Converts all game, gui editor, and system classes to utilize assets

Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
This commit is contained in:
Areloch 2021-07-19 01:07:08 -05:00
parent 83b0432283
commit 5525f8ecdd
1708 changed files with 19619 additions and 4596 deletions

View file

@ -53,6 +53,7 @@
#include "materials/matTextureTarget.h"
#include "materials/materialDefinition.h"
#include "materials/customMaterialDefinition.h"
#include "materials/materialManager.h"
//-----------------------------------------------------------------------------
class MaterialAsset : public AssetBase
@ -64,25 +65,42 @@ class MaterialAsset : public AssetBase
StringTableEntry mScriptPath;
StringTableEntry mMatDefinitionName;
SimObjectPtr<Material> mMaterialDefinition;
public:
static StringTableEntry smNoMaterialAssetFallback;
public:
MaterialAsset();
virtual ~MaterialAsset();
/// Set up some global script interface stuff.
static void consoleInit();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
void compileShader();
void loadMaterial();
StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
SimObjectPtr<Material> getMaterialDefinition() { return mMaterialDefinition; }
void setScriptFile(const char* pScriptFile);
inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
static StringTableEntry getAssetIdByMaterialName(StringTableEntry fileName);
static bool getAssetById(StringTableEntry assetId, AssetPtr<MaterialAsset>* materialAsset);
/// <summary>
/// Looks for any assets that uses the provided Material Definition name.
/// If none are found, attempts to auto-import the material definition if the
/// material definition exists.
/// </summary>
/// <param name="matName">Material Definition name to look for</param>
/// <returns>AssetId of matching asset.</returns>
static StringTableEntry getAssetIdByMaterialName(StringTableEntry matName);
static U32 getAssetById(StringTableEntry assetId, AssetPtr<MaterialAsset>* materialAsset);
static U32 getAssetByMaterialName(StringTableEntry matName, AssetPtr<MaterialAsset>* matAsset);
/// Declare Console Object.
DECLARE_CONOBJECT(MaterialAsset);
@ -124,159 +142,203 @@ public:
static void consoleInit();
};
#define assetText(x,suff) std::string(std::string(#x) + std::string(#suff)).c_str()
#pragma region Singular Asset Macros
#define initMaterialAsset(name) m##name##Name = ""; m##name##AssetId = StringTable->EmptyString(); m##name##Asset = NULL;
#define bindMaterialAsset(name) if (m##name##AssetId != StringTable->EmptyString()) m##name##Asset = m##name##AssetId;
#define scriptBindMaterialAsset(name, consoleClass, docs)\
addProtectedField(assetText(name, File), TypeMaterialName, Offset(m##name##Name, consoleClass), consoleClass::_set##name##Name, & defaultProtectedGetFn, assetText(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), consoleClass::_set##name##Asset, & defaultProtectedGetFn, assetText(name, asset reference.));
#define DECLARE_MATERIALASSET(className,name) protected: \
String m##name##Name;\
StringTableEntry m##name##AssetId;\
AssetPtr<MaterialAsset> m##name##Asset;\
public: \
const String& get##name() const { return m##name##Name; }\
void set##name(FileName _in) { m##name##Name = _in; }\
const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
void set##name##Asset(AssetPtr<MaterialAsset>_in) { m##name##Asset = _in; }\
static bool _set##name##Name(void* obj, const char* index, const char* data)\
{\
className* shape = static_cast<className*>(obj);\
//Singular assets
/// <Summary>
/// Declares an material asset
/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
/// </Summary>
#define DECLARE_MATERIALASSET(className, name) public: \
StringTableEntry m##name##Name;\
StringTableEntry m##name##AssetId;\
AssetPtr<MaterialAsset> m##name##Asset;\
SimObjectPtr<Material> m##name;\
public: \
const StringTableEntry get##name##File() const { return m##name##Name; }\
void set##name##Name(const FileName &_in) { m##name##Name = StringTable->insert(_in.c_str());}\
const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
void set##name##Asset(const AssetPtr<MaterialAsset> &_in) { m##name##Asset = _in;}\
\
StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(StringTable->insert(data));\
if (assetId != StringTable->EmptyString())\
bool _set##name(StringTableEntry _in)\
{\
if (shape->_set##name##Asset(obj, index, assetId))\
if(m##name##AssetId != _in || m##name##Name != _in)\
{\
if (assetId == StringTable->insert("Core_Rendering:noMaterial"))\
if (_in == StringTable->EmptyString())\
{\
shape->m##name##Name = data;\
shape->m##name##AssetId = StringTable->EmptyString();\
\
m##name##Name = StringTable->EmptyString();\
m##name##AssetId = StringTable->EmptyString();\
m##name##Asset = NULL;\
m##name = NULL;\
return true;\
}\
\
if (AssetDatabase.isDeclaredAsset(_in))\
{\
m##name##AssetId = _in;\
\
U32 assetState = MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
\
if (MaterialAsset::Ok == assetState)\
{\
m##name##Name = StringTable->EmptyString();\
}\
}\
else\
{\
shape->m##name##AssetId = assetId;\
shape->m##name##Name = StringTable->EmptyString();\
\
return false;\
StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(_in);\
if (assetId != StringTable->EmptyString())\
{\
m##name##AssetId = assetId;\
if (MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset) == MaterialAsset::Ok)\
{\
m##name##Name = StringTable->EmptyString();\
}\
}\
else\
{\
m##name##Name = _in;\
m##name##AssetId = StringTable->EmptyString();\
m##name##Asset = NULL;\
}\
}\
}\
}\
else\
{\
shape->m##name##Asset = StringTable->EmptyString();\
}\
\
return true;\
}\
\
static bool _set##name##Asset(void* obj, const char* index, const char* data)\
{\
className* shape = static_cast<className*>(obj);\
shape->m##name##AssetId = StringTable->insert(data);\
if (MaterialAsset::getAssetById(shape->m##name##AssetId, &shape->m##name##Asset))\
{\
if (shape->m##name##Asset.getAssetId() != StringTable->insert("Core_Rendering:noMaterial"))\
shape->m##name##Name = StringTable->EmptyString();\
\
return true;\
}\
return false;\
}\
\
static bool set##name##Asset(const char* assetId)\
{\
m##name##AssetId = StringTable->insert(assetId);\
if (m##name##AssetId != StringTable->EmptyString())\
m##name##Asset = m##name##AssetId;\
}
/// <summary>
/// DECLARE_MATERIALASSET is a utility macro for MaterialAssets. It takes in the name of the class using it, the name of the field for the material, and a networking bitmask
/// The first 2 are for setting up/filling out the fields and class member defines
/// The bitmask is for when the material is changed, it can automatically kick a network update on the owner object to pass the changed asset to clients
/// </summary>
#define DECLARE_NET_MATERIALASSET(className,name,bitmask) protected: \
String m##name##Name;\
StringTableEntry m##name##AssetId;\
AssetPtr<MaterialAsset> m##name##Asset;\
public: \
const String& get##name() const { return m##name##Name; }\
void set##name(FileName _in) { m##name##Name = _in; }\
const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
void set##name##Asset(AssetPtr<MaterialAsset>_in) { m##name##Asset = _in; }\
static bool _set##name##Name(void* obj, const char* index, const char* data)\
{\
className* shape = static_cast<className*>(obj);\
\
StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(StringTable->insert(data));\
if (assetId != StringTable->EmptyString())\
{\
if (shape->_set##name##Asset(obj, index, assetId))\
if (get##name() != StringTable->EmptyString() && m##name##Asset.notNull())\
{\
if (assetId == StringTable->insert("Core_Rendering:noMaterial"))\
{\
shape->m##name##Name = data;\
shape->m##name##AssetId = StringTable->EmptyString();\
\
return true;\
}\
else\
{\
shape->m##name##AssetId = assetId;\
shape->m##name##Name = StringTable->EmptyString();\
\
if (m##name && String(m##name##Asset->getMaterialDefinitionName()).equal(m##name->getName(), String::NoCase))\
return false;\
}\
\
Material* tempMat = nullptr;\
\
if (!Sim::findObject(m##name##Asset->getMaterialDefinitionName(), tempMat))\
Con::errorf("classname::_set##name() - Material %s was not found.", m##name##Asset->getMaterialDefinitionName());\
m##name = tempMat;\
}\
else\
{\
m##name = NULL;\
}\
}\
else\
{\
shape->m##name##Asset = StringTable->EmptyString();\
}\
\
return true;\
}\
\
static bool _set##name##Asset(void* obj, const char* index, const char* data)\
{\
className* shape = static_cast<className*>(obj);\
shape->m##name##AssetId = StringTable->insert(data);\
if (MaterialAsset::getAssetById(shape->m##name##AssetId, &shape->m##name##Asset))\
{\
if (shape->m##name##Asset.getAssetId() != StringTable->insert("Core_Rendering:noMaterial"))\
shape->m##name##Name = StringTable->EmptyString();\
\
shape->setMaskBits(bitmask);\
shape->inspectPostApply();\
return true;\
}\
shape->inspectPostApply();\
return false;\
}\
\
bool set##name##AssetId(const char* _assetId)\
{\
m##name##AssetId = StringTable->insert(_assetId);\
if (m##name##AssetId != StringTable->EmptyString())\
{\
m##name##Asset = m##name##AssetId;\
if(get##name() == StringTable->EmptyString())\
return true;\
\
setMaskBits(bitmask);\
inspectPostApply();\
if (m##name##Asset.notNull() && m##name##Asset->getStatus() != MaterialAsset::Ok)\
{\
Con::errorf("%s::_set%s() - material asset failure\"%s\" due to [%s]", macroText(className), macroText(name), _in, MaterialAsset::getAssetErrstrn(m##name##Asset->getStatus()).c_str());\
return false; \
}\
else if (bool(m##name) == NULL)\
{\
Con::errorf("%s::_set%s() - Couldn't load material \"%s\"", macroText(className), macroText(name), _in);\
return false;\
}\
return true;\
}\
\
return false;\
const StringTableEntry get##name() const\
{\
if (m##name##Asset && (m##name##Asset->getMaterialDefinitionName() != StringTable->EmptyString()))\
return m##name##Asset->getMaterialDefinitionName();\
else if (m##name##AssetId != StringTable->EmptyString())\
return m##name##AssetId;\
else if (m##name##Name != StringTable->EmptyString())\
return m##name##Name;\
else\
return StringTable->EmptyString();\
}\
SimObjectPtr<Material> get##name##Resource() \
{\
return m##name##;\
}
#define DECLARE_MATERIALASSET_SETGET(className, name)\
static bool _set##name##Data(void* obj, const char* index, const char* data)\
{\
bool ret = false;\
className* object = static_cast<className*>(obj);\
ret = object->_set##name(StringTable->insert(data));\
return ret;\
}
#define DECLARE_MATERIALASSET_NET_SETGET(className, name, bitmask)\
static bool _set##name##Data(void* obj, const char* index, const char* data)\
{\
bool ret = false;\
className* object = static_cast<className*>(obj);\
ret = object->_set##name(StringTable->insert(data));\
if(ret)\
object->setMaskBits(bitmask);\
return ret;\
}
#define DEF_MATERIALASSET_BINDS(className,name)\
DefineEngineMethod(className, get##name, const char*, (), , "get name")\
{\
return object->get##name(); \
}\
DefineEngineMethod(className, get##name##Asset, const char*, (), , assetText(name, asset reference))\
{\
return object->m##name##AssetId; \
}\
DefineEngineMethod(className, set##name, bool, (const char* mat), , assetText(name,assignment. first tries asset then material name.))\
{\
return object->_set##name(StringTable->insert(map));\
}
#define INIT_MATERIALASSET(name) \
m##name##Name = StringTable->EmptyString(); \
m##name##AssetId = StringTable->EmptyString(); \
m##name##Asset = NULL;\
m##name = NULL;
#define packMaterialAsset(netconn, name)\
#ifdef TORQUE_SHOW_LEGACY_FILE_FIELDS
#define INITPERSISTFIELD_MATERIALASSET(name, consoleClass, docs) \
addProtectedField(#name, TypeMaterialName, Offset(m##name##Name, consoleClass), _set##name##Data, &defaultProtectedGetFn,assetDoc(name, docs)); \
addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
#else
#define INITPERSISTFIELD_MATERIALASSET(name, consoleClass, docs) \
addProtectedField(#name, TypeMaterialName, Offset(m##name##Name, consoleClass), _set##name##Data, &defaultProtectedGetFn,assetDoc(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
#endif // SHOW_LEGACY_FILE_FIELDS
#define CLONE_MATERIALASSET(name) \
m##name##Name = other.m##name##Name;\
m##name##AssetId = other.m##name##AssetId;\
m##name##Asset = other.m##name##Asset;
#define LOAD_MATERIALASSET(name)\
if (m##name##AssetId != StringTable->EmptyString())\
{\
S32 assetState = MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
if (assetState == MaterialAsset::Ok )\
{\
m##name##Name = StringTable->EmptyString();\
}\
else Con::warnf("Warning: %s::LOAD_MATERIALASSET(%s)-%s", mClassName, m##name##AssetId, MaterialAsset::getAssetErrstrn(assetState).c_str());\
}
#define PACKDATA_MATERIALASSET(name)\
if (stream->writeFlag(m##name##Asset.notNull()))\
{\
stream->writeString(m##name##Asset.getAssetId());\
}\
else\
stream->writeString(m##name##Name);
#define UNPACKDATA_MATERIALASSET(name)\
if (stream->readFlag())\
{\
m##name##AssetId = stream->readSTString();\
_set##name(m##name##AssetId);\
}\
else\
m##name##Name = stream->readSTString();
#define PACK_MATERIALASSET(netconn, name)\
if (stream->writeFlag(m##name##Asset.notNull()))\
{\
NetStringHandle assetIdStr = m##name##Asset.getAssetId();\
@ -285,14 +347,16 @@ bool set##name##AssetId(const char* _assetId)\
else\
stream->writeString(m##name##Name);
#define unpackMaterialAsset(netconn, name)\
#define UNPACK_MATERIALASSET(netconn, name)\
if (stream->readFlag())\
{\
m##name##AssetId = StringTable->insert(netconn->unpackNetStringHandleU(stream).getString());\
MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
_set##name(m##name##AssetId);\
}\
else\
m##name##Name = stream->readSTString();\
m##name##Name = stream->readSTString();
#pragma endregion
#endif // _ASSET_BASE_H_