You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-05 12:10:55 +00:00
Ability to convert from SpatialMaterial to ShaderMaterial
This commit is contained in:
@@ -30,9 +30,11 @@
|
||||
|
||||
// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
|
||||
// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
|
||||
#if 0
|
||||
|
||||
#include "material_editor_plugin.h"
|
||||
|
||||
#if 0
|
||||
|
||||
#include "scene/main/viewport.h"
|
||||
|
||||
void MaterialEditor::_gui_input(InputEvent p_event) {
|
||||
@@ -416,3 +418,41 @@ MaterialEditorPlugin::~MaterialEditorPlugin()
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
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) {
|
||||
|
||||
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()) {
|
||||
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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user