mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +00:00
Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets.
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a858d8624e
commit
34e3f78a22
82 changed files with 1451 additions and 951 deletions
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@ -149,7 +149,8 @@ void ParticleData::initPersistFields()
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{
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docsURL;
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addGroup("Basic");
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INITPERSISTFIELD_IMAGEASSET(Texture, ParticleData, "Texture to use for this particle.");
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ADD_FIELD("textureAsset", TypeImageAssetRef, Offset(mTextureAssetRef, ParticleData))
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.doc("Texture asset to use for this particle");
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addField("useInvAlpha", TYPEID< bool >(), Offset(useInvAlpha, ParticleData),
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"@brief Controls how particles blend with the scene.\n\n"
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"If true, particles blend like ParticleBlendStyle NORMAL, if false, "
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@ -234,7 +235,8 @@ void ParticleData::initPersistFields()
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endGroup("Over Time");
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addGroup("AFX");
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INITPERSISTFIELD_IMAGEASSET(TextureExt, ParticleData, "");
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ADD_FIELD("textureExtAsset", TypeImageAssetRef, Offset(mTextureExtAssetRef, ParticleData))
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.doc("");
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addField("constrainPos", TypeBool, Offset(constrain_pos, ParticleData));
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addFieldV("angle", TypeRangedF32, Offset(start_angle, ParticleData), &CommonValidators::DegreeRange);
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addFieldV("angleVariance", TypeRangedF32, Offset(angle_variance, ParticleData), &CommonValidators::DegreeRange);
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@ -299,7 +301,7 @@ void ParticleData::packData(BitStream* stream)
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stream->writeFloat( times[i], 8);
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}
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PACKDATA_ASSET_REFACTOR(Texture);
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AssetDatabase.packDataAsset(stream, mTextureAssetRef.assetId);
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for (i = 0; i < 4; i++)
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mathWrite(*stream, texCoords[i]);
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@ -313,7 +315,7 @@ void ParticleData::packData(BitStream* stream)
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stream->writeInt(framesPerSec, 8);
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}
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PACKDATA_ASSET_REFACTOR(TextureExt);
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AssetDatabase.packDataAsset(stream, mTextureExtAssetRef.assetId);
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stream->writeFlag(constrain_pos);
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stream->writeFloat(start_angle/360.0f, 11);
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@ -384,7 +386,7 @@ void ParticleData::unpackData(BitStream* stream)
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times[i] = stream->readFloat(8);
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}
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UNPACKDATA_ASSET_REFACTOR(Texture);
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mTextureAssetRef = AssetDatabase.unpackDataAsset(stream);
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for (i = 0; i < 4; i++)
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mathRead(*stream, &texCoords[i]);
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@ -397,7 +399,7 @@ void ParticleData::unpackData(BitStream* stream)
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framesPerSec = stream->readInt(8);
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}
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UNPACKDATA_ASSET_REFACTOR(TextureExt);
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mTextureExtAssetRef = AssetDatabase.unpackDataAsset(stream);
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constrain_pos = stream->readFlag();
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start_angle = 360.0f*stream->readFloat(11);
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@ -669,6 +671,10 @@ bool ParticleData::preload(bool server, String &errorStr)
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delete [] tokCopy;
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numFrames = animTexFrames.size();
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}
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if (!mTextureAssetRef.isNull())
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mTextureAssetRef.assetPtr->load();
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}
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return !error;
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@ -773,12 +779,12 @@ ParticleData::ParticleData(const ParticleData& other, bool temp_clone) : SimData
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animTexFramesString = other.animTexFramesString;
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animTexFrames = other.animTexFrames; // -- parsed from animTexFramesString
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CLONE_ASSET_REFACTOR(Texture);
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mTextureAssetRef = other.mTextureAssetRef;
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spinBias = other.spinBias;
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randomizeSpinDir = other.randomizeSpinDir;
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CLONE_ASSET_REFACTOR(TextureExt);
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mTextureExtAssetRef = other.mTextureExtAssetRef;
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constrain_pos = other.constrain_pos;
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start_angle = other.start_angle;
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@ -814,7 +820,16 @@ void ParticleData::onPerformSubstitutions()
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reload(errorBuffer);
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}
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DEF_ASSET_BINDS_REFACTOR(ParticleData, Texture);
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DefineEngineMethod(ParticleData, getTextureAsset, StringTableEntry, (), ,
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"Texture asset reference")
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{
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return object->mTextureAssetRef.getAssetId();
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}
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DefineEngineMethod(ParticleData, setTexture, void, (const char* assetName), ,
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"Texture assignment.")
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{
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object->mTextureAssetRef = StringTable->insert(assetName);
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}
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ConsoleType(stringList, TypeParticleList, Vector<StringTableEntry>, "")
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@ -907,8 +922,8 @@ GuiControl* GuiInspectorTypeParticleDataList::constructEditControl()
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mNewParticleBtn->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mNewParticleBtn->setDataField(StringTable->insert("tooltip"), NULL, "Add new particle slot");
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mNewParticleBtn->setHorizSizing(horizResizeRight);
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mNewParticleBtn->mMakeIconSquare = true;
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mNewParticleBtn->mFitBitmapToButton = true;
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mNewParticleBtn->setMakeIconSquare(true);
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mNewParticleBtn->setFitBitmapToButton(true);
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mNewParticleBtn->setExtent(20, 20);
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char szBuffer[512];
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@ -1003,8 +1018,8 @@ GuiControl* GuiInspectorTypeParticleDataList::_buildParticleEntryField(const S32
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deleteSlotBtn->setDataField(StringTable->insert("tooltip"), NULL, "Delete this particle slot");
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deleteSlotBtn->setHorizSizing(horizResizeRight);
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deleteSlotBtn->setInternalName("deleteBtn");
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deleteSlotBtn->mMakeIconSquare = true;
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deleteSlotBtn->mFitBitmapToButton = true;
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deleteSlotBtn->setMakeIconSquare(true);
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deleteSlotBtn->setFitBitmapToButton(true);
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deleteSlotBtn->setPosition(editExtent.x - 20, 0);
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deleteSlotBtn->setExtent(20, 20);
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@ -87,7 +87,10 @@ class ParticleData : public SimDataBlock
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StringTableEntry animTexFramesString;
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Vector<U8> animTexFrames;
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DECLARE_IMAGEASSET(ParticleData, Texture, GFXStaticTextureSRGBProfile)
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AssetRef<ImageAsset> mTextureAssetRef;
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GFXTexHandle getTexture() { return mTextureAssetRef.notNull() ? mTextureAssetRef.assetPtr->getTexture(&GFXStaticTextureSRGBProfile) : NULL; }
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AssetPtr<ImageAsset> getTextureAsset() { return mTextureAssetRef.assetPtr; }
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static bool protectedSetSizes(void* object, const char* index, const char* data);
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static bool protectedSetTimes(void* object, const char* index, const char* data);
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@ -115,7 +118,9 @@ public:
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F32 spinBias;
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bool randomizeSpinDir;
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public:
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DECLARE_IMAGEASSET(ParticleData, TextureExt,GFXStaticTextureSRGBProfile)
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AssetRef<ImageAsset> mTextureExtAssetRef;
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GFXTexHandle getTextureExt() { return mTextureExtAssetRef.notNull() ? mTextureExtAssetRef.assetPtr->getTexture(&GFXStaticTextureSRGBProfile) : NULL; }
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bool constrain_pos;
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F32 start_angle;
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@ -142,7 +142,8 @@ void PrecipitationData::initPersistFields()
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docsURL;
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INITPERSISTFIELD_SOUNDASSET(Sound, PrecipitationData, "Looping SFXProfile effect to play while Precipitation is active.");
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INITPERSISTFIELD_IMAGEASSET(Drop, PrecipitationData, "@brief Texture for drop particles.\n\n"
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ADD_FIELD("DropAsset", TypeImageAssetRef, Offset(mDropAssetRef, PrecipitationData))
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.doc("@brief Texture asset for drop particles.\n\n"
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"The drop texture can contain several different drop sub-textures "
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"arranged in a grid. There must be the same number of rows as columns. A "
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"random frame will be chosen for each drop.");
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@ -150,7 +151,8 @@ void PrecipitationData::initPersistFields()
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addField( "dropShader", TypeString, Offset(mDropShaderName, PrecipitationData),
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"The name of the shader used for raindrops." );
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INITPERSISTFIELD_IMAGEASSET(Splash, PrecipitationData, "@brief Texture for splash particles.\n\n"
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ADD_FIELD("SplashAsset", TypeImageAssetRef, Offset(mSplashAssetRef, PrecipitationData))
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.doc("@brief Texture asset for splash particles.\n\n"
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"The splash texture can contain several different splash sub-textures "
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"arranged in a grid. There must be the same number of rows as columns. A "
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"random frame will be chosen for each splash.");
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@ -179,6 +181,12 @@ bool PrecipitationData::preload( bool server, String &errorStr )
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{
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//return false; -TODO: trigger asset download
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}
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if (!mDropAssetRef.isNull())
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mDropAssetRef.assetPtr->load();
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if (!mSplashAssetRef.isNull())
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mSplashAssetRef.assetPtr->load();
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}
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return true;
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@ -190,11 +198,11 @@ void PrecipitationData::packData(BitStream* stream)
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PACKDATA_ASSET(Sound);
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PACKDATA_ASSET_REFACTOR(Drop);
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AssetDatabase.packDataAsset(stream, mDropAssetRef.assetId);
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stream->writeString(mDropShaderName);
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PACKDATA_ASSET_REFACTOR(Splash);
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AssetDatabase.packDataAsset(stream, mSplashAssetRef.assetId);
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stream->writeString(mSplashShaderName);
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stream->write(mDropsPerSide);
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@ -207,11 +215,11 @@ void PrecipitationData::unpackData(BitStream* stream)
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UNPACKDATA_ASSET(Sound);
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UNPACKDATA_ASSET_REFACTOR(Drop);
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mDropAssetRef = AssetDatabase.unpackDataAsset(stream);
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mDropShaderName = stream->readSTString();
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UNPACKDATA_ASSET_REFACTOR(Splash);
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mSplashAssetRef = AssetDatabase.unpackDataAsset(stream);
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mSplashShaderName = stream->readSTString();
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stream->read(&mDropsPerSide);
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@ -49,11 +49,17 @@ class PrecipitationData : public GameBaseData
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DECLARE_SOUNDASSET(PrecipitationData, Sound);
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DECLARE_ASSET_SETGET(PrecipitationData, Sound);
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DECLARE_IMAGEASSET(PrecipitationData, Drop, GFXStaticTextureSRGBProfile) ///< Texture for drop particles
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AssetRef<ImageAsset> mDropAssetRef;
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GFXTexHandle getDrop() { return mDropAssetRef.notNull() ? mDropAssetRef.assetPtr->getTexture(&GFXStaticTextureSRGBProfile) : NULL; }
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AssetPtr<ImageAsset> getDropAsset() { return mDropAssetRef.assetPtr; }
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StringTableEntry mDropShaderName; ///< The name of the shader used for raindrops
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DECLARE_IMAGEASSET(PrecipitationData, Splash, GFXStaticTextureSRGBProfile) ///< Texture for splash particles
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AssetRef<ImageAsset> mSplashAssetRef;
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GFXTexHandle getSplash() { return mSplashAssetRef.notNull() ? mSplashAssetRef.assetPtr->getTexture(&GFXStaticTextureSRGBProfile) : NULL; }
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AssetPtr<ImageAsset> getSplashAsset() { return mSplashAssetRef.assetPtr; }
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StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
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@ -128,7 +128,9 @@ void SplashData::initPersistFields()
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addFieldV("times", TypeRangedF32, Offset(times, SplashData), &CommonValidators::NormalizedFloat, NUM_TIME_KEYS, "Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.\n" );
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addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS, "Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = \"0.6 1.0 1.0 0.5\".\n" );
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INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, NUM_TEX, SplashData, "Image to use as the texture for the splash effect.\n");
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ADD_FIELD("textureAsset", TypeImageAssetRef, Offset(mTextureAssetRef, SplashData))
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.elements(NUM_TEX)
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.doc("Image asset to use as the texture for the splash effect.\n");
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addFieldV("texWrap", TypeRangedF32, Offset(texWrap, SplashData), &CommonValidators::NormalizedFloat, "Amount to wrap the texture around the splash ring, 0.0f - 1.0f.\n");
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addFieldV("texFactor", TypeRangedF32, Offset(texFactor, SplashData), &CommonValidators::NormalizedFloat, "Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.\n");
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@ -195,7 +197,8 @@ void SplashData::packData(BitStream* stream)
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stream->writeRangedU32(explosion->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
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}
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PACKDATA_ASSET_ARRAY_REFACTOR(Texture, NUM_TEX);
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for (U32 i = 0; i < NUM_TEX; i++)
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AssetDatabase.packDataAsset(stream, mTextureAssetRef[i].assetId);
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S32 i;
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for( i=0; i<NUM_EMITTERS; i++ )
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@ -248,7 +251,8 @@ void SplashData::unpackData(BitStream* stream)
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explosionId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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UNPACKDATA_ASSET_ARRAY_REFACTOR(Texture, NUM_TEX);
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for (U32 i = 0; i < NUM_TEX; i++)
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mTextureAssetRef[i] = AssetDatabase.unpackDataAsset(stream);
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U32 i;
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for( i=0; i<NUM_EMITTERS; i++ )
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@ -301,9 +305,9 @@ bool SplashData::preload(bool server, String &errorStr)
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for( i=0; i<NUM_TEX; i++ )
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{
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if (mTextureAsset[i].isNull())
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if (!mTextureAssetRef[i].isNull())
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{
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_setTexture(_getTexture(i), i);
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mTextureAssetRef[i].assetPtr->load();
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}
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}
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}
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@ -122,7 +122,7 @@ public:
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F32 times[ NUM_TIME_KEYS ];
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LinearColorF colors[ NUM_TIME_KEYS ];
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DECLARE_IMAGEASSET_ARRAY(SplashData, Texture, GFXStaticTextureSRGBProfile, NUM_TEX)
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AssetRef<ImageAsset> mTextureAssetRef[NUM_TEX];
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ExplosionData* explosion;
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S32 explosionId;
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