Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
274 lines
9.7 KiB
C++
274 lines
9.7 KiB
C++
/*************************************************************************/
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/* texture_layered_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "texture_layered_editor_plugin.h"
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#include "core/io/resource_loader.h"
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#include "core/project_settings.h"
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#include "editor/editor_settings.h"
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void TextureLayeredEditor::_gui_input(Ref<InputEvent> p_event) {
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) {
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y_rot += -mm->get_relative().x * 0.01;
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x_rot += mm->get_relative().y * 0.01;
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_update_material();
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}
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}
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void TextureLayeredEditor::_texture_rect_draw() {
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texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1));
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}
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void TextureLayeredEditor::_notification(int p_what) {
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if (p_what == NOTIFICATION_READY) {
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//get_scene()->connect("node_removed",this,"_node_removed");
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}
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if (p_what == NOTIFICATION_RESIZED) {
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_texture_rect_update_area();
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}
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if (p_what == NOTIFICATION_DRAW) {
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Ref<Texture2D> checkerboard = get_theme_icon("Checkerboard", "EditorIcons");
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Size2 size = get_size();
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draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
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}
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}
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void TextureLayeredEditor::_changed_callback(Object *p_changed, const char *p_prop) {
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if (!is_visible())
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return;
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update();
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}
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void TextureLayeredEditor::_update_material() {
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materials[0]->set_shader_param("layer", layer->get_value());
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materials[2]->set_shader_param("layer", layer->get_value());
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materials[texture->get_layered_type()]->set_shader_param("tex", texture->get_rid());
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Vector3 v(1, 1, 1);
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v.normalize();
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Basis b;
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b.rotate(Vector3(1, 0, 0), x_rot);
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b.rotate(Vector3(0, 1, 0), y_rot);
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materials[1]->set_shader_param("normal", v);
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materials[1]->set_shader_param("rot", b);
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materials[2]->set_shader_param("normal", v);
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materials[2]->set_shader_param("rot", b);
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String format = Image::get_format_name(texture->get_format());
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String text;
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if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_2D_ARRAY) {
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text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " (x " + itos(texture->get_layers()) + ")" + format;
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} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP) {
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text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " " + format;
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} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY) {
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text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " (x " + itos(texture->get_layers() / 6) + ")" + format;
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}
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info->set_text(text);
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}
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void TextureLayeredEditor::_make_shaders() {
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String shader_2d_array = ""
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"shader_type canvas_item;\n"
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"uniform sampler2DArray tex;\n"
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"uniform float layer;\n"
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"void fragment() {\n"
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" COLOR = textureLod(tex,vec3(UV,layer),0.0);\n"
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"}";
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shaders[0].instance();
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shaders[0]->set_code(shader_2d_array);
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String shader_cube = ""
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"shader_type canvas_item;\n"
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"uniform samplerCube tex;\n"
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"uniform vec3 normal;\n"
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"uniform mat3 rot;\n"
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"void fragment() {\n"
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" vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
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" COLOR = textureLod(tex,n,0.0);\n"
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"}";
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shaders[1].instance();
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shaders[1]->set_code(shader_cube);
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String shader_cube_array = ""
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"shader_type canvas_item;\n"
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"uniform samplerCubeArray tex;\n"
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"uniform vec3 normal;\n"
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"uniform mat3 rot;\n"
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"uniform float layer;\n"
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"void fragment() {\n"
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" vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
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" COLOR = textureLod(tex,vec4(n,layer),0.0);\n"
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"}";
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shaders[2].instance();
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shaders[2]->set_code(shader_cube_array);
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for (int i = 0; i < 3; i++) {
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materials[i].instance();
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materials[i]->set_shader(shaders[i]);
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}
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}
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void TextureLayeredEditor::_texture_rect_update_area() {
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Size2 size = get_size();
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int tex_width = texture->get_width() * size.height / texture->get_height();
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int tex_height = size.height;
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if (tex_width > size.width) {
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tex_width = size.width;
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tex_height = texture->get_height() * tex_width / texture->get_width();
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}
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// Prevent the texture from being unpreviewable after the rescale, so that we can still see something
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if (tex_height <= 0)
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tex_height = 1;
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if (tex_width <= 0)
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tex_width = 1;
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int ofs_x = (size.width - tex_width) / 2;
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int ofs_y = (size.height - tex_height) / 2;
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texture_rect->set_position(Vector2(ofs_x, ofs_y));
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texture_rect->set_size(Vector2(tex_width, tex_height));
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}
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void TextureLayeredEditor::edit(Ref<TextureLayered> p_texture) {
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if (!texture.is_null())
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texture->remove_change_receptor(this);
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texture = p_texture;
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if (!texture.is_null()) {
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if (shaders[0].is_null()) {
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_make_shaders();
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}
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texture->add_change_receptor(this);
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update();
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texture_rect->set_material(materials[texture->get_layered_type()]);
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setting = true;
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if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_2D_ARRAY) {
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layer->set_max(texture->get_layers() - 1);
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layer->set_value(0);
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layer->show();
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} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY) {
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layer->set_max(texture->get_layers() / 6 - 1);
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layer->set_value(0);
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layer->show();
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} else {
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layer->hide();
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}
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x_rot = 0;
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y_rot = 0;
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_update_material();
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setting = false;
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_texture_rect_update_area();
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} else {
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hide();
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}
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}
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void TextureLayeredEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_gui_input"), &TextureLayeredEditor::_gui_input);
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ClassDB::bind_method(D_METHOD("_layer_changed"), &TextureLayeredEditor::_layer_changed);
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}
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TextureLayeredEditor::TextureLayeredEditor() {
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set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED);
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set_custom_minimum_size(Size2(1, 150));
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texture_rect = memnew(Control);
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texture_rect->connect("draw", callable_mp(this, &TextureLayeredEditor::_texture_rect_draw));
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texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE);
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add_child(texture_rect);
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layer = memnew(SpinBox);
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layer->set_step(1);
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layer->set_max(100);
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add_child(layer);
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layer->set_anchor(MARGIN_RIGHT, 1);
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layer->set_anchor(MARGIN_LEFT, 1);
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layer->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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layer->set_modulate(Color(1, 1, 1, 0.8));
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info = memnew(Label);
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add_child(info);
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info->set_anchor(MARGIN_RIGHT, 1);
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info->set_anchor(MARGIN_LEFT, 1);
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info->set_anchor(MARGIN_BOTTOM, 1);
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info->set_anchor(MARGIN_TOP, 1);
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info->set_h_grow_direction(GROW_DIRECTION_BEGIN);
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info->set_v_grow_direction(GROW_DIRECTION_BEGIN);
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info->add_theme_color_override("font_color", Color(1, 1, 1, 1));
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info->add_theme_color_override("font_color_shadow", Color(0, 0, 0, 0.5));
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info->add_theme_color_override("font_color_shadow", Color(0, 0, 0, 0.5));
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info->add_theme_constant_override("shadow_as_outline", 1);
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info->add_theme_constant_override("shadow_offset_x", 2);
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info->add_theme_constant_override("shadow_offset_y", 2);
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setting = false;
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layer->connect("value_changed", Callable(this, "_layer_changed"));
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}
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TextureLayeredEditor::~TextureLayeredEditor() {
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if (!texture.is_null()) {
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texture->remove_change_receptor(this);
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}
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}
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//
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bool EditorInspectorPluginLayeredTexture::can_handle(Object *p_object) {
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return Object::cast_to<TextureLayered>(p_object) != nullptr;
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}
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void EditorInspectorPluginLayeredTexture::parse_begin(Object *p_object) {
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TextureLayered *texture = Object::cast_to<TextureLayered>(p_object);
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if (!texture) {
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return;
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}
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Ref<TextureLayered> m(texture);
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TextureLayeredEditor *editor = memnew(TextureLayeredEditor);
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editor->edit(m);
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add_custom_control(editor);
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}
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TextureLayeredEditorPlugin::TextureLayeredEditorPlugin(EditorNode *p_node) {
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Ref<EditorInspectorPluginLayeredTexture> plugin;
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plugin.instance();
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add_inspector_plugin(plugin);
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}
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