Assetifies MeshRoad, Decal Road, and the material slot of GroundCover

Creates a networked and non-networked variant of DECLARE_MATERIALASSET macro
This commit is contained in:
Areloch 2021-01-03 08:58:53 -06:00
parent a0ba345095
commit bf5b26f734
17 changed files with 301 additions and 117 deletions

View file

@ -282,8 +282,8 @@ GuiControl* GuiInspectorTypeMaterialAssetPtr::constructEditControl()
// Change filespec
char szBuffer[512];
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"MaterialAsset\", \"AssetBrowser.changeAsset\", %s, %s);",
mInspector->getInspectObject()->getIdString(), mCaption);
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"MaterialAsset\", \"AssetBrowser.changeAsset\", %s, \"\");",
getIdString());
mBrowseButton->setField("Command", szBuffer);
setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());

View file

@ -126,23 +126,87 @@ public:
#define assetText(x,suff) std::string(std::string(#x) + std::string(#suff)).c_str()
#define initMaterialAsset(name) m##name##Name = StringTable->EmptyString(); m##name##AssetId = StringTable->EmptyString(); m##name##Asset = NULL;
#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)); \
addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), consoleClass::_set##name##Asset, & defaultProtectedGetFn, assetText(name, asset reference.));
#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);\
\
StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(StringTable->insert(data));\
if (assetId != StringTable->EmptyString())\
{\
if (shape->_set##name##Asset(obj, index, assetId))\
{\
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();\
\
return false;\
}\
}\
}\
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_MATERIALASSET(className,name,bitmask) protected: \
StringTableEntry m##name##Name;\
#define DECLARE_NET_MATERIALASSET(className,name,bitmask) protected: \
String m##name##Name;\
StringTableEntry m##name##AssetId;\
AssetPtr<MaterialAsset> m##name##Asset;\
public: \
const StringTableEntry& get##name() const { return m##name##Name; }\
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; }\
@ -189,11 +253,29 @@ static bool _set##name##Asset(void* obj, const char* index, const char* data)\
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;\
\
setMaskBits(bitmask);\
inspectPostApply();\
return true;\
}\
\
return false;\
}
#define packMaterialAsset(netconn, name)\
if (stream->writeFlag(m##name##Asset.notNull()))\
{\

View file

@ -67,7 +67,7 @@ class RenderMeshExample : public SceneObject
//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
DECLARE_MATERIALASSET(RenderMeshExample, Material, UpdateMask);
DECLARE_NET_MATERIALASSET(RenderMeshExample, Material, UpdateMask);
// The actual Material instance
BaseMatInstance* mMaterialInst;

View file

@ -458,7 +458,8 @@ GroundCover::GroundCover()
mRandomSeed = 1;
mMaterial = NULL;
initMaterialAsset(Material);
mMatInst = NULL;
mMatParams = NULL;
mTypeRectsParam = NULL;
@ -537,8 +538,8 @@ IMPLEMENT_CO_NETOBJECT_V1(GroundCover);
void GroundCover::initPersistFields()
{
addGroup( "GroundCover General" );
addField( "material", TypeMaterialName, Offset( mMaterialName, GroundCover ), "Material used by all GroundCover segments." );
scriptBindMaterialAsset(Material, GroundCover, "Material used by all GroundCover segments.");
addField( "radius", TypeF32, Offset( mRadius, GroundCover ), "Outer generation radius from the current camera position." );
addField( "dissolveRadius",TypeF32, Offset( mFadeRadius, GroundCover ), "This is less than or equal to radius and defines when fading of cover elements begins." );
@ -709,7 +710,7 @@ U32 GroundCover::packUpdate( NetConnection *connection, U32 mask, BitStream *str
// TODO: We could probably optimize a few of these
// based on reasonable units at some point.
stream->write( mMaterialName );
packMaterialAsset(connection, Material);
stream->write( mRadius );
stream->write( mZOffset );
@ -780,7 +781,7 @@ void GroundCover::unpackUpdate( NetConnection *connection, BitStream *stream )
if (stream->readFlag())
{
stream->read( &mMaterialName );
unpackMaterialAsset(connection, Material);
stream->read( &mRadius );
stream->read( &mZOffset );
@ -852,17 +853,29 @@ void GroundCover::unpackUpdate( NetConnection *connection, BitStream *stream )
}
void GroundCover::_initMaterial()
{
SAFE_DELETE( mMatInst );
if ( mMaterialName.isNotEmpty() )
if ( !Sim::findObject( mMaterialName, mMaterial ) )
Con::errorf( "GroundCover::_initMaterial - Material %s was not found.", mMaterialName.c_str() );
{
if (mMaterialAsset.notNull())
{
if (mMatInst && String(mMaterialAsset->getMaterialDefinitionName()).equal(mMatInst->getMaterial()->getName(), String::NoCase))
return;
if ( mMaterial )
mMatInst = mMaterial->createMatInstance();
SAFE_DELETE(mMatInst);
if (!Sim::findObject(mMaterialAsset->getMaterialDefinitionName(), mMaterial))
Con::errorf("GroundCover::_initMaterial - Material %s was not found.", mMaterialAsset->getMaterialDefinitionName());
if (mMaterial)
mMatInst = mMaterial->createMatInstance();
else
mMatInst = MATMGR->createMatInstance("WarningMaterial");
if (!mMatInst)
Con::errorf("GroundCover::_initMaterial - no Material called '%s'", mMaterialAsset->getMaterialDefinitionName());
}
else
mMatInst = MATMGR->createMatInstance( "WarningMaterial" );
{
return;
}
// Add our special feature that makes it all work...
FeatureSet features = MATMGR->getDefaultFeatures();
@ -1567,6 +1580,8 @@ void GroundCover::_updateCoverGrid( const Frustum &culler )
void GroundCover::prepRenderImage( SceneRenderState *state )
{
// Reset stats each time we hit the diffuse pass.
if (mMatInst == nullptr)
return;
if( state->isDiffusePass() )
{

View file

@ -45,6 +45,8 @@
#include "shaderGen/shaderFeature.h"
#endif
#include "T3D/assets/MaterialAsset.h"
class TerrainBlock;
class GroundCoverCell;
class TSShapeInstance;
@ -264,8 +266,8 @@ protected:
static F32 smDensityScale;
static F32 smFadeScale;
String mMaterialName;
Material *mMaterial;
DECLARE_NET_MATERIALASSET(GroundCover, Material, InitialUpdateMask);
Material* mMaterial;
BaseMatInstance *mMatInst;
GroundCoverShaderConstData mShaderConstData;

View file

@ -106,7 +106,7 @@ private:
F32 mScaleV; ///< Scale factor for V texture coordinates.
BaseMatInstance* mMaterial; ///< Instantiated material based on given material name.
DECLARE_MATERIALASSET(GroundPlane, Material, -1);
DECLARE_NET_MATERIALASSET(GroundPlane, Material, -1);
PhysicsBody *mPhysicsRep;