mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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1) `/` not `\` for includes 2) had to clean up a few extra ## bits that work fine winside, but trip up macs (only needed when stitching, had 5 spots where that was pointless)
220 lines
8.2 KiB
C++
220 lines
8.2 KiB
C++
#pragma once
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//-----------------------------------------------------------------------------
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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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#ifndef IMAGE_ASSET_H
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#define IMAGE_ASSET_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 _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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#include "gfx/bitmap/gBitmap.h"
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#include "gfx/gfxTextureHandle.h"
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#include "gui/editor/guiInspectorTypes.h"
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//-----------------------------------------------------------------------------
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class ImageAsset : public AssetBase
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{
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typedef AssetBase Parent;
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public:
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/// The different types of image use cases
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enum ImageTypes
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{
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Albedo = 0,
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Normal = 1,
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ORMConfig = 2,
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GUI = 3,
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Roughness = 4,
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AO = 5,
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Metalness = 6,
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Glow = 7,
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Particle = 8,
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Decal = 9,
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Cubemap = 10,
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ImageTypeCount = 11
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};
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protected:
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StringTableEntry mImageFileName;
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StringTableEntry mImagePath;
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GFXTexHandle mImage;
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bool mIsValidImage;
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bool mUseMips;
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bool mIsHDRImage;
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ImageTypes mImageType;
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Map<GFXTextureProfile, GFXTexHandle> mResourceMap;
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public:
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ImageAsset();
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virtual ~ImageAsset();
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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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/// Declare Console Object.
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DECLARE_CONOBJECT(ImageAsset);
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void setImageFileName(const char* pScriptFile);
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inline StringTableEntry getImageFileName(void) const { return mImageFileName; };
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inline StringTableEntry getImagePath(void) const { return mImagePath; };
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bool isValid() { return mIsValidImage; }
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GFXTexHandle getImage(GFXTextureProfile requestedProfile);
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const char* getImageInfo();
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static const char* getImageTypeNameFromType(ImageTypes type);
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static ImageTypes getImageTypeFromName(const char* name);
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void setImageType(ImageTypes type) { mImageType = type; }
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static bool getAssetByFilename(StringTableEntry fileName, AssetPtr<ImageAsset>* imageAsset);
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static StringTableEntry getAssetIdByFilename(StringTableEntry fileName);
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static bool getAssetById(StringTableEntry assetId, AssetPtr<ImageAsset>* imageAsset);
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protected:
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virtual void initializeAsset(void);
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virtual void onAssetRefresh(void);
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static bool setImageFileName(void* obj, const char* index, const char* data) { static_cast<ImageAsset*>(obj)->setImageFileName(data); return false; }
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static const char* getImageFileName(void* obj, const char* data) { return static_cast<ImageAsset*>(obj)->getImageFileName(); }
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void loadImage();
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};
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DefineConsoleType(TypeImageAssetPtr, ImageAsset)
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DefineConsoleType(TypeImageAssetId, String)
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typedef ImageAsset::ImageTypes ImageAssetType;
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DefineEnumType(ImageAssetType);
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class GuiInspectorTypeImageAssetPtr : public GuiInspectorTypeFileName
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{
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typedef GuiInspectorTypeFileName Parent;
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public:
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GuiBitmapButtonCtrl* mImageEdButton;
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DECLARE_CONOBJECT(GuiInspectorTypeImageAssetPtr);
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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 GuiInspectorTypeImageAssetId : public GuiInspectorTypeImageAssetPtr
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{
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typedef GuiInspectorTypeImageAssetPtr Parent;
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public:
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DECLARE_CONOBJECT(GuiInspectorTypeImageAssetId);
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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 initMapSlot(name) m##name##Filename = String::EmptyString; m##name##AssetId = StringTable->EmptyString(); m##name##Asset = NULL;
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#define bindMapSlot(name) if (m##name##AssetId != String::EmptyString) m##name##Asset = m##name##AssetId;
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#define scriptBindMapSlot(name, consoleClass, docs) addField(#name, TypeImageFilename, Offset(m##name##Filename, consoleClass), assetText(name, docs)); \
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addProtectedField(assetText(name, Asset), TypeImageAssetId, Offset(m##name##AssetId, consoleClass), consoleClass::_set##name##Asset, & defaultProtectedGetFn, assetText(name, asset reference.));
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#define initMapArraySlot(name,id) m##name##Filename[id] = String::EmptyString; m##name##AssetId[id] = StringTable->EmptyString(); m##name##Asset[id] = NULL;
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#define bindMapArraySlot(name,id) if (m##name##AssetId[id] != String::EmptyString) m##name##Asset[id] = m##name##AssetId[id];
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#define scriptBindMapArraySlot(name, arraySize, consoleClass, docs) addField(#name, TypeImageFilename, Offset(m##name##Filename, consoleClass), arraySize, assetText(name, docs)); \
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addProtectedField(assetText(name,Asset), TypeImageAssetId, Offset(m##name##AssetId, consoleClass), consoleClass::_set##name##AssetSlot, &defaultProtectedGetFn, arraySize, assetText(name,asset reference.));
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#define DECLARE_TEXTUREMAP(className,name) protected: \
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FileName m##name##Filename;\
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StringTableEntry m##name##AssetId;\
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AssetPtr<ImageAsset> m##name##Asset;\
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public: \
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const String& get##name() const { return m##name##Filename; }\
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void set##name(FileName _in) { m##name##Filename = _in; }\
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const AssetPtr<ImageAsset> & get##name##Asset() const { return m##name##Asset; }\
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void set##name##Asset(AssetPtr<ImageAsset>_in) { m##name##Asset = _in; }\
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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* mat = static_cast<className*>(obj);\
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mat->m##name##AssetId = StringTable->insert(data);\
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if (ImageAsset::getAssetById(mat->m##name##AssetId, &mat->m##name##Asset))\
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{\
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if (mat->m##name##Asset.getAssetId() != StringTable->insert("Core_Rendering:noMaterial"))\
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mat->m##name##Filename = StringTable->EmptyString();\
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return true;\
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}\
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return true;\
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}
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#define GET_TEXTUREMAP(name) get##name()
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#define SET_TEXTUREMAP(name,_in) set##name(_in)
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#define GET_TEXTUREASSET(name) get##name##Asset()
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#define SET_TEXTUREASSET(name,_in) set##name##Asset(_in)
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#define DECLARE_TEXTUREARRAY(className,name,max) FileName m##name##Filename[max];\
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StringTableEntry m##name##AssetId[max];\
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AssetPtr<ImageAsset> m##name##Asset[max];\
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static bool _set##name##AssetSlot(void* obj, const char* index, const char* data)\
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{\
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className* mat = static_cast<className*>(obj);\
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if (!index) return false;\
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U32 idx = dAtoi(index);\
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if (idx >= max)\
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return false;\
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mat->m##name##AssetId[idx] = StringTable->insert(data);\
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if (ImageAsset::getAssetById(mat->m##name##AssetId[idx], &mat->m##name##Asset[idx]))\
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{\
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if (mat->m##name##Asset[idx].getAssetId() != StringTable->insert("Core_Rendering:noMaterial"))\
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{\
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mat->m##name##Filename[idx] = StringTable->EmptyString();\
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}\
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return true;\
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}\
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return true;\
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}
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#endif
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