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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/scene/3d/material_3d_conversion_plugins.h
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/**************************************************************************/
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/* material_3d_conversion_plugins.h */
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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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#pragma once
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#include "editor/plugins/editor_resource_conversion_plugin.h"
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class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class ORMMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(ORMMaterial3DConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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class FogMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(FogMaterialConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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