled(!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_enabled(!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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| 	}
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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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| 	}
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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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| 	ClassDB::bind_method(D_METHOD("_gui_input"),&MaterialEditor::_gui_input);
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| 	ClassDB::bind_method(D_METHOD("_button_pressed"),&MaterialEditor::_button_pressed);
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| 
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| }
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| 
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| MaterialEditor::MaterialEditor() {
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| 
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| 	viewport = memnew( Viewport );
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| 	Ref<World> world;
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| 	world.instance();
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| 	viewport->set_world(world); //use own world
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| 	add_child(viewport);
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| 	viewport->set_disable_input(true);
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| 
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| 	camera = memnew( Camera );
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| 	camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
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| 	camera->set_perspective(45,0.1,10);
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| 	viewport->add_child(camera);
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| 
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| 	light1 = memnew( DirectionalLight );
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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( DirectionalLight );
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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(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
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| 	light2->set_color(Light::COLOR_SPECULAR,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( MeshInstance );
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| 	viewport->add_child(sphere_instance);
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| 
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| 	box_instance = memnew( MeshInstance );
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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));
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| 	box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
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| 	box_xform.basis.scale(Vector3(0.8,0.8,0.8));
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| 	box_instance->set_transform(box_xform);
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| 
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| 	{
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| 
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| 		sphere_mesh.instance();
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| 
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| 
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| 		int lats=32;
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| 		int lons=32;
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| 		float radius=1.0;
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| 
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| 		PoolVector<Vector3> vertices;
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| 		PoolVector<Vector3> normals;
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| 		PoolVector<Vector2> uvs;
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| 		PoolVector<float> tangents;
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| 		Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
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| 
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| 		for(int i = 1; i <= lats; i++) {
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| 			double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats);
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| 			double z0  = Math::sin(lat0);
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| 			double zr0 =  Math::cos(lat0);
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| 
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| 			double lat1 = Math_PI * (-0.5 + (double) i / lats);
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| 			double z1 = Math::sin(lat1);
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| 			double zr1 = Math::cos(lat1);
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| 
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| 			for(int j = lons; j >= 1; j--) {
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| 
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| 				double lng0 = 2 * Math_PI * (double) (j - 1) / lons;
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| 				double x0 = Math::cos(lng0);
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| 				double y0 = Math::sin(lng0);
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| 
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| 				double lng1 = 2 * Math_PI * (double) (j) / lons;
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| 				double x1 = Math::cos(lng1);
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| 				double y1 = Math::sin(lng1);
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| 
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| 
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| 				Vector3 v[4]={
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| 					Vector3(x1 * zr0, z0, y1 *zr0),
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| 					Vector3(x1 * zr1, z1, y1 *zr1),
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| 					Vector3(x0 * zr1, z1, y0 *zr1),
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| 					Vector3(x0 * zr0, z0, y0 *zr0)
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| 				};
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| 
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| #define ADD_POINT(m_idx)                                                                       \
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| 	normals.push_back(v[m_idx]);                                                               \
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| 	vertices.push_back(v[m_idx] * radius);                                                     \
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| 	{                                                                                          \
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| 		Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
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| 		uv /= Math_PI;                                                                         \
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| 		uv *= 4.0;                                                                             \
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| 		uv = uv * 0.5 + Vector2(0.5, 0.5);                                                     \
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| 		uvs.push_back(uv);                                                                     \
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| 	}                                                                                          \
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| 	{                                                                                          \
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| 		Vector3 t = tt.xform(v[m_idx]);                                                        \
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| 		tangents.push_back(t.x);                                                               \
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| 		tangents.push_back(t.y);                                                               \
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| 		tangents.push_back(t.z);                                                               \
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| 		tangents.push_back(1.0);                                                               \
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| 	}
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| 
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| 
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| 
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| 				ADD_POINT(0);
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| 				ADD_POINT(1);
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| 				ADD_POINT(2);
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| 
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| 				ADD_POINT(2);
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| 				ADD_POINT(3);
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| 				ADD_POINT(0);
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| 			}
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| 		}
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| 
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| 		Array arr;
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| 		arr.resize(VS::ARRAY_MAX);
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| 		arr[VS::ARRAY_VERTEX]=vertices;
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| 		arr[VS::ARRAY_NORMAL]=normals;
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| 		arr[VS::ARRAY_TANGENT]=tangents;
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| 		arr[VS::ARRAY_TEX_UV]=uvs;
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| 
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| 		sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr);
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| 
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| 		sphere_instance->set_mesh(sphere_mesh);
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| 
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| 	}
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| 	{
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| 
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| 
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| 		box_mesh.instance();
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| 
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| 		PoolVector<Vector3> vertices;
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| 		PoolVector<Vector3> normals;
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| 		PoolVector<float> tangents;
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| 		PoolVector<Vector3> uvs;
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| 
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| 		int vtx_idx=0;
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| #define ADD_VTX(m_idx)                                                             \
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| 	;                                                                              \
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| 	vertices.push_back(face_points[m_idx]);                                        \
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| 	normals.push_back(normal_points[m_idx]);                                       \
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| 	tangents.push_back(normal_points[m_idx][1]);                                   \
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| 	tangents.push_back(normal_points[m_idx][2]);                                   \
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| 	tangents.push_back(normal_points[m_idx][0]);                                   \
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| 	tangents.push_back(1.0);                                                       \
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| 	uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \
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| 	vtx_idx++;\
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| 
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| 		for (int i=0;i<6;i++) {
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| 
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| 
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| 			Vector3 face_points[4];
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| 			Vector3 normal_points[4];
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| 			float uv_points[8]={0,0,0,1,1,1,1,0};
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| 
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| 			for (int j=0;j<4;j++) {
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| 
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| 				float v[3];
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| 				v[0]=1.0;
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| 				v[1]=1-2*((j>>1)&1);
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| 				v[2]=v[1]*(1-2*(j&1));
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| 
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| 				for (int k=0;k<3;k++) {
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| 
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| 					if (i<3)
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| 						face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
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| 					else
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| 						face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
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| 				}
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| 				normal_points[j]=Vector3();
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| 				normal_points[j][i%3]=(i>=3?-1:1);
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| 			}
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| 
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| 		//tri 1
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| 			ADD_VTX(0);
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| 			ADD_VTX(1);
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| 			ADD_VTX(2);
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| 		//tri 2
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| 			ADD_VTX(2);
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| 			ADD_VTX(3);
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| 			ADD_VTX(0);
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| 
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| 		}
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| 
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| 
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| 
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| 		Array d;
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| 		d.resize(VS::ARRAY_MAX);
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| 		d[VisualServer::ARRAY_NORMAL]= normals ;
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| 		d[VisualServer::ARRAY_TANGENT]= tangents ;
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| 		d[VisualServer::ARRAY_TEX_UV]= uvs ;
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| 		d[VisualServer::ARRAY_VERTEX]= vertices ;
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| 
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| 		PoolVector<int> indices;
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| 		indices.resize(vertices.size());
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| 		for(int i=0;i<vertices.size();i++)
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| 			indices.set(i,i);
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| 		d[VisualServer::ARRAY_INDEX]=indices;
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| 
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| 		box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d);
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| 		box_instance->set_mesh(box_mesh);
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| 		box_instance->hide();
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| 
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| 
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| 
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| 	}
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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_area_as_parent_rect(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",this,"_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",this,"_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",this,"_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",this,"_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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| }
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| 
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| 
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| void MaterialEditorPlugin::edit(Object *p_object) {
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| 
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| 	Material * s = Object::cast_to<Material>(p_object);
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| 	if (!s)
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| 		return;
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| 
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| 	material_editor->edit(Ref<Material>(s));
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| }
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| 
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| bool MaterialEditorPlugin::handles(Object *p_object) const {
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| 
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| 	return p_object->is_type("Material");
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| }
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| 
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| void MaterialEditorPlugin::make_visible(bool p_visible) {
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| 
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| 	if (p_visible) {
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| 		material_editor->show();
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| 		//material_editor->set_process(true);
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| 	} else {
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| 
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| 		material_editor->hide();
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| 		//material_editor->set_process(false);
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| 	}
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| 
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| }
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| 
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| MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
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| 
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| 	editor=p_node;
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| 	material_editor = memnew( MaterialEditor );
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| 	add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor);
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| 	material_editor->hide();
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| 
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| 
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| 
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| }
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| 
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| 
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| MaterialEditorPlugin::~MaterialEditorPlugin()
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| {
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| }
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| 
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| #endif
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