/**************************************************************************/ /* texture_layered_editor_plugin.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "texture_layered_editor_plugin.h" #include "editor/editor_string_names.h" #include "editor/themes/editor_scale.h" #include "scene/gui/label.h" // Shader sources. constexpr const char *array_2d_shader = R"( // TextureLayeredEditor preview shader (2D array). shader_type canvas_item; uniform sampler2DArray tex; uniform float layer; void fragment() { COLOR = textureLod(tex, vec3(UV, layer), 0.0); } )"; constexpr const char *cubemap_shader = R"( // TextureLayeredEditor preview shader (cubemap). shader_type canvas_item; uniform samplerCube tex; uniform vec3 normal; uniform mat3 rot; void fragment() { vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z)); COLOR = textureLod(tex, n, 0.0); } )"; constexpr const char *cubemap_array_shader = R"( // TextureLayeredEditor preview shader (cubemap array). shader_type canvas_item; uniform samplerCubeArray tex; uniform vec3 normal; uniform mat3 rot; uniform float layer; void fragment() { vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z)); COLOR = textureLod(tex, vec4(n, layer), 0.0); } )"; void TextureLayeredEditor::gui_input(const Ref &p_event) { ERR_FAIL_COND(p_event.is_null()); Ref mm = p_event; if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) { y_rot += -mm->get_relative().x * 0.01; x_rot += -mm->get_relative().y * 0.01; _update_material(false); } } void TextureLayeredEditor::_texture_rect_draw() { texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1)); } void TextureLayeredEditor::_update_gui() { if (texture.is_null()) { return; } _texture_rect_update_area(); const String format = Image::get_format_name(texture->get_format()); String texture_info; switch (texture->get_layered_type()) { case TextureLayered::LAYERED_TYPE_2D_ARRAY: { layer->set_max(texture->get_layers() - 1); texture_info = vformat(String::utf8("%d×%d (×%d) %s\n"), texture->get_width(), texture->get_height(), texture->get_layers(), format); } break; case TextureLayered::LAYERED_TYPE_CUBEMAP: { layer->hide(); texture_info = vformat(String::utf8("%d×%d %s\n"), texture->get_width(), texture->get_height(), format); } break; case TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY: { layer->set_max(texture->get_layers() / 6 - 1); texture_info = vformat(String::utf8("%d×%d (×%d) %s\n"), texture->get_width(), texture->get_height(), texture->get_layers() / 6, format); } break; default: { } } if (texture->has_mipmaps()) { const int mip_count = Image::get_image_required_mipmaps(texture->get_width(), texture->get_height(), texture->get_format()); const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), true) * texture->get_layers(); texture_info += vformat(TTR("%s Mipmaps") + "\n" + TTR("Memory: %s"), mip_count, String::humanize_size(memory)); } else { const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), false) * texture->get_layers(); texture_info += vformat(TTR("No Mipmaps") + "\n" + TTR("Memory: %s"), String::humanize_size(memory)); } info->set_text(texture_info); } void TextureLayeredEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_RESIZED: { _texture_rect_update_area(); } break; case NOTIFICATION_DRAW: { Ref checkerboard = get_editor_theme_icon(SNAME("Checkerboard")); Size2 size = get_size(); draw_texture_rect(checkerboard, Rect2(Point2(), size), true); } break; case NOTIFICATION_THEME_CHANGED: { if (info) { Ref metadata_label_font = get_theme_font(SNAME("expression"), EditorStringName(EditorFonts)); info->add_theme_font_override(SceneStringName(font), metadata_label_font); } } break; } } void TextureLayeredEditor::_texture_changed() { if (!is_visible()) { return; } setting = true; _update_gui(); setting = false; _update_material(true); queue_redraw(); } void TextureLayeredEditor::_update_material(bool p_texture_changed) { materials[0]->set_shader_parameter("layer", layer->get_value()); materials[2]->set_shader_parameter("layer", layer->get_value()); Vector3 v(1, 1, 1); v.normalize(); Basis b; b.rotate(Vector3(1, 0, 0), x_rot); b.rotate(Vector3(0, 1, 0), y_rot); materials[1]->set_shader_parameter("normal", v); materials[1]->set_shader_parameter("rot", b); materials[2]->set_shader_parameter("normal", v); materials[2]->set_shader_parameter("rot", b); if (p_texture_changed) { materials[texture->get_layered_type()]->set_shader_parameter("tex", texture->get_rid()); } } void TextureLayeredEditor::_make_shaders() { shaders[0].instantiate(); shaders[0]->set_code(array_2d_shader); shaders[1].instantiate(); shaders[1]->set_code(cubemap_shader); shaders[2].instantiate(); shaders[2]->set_code(cubemap_array_shader); for (int i = 0; i < 3; i++) { materials[i].instantiate(); materials[i]->set_shader(shaders[i]); } } void TextureLayeredEditor::_texture_rect_update_area() { Size2 size = get_size(); int tex_width = texture->get_width() * size.height / texture->get_height(); int tex_height = size.height; if (tex_width > size.width) { tex_width = size.width; tex_height = texture->get_height() * tex_width / texture->get_width(); } // Prevent the texture from being unpreviewable after the rescale, so that we can still see something if (tex_height <= 0) { tex_height = 1; } if (tex_width <= 0) { tex_width = 1; } int ofs_x = (size.width - tex_width) / 2; int ofs_y = (size.height - tex_height) / 2; texture_rect->set_position(Vector2(ofs_x, ofs_y)); texture_rect->set_size(Vector2(tex_width, tex_height)); } void TextureLayeredEditor::edit(Ref p_texture) { if (!texture.is_null()) { texture->disconnect_changed(callable_mp(this, &TextureLayeredEditor::_texture_changed)); } texture = p_texture; if (!texture.is_null()) { if (shaders[0].is_null()) { _make_shaders(); } texture->connect_changed(callable_mp(this, &TextureLayeredEditor::_texture_changed)); texture_rect->set_material(materials[texture->get_layered_type()]); setting = true; layer->set_value(0); layer->show(); _update_gui(); setting = false; x_rot = 0; y_rot = 0; _update_material(true); queue_redraw(); } else { hide(); } } TextureLayeredEditor::TextureLayeredEditor() { set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED); set_custom_minimum_size(Size2(0, 256.0) * EDSCALE); texture_rect = memnew(Control); texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE); texture_rect->connect(SceneStringName(draw), callable_mp(this, &TextureLayeredEditor::_texture_rect_draw)); add_child(texture_rect); layer = memnew(SpinBox); layer->set_step(1); layer->set_max(100); layer->set_modulate(Color(1, 1, 1, 0.8)); layer->set_h_grow_direction(GROW_DIRECTION_BEGIN); layer->set_anchor(SIDE_RIGHT, 1); layer->set_anchor(SIDE_LEFT, 1); layer->connect(SceneStringName(value_changed), callable_mp(this, &TextureLayeredEditor::_layer_changed)); add_child(layer); info = memnew(Label); info->add_theme_color_override(SceneStringName(font_color), Color(1, 1, 1)); info->add_theme_color_override("font_shadow_color", Color(0, 0, 0)); info->add_theme_font_size_override(SceneStringName(font_size), 14 * EDSCALE); info->add_theme_color_override("font_outline_color", Color(0, 0, 0)); info->add_theme_constant_override("outline_size", 8 * EDSCALE); info->set_h_grow_direction(GROW_DIRECTION_BEGIN); info->set_v_grow_direction(GROW_DIRECTION_BEGIN); info->set_h_size_flags(Control::SIZE_SHRINK_END); info->set_v_size_flags(Control::SIZE_SHRINK_END); info->set_anchor(SIDE_RIGHT, 1); info->set_anchor(SIDE_LEFT, 1); info->set_anchor(SIDE_BOTTOM, 1); info->set_anchor(SIDE_TOP, 1); add_child(info); } TextureLayeredEditor::~TextureLayeredEditor() { } bool EditorInspectorPluginLayeredTexture::can_handle(Object *p_object) { return Object::cast_to(p_object) != nullptr; } void EditorInspectorPluginLayeredTexture::parse_begin(Object *p_object) { TextureLayered *texture = Object::cast_to(p_object); if (!texture) { return; } Ref m(texture); TextureLayeredEditor *editor = memnew(TextureLayeredEditor); editor->edit(m); add_custom_control(editor); } TextureLayeredEditorPlugin::TextureLayeredEditorPlugin() { Ref plugin; plugin.instantiate(); add_inspector_plugin(plugin); }