mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-15 18:30:53 +00:00
Adds handling for finding material asset akin to shape and image assets Updates the material asset inspector field to follow the current standard Updates prototyping material assets to correctly have materialDefinitionName assigned Fixed material asset import step to properly assign materialDefinitionName Fixed typo in material editor icon name Added logic to editAsset function call so it can also parse assetIds Changed DefaultEditorLevel to utilize FloorGray material Adds proper NoMaterial asset for fallback purposes
122 lines
4 KiB
C++
122 lines
4 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 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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#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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#endif // _ASSET_BASE_H_
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