Torque3D/Engine/source/T3D/assets/MaterialAsset.cpp

452 lines
14 KiB
C++
Raw Normal View History

//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// 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
#ifndef MATERIALASSET_H
#include "MaterialAsset.h"
#endif
#ifndef _ASSET_MANAGER_H_
#include "assets/assetManager.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
#ifndef _TAML_
#include "persistence/taml/taml.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#include "T3D/assets/assetImporter.h"
StringTableEntry MaterialAsset::smNoMaterialAssetFallback(StringTable->insert(Con::getVariable("$Core::NoMaterialAssetFallback")));
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(MaterialAsset);
ConsoleType(MaterialAssetPtr, TypeMaterialAssetPtr, MaterialAsset, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeMaterialAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<MaterialAsset>*)dptr)).getAssetId();
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeMaterialAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<MaterialAsset>* pAssetPtr = dynamic_cast<AssetPtr<MaterialAsset>*>((AssetPtrBase*)(dptr));
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeMaterialAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeMaterialAssetPtr) - Cannot set multiple args to a single asset.");
}
ConsoleType(assetIdString, TypeMaterialAssetId, const char*, ASSET_ID_FIELD_PREFIX)
ConsoleGetType(TypeMaterialAssetId)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
ConsoleSetType(TypeMaterialAssetId)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset Id.
StringTableEntry* assetId = (StringTableEntry*)(dptr);
// Update asset value.
*assetId = StringTable->insert(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeMaterialAssetId) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
MaterialAsset::MaterialAsset()
{
mShaderGraphFile = "";
mScriptFile = StringTable->EmptyString();
mScriptPath = StringTable->EmptyString();
mMatDefinitionName = StringTable->EmptyString();
mMaterialDefinition = nullptr;
}
//-----------------------------------------------------------------------------
MaterialAsset::~MaterialAsset()
{
//SAFE_DELETE(mMaterialDefinition);
}
//-----------------------------------------------------------------------------
void MaterialAsset::consoleInit()
{
Parent::consoleInit();
Con::addVariable("$Core::NoMaterialAssetFallback", TypeString, &smNoMaterialAssetFallback,
"The assetId of the material to display when the requested material asset is missing.\n"
"@ingroup GFX\n");
}
void MaterialAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
//addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, MaterialAsset), "");
addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, MaterialAsset),
&setScriptFile, &getScriptFile, "Path to the file containing the material definition.");
addField("materialDefinitionName", TypeString, Offset(mMatDefinitionName, MaterialAsset), "Name of the material definition this asset is for.");
}
void MaterialAsset::initializeAsset()
{
// Call parent.
Parent::initializeAsset();
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Torque::FS::IsScriptFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
loadMaterial();
}
void MaterialAsset::onAssetRefresh()
{
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Torque::FS::IsScriptFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
loadMaterial();
}
void MaterialAsset::setScriptFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
// Fetch image file.
pScriptFile = StringTable->insert(pScriptFile);
// Update.
mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
// Refresh the asset.
refreshAsset();
}
//------------------------------------------------------------------------------
void MaterialAsset::loadMaterial()
{
if (mMaterialDefinition)
SAFE_DELETE(mMaterialDefinition);
if (mMatDefinitionName != StringTable->EmptyString())
{
Material* matDef;
if (!Sim::findObject(mMatDefinitionName, matDef))
{
Con::errorf("MaterialAsset: Unable to find the Material %s", mMatDefinitionName);
mLoadedState = BadFileReference;
return;
}
mMaterialDefinition = matDef;
mLoadedState = Ok;
mMaterialDefinition->reload();
return;
}
mLoadedState = Failed;
}
//------------------------------------------------------------------------------
void MaterialAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
//------------------------------------------------------------------------------
U32 MaterialAsset::getAssetByMaterialName(StringTableEntry matName, AssetPtr<MaterialAsset>* matAsset)
{
AssetQuery query;
U32 foundAssetcount = AssetDatabase.findAssetType(&query, "MaterialAsset");
if (foundAssetcount == 0)
{
//Didn't work, so have us fall back to a placeholder asset
matAsset->setAssetId(MaterialAsset::smNoMaterialAssetFallback);
if (matAsset->isNull())
{
//Well that's bad, loading the fallback failed.
Con::warnf("MaterialAsset::getAssetByMaterialName - Finding of asset associated with material name %s failed with no fallback asset", matName);
return AssetErrCode::Failed;
}
//handle noshape not being loaded itself
if ((*matAsset)->mLoadedState == BadFileReference)
{
Con::warnf("ShapeAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, and fallback asset reported error of Bad File Reference.", matName);
return AssetErrCode::BadFileReference;
}
Con::warnf("ShapeAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, utilizing fallback asset", matName);
(*matAsset)->mLoadedState = AssetErrCode::UsingFallback;
return AssetErrCode::UsingFallback;
}
else
{
for (U32 i = 0; i < foundAssetcount; i++)
{
MaterialAsset* tMatAsset = AssetDatabase.acquireAsset<MaterialAsset>(query.mAssetList[i]);
if (tMatAsset && tMatAsset->getMaterialDefinitionName() == matName)
{
matAsset->setAssetId(query.mAssetList[i]);
AssetDatabase.releaseAsset(query.mAssetList[i]);
return (*matAsset)->mLoadedState;
}
AssetDatabase.releaseAsset(query.mAssetList[i]); //cleanup if that's not the one we needed
}
}
}
StringTableEntry MaterialAsset::getAssetIdByMaterialName(StringTableEntry matName)
{
if (matName == StringTable->EmptyString())
return StringTable->EmptyString();
StringTableEntry materialAssetId = MaterialAsset::smNoMaterialAssetFallback;
AssetQuery query;
U32 foundCount = AssetDatabase.findAssetType(&query, "MaterialAsset");
if (foundCount != 0)
{
for (U32 i = 0; i < foundCount; i++)
{
MaterialAsset* matAsset = AssetDatabase.acquireAsset<MaterialAsset>(query.mAssetList[i]);
if (matAsset && matAsset->getMaterialDefinitionName() == matName)
{
materialAssetId = matAsset->getAssetId();
AssetDatabase.releaseAsset(query.mAssetList[i]);
break;
}
AssetDatabase.releaseAsset(query.mAssetList[i]);
}
}
return materialAssetId;
}
U32 MaterialAsset::getAssetById(StringTableEntry assetId, AssetPtr<MaterialAsset>* materialAsset)
{
(*materialAsset) = assetId;
if (materialAsset->notNull())
{
return (*materialAsset)->mLoadedState;
}
else
{
//Didn't work, so have us fall back to a placeholder asset
materialAsset->setAssetId(MaterialAsset::smNoMaterialAssetFallback);
if (materialAsset->isNull())
{
//Well that's bad, loading the fallback failed.
Con::warnf("MaterialAsset::getAssetById - Finding of asset with id %s failed with no fallback asset", assetId);
return AssetErrCode::Failed;
}
//handle noshape not being loaded itself
if ((*materialAsset)->mLoadedState == BadFileReference)
{
Con::warnf("MaterialAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference.", assetId);
return AssetErrCode::BadFileReference;
}
Con::warnf("MaterialAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset", assetId);
(*materialAsset)->mLoadedState = AssetErrCode::UsingFallback;
return AssetErrCode::UsingFallback;
}
}
#ifdef TORQUE_TOOLS
DefineEngineStaticMethod(MaterialAsset, getAssetIdByMaterialName, const char*, (const char* materialName), (""),
"Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n"
"@return The AssetId of the associated asset, if any.")
{
return MaterialAsset::getAssetIdByMaterialName(StringTable->insert(materialName));
}
DefineEngineMethod(MaterialAsset, getScriptPath, const char*, (), ,
"Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n"
"@return The AssetId of the associated asset, if any.")
{
return object->getScriptPath();
}
#endif
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiInspectorTypeMaterialAssetPtr);
ConsoleDocClass(GuiInspectorTypeMaterialAssetPtr,
"@brief Inspector field type for Shapes\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeMaterialAssetPtr::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeMaterialAssetPtr)->setInspectorFieldType("GuiInspectorTypeMaterialAssetPtr");
}
GuiControl* GuiInspectorTypeMaterialAssetPtr::constructEditControl()
{
// Create base filename edit controls
GuiControl* retCtrl = Parent::constructEditControl();
if (retCtrl == NULL)
return retCtrl;
// Change filespec
char szBuffer[512];
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"MaterialAsset\", \"AssetBrowser.changeAsset\", %s, \"\");",
getIdString());
mBrowseButton->setField("Command", szBuffer);
setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
// Create "Open in Editor" button
mEditButton = new GuiBitmapButtonCtrl();
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.editAsset(%d.getText());", retCtrl->getId());
mEditButton->setField("Command", szBuffer);
char bitmapName[512] = "ToolsModule:material_editor_n_image";
mEditButton->setBitmap(StringTable->insert(bitmapName));
mEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
mEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
mEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
mEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this asset in the Material Editor");
mEditButton->registerObject();
addObject(mEditButton);
return retCtrl;
}
bool GuiInspectorTypeMaterialAssetPtr::updateRects()
{
S32 dividerPos, dividerMargin;
mInspector->getDivider(dividerPos, dividerMargin);
Point2I fieldExtent = getExtent();
Point2I fieldPos = getPosition();
mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
if (mBrowseButton != NULL)
{
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
}
if (mEditButton != NULL)
{
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
resized |= mEditButton->resize(shapeEdRect.point, shapeEdRect.extent);
}
return resized;
}
IMPLEMENT_CONOBJECT(GuiInspectorTypeMaterialAssetId);
Corrects lookup/in-place auto import logic for ImageAssets Fixed sizing issue for material asset ptr fields Fixed type of comment in Particle Asset Hooked GLSL and HLSL shader files to be proper asset loose files for PostEffectAsset Adjusted some default values for default ImportConfig Corrected field type of multiple fields for the importConfig Corrected loading of PopulateMaterialMaps config setting from config file Corrected field types of multiple fields for AssetImportObjects Exposed several utility fields for the Importer to script Added ability to create an AssetImportObject in script and add it to the Importer's current session Ensured stable naming behavior(replacing spaces, -, and . in names with _ Improved getAssetTypeByFile logical lookup so it doesn't accidentally grab cached.dts files Added ability to hard reset an import session, wiping all inbound files for a full reset Added ability to process DTS files to shape import so it can parse out content such as materials for associated asset imports Added better handling for shape materials that are just colors Added callback hook-in so if the importer doesn't have a defined function for importing a given asset type, it'll try calling down into the editor Stabilized imageAsset processing logic when generating a material for it Improved imageType lookup/processing logic in Importer Improved logic for binding in associated image files to materialAssets Improved logic for processing shapes to get related materials and images, ensuring better likelyhood of finding and associating related assets Cleaned up validation logic Added ability to properly look up the editor's default import config if it's set to be used for autoimport Improved handling of originalFilePath logic, so if it's an in-place import, it doesn't bother populating the field Set default UP axis value on shape importing to ensure better default behavior
2020-07-11 21:20:10 +00:00
ConsoleDocClass(GuiInspectorTypeMaterialAssetId,
"@brief Inspector field type for Material Assets\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeMaterialAssetId::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeMaterialAssetId)->setInspectorFieldType("GuiInspectorTypeMaterialAssetId");
}