mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
228 lines
6.8 KiB
C++
228 lines
6.8 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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#ifndef POSTEFFECT_ASSET_H
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#include "PostEffectAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.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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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(PostEffectAsset);
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ConsoleType(PostEffectAssetPtr, TypePostEffectAssetPtr, PostEffectAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypePostEffectAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<PostEffectAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypePostEffectAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<PostEffectAsset>* pAssetPtr = dynamic_cast<AssetPtr<PostEffectAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypePostEffectAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypePostEffectAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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PostEffectAsset::PostEffectAsset()
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{
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mScriptFile = StringTable->EmptyString();
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mHLSLShaderFile = StringTable->EmptyString();
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mGLSLShaderFile = StringTable->EmptyString();
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mScriptPath = StringTable->EmptyString();
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mHLSLShaderPath = StringTable->EmptyString();
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mGLSLShaderPath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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PostEffectAsset::~PostEffectAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void PostEffectAsset::initPersistFields()
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{
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docsURL;
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, PostEffectAsset),
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&setScriptFile, &getScriptFile, "Path to the script file.");
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addProtectedField("hlslShader", TypeAssetLooseFilePath, Offset(mHLSLShaderFile, PostEffectAsset),
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&setHLSLShaderFile, &getHLSLShaderFile, "Path to the hlsl shader file.");
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addProtectedField("glslShader", TypeAssetLooseFilePath, Offset(mGLSLShaderFile, PostEffectAsset),
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&setGLSLShaderFile, &getGLSLShaderFile, "Path to the glsl shader file.");
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}
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//------------------------------------------------------------------------------
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void PostEffectAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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void PostEffectAsset::initializeAsset()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath;
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mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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void PostEffectAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath;
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mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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void PostEffectAsset::setScriptFile(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
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// Fetch image file.
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pScriptFile = StringTable->insert(pScriptFile, true);
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// Ignore no change,
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if (pScriptFile == mScriptFile)
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return;
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// Update.
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mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
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// Refresh the asset.
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refreshAsset();
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}
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void PostEffectAsset::setHLSLShaderFile(const char* pShaderFile)
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{
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// Sanity!
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AssertFatal(pShaderFile != NULL, "Cannot use a NULL shader file.");
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// Fetch image file.
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pShaderFile = StringTable->insert(pShaderFile, true);
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// Ignore no change,
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if (pShaderFile == mHLSLShaderFile)
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return;
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// Update.
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mHLSLShaderFile = getOwned() ? expandAssetFilePath(pShaderFile) : pShaderFile;
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// Refresh the asset.
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refreshAsset();
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}
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void PostEffectAsset::setGLSLShaderFile(const char* pShaderFile)
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{
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// Sanity!
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AssertFatal(pShaderFile != NULL, "Cannot use a NULL shader file.");
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// Fetch image file.
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pShaderFile = StringTable->insert(pShaderFile, true);
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// Ignore no change,
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if (pShaderFile == mGLSLShaderFile)
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return;
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// Update.
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mGLSLShaderFile = getOwned() ? expandAssetFilePath(pShaderFile) : pShaderFile;
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// Refresh the asset.
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refreshAsset();
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}
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DefineEngineMethod(PostEffectAsset, getScriptPath, const char*, (), ,
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"Gets the script file path for the asset.")
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{
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return object->getScriptPath();
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}
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DefineEngineMethod(PostEffectAsset, getHLSLShaderPath, const char*, (), ,
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"Gets the HLSL Shader file path for the asset.")
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{
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return object->getHLSLShaderPath();
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}
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DefineEngineMethod(PostEffectAsset, getGLSLShaderPath, const char*, (), ,
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"Gets the GLSL Shader file path for the asset.")
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{
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return object->getGLSLShaderPath();
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}
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