Ability to convert from SpatialMaterial to ShaderMaterial

This commit is contained in:
Juan Linietsky 2017-09-22 09:20:28 -03:00
parent 779426d2df
commit 3237e05c36
8 changed files with 185 additions and 2 deletions

View File

@ -3247,6 +3247,7 @@ void EditorNode::register_editor_types() {
ClassDB::register_virtual_class<ScriptEditor>();
ClassDB::register_virtual_class<EditorInterface>();
ClassDB::register_class<EditorExportPlugin>();
ClassDB::register_class<EditorResourceConversionPlugin>();
// FIXME: Is this stuff obsolete, or should it be ported to new APIs?
//ClassDB::register_class<EditorScenePostImport>();
@ -4431,6 +4432,27 @@ void EditorNode::open_export_template_manager() {
export_template_manager->popup_manager();
}
void EditorNode::add_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin) {
resource_conversion_plugins.push_back(p_plugin);
}
void EditorNode::remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin) {
resource_conversion_plugins.erase(p_plugin);
}
Vector<Ref<EditorResourceConversionPlugin> > EditorNode::find_resource_conversion_plugin(const Ref<Resource> &p_for_resource) {
Vector<Ref<EditorResourceConversionPlugin> > ret;
for (int i = 0; i < resource_conversion_plugins.size(); i++) {
if (resource_conversion_plugins[i].is_valid() && resource_conversion_plugins[i]->handles(p_for_resource)) {
ret.push_back(resource_conversion_plugins[i]);
}
}
return ret;
}
void EditorNode::_bind_methods() {
ClassDB::bind_method("_menu_option", &EditorNode::_menu_option);
@ -5497,6 +5519,11 @@ EditorNode::EditorNode() {
resource_preview->add_preview_generator(Ref<EditorMeshPreviewPlugin>(memnew(EditorMeshPreviewPlugin)));
resource_preview->add_preview_generator(Ref<EditorBitmapPreviewPlugin>(memnew(EditorBitmapPreviewPlugin)));
{
Ref<SpatialMaterialConversionPlugin> spatial_mat_convert;
spatial_mat_convert.instance();
resource_conversion_plugins.push_back(spatial_mat_convert);
}
circle_step_msec = OS::get_singleton()->get_ticks_msec();
circle_step_frame = Engine::get_singleton()->get_frames_drawn();
circle_step = 0;

View File

@ -608,6 +608,8 @@ private:
void _license_tree_selected();
Vector<Ref<EditorResourceConversionPlugin> > resource_conversion_plugins;
protected:
void _notification(int p_what);
static void _bind_methods();
@ -776,6 +778,10 @@ public:
~EditorNode();
void get_singleton(const char *arg1, bool arg2);
void add_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
void remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
Vector<Ref<EditorResourceConversionPlugin> > find_resource_conversion_plugin(const Ref<Resource> &p_for_resource);
static void add_init_callback(EditorNodeInitCallback p_callback) { _init_callbacks.push_back(p_callback); }
static void add_build_callback(EditorBuildCallback p_callback);
};

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@ -30,9 +30,11 @@
// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
#if 0
#include "material_editor_plugin.h"
#if 0
#include "scene/main/viewport.h"
void MaterialEditor::_gui_input(InputEvent p_event) {
@ -416,3 +418,41 @@ MaterialEditorPlugin::~MaterialEditorPlugin()
}
#endif
String SpatialMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<SpatialMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
Ref<SpatialMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instance();
Ref<Shader> shader;
shader.instance();
String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
shader->set_code(code);
smat->set_shader(shader);
List<PropertyInfo> params;
VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
}
smat->set_render_priority(mat->get_render_priority());
return smat;
}

View File

@ -30,6 +30,7 @@
#ifndef MATERIAL_EDITOR_PLUGIN_H
#define MATERIAL_EDITOR_PLUGIN_H
#include "editor/property_editor.h"
// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
#if 0
@ -101,4 +102,13 @@ public:
};
#endif
class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin)
public:
virtual String converts_to() const;
virtual bool handles(const Ref<Resource> &p_resource) const;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
};
#endif // MATERIAL_EDITOR_PLUGIN_H

View File

@ -53,6 +53,49 @@
#include "scene/resources/packed_scene.h"
#include "scene/scene_string_names.h"
void EditorResourceConversionPlugin::_bind_methods() {
MethodInfo mi;
mi.name = "_convert";
mi.return_val.type = Variant::OBJECT;
mi.return_val.class_name = "Resource";
mi.return_val.hint = PROPERTY_HINT_RESOURCE_TYPE;
mi.return_val.hint_string = "Resource";
mi.arguments.push_back(mi.return_val);
mi.arguments[0].name = "resource";
BIND_VMETHOD(mi)
mi.name = "_handles";
mi.return_val = PropertyInfo(Variant::BOOL, "");
BIND_VMETHOD(MethodInfo(Variant::BOOL, "_converts_to"));
}
String EditorResourceConversionPlugin::converts_to() const {
if (get_script_instance())
return get_script_instance()->call("_converts_to");
return "";
}
bool EditorResourceConversionPlugin::handles(const Ref<Resource> &p_resource) const {
if (get_script_instance())
return get_script_instance()->call("_handles", p_resource);
return false;
}
Ref<Resource> EditorResourceConversionPlugin::convert(const Ref<Resource> &p_resource) {
if (get_script_instance())
return get_script_instance()->call("_convert", p_resource);
return Ref<Resource>();
}
void CustomPropertyEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
@ -213,6 +256,20 @@ void CustomPropertyEditor::_menu_option(int p_which) {
} break;
default: {
if (p_which >= CONVERT_BASE_ID) {
int to_type = p_which - CONVERT_BASE_ID;
Vector<Ref<EditorResourceConversionPlugin> > conversions = EditorNode::get_singleton()->find_resource_conversion_plugin(RES(v));
ERR_FAIL_INDEX(to_type, conversions.size());
Ref<Resource> new_res = conversions[to_type]->convert(v);
v = new_res;
emit_signal("variant_changed");
break;
}
ERR_FAIL_COND(inheritors_array.empty());
String intype = inheritors_array[p_which - TYPE_BASE_ID];
@ -903,6 +960,27 @@ bool CustomPropertyEditor::edit(Object *p_owner, const String &p_name, Variant::
}
}
if (!RES(v).is_null()) {
Vector<Ref<EditorResourceConversionPlugin> > conversions = EditorNode::get_singleton()->find_resource_conversion_plugin(RES(v));
if (conversions.size()) {
menu->add_separator();
}
for (int i = 0; i < conversions.size(); i++) {
String what = conversions[i]->converts_to();
Ref<Texture> icon;
if (has_icon(what, "EditorIcons")) {
icon = get_icon(what, "EditorIcons");
} else {
icon = get_icon(what, "Resource");
}
menu->add_icon_item(icon, vformat(TTR("Convert To %s"), what), CONVERT_BASE_ID + i);
}
}
menu->set_position(get_position());
menu->popup();
hide();

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@ -53,6 +53,19 @@ class PropertyValueEvaluator;
class CreateDialog;
class PropertySelector;
class EditorResourceConversionPlugin : public Reference {
GDCLASS(EditorResourceConversionPlugin, Reference)
protected:
static void _bind_methods();
public:
virtual String converts_to() const;
virtual bool handles(const Ref<Resource> &p_resource) const;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
};
class CustomPropertyEditor : public Popup {
GDCLASS(CustomPropertyEditor, Popup);
@ -68,7 +81,8 @@ class CustomPropertyEditor : public Popup {
OBJ_MENU_PASTE = 5,
OBJ_MENU_NEW_SCRIPT = 6,
OBJ_MENU_SHOW_IN_FILE_SYSTEM = 7,
TYPE_BASE_ID = 100
TYPE_BASE_ID = 100,
CONVERT_BASE_ID = 1000
};
enum {

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@ -1611,6 +1611,12 @@ float SpatialMaterial::get_distance_fade_min_distance() const {
return distance_fade_min_distance;
}
RID SpatialMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);

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@ -579,6 +579,8 @@ public:
static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass);
RID get_shader_rid() const;
SpatialMaterial();
virtual ~SpatialMaterial();
};