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Create ParticlesMaterialConversionPlugin and format generated shader code
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@@ -32,6 +32,7 @@
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// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
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#include "material_editor_plugin.h"
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#include "scene/3d/particles.h"
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#if 0
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@@ -456,3 +457,41 @@ Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_re
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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String ParticlesMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ParticlesMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
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Ref<ParticlesMaterial> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instance();
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Ref<Shader> shader;
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shader.instance();
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String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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