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https://github.com/TorqueGameEngines/Torque3D.git
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all DECLARE_IMAGEASSET refactored
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parent
24b374f545
commit
fa8110ce8f
44 changed files with 248 additions and 306 deletions
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@ -260,10 +260,6 @@ WaterObject::WaterObject()
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mMatrixSet = reinterpret_cast<MatrixSet *>(dMalloc_aligned(sizeof(MatrixSet), 16));
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constructInPlace(mMatrixSet);
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INIT_ASSET(RippleTex);
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INIT_ASSET(FoamTex);
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INIT_ASSET(DepthGradientTex);
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mCubemapName = StringTable->EmptyString();
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}
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@ -300,7 +296,7 @@ void WaterObject::initPersistFields()
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addField( "overallWaveMagnitude", TypeF32, Offset( mOverallWaveMagnitude, WaterObject ), "Master variable affecting entire body"
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" of water's undulation" );
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INITPERSISTFIELD_IMAGEASSET(RippleTex, WaterObject, "Normal map used to simulate small surface ripples");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(RippleTex, WaterObject, "Normal map used to simulate small surface ripples");
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addArray( "Ripples (texture animation)", MAX_WAVES );
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@ -314,7 +310,7 @@ void WaterObject::initPersistFields()
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addField( "overallRippleMagnitude", TypeF32, Offset( mOverallRippleMagnitude, WaterObject ), "Master variable affecting entire surface");
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INITPERSISTFIELD_IMAGEASSET(FoamTex, WaterObject, "Diffuse texture for foam in shallow water (advanced lighting only)");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(FoamTex, WaterObject, "Diffuse texture for foam in shallow water (advanced lighting only)");
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addArray( "Foam", MAX_FOAM );
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@ -366,7 +362,7 @@ void WaterObject::initPersistFields()
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addGroup( "Misc" );
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INITPERSISTFIELD_IMAGEASSET(DepthGradientTex, WaterObject, "1D texture defining the base water color by depth");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(DepthGradientTex, WaterObject, "1D texture defining the base water color by depth");
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addField( "depthGradientMax", TypeF32, Offset( mDepthGradientMax, WaterObject ), "Depth in world units, the max range of the color gradient texture." );
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@ -547,9 +543,9 @@ U32 WaterObject::packUpdate( NetConnection * conn, U32 mask, BitStream *stream )
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if ( stream->writeFlag( mask & TextureMask ) )
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{
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PACK_ASSET(conn, RippleTex);
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PACK_ASSET(conn, DepthGradientTex);
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PACK_ASSET(conn, FoamTex);
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PACK_ASSET_REFACTOR(conn, RippleTex);
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PACK_ASSET_REFACTOR(conn, DepthGradientTex);
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PACK_ASSET_REFACTOR(conn, FoamTex);
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stream->writeString( mCubemapName );
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}
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@ -669,9 +665,9 @@ void WaterObject::unpackUpdate( NetConnection * conn, BitStream *stream )
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// TextureMask
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if ( stream->readFlag() )
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{
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UNPACK_ASSET(conn, RippleTex);
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UNPACK_ASSET(conn, DepthGradientTex);
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UNPACK_ASSET(conn, FoamTex);
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UNPACK_ASSET_REFACTOR(conn, RippleTex);
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UNPACK_ASSET_REFACTOR(conn, DepthGradientTex);
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UNPACK_ASSET_REFACTOR(conn, FoamTex);
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mCubemapName = stream->readSTString();
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@ -767,13 +763,13 @@ void WaterObject::renderObject( ObjectRenderInst *ri, SceneRenderState *state, B
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void WaterObject::setCustomTextures( S32 matIdx, U32 pass, const WaterMatParams ¶mHandles )
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{
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// Always use the ripple texture.
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GFX->setTexture( paramHandles.mRippleSamplerSC->getSamplerRegister(pass), mRippleTex );
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GFX->setTexture( paramHandles.mRippleSamplerSC->getSamplerRegister(pass), getRippleTex() );
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// Only above-water in advanced-lighting uses the foam texture.
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if ( matIdx == WaterMat )
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{
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GFX->setTexture( paramHandles.mFoamSamplerSC->getSamplerRegister(pass), mFoamTex );
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GFX->setTexture( paramHandles.mDepthGradSamplerSC->getSamplerRegister(pass), mDepthGradientTex );
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GFX->setTexture( paramHandles.mFoamSamplerSC->getSamplerRegister(pass), getFoamTex() );
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GFX->setTexture( paramHandles.mDepthGradSamplerSC->getSamplerRegister(pass), getDepthGradientTex() );
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}
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if ( ( matIdx == WaterMat || matIdx == BasicWaterMat ) && mCubemap )
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@ -1118,7 +1114,7 @@ void WaterObject::updateUnderwaterEffect( SceneRenderState *state )
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// be fetched by the effect when it renders.
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if ( !mNamedDepthGradTex.isRegistered() )
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mNamedDepthGradTex.registerWithName( "waterDepthGradMap" );
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mNamedDepthGradTex.setTexture( mDepthGradientTex );
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mNamedDepthGradTex.setTexture( getDepthGradientTex() );
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}
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else
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effect->disable();
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@ -1172,7 +1168,7 @@ bool WaterObject::initMaterial( S32 idx )
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void WaterObject::initTextures()
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{
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if ( mNamedDepthGradTex.isRegistered() )
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mNamedDepthGradTex.setTexture( mDepthGradientTex );
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mNamedDepthGradTex.setTexture( getDepthGradientTex() );
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if ( mCubemapName != StringTable->EmptyString() )
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Sim::findObject( mCubemapName, mCubemap );
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