godot/editor/plugins/texture_layered_editor_plugin.cpp
Juan Linietsky 1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00

287 lines
9.7 KiB
C++

/*************************************************************************/
/* texture_editor_plugin.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "texture_layered_editor_plugin.h"
#include "core/io/resource_loader.h"
#include "core/project_settings.h"
#include "editor/editor_settings.h"
void TextureLayeredEditor::_gui_input(Ref<InputEvent> p_event) {
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) {
y_rot += -mm->get_relative().x * 0.01;
x_rot += mm->get_relative().y * 0.01;
_update_material();
}
}
void TextureLayeredEditor::_texture_rect_draw() {
texture_rect->draw_rect(Rect2(Point2(), texture_rect->get_size()), Color(1, 1, 1, 1));
}
void TextureLayeredEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
//get_scene()->connect("node_removed",this,"_node_removed");
}
if (p_what == NOTIFICATION_RESIZED) {
_texture_rect_update_area();
}
if (p_what == NOTIFICATION_DRAW) {
Ref<Texture2D> checkerboard = get_theme_icon("Checkerboard", "EditorIcons");
Size2 size = get_size();
draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
}
}
void TextureLayeredEditor::_changed_callback(Object *p_changed, const char *p_prop) {
if (!is_visible())
return;
update();
}
void TextureLayeredEditor::_update_material() {
materials[0]->set_shader_param("layer", layer->get_value());
materials[2]->set_shader_param("layer", layer->get_value());
materials[texture->get_layered_type()]->set_shader_param("tex", texture->get_rid());
Vector3 v(1, 1, 1);
v.normalize();
Basis b;
b.rotate(Vector3(1, 0, 0), x_rot);
b.rotate(Vector3(0, 1, 0), y_rot);
materials[1]->set_shader_param("normal", v);
materials[1]->set_shader_param("rot", b);
materials[2]->set_shader_param("normal", v);
materials[2]->set_shader_param("rot", b);
String format = Image::get_format_name(texture->get_format());
String text;
if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_2D_ARRAY) {
text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " (x " + itos(texture->get_layers()) + ")" + format;
} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP) {
text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " " + format;
} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY) {
text = itos(texture->get_width()) + "x" + itos(texture->get_height()) + " (x " + itos(texture->get_layers() / 6) + ")" + format;
}
info->set_text(text);
}
void TextureLayeredEditor::_make_shaders() {
String shader_2d_array = ""
"shader_type canvas_item;\n"
"uniform sampler2DArray tex;\n"
"uniform float layer;\n"
"void fragment() {\n"
" COLOR = textureLod(tex,vec3(UV,layer),0.0);\n"
"}";
shaders[0].instance();
shaders[0]->set_code(shader_2d_array);
String shader_cube = ""
"shader_type canvas_item;\n"
"uniform samplerCube tex;\n"
"uniform vec3 normal;\n"
"uniform mat3 rot;\n"
"void fragment() {\n"
" vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
" COLOR = textureLod(tex,n,0.0);\n"
"}";
shaders[1].instance();
shaders[1]->set_code(shader_cube);
String shader_cube_array = ""
"shader_type canvas_item;\n"
"uniform samplerCubeArray tex;\n"
"uniform vec3 normal;\n"
"uniform mat3 rot;\n"
"uniform float layer;\n"
"void fragment() {\n"
" vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
" COLOR = textureLod(tex,vec4(n,layer),0.0);\n"
"}";
shaders[2].instance();
shaders[2]->set_code(shader_cube_array);
for (int i = 0; i < 3; i++) {
materials[i].instance();
materials[i]->set_shader(shaders[i]);
}
}
void TextureLayeredEditor::_texture_rect_update_area() {
Size2 size = get_size();
int tex_width = texture->get_width() * size.height / texture->get_height();
int tex_height = size.height;
if (tex_width > size.width) {
tex_width = size.width;
tex_height = texture->get_height() * tex_width / texture->get_width();
}
// Prevent the texture from being unpreviewable after the rescale, so that we can still see something
if (tex_height <= 0)
tex_height = 1;
if (tex_width <= 0)
tex_width = 1;
int ofs_x = (size.width - tex_width) / 2;
int ofs_y = (size.height - tex_height) / 2;
texture_rect->set_position(Vector2(ofs_x, ofs_y));
texture_rect->set_size(Vector2(tex_width, tex_height));
}
void TextureLayeredEditor::edit(Ref<TextureLayered> p_texture) {
if (!texture.is_null())
texture->remove_change_receptor(this);
texture = p_texture;
if (!texture.is_null()) {
if (shaders[0].is_null()) {
_make_shaders();
}
texture->add_change_receptor(this);
update();
texture_rect->set_material(materials[texture->get_layered_type()]);
setting = true;
if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_2D_ARRAY) {
layer->set_max(texture->get_layers() - 1);
layer->set_value(0);
layer->show();
} else if (texture->get_layered_type() == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY) {
layer->set_max(texture->get_layers() / 6 - 1);
layer->set_value(0);
layer->show();
} else {
layer->hide();
}
x_rot = 0;
y_rot = 0;
_update_material();
setting = false;
_texture_rect_update_area();
} else {
hide();
}
}
void TextureLayeredEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_gui_input"), &TextureLayeredEditor::_gui_input);
ClassDB::bind_method(D_METHOD("_layer_changed"), &TextureLayeredEditor::_layer_changed);
}
TextureLayeredEditor::TextureLayeredEditor() {
set_texture_repeat(TextureRepeat::TEXTURE_REPEAT_ENABLED);
set_custom_minimum_size(Size2(1, 150));
texture_rect = memnew(Control);
texture_rect->connect("draw", callable_mp(this, &TextureLayeredEditor::_texture_rect_draw));
texture_rect->set_mouse_filter(MOUSE_FILTER_IGNORE);
add_child(texture_rect);
layer = memnew(SpinBox);
layer->set_step(1);
layer->set_max(100);
add_child(layer);
layer->set_anchor(MARGIN_RIGHT, 1);
layer->set_anchor(MARGIN_LEFT, 1);
layer->set_h_grow_direction(GROW_DIRECTION_BEGIN);
layer->set_modulate(Color(1, 1, 1, 0.8));
info = memnew(Label);
add_child(info);
info->set_anchor(MARGIN_RIGHT, 1);
info->set_anchor(MARGIN_LEFT, 1);
info->set_anchor(MARGIN_BOTTOM, 1);
info->set_anchor(MARGIN_TOP, 1);
info->set_h_grow_direction(GROW_DIRECTION_BEGIN);
info->set_v_grow_direction(GROW_DIRECTION_BEGIN);
info->add_theme_color_override("font_color", Color(1, 1, 1, 1));
info->add_theme_color_override("font_color_shadow", Color(0, 0, 0, 0.5));
info->add_theme_color_override("font_color_shadow", Color(0, 0, 0, 0.5));
info->add_theme_constant_override("shadow_as_outline", 1);
info->add_theme_constant_override("shadow_offset_x", 2);
info->add_theme_constant_override("shadow_offset_y", 2);
setting = false;
layer->connect("value_changed", Callable(this, "_layer_changed"));
}
TextureLayeredEditor::~TextureLayeredEditor() {
if (!texture.is_null()) {
texture->remove_change_receptor(this);
}
}
//
bool EditorInspectorPluginLayeredTexture::can_handle(Object *p_object) {
return Object::cast_to<TextureLayered>(p_object) != nullptr;
}
void EditorInspectorPluginLayeredTexture::parse_begin(Object *p_object) {
TextureLayered *texture = Object::cast_to<TextureLayered>(p_object);
if (!texture) {
return;
}
Ref<TextureLayered> m(texture);
TextureLayeredEditor *editor = memnew(TextureLayeredEditor);
editor->edit(m);
add_custom_control(editor);
}
TextureLayeredEditorPlugin::TextureLayeredEditorPlugin(EditorNode *p_node) {
Ref<EditorInspectorPluginLayeredTexture> plugin;
plugin.instance();
add_inspector_plugin(plugin);
}