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godot/editor/scene/3d/material_3d_conversion_plugins.cpp

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/**************************************************************************/
/* material_3d_conversion_plugins.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_3d_conversion_plugins.h"
#include "editor/scene/material_editor_plugin.h"
#include "scene/resources/3d/fog_material.h"
#include "scene/resources/3d/sky_material.h"
String StandardMaterial3DConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
Ref<ShaderMaterial> smat = MaterialEditor::make_shader_material(mat, false);
if (smat.is_null()) {
return smat;
}
List<PropertyInfo> params;
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_parameter(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_parameter(E.name, value);
}
}
return smat;
}
String ORMMaterial3DConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ORMMaterial3D> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ORMMaterial3D> mat = p_resource;
Ref<ShaderMaterial> smat = MaterialEditor::make_shader_material(mat, false);
if (smat.is_null()) {
return smat;
}
List<PropertyInfo> params;
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since ORMMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_parameter(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_parameter(E.name, value);
}
}
return smat;
}
String ProceduralSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ProceduralSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
return MaterialEditor::make_shader_material(p_resource);
}
String PanoramaSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<PanoramaSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
return MaterialEditor::make_shader_material(p_resource);
}
String PhysicalSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<PhysicalSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
return MaterialEditor::make_shader_material(p_resource);
}
String FogMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<FogMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
return MaterialEditor::make_shader_material(p_resource);
}