godot/editor/plugins/material_editor_plugin.h

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/**************************************************************************/
/* material_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef MATERIAL_EDITOR_PLUGIN_H
#define MATERIAL_EDITOR_PLUGIN_H
#include "editor/editor_inspector.h"
#include "editor/editor_plugin.h"
#include "editor/plugins/editor_resource_conversion_plugin.h"
#include "scene/resources/3d/primitive_meshes.h"
#include "scene/resources/material.h"
class Camera3D;
class ColorRect;
class DirectionalLight3D;
class HBoxContainer;
class MeshInstance3D;
class SubViewport;
class SubViewportContainer;
class Button;
class MaterialEditor : public Control {
GDCLASS(MaterialEditor, Control);
Vector2 rot;
SubViewportContainer *vc_2d = nullptr;
SubViewport *viewport_2d = nullptr;
HBoxContainer *layout_2d = nullptr;
ColorRect *rect_instance = nullptr;
SubViewportContainer *vc = nullptr;
SubViewport *viewport = nullptr;
Node3D *rotation = nullptr;
MeshInstance3D *sphere_instance = nullptr;
MeshInstance3D *box_instance = nullptr;
DirectionalLight3D *light1 = nullptr;
DirectionalLight3D *light2 = nullptr;
Camera3D *camera = nullptr;
Ref<CameraAttributesPractical> camera_attributes;
Ref<SphereMesh> sphere_mesh;
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Ref<BoxMesh> box_mesh;
HBoxContainer *layout_3d = nullptr;
Ref<Material> material;
Button *sphere_switch = nullptr;
Button *box_switch = nullptr;
Button *light_1_switch = nullptr;
Button *light_2_switch = nullptr;
struct ThemeCache {
Ref<Texture2D> light_1_icon;
Ref<Texture2D> light_2_icon;
Ref<Texture2D> sphere_icon;
Ref<Texture2D> box_icon;
Ref<Texture2D> checkerboard;
} theme_cache;
void _on_light_1_switch_pressed();
void _on_light_2_switch_pressed();
void _on_sphere_switch_pressed();
void _on_box_switch_pressed();
protected:
virtual void _update_theme_item_cache() override;
void _notification(int p_what);
void gui_input(const Ref<InputEvent> &p_event) override;
void _update_rotation();
public:
void edit(Ref<Material> p_material, const Ref<Environment> &p_env);
MaterialEditor();
};
class EditorInspectorPluginMaterial : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin);
Ref<Environment> env;
public:
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virtual bool can_handle(Object *p_object) override;
virtual void parse_begin(Object *p_object) override;
void _undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, const String &p_property, const Variant &p_new_value);
EditorInspectorPluginMaterial();
};
class MaterialEditorPlugin : public EditorPlugin {
GDCLASS(MaterialEditorPlugin, EditorPlugin);
public:
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virtual String get_name() const override { return "Material"; }
MaterialEditorPlugin();
};
class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
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virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ORMMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ORMMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ParticleProcessMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ParticleProcessMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
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virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(CanvasItemMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
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virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
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class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
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virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
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virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
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virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
class FogMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(FogMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
#endif // MATERIAL_EDITOR_PLUGIN_H