mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
299 lines
11 KiB
C++
299 lines
11 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#pragma once
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#ifndef MATERIALASSET_H
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#define MATERIALASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _NETCONNECTION_H_
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#include "sim/netConnection.h"
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#endif
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#include "gui/editor/guiInspectorTypes.h"
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#include "materials/matTextureTarget.h"
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#include "materials/materialDefinition.h"
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#include "materials/customMaterialDefinition.h"
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//-----------------------------------------------------------------------------
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class MaterialAsset : public AssetBase
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{
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typedef AssetBase Parent;
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String mShaderGraphFile;
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StringTableEntry mScriptFile;
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StringTableEntry mScriptPath;
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StringTableEntry mMatDefinitionName;
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public:
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MaterialAsset();
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virtual ~MaterialAsset();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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void compileShader();
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StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
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void setScriptFile(const char* pScriptFile);
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inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
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inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
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static StringTableEntry getAssetIdByMaterialName(StringTableEntry fileName);
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static bool getAssetById(StringTableEntry assetId, AssetPtr<MaterialAsset>* materialAsset);
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/// Declare Console Object.
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DECLARE_CONOBJECT(MaterialAsset);
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protected:
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virtual void initializeAsset();
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virtual void onAssetRefresh(void);
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static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<MaterialAsset*>(obj)->setScriptFile(data); return false; }
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static const char* getScriptFile(void* obj, const char* data) { return static_cast<MaterialAsset*>(obj)->getScriptFile(); }
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};
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DefineConsoleType(TypeMaterialAssetPtr, MaterialAsset)
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DefineConsoleType(TypeMaterialAssetId, String)
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//-----------------------------------------------------------------------------
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// TypeAssetId GuiInspectorField Class
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//-----------------------------------------------------------------------------
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class GuiInspectorTypeMaterialAssetPtr : public GuiInspectorTypeFileName
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{
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typedef GuiInspectorTypeFileName Parent;
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public:
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GuiBitmapButtonCtrl* mEditButton;
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DECLARE_CONOBJECT(GuiInspectorTypeMaterialAssetPtr);
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static void consoleInit();
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virtual GuiControl* constructEditControl();
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virtual bool updateRects();
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};
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class GuiInspectorTypeMaterialAssetId : public GuiInspectorTypeMaterialAssetPtr
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{
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typedef GuiInspectorTypeMaterialAssetPtr Parent;
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public:
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DECLARE_CONOBJECT(GuiInspectorTypeMaterialAssetId);
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static void consoleInit();
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};
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#define assetText(x,suff) std::string(std::string(#x) + std::string(#suff)).c_str()
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#define initMaterialAsset(name) m##name##Name = ""; m##name##AssetId = StringTable->EmptyString(); m##name##Asset = NULL;
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#define bindMaterialAsset(name) if (m##name##AssetId != StringTable->EmptyString()) m##name##Asset = m##name##AssetId;
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#define scriptBindMaterialAsset(name, consoleClass, docs)\
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addProtectedField(assetText(name, File), TypeMaterialName, Offset(m##name##Name, consoleClass), consoleClass::_set##name##Name, & defaultProtectedGetFn, assetText(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
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addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), consoleClass::_set##name##Asset, & defaultProtectedGetFn, assetText(name, asset reference.));
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#define DECLARE_MATERIALASSET(className,name) protected: \
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String m##name##Name;\
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StringTableEntry m##name##AssetId;\
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AssetPtr<MaterialAsset> m##name##Asset;\
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public: \
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const String& get##name() const { return m##name##Name; }\
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void set##name(FileName _in) { m##name##Name = _in; }\
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const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
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void set##name##Asset(AssetPtr<MaterialAsset>_in) { m##name##Asset = _in; }\
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static bool _set##name##Name(void* obj, const char* index, const char* data)\
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{\
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className* shape = static_cast<className*>(obj);\
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\
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StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(StringTable->insert(data));\
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if (assetId != StringTable->EmptyString())\
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{\
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if (shape->_set##name##Asset(obj, index, assetId))\
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{\
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if (assetId == StringTable->insert("Core_Rendering:noMaterial"))\
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{\
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shape->m##name##Name = data;\
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shape->m##name##AssetId = StringTable->EmptyString();\
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\
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return true;\
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}\
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else\
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{\
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shape->m##name##AssetId = assetId;\
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shape->m##name##Name = StringTable->EmptyString();\
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\
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return false;\
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}\
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}\
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}\
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else\
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{\
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shape->m##name##Asset = StringTable->EmptyString();\
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}\
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\
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return true;\
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}\
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\
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static bool _set##name##Asset(void* obj, const char* index, const char* data)\
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{\
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className* shape = static_cast<className*>(obj);\
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shape->m##name##AssetId = StringTable->insert(data);\
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if (MaterialAsset::getAssetById(shape->m##name##AssetId, &shape->m##name##Asset))\
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{\
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if (shape->m##name##Asset.getAssetId() != StringTable->insert("Core_Rendering:noMaterial"))\
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shape->m##name##Name = StringTable->EmptyString();\
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\
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return true;\
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}\
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return false;\
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}\
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\
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static bool set##name##Asset(const char* assetId)\
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{\
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m##name##AssetId = StringTable->insert(assetId);\
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if (m##name##AssetId != StringTable->EmptyString())\
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m##name##Asset = m##name##AssetId;\
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}
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/// <summary>
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/// 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
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/// The first 2 are for setting up/filling out the fields and class member defines
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/// 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
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/// </summary>
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#define DECLARE_NET_MATERIALASSET(className,name,bitmask) protected: \
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String m##name##Name;\
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StringTableEntry m##name##AssetId;\
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AssetPtr<MaterialAsset> m##name##Asset;\
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public: \
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const String& get##name() const { return m##name##Name; }\
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void set##name(FileName _in) { m##name##Name = _in; }\
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const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
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void set##name##Asset(AssetPtr<MaterialAsset>_in) { m##name##Asset = _in; }\
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static bool _set##name##Name(void* obj, const char* index, const char* data)\
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{\
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className* shape = static_cast<className*>(obj);\
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\
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StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(StringTable->insert(data));\
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if (assetId != StringTable->EmptyString())\
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{\
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if (shape->_set##name##Asset(obj, index, assetId))\
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{\
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if (assetId == StringTable->insert("Core_Rendering:noMaterial"))\
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{\
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shape->m##name##Name = data;\
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shape->m##name##AssetId = StringTable->EmptyString();\
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\
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return true;\
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}\
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else\
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{\
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shape->m##name##AssetId = assetId;\
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shape->m##name##Name = StringTable->EmptyString();\
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\
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return false;\
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}\
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}\
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}\
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else\
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{\
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shape->m##name##Asset = StringTable->EmptyString();\
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}\
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\
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return true;\
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}\
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\
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static bool _set##name##Asset(void* obj, const char* index, const char* data)\
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{\
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className* shape = static_cast<className*>(obj);\
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shape->m##name##AssetId = StringTable->insert(data);\
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if (MaterialAsset::getAssetById(shape->m##name##AssetId, &shape->m##name##Asset))\
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{\
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if (shape->m##name##Asset.getAssetId() != StringTable->insert("Core_Rendering:noMaterial"))\
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shape->m##name##Name = StringTable->EmptyString();\
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\
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shape->setMaskBits(bitmask);\
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shape->inspectPostApply();\
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return true;\
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}\
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shape->inspectPostApply();\
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return false;\
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}\
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\
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bool set##name##AssetId(const char* _assetId)\
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{\
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m##name##AssetId = StringTable->insert(_assetId);\
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if (m##name##AssetId != StringTable->EmptyString())\
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{\
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m##name##Asset = m##name##AssetId;\
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\
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setMaskBits(bitmask);\
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inspectPostApply();\
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return true;\
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}\
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\
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return false;\
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}
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#define packMaterialAsset(netconn, name)\
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if (stream->writeFlag(m##name##Asset.notNull()))\
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{\
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NetStringHandle assetIdStr = m##name##Asset.getAssetId();\
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netconn->packNetStringHandleU(stream, assetIdStr);\
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}\
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else\
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stream->writeString(m##name##Name);
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#define unpackMaterialAsset(netconn, name)\
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if (stream->readFlag())\
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{\
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m##name##AssetId = StringTable->insert(netconn->unpackNetStringHandleU(stream).getString());\
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MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
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}\
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else\
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m##name##Name = stream->readSTString();\
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#endif // _ASSET_BASE_H_
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