godot/editor/plugins/material_editor_plugin.h
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00

181 lines
7.1 KiB
C++

/*************************************************************************/
/* material_editor_plugin.h */
/*************************************************************************/
/* 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: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* 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.*/
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#ifndef MATERIAL_EDITOR_PLUGIN_H
#define MATERIAL_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "editor/plugins/editor_resource_conversion_plugin.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/color_rect.h"
#include "scene/resources/material.h"
#include "scene/resources/primitive_meshes.h"
class SubViewportContainer;
class MaterialEditor : public Control {
GDCLASS(MaterialEditor, Control);
HBoxContainer *layout_2d = nullptr;
ColorRect *rect_instance = nullptr;
SubViewportContainer *vc = nullptr;
SubViewport *viewport = nullptr;
MeshInstance3D *sphere_instance = nullptr;
MeshInstance3D *box_instance = nullptr;
DirectionalLight3D *light1 = nullptr;
DirectionalLight3D *light2 = nullptr;
Camera3D *camera = nullptr;
Ref<CameraAttributesPractical> camera_attributes;
Ref<SphereMesh> sphere_mesh;
Ref<BoxMesh> box_mesh;
HBoxContainer *layout_3d = nullptr;
TextureButton *sphere_switch = nullptr;
TextureButton *box_switch = nullptr;
TextureButton *light_1_switch = nullptr;
TextureButton *light_2_switch = nullptr;
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) override;
virtual void parse_begin(Object *p_object) override;
void _undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value);
EditorInspectorPluginMaterial();
};
class MaterialEditorPlugin : public EditorPlugin {
GDCLASS(MaterialEditorPlugin, EditorPlugin);
public:
virtual String get_name() const override { return "Material"; }
MaterialEditorPlugin();
};
class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ORMMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ORMMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ParticleProcessMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ParticleProcessMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(CanvasItemMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class FogMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(FogMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
#endif // MATERIAL_EDITOR_PLUGIN_H