/*************************************************************************/ /* 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 &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref SpatialMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instance(); Ref shader; shader.instance(); String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms); for (List::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 = 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 &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref ParticlesMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instance(); Ref shader; shader.instance(); String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms); for (List::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 &p_resource) const { Ref mat = p_resource; return mat.is_valid(); } Ref CanvasItemMaterialConversionPlugin::convert(const Ref &p_resource) const { Ref mat = p_resource; ERR_FAIL_COND_V(!mat.is_valid(), Ref()); Ref smat; smat.instance(); Ref shader; shader.instance(); String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid()); shader->set_code(code); smat->set_shader(shader); List params; VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms); for (List::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; }