Torque3D/Engine/source/T3D/assets/MaterialAsset.h
Areloch adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
Fixed String -> StringTableEntry conversion in prefab file to correct corruption when setting the filename
Cleaned up message spam from the MaterialSlot fields on TSStatics
Added getter/setters for terrain file and assets
Removed unneeded exec of tools profiles for MainMenuGUI
Add logic to remove creators section of AB if in select mode
Fixed misc. messageBox invokes that were erroneously converted to 'toolsMessageBox'
Fix classname for NotesObject in AB Creator Entry
Fix issue where ConvexShapeEditor toolbar would hide after being seen once
Changed keybind for quick AB access from 'space' to 'shift space' to avoid input issues when typing in fields in some cases
Fixed default image assignments for River objects on foam/ripple/depth
Added handling for Material, Sound and Shape asset fields in Object Builder, and updated various objectBuilder class entries to utilize them now.
Updated various fields' defaults for ObjectBuilder to utilize correct assetId's
Fixed editor SceneTree tooltips for TSShape and GroundCovert to correctly reference assets as needed
Added logic to properly check terrain asset validity when prompting to save changes, which would break saving actions before
Added menubar items in the Object category to take control and release control of control objects quickly for testing
2021-09-19 01:01:47 -05:00

372 lines
13 KiB
C++

//-----------------------------------------------------------------------------
// 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"
#include "materials/materialManager.h"
//-----------------------------------------------------------------------------
class MaterialAsset : public AssetBase
{
typedef AssetBase Parent;
String mShaderGraphFile;
StringTableEntry mScriptFile;
StringTableEntry mScriptPath;
StringTableEntry mMatDefinitionName;
SimObjectPtr<Material> mMaterialDefinition;
public:
static StringTableEntry smNoMaterialAssetFallback;
enum MaterialAssetErrCode
{
ScriptLoaded = AssetErrCode::Extended,
Extended
};
public:
MaterialAsset();
virtual ~MaterialAsset();
/// Set up some global script interface stuff.
static void consoleInit();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
void loadMaterial();
StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
SimObjectPtr<Material> getMaterialDefinition() { return mMaterialDefinition; }
void setScriptFile(const char* pScriptFile);
inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
/// <summary>
/// Looks for any assets that uses the provided Material Definition name.
/// If none are found, attempts to auto-import the material definition if the
/// material definition exists.
/// </summary>
/// <param name="matName">Material Definition name to look for</param>
/// <returns>AssetId of matching asset.</returns>
static StringTableEntry getAssetIdByMaterialName(StringTableEntry matName);
static U32 getAssetById(StringTableEntry assetId, AssetPtr<MaterialAsset>* materialAsset);
static U32 getAssetByMaterialName(StringTableEntry matName, AssetPtr<MaterialAsset>* matAsset);
/// 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<MaterialAsset*>(obj)->setScriptFile(data);
return false;
}
static const char* getScriptFile(void* obj, const char* data) { return static_cast<MaterialAsset*>(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();
};
#pragma region Singular Asset Macros
//Singular assets
/// <Summary>
/// Declares an material asset
/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
/// </Summary>
#define DECLARE_MATERIALASSET(className, name) public: \
StringTableEntry m##name##Name;\
StringTableEntry m##name##AssetId;\
AssetPtr<MaterialAsset> m##name##Asset;\
SimObjectPtr<Material> m##name;\
public: \
const StringTableEntry get##name##File() const { return m##name##Name; }\
void set##name##Name(const FileName &_in) { m##name##Name = StringTable->insert(_in.c_str());}\
const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
void set##name##Asset(const AssetPtr<MaterialAsset> &_in) { m##name##Asset = _in;}\
\
bool _set##name(StringTableEntry _in)\
{\
if(m##name##AssetId != _in || m##name##Name != _in)\
{\
if (_in == NULL || _in == StringTable->EmptyString())\
{\
m##name##Name = StringTable->EmptyString();\
m##name##AssetId = StringTable->EmptyString();\
m##name##Asset = NULL;\
m##name = NULL;\
return true;\
}\
\
if (AssetDatabase.isDeclaredAsset(_in))\
{\
m##name##AssetId = _in;\
\
U32 assetState = MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
\
if (MaterialAsset::Ok == assetState)\
{\
m##name##Name = StringTable->EmptyString();\
}\
}\
else\
{\
StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(_in);\
if (assetId != StringTable->EmptyString())\
{\
m##name##AssetId = assetId;\
if (MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset) == MaterialAsset::Ok)\
{\
m##name##Name = StringTable->EmptyString();\
}\
}\
else\
{\
m##name##Name = _in;\
m##name##AssetId = StringTable->EmptyString();\
m##name##Asset = NULL;\
}\
}\
}\
if (get##name() != StringTable->EmptyString() && m##name##Asset.notNull())\
{\
if (m##name && String(m##name##Asset->getMaterialDefinitionName()).equal(m##name->getName(), String::NoCase))\
return false;\
\
Material* tempMat = nullptr;\
\
if (!Sim::findObject(m##name##Asset->getMaterialDefinitionName(), tempMat))\
Con::errorf("%s::_set%s() - Material %s was not found.", macroText(className), macroText(name), m##name##Asset->getMaterialDefinitionName());\
m##name = tempMat;\
}\
else\
{\
m##name = NULL;\
}\
\
if(get##name() == StringTable->EmptyString())\
return true;\
\
if (m##name##Asset.notNull() && m##name##Asset->getStatus() != MaterialAsset::Ok)\
{\
Con::errorf("%s::_set%s() - material asset failure\"%s\" due to [%s]", macroText(className), macroText(name), _in, MaterialAsset::getAssetErrstrn(m##name##Asset->getStatus()).c_str());\
return false; \
}\
else if (!m##name)\
{\
Con::errorf("%s::_set%s() - Couldn't load material \"%s\"", macroText(className), macroText(name), _in);\
return false;\
}\
return true;\
}\
\
const StringTableEntry get##name() const\
{\
if (m##name##Asset && (m##name##Asset->getMaterialDefinitionName() != StringTable->EmptyString()))\
return m##name##Asset->getMaterialDefinitionName();\
else if (m##name##AssetId != StringTable->EmptyString())\
return m##name##AssetId;\
else if (m##name##Name != StringTable->EmptyString())\
return m##name##Name;\
else\
return StringTable->EmptyString();\
}\
SimObjectPtr<Material> get##name##Resource() \
{\
return m##name;\
}
#define DECLARE_MATERIALASSET_SETGET(className, name)\
static bool _set##name##Data(void* obj, const char* index, const char* data)\
{\
bool ret = false;\
className* object = static_cast<className*>(obj);\
ret = object->_set##name(StringTable->insert(data));\
return ret;\
}
#define DECLARE_MATERIALASSET_NET_SETGET(className, name, bitmask)\
static bool _set##name##Data(void* obj, const char* index, const char* data)\
{\
bool ret = false;\
className* object = static_cast<className*>(obj);\
ret = object->_set##name(StringTable->insert(data));\
if(ret)\
object->setMaskBits(bitmask);\
return ret;\
}
#define DEF_MATERIALASSET_BINDS(className,name)\
DefineEngineMethod(className, get##name, const char*, (), , "get name")\
{\
return object->get##name(); \
}\
DefineEngineMethod(className, get##name##Asset, const char*, (), , assetText(name, asset reference))\
{\
return object->m##name##AssetId; \
}\
DefineEngineMethod(className, set##name, bool, (const char* mat), , assetText(name,assignment. first tries asset then material name.))\
{\
return object->_set##name(StringTable->insert(mat));\
}
#define INIT_MATERIALASSET(name) \
m##name##Name = StringTable->EmptyString(); \
m##name##AssetId = StringTable->EmptyString(); \
m##name##Asset = NULL;\
m##name = NULL;
#ifdef TORQUE_SHOW_LEGACY_FILE_FIELDS
#define INITPERSISTFIELD_MATERIALASSET(name, consoleClass, docs) \
addProtectedField(#name, TypeMaterialName, Offset(m##name##Name, consoleClass), _set##name##Data, &defaultProtectedGetFn,assetDoc(name, docs)); \
addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
#else
#define INITPERSISTFIELD_MATERIALASSET(name, consoleClass, docs) \
addProtectedField(#name, TypeMaterialName, Offset(m##name##Name, consoleClass), _set##name##Data, &defaultProtectedGetFn,assetDoc(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
#endif // SHOW_LEGACY_FILE_FIELDS
#define CLONE_MATERIALASSET(name) \
m##name##Name = other.m##name##Name;\
m##name##AssetId = other.m##name##AssetId;\
m##name##Asset = other.m##name##Asset;
#define LOAD_MATERIALASSET(name)\
if (m##name##AssetId != StringTable->EmptyString())\
{\
S32 assetState = MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
if (assetState == MaterialAsset::Ok )\
{\
m##name##Name = StringTable->EmptyString();\
}\
else Con::warnf("Warning: %s::LOAD_MATERIALASSET(%s)-%s", mClassName, m##name##AssetId, MaterialAsset::getAssetErrstrn(assetState).c_str());\
}
#define PACKDATA_MATERIALASSET(name)\
if (stream->writeFlag(m##name##Asset.notNull()))\
{\
stream->writeString(m##name##Asset.getAssetId());\
}\
else\
stream->writeString(m##name##Name);
#define UNPACKDATA_MATERIALASSET(name)\
if (stream->readFlag())\
{\
m##name##AssetId = stream->readSTString();\
_set##name(m##name##AssetId);\
}\
else\
m##name##Name = stream->readSTString();
#define PACK_MATERIALASSET(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 UNPACK_MATERIALASSET(netconn, name)\
if (stream->readFlag())\
{\
m##name##AssetId = StringTable->insert(netconn->unpackNetStringHandleU(stream).getString());\
_set##name(m##name##AssetId);\
}\
else\
m##name##Name = stream->readSTString();
#pragma endregion
#endif // _ASSET_BASE_H_