Finalized ability to convert from CanvasItem/Spatial/Particles materials to ShaderMaterial, closes #10242
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@ -5533,6 +5533,10 @@ EditorNode::EditorNode() {
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spatial_mat_convert.instance();
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resource_conversion_plugins.push_back(spatial_mat_convert);
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Ref<CanvasItemMaterialConversionPlugin> canvas_item_mat_convert;
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canvas_item_mat_convert.instance();
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resource_conversion_plugins.push_back(canvas_item_mat_convert);
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Ref<ParticlesMaterialConversionPlugin> particles_mat_convert;
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particles_mat_convert.instance();
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resource_conversion_plugins.push_back(particles_mat_convert);
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@ -503,3 +503,41 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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String CanvasItemMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<CanvasItemMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
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Ref<CanvasItemMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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@ -119,4 +119,12 @@ public:
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
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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;
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virtual bool handles(const Ref<Resource> &p_resource) const;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
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};
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#endif // MATERIAL_EDITOR_PLUGIN_H
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@ -178,6 +178,12 @@ CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
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void CanvasItemMaterial::_validate_property(PropertyInfo &property) const {
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}
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RID CanvasItemMaterial::get_shader_rid() const {
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ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
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return shader_map[current_key].shader;
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}
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void CanvasItemMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
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@ -121,6 +121,8 @@ public:
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static void finish_shaders();
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static void flush_changes();
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RID get_shader_rid() const;
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CanvasItemMaterial();
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virtual ~CanvasItemMaterial();
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};
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