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@@ -32,6 +32,210 @@
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#include "scene/resources/particles_material.h"
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+void MaterialEditor::_notification(int p_what) {
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+
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+ if (p_what == NOTIFICATION_PHYSICS_PROCESS) {
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+ }
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+
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+ if (p_what == NOTIFICATION_READY) {
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+
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+ //get_scene()->connect("node_removed",this,"_node_removed");
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+
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+ if (first_enter) {
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+ //it's in propertyeditor so.. could be moved around
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+
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+ light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1", "EditorIcons"));
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+ light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off", "EditorIcons"));
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+ light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2", "EditorIcons"));
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+ light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off", "EditorIcons"));
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+
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+ sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff", "EditorIcons"));
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+ sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere", "EditorIcons"));
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+ box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff", "EditorIcons"));
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+ box_switch->set_pressed_texture(get_icon("MaterialPreviewCube", "EditorIcons"));
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+
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+ first_enter = false;
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+ }
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+ }
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+
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+ if (p_what == NOTIFICATION_DRAW) {
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+
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+ Ref<Texture> checkerboard = get_icon("Checkerboard", "EditorIcons");
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+ Size2 size = get_size();
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+
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+ draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
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+ }
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+}
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+
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+void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
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+
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+ material = p_material;
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+ camera->set_environment(p_env);
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+ if (!material.is_null()) {
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+ sphere_instance->set_material_override(material);
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+ box_instance->set_material_override(material);
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+ } else {
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+
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+ hide();
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+ }
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+}
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+
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+void MaterialEditor::_button_pressed(Node *p_button) {
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+
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+ if (p_button == light_1_switch) {
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+ light1->set_visible(!light_1_switch->is_pressed());
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+ }
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+
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+ if (p_button == light_2_switch) {
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+ light2->set_visible(!light_2_switch->is_pressed());
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+ }
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+
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+ if (p_button == box_switch) {
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+ box_instance->show();
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+ sphere_instance->hide();
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+ box_switch->set_pressed(true);
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+ sphere_switch->set_pressed(false);
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+ }
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+
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+ if (p_button == sphere_switch) {
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+ box_instance->hide();
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+ sphere_instance->show();
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+ box_switch->set_pressed(false);
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+ sphere_switch->set_pressed(true);
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+ }
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+}
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+
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+void MaterialEditor::_bind_methods() {
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+
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+ ClassDB::bind_method(D_METHOD("_button_pressed"), &MaterialEditor::_button_pressed);
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+}
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+
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+MaterialEditor::MaterialEditor() {
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+
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+ vc = memnew(ViewportContainer);
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+ vc->set_stretch(true);
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+ add_child(vc);
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+ vc->set_anchors_and_margins_preset(PRESET_WIDE);
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+ viewport = memnew(Viewport);
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+ Ref<World> world;
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+ world.instance();
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+ viewport->set_world(world); //use own world
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+ vc->add_child(viewport);
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+ viewport->set_disable_input(true);
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+ viewport->set_transparent_background(true);
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+ viewport->set_msaa(Viewport::MSAA_4X);
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+
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+ camera = memnew(Camera);
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+ camera->set_transform(Transform(Basis(), Vector3(0, 0, 3)));
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+ camera->set_perspective(45, 0.1, 10);
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+ camera->make_current();
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+ viewport->add_child(camera);
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+
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+ light1 = memnew(DirectionalLight);
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+ light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
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+ viewport->add_child(light1);
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+
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+ light2 = memnew(DirectionalLight);
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+ light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
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+ light2->set_color(Color(0.7, 0.7, 0.7));
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+ viewport->add_child(light2);
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+
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+ sphere_instance = memnew(MeshInstance);
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+ viewport->add_child(sphere_instance);
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+
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+ box_instance = memnew(MeshInstance);
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+ viewport->add_child(box_instance);
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+
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+ Transform box_xform;
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+ box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg2rad(25.0));
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+ box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
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+ box_xform.basis.scale(Vector3(0.8, 0.8, 0.8));
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+ box_xform.origin.y = 0.2;
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+ box_instance->set_transform(box_xform);
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+
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+ sphere_mesh.instance();
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+ sphere_instance->set_mesh(sphere_mesh);
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+ box_mesh.instance();
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+ box_instance->set_mesh(box_mesh);
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+ box_instance->hide();
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+
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+ set_custom_minimum_size(Size2(1, 150) * EDSCALE);
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+
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+ HBoxContainer *hb = memnew(HBoxContainer);
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+ add_child(hb);
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+ hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
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+
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+ VBoxContainer *vb_shape = memnew(VBoxContainer);
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+ hb->add_child(vb_shape);
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+
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+ sphere_switch = memnew(TextureButton);
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+ sphere_switch->set_toggle_mode(true);
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+ sphere_switch->set_pressed(true);
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+ vb_shape->add_child(sphere_switch);
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+ sphere_switch->connect("pressed", this, "_button_pressed", varray(sphere_switch));
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+
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+ box_switch = memnew(TextureButton);
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+ box_switch->set_toggle_mode(true);
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+ box_switch->set_pressed(false);
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+ vb_shape->add_child(box_switch);
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+ box_switch->connect("pressed", this, "_button_pressed", varray(box_switch));
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+
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+ hb->add_spacer();
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+
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+ VBoxContainer *vb_light = memnew(VBoxContainer);
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+ hb->add_child(vb_light);
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+
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+ light_1_switch = memnew(TextureButton);
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+ light_1_switch->set_toggle_mode(true);
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+ vb_light->add_child(light_1_switch);
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+ light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));
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+
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+ light_2_switch = memnew(TextureButton);
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+ light_2_switch->set_toggle_mode(true);
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+ vb_light->add_child(light_2_switch);
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+ light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));
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+
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+ first_enter = true;
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+}
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+
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+///////////////////////
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+
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+bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
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+
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+ Material *material = Object::cast_to<Material>(p_object);
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+ if (!material)
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+ return false;
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+
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+ return material->get_shader_mode() == Shader::MODE_SPATIAL;
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+}
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+
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+void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
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+
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+ Material *material = Object::cast_to<Material>(p_object);
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+ if (!material) {
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+ return;
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+ }
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+ Ref<Material> m(material);
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+
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+ MaterialEditor *editor = memnew(MaterialEditor);
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+ editor->edit(m, env);
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+ add_custom_control(editor);
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+}
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+
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+EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
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+ env.instance();
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+ Ref<ProceduralSky> proc_sky = memnew(ProceduralSky(true));
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+ env->set_sky(proc_sky);
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+ env->set_background(Environment::BG_COLOR_SKY);
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+}
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+
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+MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
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+
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+ Ref<EditorInspectorPluginMaterial> plugin;
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+ plugin.instance();
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+ add_inspector_plugin(plugin);
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+}
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+
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String SpatialMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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