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154 lines
6.1 KiB
C++
154 lines
6.1 KiB
C++
/**************************************************************************/
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/* material_3d_conversion_plugins.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "material_3d_conversion_plugins.h"
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#include "editor/scene/material_editor_plugin.h"
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#include "scene/resources/3d/fog_material.h"
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#include "scene/resources/3d/sky_material.h"
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String StandardMaterial3DConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<StandardMaterial3D> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<StandardMaterial3D> mat = p_resource;
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Ref<ShaderMaterial> smat = MaterialEditor::make_shader_material(mat, false);
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if (smat.is_null()) {
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return smat;
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}
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List<PropertyInfo> params;
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since StandardMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
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if (texture.is_valid()) {
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smat->set_shader_parameter(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_parameter(E.name, value);
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}
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}
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return smat;
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}
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String ORMMaterial3DConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ORMMaterial3D> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ORMMaterial3D> mat = p_resource;
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Ref<ShaderMaterial> smat = MaterialEditor::make_shader_material(mat, false);
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if (smat.is_null()) {
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return smat;
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}
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List<PropertyInfo> params;
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since ORMMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
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if (texture.is_valid()) {
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smat->set_shader_parameter(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_parameter(E.name, value);
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}
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}
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return smat;
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}
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String ProceduralSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ProceduralSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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return MaterialEditor::make_shader_material(p_resource);
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}
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String PanoramaSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<PanoramaSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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return MaterialEditor::make_shader_material(p_resource);
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}
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String PhysicalSkyMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<PhysicalSkyMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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return MaterialEditor::make_shader_material(p_resource);
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}
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String FogMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<FogMaterial> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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return MaterialEditor::make_shader_material(p_resource);
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}
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