Move Material3D conversion editor plugins to their own folder

This commit is contained in:
Aaron Franke
2025-07-18 19:55:58 -07:00
parent d705613db3
commit 06f0c3fef6
5 changed files with 289 additions and 219 deletions

View File

@@ -143,6 +143,7 @@
#include "editor/run/editor_run.h"
#include "editor/run/editor_run_bar.h"
#include "editor/run/game_view_plugin.h"
#include "editor/scene/3d/material_3d_conversion_plugins.h"
#include "editor/scene/3d/mesh_library_editor_plugin.h"
#include "editor/scene/3d/node_3d_editor_plugin.h"
#include "editor/scene/3d/root_motion_editor_plugin.h"

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@@ -0,0 +1,153 @@
/**************************************************************************/
/* 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);
}

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@@ -0,0 +1,87 @@
/**************************************************************************/
/* material_3d_conversion_plugins.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#include "editor/plugins/editor_resource_conversion_plugin.h"
class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ORMMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ORMMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class FogMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(FogMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};

View File

@@ -36,21 +36,21 @@
#include "editor/editor_undo_redo_manager.h"
#include "editor/settings/editor_settings.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/label.h"
#include "scene/gui/subviewport_container.h"
#include "scene/main/viewport.h"
#include "scene/resources/3d/fog_material.h"
#include "scene/resources/3d/sky_material.h"
#include "scene/resources/canvas_item_material.h"
#include "scene/resources/particle_process_material.h"
static Ref<ShaderMaterial> _make_shader_material(const Ref<Material> &p_from, bool p_copy_params = true) {
// 3D.
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
Ref<ShaderMaterial> MaterialEditor::make_shader_material(const Ref<Material> &p_from, bool p_copy_params) {
ERR_FAIL_COND_V(p_from.is_null(), Ref<ShaderMaterial>());
ERR_FAIL_COND_V(!p_from->_is_initialized(), Ref<ShaderMaterial>());
@@ -165,24 +165,24 @@ void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_en
layout_error->hide();
layout_3d->hide();
layout_2d->show();
vc->hide();
rect_instance->set_material(material);
vc->hide();
break;
case Shader::MODE_SPATIAL:
layout_error->hide();
layout_2d->hide();
layout_3d->show();
vc->show();
sphere_instance->set_material_override(material);
box_instance->set_material_override(material);
quad_instance->set_material_override(material);
vc->show();
break;
default:
layout_error->show();
layout_2d->hide();
layout_3d->hide();
vc->hide();
is_unsupported_shader_mode = true;
vc->hide();
break;
}
} else {
@@ -232,6 +232,8 @@ void MaterialEditor::_on_quad_switch_pressed() {
}
MaterialEditor::MaterialEditor() {
set_custom_minimum_size(Size2(1, 150) * EDSCALE);
// Canvas item
vc_2d = memnew(SubViewportContainer);
@@ -329,8 +331,6 @@ MaterialEditor::MaterialEditor() {
quad_mesh.instantiate();
quad_instance->set_mesh(quad_mesh);
set_custom_minimum_size(Size2(1, 150) * EDSCALE);
layout_3d = memnew(HBoxContainer);
add_child(layout_3d);
layout_3d->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
@@ -474,72 +474,6 @@ MaterialEditorPlugin::MaterialEditorPlugin() {
add_inspector_plugin(plugin);
}
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 = _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 = _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 ParticleProcessMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
@@ -550,7 +484,7 @@ bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_res
}
Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
return _make_shader_material(p_resource);
return MaterialEditor::make_shader_material(p_resource);
}
String CanvasItemMaterialConversionPlugin::converts_to() const {
@@ -563,57 +497,5 @@ bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource
}
Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
return _make_shader_material(p_resource);
}
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 _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 _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 _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 _make_shader_material(p_resource);
return MaterialEditor::make_shader_material(p_resource);
}

View File

@@ -49,42 +49,14 @@ class Label;
class MaterialEditor : public Control {
GDCLASS(MaterialEditor, Control);
Vector2 rot;
SubViewportContainer *vc_2d = nullptr;
SubViewport *viewport_2d = nullptr;
HBoxContainer *layout_2d = nullptr;
ColorRect *rect_instance = nullptr;
// Both 2D and 3D materials.
Ref<Material> material;
SubViewportContainer *vc = nullptr;
SubViewport *viewport = nullptr;
Node3D *rotation = nullptr;
MeshInstance3D *sphere_instance = nullptr;
MeshInstance3D *box_instance = nullptr;
MeshInstance3D *quad_instance = nullptr;
DirectionalLight3D *light1 = nullptr;
DirectionalLight3D *light2 = nullptr;
Camera3D *camera = nullptr;
Ref<CameraAttributesPractical> camera_attributes;
Ref<SphereMesh> sphere_mesh;
Ref<BoxMesh> box_mesh;
Ref<QuadMesh> quad_mesh;
VBoxContainer *layout_error = nullptr;
Label *error_label = nullptr;
bool is_unsupported_shader_mode = false;
HBoxContainer *layout_3d = nullptr;
Ref<Material> material;
Button *sphere_switch = nullptr;
Button *box_switch = nullptr;
Button *quad_switch = nullptr;
Button *light_1_switch = nullptr;
Button *light_2_switch = nullptr;
struct ThemeCache {
Ref<Texture2D> light_1_icon;
Ref<Texture2D> light_2_icon;
@@ -94,21 +66,50 @@ class MaterialEditor : public Control {
Ref<Texture2D> checkerboard;
} theme_cache;
// 2D canvas materials.
SubViewportContainer *vc_2d = nullptr;
SubViewport *viewport_2d = nullptr;
HBoxContainer *layout_2d = nullptr;
ColorRect *rect_instance = nullptr;
// 3D spatial materials.
Vector2 rot;
Node3D *rotation = nullptr;
MeshInstance3D *sphere_instance = nullptr;
MeshInstance3D *box_instance = nullptr;
MeshInstance3D *quad_instance = nullptr;
DirectionalLight3D *light1 = nullptr;
DirectionalLight3D *light2 = nullptr;
Camera3D *camera = nullptr;
Ref<CameraAttributesPractical> camera_attributes;
Ref<SphereMesh> sphere_mesh;
Ref<BoxMesh> box_mesh;
Ref<QuadMesh> quad_mesh;
HBoxContainer *layout_3d = nullptr;
Button *sphere_switch = nullptr;
Button *box_switch = nullptr;
Button *quad_switch = nullptr;
Button *light_1_switch = nullptr;
Button *light_2_switch = nullptr;
void _on_light_1_switch_pressed();
void _on_light_2_switch_pressed();
void _on_sphere_switch_pressed();
void _on_box_switch_pressed();
void _on_quad_switch_pressed();
protected:
virtual void _update_theme_item_cache() override;
void _notification(int p_what);
void gui_input(const Ref<InputEvent> &p_event) override;
void _set_rotation(real_t p_x_degrees, real_t p_y_degrees);
void _store_rotation_metadata();
void _update_rotation();
protected:
virtual void _update_theme_item_cache() override;
void _notification(int p_what);
void gui_input(const Ref<InputEvent> &p_event) override;
public:
static Ref<ShaderMaterial> make_shader_material(const Ref<Material> &p_from, bool p_copy_params = true);
void edit(Ref<Material> p_material, const Ref<Environment> &p_env);
MaterialEditor();
};
@@ -135,24 +136,6 @@ public:
MaterialEditorPlugin();
};
class StandardMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(StandardMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ORMMaterial3DConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ORMMaterial3DConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ParticleProcessMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ParticleProcessMaterialConversionPlugin, EditorResourceConversionPlugin);
@@ -170,39 +153,3 @@ public:
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ProceduralSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ProceduralSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class PanoramaSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(PanoramaSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class PhysicalSkyMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(PhysicalSkyMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class FogMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(FogMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};