Initial pass at implementing MaterialAsset macromagic utility functions and applies it to the renderMeshExample object as well as groundPlane

This commit is contained in:
Areloch 2020-12-27 23:24:29 -06:00
parent e9dba74891
commit c1cd217557
5 changed files with 131 additions and 113 deletions

View file

@ -19,6 +19,8 @@
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#pragma once
#ifndef MATERIALASSET_H
#define MATERIALASSET_H
@ -42,6 +44,10 @@
#include "gfx/gfxDevice.h"
#endif
#ifndef _NETCONNECTION_H_
#include "sim/netConnection.h"
#endif
#include "gui/editor/guiInspectorTypes.h"
#include "materials/matTextureTarget.h"
@ -118,5 +124,93 @@ public:
static void consoleInit();
};
#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 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.));
/// <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;\
StringTableEntry m##name##AssetId;\
AssetPtr<MaterialAsset> m##name##Asset;\
public: \
const StringTableEntry& 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();\
\
shape->setMaskBits(bitmask);\
return true;\
}\
return false;\
}
#define packMaterialAsset(netconn, name)\
if (stream->writeFlag(m##name##Asset.notNull()))\
{\
NetStringHandle assetIdStr = m##name##Asset.getAssetId();\
##netconn##->packNetStringHandleU(stream, assetIdStr);\
}\
else\
stream->writeString(m##name##Name);
#define unpackMaterialAsset(netconn, name)\
if (stream->readFlag())\
{\
m##name##AssetId = StringTable->insert(##netconn##->unpackNetStringHandleU(stream).getString());\
MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
}\
else\
m##name##Name = stream->readSTString();\
#endif // _ASSET_BASE_H_