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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 15:30:41 +00:00
Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
Creates a networked and non-networked variant of DECLARE_MATERIALASSET macro
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a0ba345095
commit
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17 changed files with 301 additions and 117 deletions
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@ -458,7 +458,8 @@ GroundCover::GroundCover()
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mRandomSeed = 1;
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mMaterial = NULL;
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initMaterialAsset(Material);
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mMatInst = NULL;
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mMatParams = NULL;
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mTypeRectsParam = NULL;
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@ -537,8 +538,8 @@ IMPLEMENT_CO_NETOBJECT_V1(GroundCover);
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void GroundCover::initPersistFields()
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{
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addGroup( "GroundCover General" );
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addField( "material", TypeMaterialName, Offset( mMaterialName, GroundCover ), "Material used by all GroundCover segments." );
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scriptBindMaterialAsset(Material, GroundCover, "Material used by all GroundCover segments.");
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addField( "radius", TypeF32, Offset( mRadius, GroundCover ), "Outer generation radius from the current camera position." );
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addField( "dissolveRadius",TypeF32, Offset( mFadeRadius, GroundCover ), "This is less than or equal to radius and defines when fading of cover elements begins." );
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@ -709,7 +710,7 @@ U32 GroundCover::packUpdate( NetConnection *connection, U32 mask, BitStream *str
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// TODO: We could probably optimize a few of these
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// based on reasonable units at some point.
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stream->write( mMaterialName );
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packMaterialAsset(connection, Material);
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stream->write( mRadius );
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stream->write( mZOffset );
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@ -780,7 +781,7 @@ void GroundCover::unpackUpdate( NetConnection *connection, BitStream *stream )
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if (stream->readFlag())
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{
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stream->read( &mMaterialName );
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unpackMaterialAsset(connection, Material);
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stream->read( &mRadius );
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stream->read( &mZOffset );
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@ -852,17 +853,29 @@ void GroundCover::unpackUpdate( NetConnection *connection, BitStream *stream )
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}
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void GroundCover::_initMaterial()
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{
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SAFE_DELETE( mMatInst );
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if ( mMaterialName.isNotEmpty() )
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if ( !Sim::findObject( mMaterialName, mMaterial ) )
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Con::errorf( "GroundCover::_initMaterial - Material %s was not found.", mMaterialName.c_str() );
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{
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if (mMaterialAsset.notNull())
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{
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if (mMatInst && String(mMaterialAsset->getMaterialDefinitionName()).equal(mMatInst->getMaterial()->getName(), String::NoCase))
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return;
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if ( mMaterial )
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mMatInst = mMaterial->createMatInstance();
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SAFE_DELETE(mMatInst);
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if (!Sim::findObject(mMaterialAsset->getMaterialDefinitionName(), mMaterial))
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Con::errorf("GroundCover::_initMaterial - Material %s was not found.", mMaterialAsset->getMaterialDefinitionName());
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if (mMaterial)
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mMatInst = mMaterial->createMatInstance();
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else
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mMatInst = MATMGR->createMatInstance("WarningMaterial");
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if (!mMatInst)
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Con::errorf("GroundCover::_initMaterial - no Material called '%s'", mMaterialAsset->getMaterialDefinitionName());
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}
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else
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mMatInst = MATMGR->createMatInstance( "WarningMaterial" );
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{
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return;
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}
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// Add our special feature that makes it all work...
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FeatureSet features = MATMGR->getDefaultFeatures();
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@ -1567,6 +1580,8 @@ void GroundCover::_updateCoverGrid( const Frustum &culler )
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void GroundCover::prepRenderImage( SceneRenderState *state )
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{
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// Reset stats each time we hit the diffuse pass.
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if (mMatInst == nullptr)
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return;
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if( state->isDiffusePass() )
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{
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