godot/tools/editor/plugins/material_editor_plugin.cpp

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#include "material_editor_plugin.h"
#include "scene/main/viewport.h"
#if 0
void MaterialEditor::_input_event(InputEvent p_event) {
}
void MaterialEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_FIXED_PROCESS) {
}
if (p_what==NOTIFICATION_READY) {
//get_scene()->connect("node_removed",this,"_node_removed");
if (first_enter) {
//it's in propertyeditor so.. could be moved around
light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons"));
sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons"));
box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons"));
box_switch->set_pressed_texture(get_icon("MaterialPreviewCube","EditorIcons"));
first_enter=false;
}
}
if (p_what==NOTIFICATION_DRAW) {
Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
Size2 size = get_size();
draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
}
}
void MaterialEditor::edit(Ref<Material> p_material) {
material=p_material;
if (!material.is_null()) {
sphere_mesh->surface_set_material(0,material);
box_mesh->surface_set_material(0,material);
} else {
hide();
}
}
void MaterialEditor::_button_pressed(Node* p_button) {
if (p_button==light_1_switch) {
light1->set_enabled(!light_1_switch->is_pressed());
}
if (p_button==light_2_switch) {
light2->set_enabled(!light_2_switch->is_pressed());
}
if (p_button==box_switch) {
box_instance->show();
sphere_instance->hide();
box_switch->set_pressed(true);
sphere_switch->set_pressed(false);
}
if (p_button==sphere_switch) {
box_instance->hide();
sphere_instance->show();
box_switch->set_pressed(false);
sphere_switch->set_pressed(true);
}
}
void MaterialEditor::_bind_methods() {
ClassDB::bind_method(_MD("_input_event"),&MaterialEditor::_input_event);
ClassDB::bind_method(_MD("_button_pressed"),&MaterialEditor::_button_pressed);
}
MaterialEditor::MaterialEditor() {
viewport = memnew( Viewport );
Ref<World> world;
world.instance();
viewport->set_world(world); //use own world
add_child(viewport);
viewport->set_disable_input(true);
camera = memnew( Camera );
camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
camera->set_perspective(45,0.1,10);
viewport->add_child(camera);
light1 = memnew( DirectionalLight );
light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
viewport->add_child(light1);
light2 = memnew( DirectionalLight );
light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
viewport->add_child(light2);
sphere_instance = memnew( MeshInstance );
viewport->add_child(sphere_instance);
box_instance = memnew( MeshInstance );
viewport->add_child(box_instance);
Transform box_xform;
box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
box_xform.basis.scale(Vector3(0.8,0.8,0.8));
box_instance->set_transform(box_xform);
{
sphere_mesh.instance();
int lats=32;
int lons=32;
float radius=1.0;
PoolVector<Vector3> vertices;
PoolVector<Vector3> normals;
PoolVector<Vector2> uvs;
PoolVector<float> tangents;
Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
for(int i = 1; i <= lats; i++) {
double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double) i / lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for(int j = lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double) (j - 1) / lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double) (j) / lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4]={
Vector3(x1 * zr0, z0, y1 *zr0),
Vector3(x1 * zr1, z1, y1 *zr1),
Vector3(x0 * zr1, z1, y0 *zr1),
Vector3(x0 * zr0, z0, y0 *zr0)
};
#define ADD_POINT(m_idx) \
normals.push_back(v[m_idx]);\
vertices.push_back(v[m_idx]*radius);\
{ Vector2 uv(Math::atan2(v[m_idx].x,v[m_idx].z),Math::atan2(-v[m_idx].y,v[m_idx].z));\
uv/=Math_PI;\
uv*=4.0;\
uv=uv*0.5+Vector2(0.5,0.5);\
uvs.push_back(uv);\
}\
{ Vector3 t = tt.xform(v[m_idx]);\
tangents.push_back(t.x);\
tangents.push_back(t.y);\
tangents.push_back(t.z);\
tangents.push_back(1.0);\
}
ADD_POINT(0);
ADD_POINT(1);
ADD_POINT(2);
ADD_POINT(2);
ADD_POINT(3);
ADD_POINT(0);
}
}
Array arr;
arr.resize(VS::ARRAY_MAX);
arr[VS::ARRAY_VERTEX]=vertices;
arr[VS::ARRAY_NORMAL]=normals;
arr[VS::ARRAY_TANGENT]=tangents;
arr[VS::ARRAY_TEX_UV]=uvs;
sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr);
sphere_instance->set_mesh(sphere_mesh);
}
{
box_mesh.instance();
PoolVector<Vector3> vertices;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector3> uvs;
int vtx_idx=0;
#define ADD_VTX(m_idx);\
vertices.push_back( face_points[m_idx] );\
normals.push_back( normal_points[m_idx] );\
tangents.push_back( normal_points[m_idx][1] );\
tangents.push_back( normal_points[m_idx][2] );\
tangents.push_back( normal_points[m_idx][0] );\
tangents.push_back( 1.0 );\
uvs.push_back( Vector3(uv_points[m_idx*2+0],uv_points[m_idx*2+1],0) );\
vtx_idx++;\
for (int i=0;i<6;i++) {
Vector3 face_points[4];
Vector3 normal_points[4];
float uv_points[8]={0,0,0,1,1,1,1,0};
for (int j=0;j<4;j++) {
float v[3];
v[0]=1.0;
v[1]=1-2*((j>>1)&1);
v[2]=v[1]*(1-2*(j&1));
for (int k=0;k<3;k++) {
if (i<3)
face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
else
face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
}
normal_points[j]=Vector3();
normal_points[j][i%3]=(i>=3?-1:1);
}
//tri 1
ADD_VTX(0);
ADD_VTX(1);
ADD_VTX(2);
//tri 2
ADD_VTX(2);
ADD_VTX(3);
ADD_VTX(0);
}
Array d;
d.resize(VS::ARRAY_MAX);
d[VisualServer::ARRAY_NORMAL]= normals ;
d[VisualServer::ARRAY_TANGENT]= tangents ;
d[VisualServer::ARRAY_TEX_UV]= uvs ;
d[VisualServer::ARRAY_VERTEX]= vertices ;
PoolVector<int> indices;
indices.resize(vertices.size());
for(int i=0;i<vertices.size();i++)
indices.set(i,i);
d[VisualServer::ARRAY_INDEX]=indices;
box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d);
box_instance->set_mesh(box_mesh);
box_instance->hide();
}
set_custom_minimum_size(Size2(1,150)*EDSCALE);
HBoxContainer *hb = memnew( HBoxContainer );
add_child(hb);
hb->set_area_as_parent_rect(2);
VBoxContainer *vb_shape = memnew( VBoxContainer );
hb->add_child(vb_shape);
sphere_switch = memnew( TextureButton );
sphere_switch->set_toggle_mode(true);
sphere_switch->set_pressed(true);
vb_shape->add_child(sphere_switch);
sphere_switch->connect("pressed",this,"_button_pressed",varray(sphere_switch));
box_switch = memnew( TextureButton );
box_switch->set_toggle_mode(true);
box_switch->set_pressed(false);
vb_shape->add_child(box_switch);
box_switch->connect("pressed",this,"_button_pressed",varray(box_switch));
hb->add_spacer();
VBoxContainer *vb_light = memnew( VBoxContainer );
hb->add_child(vb_light);
light_1_switch = memnew( TextureButton );
light_1_switch->set_toggle_mode(true);
vb_light->add_child(light_1_switch);
light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
light_2_switch = memnew( TextureButton );
light_2_switch->set_toggle_mode(true);
vb_light->add_child(light_2_switch);
light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
first_enter=true;
}
void MaterialEditorPlugin::edit(Object *p_object) {
Material * s = p_object->cast_to<Material>();
if (!s)
return;
material_editor->edit(Ref<Material>(s));
}
bool MaterialEditorPlugin::handles(Object *p_object) const {
return p_object->is_type("Material");
}
void MaterialEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
material_editor->show();
// material_editor->set_process(true);
} else {
material_editor->hide();
// material_editor->set_process(false);
}
}
MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
editor=p_node;
material_editor = memnew( MaterialEditor );
add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor);
material_editor->hide();
}
MaterialEditorPlugin::~MaterialEditorPlugin()
{
}
#endif