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

@ -277,8 +277,6 @@ DecalRoad::DecalRoad()
mTextureLength( 5.0f ),
mRenderPriority( 10 ),
mLoadRenderData( true ),
mMaterial( NULL ),
mMatInst( NULL ),
mTriangleCount(0),
mVertCount(0),
mUpdateEventId( -1 ),
@ -289,7 +287,9 @@ DecalRoad::DecalRoad()
mTypeMask |= StaticObjectType | StaticShapeObjectType;
mNetFlags.set(Ghostable);
initMaterialAsset(Material);
INIT_MATERIALASSET(Material);
mMaterialInst = nullptr;
}
DecalRoad::~DecalRoad()
@ -305,8 +305,7 @@ void DecalRoad::initPersistFields()
{
addGroup( "DecalRoad" );
addProtectedField("materialAsset", TypeMaterialAssetId, Offset(mMaterialAssetId, DecalRoad), &DecalRoad::_setMaterialAsset, &defaultProtectedGetFn, "Material Asset used for rendering.");
addProtectedField( "material", TypeMaterialName, Offset( mMaterialName, DecalRoad ), &DecalRoad::_setMaterialName, &defaultProtectedGetFn, "Material used for rendering." );
INITPERSISTFIELD_MATERIALASSET(Material, DecalRoad, "Material used for rendering.");
addProtectedField( "textureLength", TypeF32, Offset( mTextureLength, DecalRoad ), &DecalRoad::ptSetTextureLength, &defaultProtectedGetFn,
"The length in meters of textures mapped to the DecalRoad" );
@ -398,7 +397,7 @@ bool DecalRoad::onAdd()
void DecalRoad::onRemove()
{
SAFE_DELETE( mMatInst );
SAFE_DELETE( mMaterialInst );
TerrainBlock::smUpdateSignal.remove( this, &DecalRoad::_onTerrainChanged );
@ -492,7 +491,7 @@ U32 DecalRoad::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
if ( stream->writeFlag( mask & DecalRoadMask ) )
{
// Write Texture Name.
packMaterialAsset(con, Material);
PACK_MATERIALASSET(con, Material);
stream->write( mBreakAngle );
@ -581,7 +580,7 @@ void DecalRoad::unpackUpdate( NetConnection *con, BitStream *stream )
// DecalRoadMask
if ( stream->readFlag() )
{
unpackMaterialAsset(con, Material);
UNPACK_MATERIALASSET(con, Material);
if (isProperlyAdded())
_initMaterial();
@ -685,13 +684,13 @@ void DecalRoad::prepRenderImage( SceneRenderState* state )
if ( mNodes.size() <= 1 ||
mBatches.size() == 0 ||
!mMatInst ||
!mMaterialInst ||
state->isShadowPass() )
return;
// If we don't have a material instance after the override then
// we can skip rendering all together.
BaseMatInstance *matInst = state->getOverrideMaterial( mMatInst );
BaseMatInstance *matInst = state->getOverrideMaterial(mMaterialInst);
if ( !matInst )
return;
@ -1045,12 +1044,14 @@ bool DecalRoad::addNodeFromField( void *object, const char *index, const char *d
void DecalRoad::_initMaterial()
{
_setMaterial(getMaterial());
if (mMaterialAsset.notNull())
{
if (mMatInst && String(mMaterialAsset->getMaterialDefinitionName()).equal(mMatInst->getMaterial()->getName(), String::NoCase))
if (mMaterialInst && String(mMaterialAsset->getMaterialDefinitionName()).equal(mMaterialInst->getMaterial()->getName(), String::NoCase))
return;
SAFE_DELETE(mMatInst);
SAFE_DELETE(mMaterialInst);
Material* tMat = nullptr;
@ -1060,22 +1061,22 @@ void DecalRoad::_initMaterial()
mMaterial = tMat;
if (mMaterial)
mMatInst = mMaterial->createMatInstance();
mMaterialInst = mMaterial->createMatInstance();
else
mMatInst = MATMGR->createMatInstance("WarningMaterial");
mMaterialInst = MATMGR->createMatInstance("WarningMaterial");
if (!mMatInst)
if (!mMaterialInst)
Con::errorf("DecalRoad::_initMaterial - no Material called '%s'", mMaterialAsset->getMaterialDefinitionName());
}
if (!mMatInst)
if (!mMaterialInst)
return;
GFXStateBlockDesc desc;
desc.setZReadWrite( true, false );
mMatInst->addStateBlockDesc( desc );
mMaterialInst->addStateBlockDesc( desc );
mMatInst->init( MATMGR->getDefaultFeatures(), getGFXVertexFormat<GFXVertexPNTBT>() );
mMaterialInst->init( MATMGR->getDefaultFeatures(), getGFXVertexFormat<GFXVertexPNTBT>() );
}
void DecalRoad::_debugRender( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* )