156 lines
5.6 KiB
C++
156 lines
5.6 KiB
C++
/*************************************************************************/
|
|
/* material_editor_plugin.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2018 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 "scene/resources/particles_material.h"
|
|
|
|
String SpatialMaterialConversionPlugin::converts_to() const {
|
|
|
|
return "ShaderMaterial";
|
|
}
|
|
bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
|
|
|
Ref<SpatialMaterial> mat = p_resource;
|
|
return mat.is_valid();
|
|
}
|
|
Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
|
|
|
Ref<SpatialMaterial> mat = p_resource;
|
|
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
|
|
|
|
Ref<ShaderMaterial> smat;
|
|
smat.instance();
|
|
|
|
Ref<Shader> shader;
|
|
shader.instance();
|
|
|
|
String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
|
|
|
|
shader->set_code(code);
|
|
|
|
smat->set_shader(shader);
|
|
|
|
List<PropertyInfo> params;
|
|
VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
|
|
|
|
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
|
|
|
|
// Texture parameter has to be treated specially since SpatialMaterial saved it
|
|
// as RID but ShaderMaterial needs Texture itself
|
|
Ref<Texture> texture = mat->get_texture_by_name(E->get().name);
|
|
if (texture.is_valid()) {
|
|
smat->set_shader_param(E->get().name, texture);
|
|
} else {
|
|
Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
|
|
smat->set_shader_param(E->get().name, value);
|
|
}
|
|
}
|
|
|
|
smat->set_render_priority(mat->get_render_priority());
|
|
return smat;
|
|
}
|
|
|
|
String ParticlesMaterialConversionPlugin::converts_to() const {
|
|
|
|
return "ShaderMaterial";
|
|
}
|
|
bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
|
|
|
Ref<ParticlesMaterial> mat = p_resource;
|
|
return mat.is_valid();
|
|
}
|
|
Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
|
|
|
Ref<ParticlesMaterial> mat = p_resource;
|
|
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
|
|
|
|
Ref<ShaderMaterial> smat;
|
|
smat.instance();
|
|
|
|
Ref<Shader> shader;
|
|
shader.instance();
|
|
|
|
String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
|
|
|
|
shader->set_code(code);
|
|
|
|
smat->set_shader(shader);
|
|
|
|
List<PropertyInfo> params;
|
|
VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
|
|
|
|
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
|
|
Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
|
|
smat->set_shader_param(E->get().name, value);
|
|
}
|
|
|
|
smat->set_render_priority(mat->get_render_priority());
|
|
return smat;
|
|
}
|
|
|
|
String CanvasItemMaterialConversionPlugin::converts_to() const {
|
|
|
|
return "ShaderMaterial";
|
|
}
|
|
bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
|
|
|
Ref<CanvasItemMaterial> mat = p_resource;
|
|
return mat.is_valid();
|
|
}
|
|
Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
|
|
|
Ref<CanvasItemMaterial> mat = p_resource;
|
|
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
|
|
|
|
Ref<ShaderMaterial> smat;
|
|
smat.instance();
|
|
|
|
Ref<Shader> shader;
|
|
shader.instance();
|
|
|
|
String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
|
|
|
|
shader->set_code(code);
|
|
|
|
smat->set_shader(shader);
|
|
|
|
List<PropertyInfo> params;
|
|
VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
|
|
|
|
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
|
|
Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
|
|
smat->set_shader_param(E->get().name, value);
|
|
}
|
|
|
|
smat->set_render_priority(mat->get_render_priority());
|
|
return smat;
|
|
}
|