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https://github.com/TorqueGameEngines/Torque3D.git
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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
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83b0432283
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1708 changed files with 19619 additions and 4596 deletions
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@ -98,8 +98,8 @@ LevelInfo::LevelInfo()
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mNetFlags.set( ScopeAlways | Ghostable );
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mAdvancedLightmapSupport = true;
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mAccuTextureName = "";
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mAccuTexture = NULL;
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INIT_IMAGEASSET(AccuTexture);
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// Register with the light manager activation signal, and we need to do it first
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// so the advanced light bin manager can be instructed about MRT lightmaps
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@ -166,8 +166,7 @@ void LevelInfo::initPersistFields()
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//addField( "advancedLightmapSupport", TypeBool, Offset( mAdvancedLightmapSupport, LevelInfo ),
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// "Enable expanded support for mixing static and dynamic lighting (more costly)" );
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addProtectedField("AccuTexture", TypeStringFilename, Offset(mAccuTextureName, LevelInfo),
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&_setLevelAccuTexture, &defaultProtectedGetFn, "Accumulation texture.");
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INITPERSISTFIELD_IMAGEASSET(AccuTexture, LevelInfo, "Accumulation texture.");
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endGroup( "Lighting" );
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@ -216,7 +215,8 @@ U32 LevelInfo::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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sfxWrite( stream, mSoundAmbience );
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stream->writeInt( mSoundDistanceModel, 1 );
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stream->write(mAccuTextureName);
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PACK_IMAGEASSET(conn, AccuTexture);
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return retMask;
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}
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@ -261,8 +261,9 @@ void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
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SFX->setDistanceModel( mSoundDistanceModel );
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}
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stream->read(&mAccuTextureName);
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setLevelAccuTexture(mAccuTextureName);
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UNPACK_IMAGEASSET(conn, AccuTexture);
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setLevelAccuTexture(getAccuTexture());
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}
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//-----------------------------------------------------------------------------
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@ -361,21 +362,21 @@ void LevelInfo::_onLMActivate(const char *lm, bool enable)
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bool LevelInfo::_setLevelAccuTexture(void *object, const char *index, const char *data)
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{
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LevelInfo* volume = reinterpret_cast< LevelInfo* >(object);
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volume->setLevelAccuTexture(data);
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volume->setLevelAccuTexture(StringTable->insert(data));
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return false;
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}
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void LevelInfo::setLevelAccuTexture(const String& name)
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void LevelInfo::setLevelAccuTexture(StringTableEntry name)
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{
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mAccuTextureName = name;
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if (isClientObject() && mAccuTextureName.isNotEmpty())
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_setAccuTexture(name);
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if (isClientObject() && getAccuTexture() != StringTable->EmptyString())
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{
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mAccuTexture.set(mAccuTextureName, &GFXStaticTextureSRGBProfile, "AccumulationVolume::mAccuTexture");
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if (mAccuTexture.isNull())
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Con::warnf("AccumulationVolume::setTexture - Unable to load texture: %s", mAccuTextureName.c_str());
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Con::warnf("AccumulationVolume::setTexture - Unable to load texture: %s", getAccuTexture());
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else
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gLevelAccuMap = mAccuTexture;
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}
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AccumulationVolume::refreshVolumes();
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}
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}
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