review notes from Az

Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
This commit is contained in:
marauder2k7 2025-03-30 11:22:42 +01:00
parent b707b2e2b7
commit 73ad92b757
60 changed files with 189 additions and 164 deletions

View file

@ -92,10 +92,10 @@ FRangeValidator hardnessValidator(0.0f, 0.999f);
void TerrainMaterial::initPersistFields()
{
docsURL;
INITPERSISTFIELD_IMAGEASSET_REFACTOR(DiffuseMap, TerrainMaterial,"Base Albedo stretched over the whole map");
INITPERSISTFIELD_IMAGEASSET(DiffuseMap, TerrainMaterial,"Base Albedo stretched over the whole map");
addFieldV( "diffuseSize", TypeRangedF32, Offset( mDiffuseSize, TerrainMaterial ), &CommonValidators::PositiveFloat, "Used to scale the diffuse map to the material square" );
INITPERSISTFIELD_IMAGEASSET_REFACTOR(NormalMap, TerrainMaterial,"NormalMap");
INITPERSISTFIELD_IMAGEASSET(NormalMap, TerrainMaterial,"NormalMap");
addFieldV( "parallaxScale", TypeRangedF32, Offset( mParallaxScale, TerrainMaterial ), &CommonValidators::PositiveFloat, "Used to scale the height from the normal map to give some self "
"occlusion effect (aka parallax) to the terrain material" );
@ -109,20 +109,20 @@ void TerrainMaterial::initPersistFields()
addFieldV("blendHeightHardness", TypeRangedF32, Offset(mBlendHardness, TerrainMaterial), &hardnessValidator, "How sharply this layer blends with other textures."
"0->1, soft->hard.");
INITPERSISTFIELD_IMAGEASSET_REFACTOR(DetailMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo up close.");
INITPERSISTFIELD_IMAGEASSET(DetailMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo up close.");
addFieldV( "detailSize", TypeRangedF32, Offset( mDetailSize, TerrainMaterial ), &CommonValidators::PositiveFloat, "Used to scale the detail map to the material square" );
addFieldV( "detailStrength", TypeRangedF32, Offset( mDetailStrength, TerrainMaterial ), &CommonValidators::PositiveFloat, "Exponentially sharpens or lightens the detail map rendering on the material" );
addFieldV( "detailDistance", TypeRangedF32, Offset( mDetailDistance, TerrainMaterial ), &CommonValidators::PositiveFloat, "Changes how far camera can see the detail map rendering on the material" );
addField( "useSideProjection", TypeBool, Offset( mSideProjection, TerrainMaterial ),"Makes that terrain material project along the sides of steep "
"slopes instead of projected downwards");
INITPERSISTFIELD_IMAGEASSET_REFACTOR(ORMConfigMap, TerrainMaterial, "AO|Roughness|metalness map (uses DetailMap UV Coords)");
INITPERSISTFIELD_IMAGEASSET(ORMConfigMap, TerrainMaterial, "AO|Roughness|metalness map (uses DetailMap UV Coords)");
addField("isSRGB", TypeBool, Offset(mIsSRGB, TerrainMaterial), "Is the PBR Config map's image in sRGB format?");
addField("invertRoughness", TypeBool, Offset(mInvertRoughness, TerrainMaterial), "Should the roughness channel of the PBR Config map be inverted?");
//Macro maps additions
INITPERSISTFIELD_IMAGEASSET_REFACTOR(MacroMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo at a distance.");
INITPERSISTFIELD_IMAGEASSET(MacroMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo at a distance.");
addFieldV( "macroSize", TypeRangedF32, Offset( mMacroSize, TerrainMaterial ), &CommonValidators::PositiveFloat, "Used to scale the Macro map to the material square" );
addFieldV( "macroStrength", TypeRangedF32, Offset( mMacroStrength, TerrainMaterial ), &CommonValidators::PositiveFloat, "Exponentially sharpens or lightens the Macro map rendering on the material" );
addFieldV( "macroDistance", TypeRangedF32, Offset( mMacroDistance, TerrainMaterial ), &CommonValidators::PositiveFloat, "Changes how far camera can see the Macro map rendering on the material" );