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https://github.com/TorqueGameEngines/Torque3D.git
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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
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82 changed files with 1451 additions and 951 deletions
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@ -53,7 +53,7 @@ function MaterialEditorGui::establishMaterials(%this)
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singleton CustomMaterial( materialEd_justAlphaMaterial )
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{
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mapTo = "matEd_mappedMatB";
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texture[0] = materialEd_previewMaterial.getdiffuseMap(0);
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texture[0] = materialEd_previewMaterial.getDiffuseMapAsset(0);
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};
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}
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@ -650,9 +650,6 @@ function MaterialEditorGui::setActiveMaterial( %this, %material )
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};
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}
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// Converts the texture files into absolute paths.
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MaterialEditorGui.convertTextureFields();
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// If we're allowing for name changes, make sure to save the name seperately
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%this.originalName = MaterialEditorGui.currentMaterial.name;
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@ -733,50 +730,6 @@ function MaterialEditorGui::setMaterialDirty(%this)
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matEd_PersistMan.setDirty(MaterialEditorGui.currentMaterial, MaterialEditorGui.defaultMaterialFile);
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}
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function MaterialEditorGui::convertTextureFields(%this)
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{
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// Find the absolute paths for the texture filenames so that
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// we can properly wire up the preview materials and controls.
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "DiffuseMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "NormalMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "OverlayMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "DetailMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "LightMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "ToneMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "ORMConfigMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "RoughMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "AOMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "MetalMap");
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%this.convertMaterialTextureField(MaterialEditorGui.currentMaterial, "GlowMap");
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}
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function MaterialEditorGui::convertMaterialTextureField(%this, %material, %mapName)
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{
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for(%index = 0; %index < 4; %index++)
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{
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%mapFile = %material.call("get" @ %mapName, %index);
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if(%mapFile !$= "")
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{
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if(isFile(%mapFile))
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{
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//see if we can't go finding it
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%mapFile = MaterialEditorGui.searchForTexture(MaterialEditorGui.currentMaterial, %mapFile);
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MaterialEditorGui.currentMaterial.call("set" @ %mapName, %mapFile, %index);
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}
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else
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{
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%firstChar = getSubStr( %mapFile, 0, 1 );
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if(%firstChar $= "#" || %firstChar $= "$" ) // we are a named target
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{
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%assetPtr = %material.call("get" @ %mapName @ "Asset", %index);
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MaterialEditorGui.currentMaterial.call("set" @ %mapName, %assetPtr, %index);
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}
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}
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}
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}
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}
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// still needs to be optimized further
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function MaterialEditorGui::searchForTexture(%this,%material, %texture)
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{
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