/*************************************************************************/ /* material_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "material_editor_plugin.h" #include "editor/editor_node.h" #include "editor/editor_scale.h" #include "editor/editor_settings.h" #include "scene/gui/subviewport_container.h" #include "scene/resources/fog_material.h" #include "scene/resources/particles_material.h" #include "scene/resources/sky_material.h" void MaterialEditor::_notification(int p_what) { switch (p_what) { case 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_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons"))); light_1_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons"))); light_2_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons"))); light_2_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons"))); sphere_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewSphereOff"), SNAME("EditorIcons"))); sphere_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewSphere"), SNAME("EditorIcons"))); box_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewCubeOff"), SNAME("EditorIcons"))); box_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewCube"), SNAME("EditorIcons"))); first_enter = false; } } break; case NOTIFICATION_DRAW: { Ref checkerboard = get_theme_icon(SNAME("Checkerboard"), SNAME("EditorIcons")); Size2 size = get_size(); draw_texture_rect(checkerboard, Rect2(Point2(), size), true); } break; } } void MaterialEditor::edit(Ref p_material, const Ref &p_env) { material = p_material; camera->set_environment(p_env); if (!material.is_null()) { Shader::Mode mode = p_material->get_shader_mode(); switch (mode) { case Shader::MODE_CANVAS_ITEM: layout_3d->hide(); layout_2d->show(); vc->hide(); rect_instance->set_material(material); break; case Shader::MODE_SPATIAL: layout_2d->hide(); layout_3d->show(); vc->show(); sphere_instance->set_material_override(material); box_instance->set_material_override(material); break; default: break; } } 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); EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", false); } if (p_button == sphere_switch) { box_instance->hide(); sphere_instance->show(); box_switch->set_pressed(false); sphere_switch->set_pressed(true); EditorSettings::get_singleton()->set_project_metadata("inspector_options", "material_preview_on_sphere", true); } } void MaterialEditor::_bind_methods() { } MaterialEditor::MaterialEditor() { // canvas item layout_2d = memnew(HBoxContainer); layout_2d->set_alignment(BoxContainer::ALIGNMENT_CENTER); add_child(layout_2d); layout_2d->set_anchors_and_offsets_preset(PRESET_FULL_RECT); rect_instance = memnew(ColorRect); layout_2d->add_child(rect_instance); rect_instance->set_custom_minimum_size(Size2(150, 150) * EDSCALE); layout_2d->set_visible(false); // spatial vc = memnew(SubViewportContainer); vc->set_stretch(true); add_child(vc); vc->set_anchors_and_offsets_preset(PRESET_FULL_RECT); viewport = memnew(SubViewport); Ref world_3d; world_3d.instantiate(); viewport->set_world_3d(world_3d); //use own world vc->add_child(viewport); viewport->set_disable_input(true); viewport->set_transparent_background(true); viewport->set_msaa_3d(Viewport::MSAA_4X); camera = memnew(Camera3D); camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 3))); // Use low field of view so the sphere/box is fully encompassed within the preview, // without much distortion. camera->set_perspective(20, 0.1, 10); camera->make_current(); viewport->add_child(camera); light1 = memnew(DirectionalLight3D); light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0))); viewport->add_child(light1); light2 = memnew(DirectionalLight3D); light2->set_transform(Transform3D().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(MeshInstance3D); viewport->add_child(sphere_instance); box_instance = memnew(MeshInstance3D); viewport->add_child(box_instance); Transform3D 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(0.7, 0.7, 0.7)); box_xform.origin.y = 0.05; box_instance->set_transform(box_xform); sphere_mesh.instantiate(); sphere_instance->set_mesh(sphere_mesh); box_mesh.instantiate(); box_instance->set_mesh(box_mesh); set_custom_minimum_size(Size2(1, 150) * EDSCALE); layout_3d = memnew(HBoxContainer); add_child(layout_3d); layout_3d->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2); VBoxContainer *vb_shape = memnew(VBoxContainer); layout_3d->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", callable_mp(this, &MaterialEditor::_button_pressed).bind(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", callable_mp(this, &MaterialEditor::_button_pressed).bind(box_switch)); layout_3d->add_spacer(); VBoxContainer *vb_light = memnew(VBoxContainer); layout_3d->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", callable_mp(this, &MaterialEditor::_button_pressed).bind(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", callable_mp(this, &MaterialEditor::_button_pressed).bind(light_2_switch)); first_enter = true; if (EditorSettings::get_singleton()->get_project_metadata("inspector_options", "material_preview_on_sphere", true)) { box_instance->hide(); } else { box_instance->show(); sphere_instance->hide(); box_switch->set_pressed(true); sphere_switch->set_pressed(false); } } /////////////////////// bool EditorInspectorPluginMaterial::can_handle(Object *p_object) { Material *material = Object::cast_to(p_object); if (!material) { return false; } Shader::Mode mode = material->get_shader_mode(); return mode == Shader::MODE_SPATIAL || mode == Shader::MODE_CANVAS_ITEM; } void EditorInspectorPluginMaterial::parse_begin(Object *p_object) { Material *material = Object::cast_to(p_object); if (!material) { return; } Ref m(material); MaterialEditor *editor = memnew(MaterialEditor); editor->edit(m, env); add_custom_control(editor); } void EditorInspectorPluginMaterial::_undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value) { UndoRedo *undo_redo = Object::cast_to(p_undo_redo); if (!undo_redo) { return; } // For BaseMaterial3D, if a roughness or metallic textures is being assigned to an empty slot, // set the respective metallic or roughness factor to 1.0 as a convenience feature BaseMaterial3D *base_material = Object::cast_to(p_edited); if (base_material) { Texture2D *texture = Object::cast_to(p_new_value); if (texture) { if (p_property == "roughness_texture") { if (base_material->get_texture(StandardMaterial3D::TEXTURE_ROUGHNESS).is_null()) { undo_redo->add_do_property(p_edited, "roughness", 1.0); bool valid = false; Variant value = p_edited->get("roughness", &valid); if (valid) { undo_redo->add_undo_property(p_edited, "roughness", value); } } } else if (p_property == "metallic_texture") { if (base_material->get_texture(StandardMaterial3D::TEXTURE_METALLIC).is_null()) { undo_redo->add_do_property(p_edited, "metallic", 1.0); bool valid = false; Variant value = p_edited->get("metallic", &valid); if (valid) { undo_redo->add_undo_property(p_edited, "metallic", value); } } } } } } EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() { env.instantiate(); Ref sky = memnew(Sky()); env->set_sky(sky); env->set_background(Environment::BG_COLOR); env->set_ambient_source(Environment::AMBIENT_SOURCE_SKY); env->set_reflection_source(Environment::REFLECTION_SOURCE_SKY); EditorNode::get_singleton()->get_editor_data().add_undo_redo_inspector_hook_callback(callable_mp(this, &EditorInspectorPluginMaterial::_undo_redo_inspector_callback)); } MaterialEditorPlugin::MaterialEditorPlugin() { Ref plugin; plugin.instantiate(); add_inspector_plugin(plugin); } String StandardMaterial3DConversionPlugin::converts_to() const { return "ShaderMaterial"; } bool StandardMaterial3DConversionPlugin::handles(const Ref &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref StandardMaterial3DConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instantiate(); Ref shader; shader.instantiate(); String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms); for (const PropertyInfo &E : params) { // Texture parameter has to be treated specially since StandardMaterial3D saved it // as RID but ShaderMaterial needs Texture itself Ref texture = mat->get_texture_by_name(E.name); if (texture.is_valid()) { smat->set_shader_uniform(E.name, texture); } else { Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name); smat->set_shader_uniform(E.name, value); } } smat->set_render_priority(mat->get_render_priority()); smat->set_local_to_scene(mat->is_local_to_scene()); smat->set_name(mat->get_name()); return smat; } String ORMMaterial3DConversionPlugin::converts_to() const { return "ShaderMaterial"; } bool ORMMaterial3DConversionPlugin::handles(const Ref &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref ORMMaterial3DConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instantiate(); Ref shader; shader.instantiate(); String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms); for (const PropertyInfo &E : params) { // Texture parameter has to be treated specially since ORMMaterial3D saved it // as RID but ShaderMaterial needs Texture itself Ref texture = mat->get_texture_by_name(E.name); if (texture.is_valid()) { smat->set_shader_uniform(E.name, texture); } else { Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name); smat->set_shader_uniform(E.name, value); } } smat->set_render_priority(mat->get_render_priority()); smat->set_local_to_scene(mat->is_local_to_scene()); smat->set_name(mat->get_name()); return smat; } String ParticlesMaterialConversionPlugin::converts_to() const { return "ShaderMaterial"; } bool ParticlesMaterialConversionPlugin::handles(const Ref &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref ParticlesMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instantiate(); Ref shader; shader.instantiate(); String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms); for (const PropertyInfo &E : params) { Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name); smat->set_shader_uniform(E.name, value); } smat->set_render_priority(mat->get_render_priority()); smat->set_local_to_scene(mat->is_local_to_scene()); smat->set_name(mat->get_name()); return smat; } String CanvasItemMaterialConversionPlugin::converts_to() const { return "ShaderMaterial"; } bool CanvasItemMaterialConversionPlugin::handles(const Ref &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref CanvasItemMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instantiate(); Ref shader; shader.instantiate(); String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms); for (const PropertyInfo &E : params) { Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name); smat->set_shader_uniform(E.name, value); } smat->set_render_priority(mat->get_render_priority()); smat->set_local_to_scene(mat->is_local_to_scene()); smat->set_name(mat->get_name()); return smat; } String ProceduralSkyMaterialConversionPlugin::converts_to() const { return "ShaderMaterial"; } bool ProceduralSkyMaterialConversionPlugin::handles(const Ref &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref ProceduralSkyMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instantiate(); Ref shader; shader.instantiate(); String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms); for (const PropertyInfo &E : params) { Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name); smat->set_shader_uniform(E.name, value); } smat->set_render_priority(mat->get_render_priority()); smat->set_local_to_scene(mat->is_local_to_scene()); smat->set_name(mat->get_name()); return smat; } String PanoramaSkyMaterialConversionPlugin::converts_to() const { return "ShaderMaterial"; } bool PanoramaSkyMaterialConversionPlugin::handles(const Ref &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref PanoramaSkyMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instantiate(); Ref shader; shader.instantiate(); String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms); for (const PropertyInfo &E : params) { Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name); smat->set_shader_uniform(E.name, value); } smat->set_render_priority(mat->get_render_priority()); smat->set_local_to_scene(mat->is_local_to_scene()); smat->set_name(mat->get_name()); return smat; } String PhysicalSkyMaterialConversionPlugin::converts_to() const { return "ShaderMaterial"; } bool PhysicalSkyMaterialConversionPlugin::handles(const Ref &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref PhysicalSkyMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instantiate(); Ref shader; shader.instantiate(); String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms); for (const PropertyInfo &E : params) { Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name); smat->set_shader_uniform(E.name, value); } smat->set_render_priority(mat->get_render_priority()); smat->set_local_to_scene(mat->is_local_to_scene()); smat->set_name(mat->get_name()); return smat; } String FogMaterialConversionPlugin::converts_to() const { return "ShaderMaterial"; } bool FogMaterialConversionPlugin::handles(const Ref &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref FogMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instantiate(); Ref shader; shader.instantiate(); String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms); for (const PropertyInfo &E : params) { Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name); smat->set_shader_uniform(E.name, value); } smat->set_render_priority(mat->get_render_priority()); return smat; }