godot/editor/plugins/material_editor_plugin.h

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/*************************************************************************/
/* material_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#ifndef MATERIAL_EDITOR_PLUGIN_H
#define MATERIAL_EDITOR_PLUGIN_H
#include "editor/property_editor.h"
#include "scene/resources/primitive_meshes.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/resources/material.h"
class ViewportContainer;
class MaterialEditor : public Control {
GDCLASS(MaterialEditor, Control);
ViewportContainer *vc;
Viewport *viewport;
MeshInstance *sphere_instance;
MeshInstance *box_instance;
DirectionalLight *light1;
DirectionalLight *light2;
Camera *camera;
Ref<SphereMesh> sphere_mesh;
Ref<CubeMesh> box_mesh;
TextureButton *sphere_switch;
TextureButton *box_switch;
TextureButton *light_1_switch;
TextureButton *light_2_switch;
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);
virtual void parse_begin(Object *p_object);
EditorInspectorPluginMaterial();
};
class MaterialEditorPlugin : public EditorPlugin {
GDCLASS(MaterialEditorPlugin, EditorPlugin);
public:
virtual String get_name() const { return "Material"; }
MaterialEditorPlugin(EditorNode *p_node);
};
class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const;
virtual bool handles(const Ref<Resource> &p_resource) const;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
};
class ParticlesMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ParticlesMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const;
virtual bool handles(const Ref<Resource> &p_resource) const;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
};
class CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(CanvasItemMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const;
virtual bool handles(const Ref<Resource> &p_resource) const;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
};
#endif // MATERIAL_EDITOR_PLUGIN_H