mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-08 05:04:34 +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.
This commit is contained in:
parent
a858d8624e
commit
34e3f78a22
82 changed files with 1451 additions and 951 deletions
|
|
@ -297,7 +297,9 @@ void WaterObject::initPersistFields()
|
|||
addFieldV( "overallWaveMagnitude", TypeRangedF32, Offset( mOverallWaveMagnitude, WaterObject ), &CommonValidators::PositiveFloat, "Master variable affecting entire body"
|
||||
" of water's undulation" );
|
||||
|
||||
INITPERSISTFIELD_IMAGEASSET(RippleTex, WaterObject, "Normal map used to simulate small surface ripples");
|
||||
ADD_FIELD("rippleTexAsset", TypeImageAssetRef, Offset(mRippleTexAssetRef, WaterObject))
|
||||
.network(TextureMask)
|
||||
.doc("Normal map asset used to simulate small surface ripples");
|
||||
|
||||
addArray( "Ripples (texture animation)", MAX_WAVES );
|
||||
|
||||
|
|
@ -311,7 +313,9 @@ void WaterObject::initPersistFields()
|
|||
|
||||
addFieldV( "overallRippleMagnitude", TypeRangedF32, Offset( mOverallRippleMagnitude, WaterObject ), &CommonValidators::PositiveFloat, "Master variable affecting entire surface");
|
||||
|
||||
INITPERSISTFIELD_IMAGEASSET(FoamTex, WaterObject, "Diffuse texture for foam in shallow water (advanced lighting only)");
|
||||
ADD_FIELD("foamTexAsset", TypeImageAssetRef, Offset(mFoamTexAssetRef, WaterObject))
|
||||
.network(TextureMask)
|
||||
.doc("Diffuse texture asset for foam in shallow water");
|
||||
|
||||
addArray( "Foam", MAX_FOAM );
|
||||
|
||||
|
|
@ -363,7 +367,9 @@ void WaterObject::initPersistFields()
|
|||
|
||||
addGroup( "Misc" );
|
||||
|
||||
INITPERSISTFIELD_IMAGEASSET(DepthGradientTex, WaterObject, "1D texture defining the base water color by depth");
|
||||
ADD_FIELD("depthGradientTexAsset", TypeImageAssetRef, Offset(mDepthGradientTexAssetRef, WaterObject))
|
||||
.network(TextureMask)
|
||||
.doc("1D texture asset defining the base water color by depth");
|
||||
|
||||
addFieldV( "depthGradientMax", TypeRangedF32, Offset( mDepthGradientMax, WaterObject ), &CommonValidators::PositiveFloat, "Depth in world units, the max range of the color gradient texture." );
|
||||
|
||||
|
|
@ -544,9 +550,9 @@ U32 WaterObject::packUpdate( NetConnection * conn, U32 mask, BitStream *stream )
|
|||
|
||||
if ( stream->writeFlag( mask & TextureMask ) )
|
||||
{
|
||||
PACK_ASSET_REFACTOR(conn, RippleTex);
|
||||
PACK_ASSET_REFACTOR(conn, DepthGradientTex);
|
||||
PACK_ASSET_REFACTOR(conn, FoamTex);
|
||||
AssetDatabase.packUpdateAsset(conn, mask, stream, mRippleTexAssetRef.assetId);
|
||||
AssetDatabase.packUpdateAsset(conn, mask, stream, mDepthGradientTexAssetRef.assetId);
|
||||
AssetDatabase.packUpdateAsset(conn, mask, stream, mFoamTexAssetRef.assetId);
|
||||
|
||||
stream->writeString( mCubemapName );
|
||||
}
|
||||
|
|
@ -666,9 +672,9 @@ void WaterObject::unpackUpdate( NetConnection * conn, BitStream *stream )
|
|||
// TextureMask
|
||||
if ( stream->readFlag() )
|
||||
{
|
||||
UNPACK_ASSET_REFACTOR(conn, RippleTex);
|
||||
UNPACK_ASSET_REFACTOR(conn, DepthGradientTex);
|
||||
UNPACK_ASSET_REFACTOR(conn, FoamTex);
|
||||
mRippleTexAssetRef = AssetDatabase.unpackUpdateAsset(conn, stream);
|
||||
mDepthGradientTexAssetRef = AssetDatabase.unpackUpdateAsset(conn, stream);
|
||||
mFoamTexAssetRef = AssetDatabase.unpackUpdateAsset(conn, stream);
|
||||
|
||||
mCubemapName = stream->readSTString();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue