Fix and restore text, material and mesh previewers.

This commit is contained in:
Juan Linietsky 2019-03-04 15:52:39 -03:00
parent 0a7de5472f
commit 53bec9deeb
11 changed files with 350 additions and 95 deletions

View File

@ -5460,6 +5460,8 @@ RID RasterizerStorageGLES3::reflection_probe_create() {
reflection_probe->intensity = 1.0;
reflection_probe->interior_ambient = Color();
reflection_probe->interior_ambient_energy = 1.0;
reflection_probe->interior_ambient_probe_contrib = 0.0;
reflection_probe->max_distance = 0;
reflection_probe->extents = Vector3(1, 1, 1);
reflection_probe->origin_offset = Vector3(0, 0, 0);

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@ -5904,6 +5904,8 @@ EditorNode::EditorNode() {
add_editor_plugin(memnew(SkeletonEditorPlugin(this)));
add_editor_plugin(memnew(SkeletonIKEditorPlugin(this)));
add_editor_plugin(memnew(PhysicalBonePlugin(this)));
add_editor_plugin(memnew(MeshEditorPlugin(this)));
add_editor_plugin(memnew(MaterialEditorPlugin(this)));
for (int i = 0; i < EditorPlugins::get_plugin_count(); i++)
add_editor_plugin(EditorPlugins::create(i, this));

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@ -641,9 +641,13 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
theme->set_icon("visibility_xray", "PopupMenu", theme->get_icon("GuiVisibilityXray", "EditorIcons"));
theme->set_constant("vseparation", "PopupMenu", (extra_spacing + default_margin_size + 1) * EDSCALE);
Ref<StyleBoxFlat> sub_inspector_bg = make_flat_stylebox(dark_color_1, 2, 0, 0, 0);
Ref<StyleBoxFlat> sub_inspector_bg = make_flat_stylebox(dark_color_1, 2, 0, 2, 2);
sub_inspector_bg->set_border_width(MARGIN_LEFT, 2);
sub_inspector_bg->set_border_color(MARGIN_LEFT, accent_color * Color(1, 1, 1, 0.3));
sub_inspector_bg->set_border_width(MARGIN_RIGHT, 2);
sub_inspector_bg->set_border_color(MARGIN_RIGHT, accent_color * Color(1, 1, 1, 0.3));
sub_inspector_bg->set_border_width(MARGIN_BOTTOM, 2);
sub_inspector_bg->set_border_color(MARGIN_BOTTOM, accent_color * Color(1, 1, 1, 0.3));
sub_inspector_bg->set_draw_center(true);
theme->set_stylebox("sub_inspector_bg", "Editor", sub_inspector_bg);

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@ -32,6 +32,210 @@
#include "scene/resources/particles_material.h"
void MaterialEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_PHYSICS_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, const Ref<Environment> &p_env) {
material = p_material;
camera->set_environment(p_env);
if (!material.is_null()) {
sphere_instance->set_material_override(material);
box_instance->set_material_override(material);
} else {
hide();
}
}
void MaterialEditor::_button_pressed(Node *p_button) {
if (p_button == light_1_switch) {
light1->set_visible(!light_1_switch->is_pressed());
}
if (p_button == light_2_switch) {
light2->set_visible(!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(D_METHOD("_button_pressed"), &MaterialEditor::_button_pressed);
}
MaterialEditor::MaterialEditor() {
vc = memnew(ViewportContainer);
vc->set_stretch(true);
add_child(vc);
vc->set_anchors_and_margins_preset(PRESET_WIDE);
viewport = memnew(Viewport);
Ref<World> world;
world.instance();
viewport->set_world(world); //use own world
vc->add_child(viewport);
viewport->set_disable_input(true);
viewport->set_transparent_background(true);
viewport->set_msaa(Viewport::MSAA_4X);
camera = memnew(Camera);
camera->set_transform(Transform(Basis(), Vector3(0, 0, 3)));
camera->set_perspective(45, 0.1, 10);
camera->make_current();
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(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(25.0));
box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
box_xform.basis.scale(Vector3(0.8, 0.8, 0.8));
box_xform.origin.y = 0.2;
box_instance->set_transform(box_xform);
sphere_mesh.instance();
sphere_instance->set_mesh(sphere_mesh);
box_mesh.instance();
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_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 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;
}
///////////////////////
bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
Material *material = Object::cast_to<Material>(p_object);
if (!material)
return false;
return material->get_shader_mode() == Shader::MODE_SPATIAL;
}
void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
Material *material = Object::cast_to<Material>(p_object);
if (!material) {
return;
}
Ref<Material> m(material);
MaterialEditor *editor = memnew(MaterialEditor);
editor->edit(m, env);
add_custom_control(editor);
}
EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
env.instance();
Ref<ProceduralSky> proc_sky = memnew(ProceduralSky(true));
env->set_sky(proc_sky);
env->set_background(Environment::BG_COLOR_SKY);
}
MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
Ref<EditorInspectorPluginMaterial> plugin;
plugin.instance();
add_inspector_plugin(plugin);
}
String SpatialMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";

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@ -32,6 +32,71 @@
#define MATERIAL_EDITOR_PLUGIN_H
#include "editor/property_editor.h"
#include "scene/resources/primitive_meshes.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/resources/material.h"
class MaterialEditor : public Control {
GDCLASS(MaterialEditor, Control);
ViewportContainer *vc;
Viewport *viewport;
MeshInstance *sphere_instance;
MeshInstance *box_instance;
DirectionalLight *light1;
DirectionalLight *light2;
Camera *camera;
Ref<SphereMesh> sphere_mesh;
Ref<CubeMesh> box_mesh;
TextureButton *sphere_switch;
TextureButton *box_switch;
TextureButton *light_1_switch;
TextureButton *light_2_switch;
Ref<Material> material;
void _button_pressed(Node *p_button);
bool first_enter;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void edit(Ref<Material> p_material, const Ref<Environment> &p_env);
MaterialEditor();
};
class EditorInspectorPluginMaterial : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin)
Ref<Environment> env;
public:
virtual bool can_handle(Object *p_object);
virtual void parse_begin(Object *p_object);
EditorInspectorPluginMaterial();
};
class MaterialEditorPlugin : public EditorPlugin {
GDCLASS(MaterialEditorPlugin, EditorPlugin);
public:
virtual String get_name() const { return "Material"; }
MaterialEditorPlugin(EditorNode *p_node);
};
class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin)

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@ -80,26 +80,21 @@ void MeshEditor::edit(Ref<Mesh> p_mesh) {
mesh = p_mesh;
mesh_instance->set_mesh(mesh);
if (mesh.is_null()) {
rot_x = Math::deg2rad(-15.0);
rot_y = Math::deg2rad(30.0);
_update_rotation();
hide();
} else {
rot_x = 0;
rot_y = 0;
_update_rotation();
AABB aabb = mesh->get_aabb();
Vector3 ofs = aabb.position + aabb.size * 0.5;
float m = aabb.get_longest_axis_size();
if (m != 0) {
m = 1.0 / m;
m *= 0.5;
Transform xform;
xform.basis.scale(Vector3(m, m, m));
xform.origin = -xform.basis.xform(ofs); //-ofs*m;
//xform.origin.z -= aabb.get_longest_axis_size() * 2;
mesh_instance->set_transform(xform);
}
AABB aabb = mesh->get_aabb();
Vector3 ofs = aabb.position + aabb.size * 0.5;
float m = aabb.get_longest_axis_size();
if (m != 0) {
m = 1.0 / m;
m *= 0.5;
Transform xform;
xform.basis.scale(Vector3(m, m, m));
xform.origin = -xform.basis.xform(ofs); //-ofs*m;
//xform.origin.z -= aabb.get_longest_axis_size() * 2;
mesh_instance->set_transform(xform);
}
}
@ -128,8 +123,8 @@ MeshEditor::MeshEditor() {
viewport->set_world(world); //use own world
add_child(viewport);
viewport->set_disable_input(true);
viewport->set_msaa(Viewport::MSAA_2X);
set_stretch(true);
camera = memnew(Camera);
camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
camera->set_perspective(45, 0.1, 10);
@ -176,39 +171,29 @@ MeshEditor::MeshEditor() {
rot_y = 0;
}
void MeshEditorPlugin::edit(Object *p_object) {
///////////////////////
Mesh *s = Object::cast_to<Mesh>(p_object);
if (!s)
bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
return Object::cast_to<Mesh>(p_object) != NULL;
}
void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
Mesh *mesh = Object::cast_to<Mesh>(p_object);
if (!mesh) {
return;
mesh_editor->edit(Ref<Mesh>(s));
}
bool MeshEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Mesh");
}
void MeshEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
mesh_editor->show();
//mesh_editor->set_process(true);
} else {
mesh_editor->hide();
//mesh_editor->set_process(false);
}
Ref<Mesh> m(mesh);
MeshEditor *editor = memnew(MeshEditor);
editor->edit(m);
add_custom_control(editor);
}
MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
editor = p_node;
mesh_editor = memnew(MeshEditor);
add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, mesh_editor);
mesh_editor->hide();
}
MeshEditorPlugin::~MeshEditorPlugin() {
Ref<EditorInspectorPluginMesh> plugin;
plugin.instance();
add_inspector_plugin(plugin);
}

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@ -72,22 +72,21 @@ public:
MeshEditor();
};
class EditorInspectorPluginMesh : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginMesh, EditorInspectorPlugin)
public:
virtual bool can_handle(Object *p_object);
virtual void parse_begin(Object *p_object);
};
class MeshEditorPlugin : public EditorPlugin {
GDCLASS(MeshEditorPlugin, EditorPlugin);
MeshEditor *mesh_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Mesh"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
MeshEditorPlugin(EditorNode *p_node);
~MeshEditorPlugin();
};
#endif

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@ -138,39 +138,28 @@ TextureEditor::TextureEditor() {
set_custom_minimum_size(Size2(1, 150));
}
void TextureEditorPlugin::edit(Object *p_object) {
//
bool EditorInspectorPluginTexture::can_handle(Object *p_object) {
Texture *s = Object::cast_to<Texture>(p_object);
if (!s)
return Object::cast_to<Texture>(p_object) != NULL;
}
void EditorInspectorPluginTexture::parse_begin(Object *p_object) {
Texture *texture = Object::cast_to<Texture>(p_object);
if (!texture) {
return;
texture_editor->edit(Ref<Texture>(s));
}
bool TextureEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Texture");
}
void TextureEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
texture_editor->show();
//texture_editor->set_process(true);
} else {
texture_editor->hide();
//texture_editor->set_process(false);
}
Ref<Texture> m(texture);
TextureEditor *editor = memnew(TextureEditor);
editor->edit(m);
add_custom_control(editor);
}
TextureEditorPlugin::TextureEditorPlugin(EditorNode *p_node) {
editor = p_node;
texture_editor = memnew(TextureEditor);
add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, texture_editor);
texture_editor->hide();
}
TextureEditorPlugin::~TextureEditorPlugin() {
Ref<EditorInspectorPluginTexture> plugin;
plugin.instance();
add_inspector_plugin(plugin);
}

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@ -52,22 +52,21 @@ public:
TextureEditor();
};
class EditorInspectorPluginTexture : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginTexture, EditorInspectorPlugin)
public:
virtual bool can_handle(Object *p_object);
virtual void parse_begin(Object *p_object);
};
class TextureEditorPlugin : public EditorPlugin {
GDCLASS(TextureEditorPlugin, EditorPlugin);
TextureEditor *texture_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Texture"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
TextureEditorPlugin(EditorNode *p_node);
~TextureEditorPlugin();
};
#endif // TEXTURE_EDITOR_PLUGIN_H

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@ -536,7 +536,7 @@ void ProceduralSky::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_SIZE_MAX);
}
ProceduralSky::ProceduralSky() {
ProceduralSky::ProceduralSky(bool p_desaturate) {
sky = VS::get_singleton()->sky_create();
texture = VS::get_singleton()->texture_create();
@ -552,6 +552,12 @@ ProceduralSky::ProceduralSky() {
ground_curve = 0.02;
ground_energy = 1;
if (p_desaturate) {
sky_top_color.set_hsv(sky_top_color.get_h(),0,sky_top_color.get_v());
sky_horizon_color.set_hsv(sky_horizon_color.get_h(),0,sky_horizon_color.get_v());
ground_bottom_color.set_hsv(ground_bottom_color.get_h(),0,ground_bottom_color.get_v());
ground_horizon_color.set_hsv(ground_horizon_color.get_h(),0,ground_horizon_color.get_v());
}
sun_color = Color(1, 1, 1);
sun_latitude = 35;
sun_longitude = 0;

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@ -191,7 +191,7 @@ public:
virtual RID get_rid() const;
ProceduralSky();
ProceduralSky(bool p_desaturate=false);
~ProceduralSky();
};