//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // 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 #ifndef _ASSET_BASE_H_ #include "assets/assetBase.h" #endif #ifndef _ASSET_DEFINITION_H_ #include "assets/assetDefinition.h" #endif #ifndef _STRINGUNIT_H_ #include "string/stringUnit.h" #endif #ifndef _ASSET_FIELD_TYPES_H_ #include "assets/assetFieldTypes.h" #endif #ifndef _GFXDEVICE_H_ #include "gfx/gfxDevice.h" #endif #ifndef _NETCONNECTION_H_ #include "sim/netConnection.h" #endif #include "gui/editor/guiInspectorTypes.h" #include "materials/matTextureTarget.h" #include "materials/materialDefinition.h" #include "materials/customMaterialDefinition.h" //----------------------------------------------------------------------------- class MaterialAsset : public AssetBase { typedef AssetBase Parent; String mShaderGraphFile; StringTableEntry mScriptFile; StringTableEntry mScriptPath; StringTableEntry mMatDefinitionName; public: MaterialAsset(); virtual ~MaterialAsset(); /// Engine. static void initPersistFields(); virtual void copyTo(SimObject* object); void compileShader(); StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; } void setScriptFile(const char* pScriptFile); inline StringTableEntry getScriptFile(void) const { return mScriptFile; }; inline StringTableEntry getScriptPath(void) const { return mScriptPath; }; static StringTableEntry getAssetIdByMaterialName(StringTableEntry fileName); static bool getAssetById(StringTableEntry assetId, AssetPtr* materialAsset); /// Declare Console Object. DECLARE_CONOBJECT(MaterialAsset); protected: virtual void initializeAsset(); virtual void onAssetRefresh(void); static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast(obj)->setScriptFile(data); return false; } static const char* getScriptFile(void* obj, const char* data) { return static_cast(obj)->getScriptFile(); } }; DefineConsoleType(TypeMaterialAssetPtr, MaterialAsset) DefineConsoleType(TypeMaterialAssetId, String) //----------------------------------------------------------------------------- // TypeAssetId GuiInspectorField Class //----------------------------------------------------------------------------- class GuiInspectorTypeMaterialAssetPtr : public GuiInspectorTypeFileName { typedef GuiInspectorTypeFileName Parent; public: GuiBitmapButtonCtrl* mEditButton; DECLARE_CONOBJECT(GuiInspectorTypeMaterialAssetPtr); static void consoleInit(); virtual GuiControl* constructEditControl(); virtual bool updateRects(); }; class GuiInspectorTypeMaterialAssetId : public GuiInspectorTypeMaterialAssetPtr { typedef GuiInspectorTypeMaterialAssetPtr Parent; public: DECLARE_CONOBJECT(GuiInspectorTypeMaterialAssetId); 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.)); /// /// 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 /// #define DECLARE_MATERIALASSET(className,name,bitmask) protected: \ StringTableEntry m##name##Name;\ StringTableEntry m##name##AssetId;\ AssetPtr m##name##Asset;\ public: \ const StringTableEntry& get##name() const { return m##name##Name; }\ void set##name(FileName _in) { m##name##Name = _in; }\ const AssetPtr & get##name##Asset() const { return m##name##Asset; }\ void set##name##Asset(AssetPtr_in) { m##name##Asset = _in; }\ static bool _set##name##Name(void* obj, const char* index, const char* data)\ {\ className* shape = static_cast(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(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_