mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Fixes select mode for the Asset Browser to properly filter to the selecting type Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid Fixes AssetBrowser asset selection return so it returns back a valid assetId Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
369 lines
11 KiB
C++
369 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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#ifndef IMAGE_ASSET_H
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#include "ImageAsset.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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#include "gfx/gfxStringEnumTranslate.h"
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// Debug Profiling.
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#include "platform/profiler.h"
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#include "T3D/assets/assetImporter.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ImageAsset);
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ConsoleType(ImageAssetPtr, TypeImageAssetPtr, String, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeImageAssetPtr)
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{
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// Fetch asset Id.
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return *((StringTableEntry*)dptr);
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeImageAssetPtr)
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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 Id.
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StringTableEntry* assetId = (StringTableEntry*)(dptr);
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// Update asset value.
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*assetId = StringTable->insert(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeImageAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ImplementEnumType(ImageAssetType,
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"Type of mesh data available in a shape.\n"
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"@ingroup gameObjects")
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{ ImageAsset::Albedo, "Albedo", "" },
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{ ImageAsset::Normal, "Normal", "" },
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{ ImageAsset::PBRConfig, "PBRConfig", "" },
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{ ImageAsset::GUI, "GUI", "" },
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{ ImageAsset::Roughness, "Roughness", "" },
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{ ImageAsset::AO, "AO", "" },
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{ ImageAsset::Metalness, "Metalness", "" },
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{ ImageAsset::Glow, "Glow", "" },
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{ ImageAsset::Particle, "Particle", "" },
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{ ImageAsset::Decal, "Decal", "" },
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{ ImageAsset::Cubemap, "Cubemap", "" },
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EndImplementEnumType;
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//-----------------------------------------------------------------------------
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ImageAsset::ImageAsset() : AssetBase(), mImage(nullptr), mUseMips(true), mIsHDRImage(false), mIsValidImage(false), mImageType(Albedo)
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{
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mImageFileName = StringTable->EmptyString();
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mImagePath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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ImageAsset::~ImageAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ImageAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("imageFile", TypeAssetLooseFilePath, Offset(mImageFileName, ImageAsset),
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&setImageFileName, &getImageFileName, "Path to the image file.");
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addField("useMips", TypeBool, Offset(mUseMips, ImageAsset), "Should the image use mips? (Currently unused).");
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addField("isHDRImage", TypeBool, Offset(mIsHDRImage, ImageAsset), "Is the image in an HDR format? (Currently unused)");
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addField("imageType", TypeImageAssetType, Offset(mImageType, ImageAsset), "What the main use-case for the image is for.");
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}
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//------------------------------------------------------------------------------
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//Utility function to 'fill out' bindings and resources with a matching asset if one exists
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bool ImageAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<ImageAsset>* imageAsset)
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{
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AssetQuery query;
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
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if (foundAssetcount == 0)
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{
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//Didn't find any assets
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//If possible, see if we can run an in-place import and the get the asset from that
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#if TORQUE_DEBUG
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Con::warnf("ImageAsset::getAssetByFilename - Attempted to in-place import a image file(%s) that had no associated asset", fileName);
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#endif
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AssetImporter* autoAssetImporter;
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if (!Sim::findObject("autoAssetImporter", autoAssetImporter))
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{
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autoAssetImporter = new AssetImporter();
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autoAssetImporter->registerObject("autoAssetImporter");
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}
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StringTableEntry resultingAssetId = autoAssetImporter->autoImportFile(fileName);
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if (resultingAssetId != StringTable->EmptyString())
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{
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imageAsset->setAssetId(resultingAssetId);
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if (!imageAsset->isNull())
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return true;
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}
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//Didn't work, so have us fall back to a placeholder asset
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imageAsset->setAssetId(StringTable->insert("Core_Rendering:noImage"));
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if (!imageAsset->isNull())
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return true;
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//That didn't work, so fail out
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return false;
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}
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else
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{
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//acquire and bind the asset, and return it out
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imageAsset->setAssetId(query.mAssetList[0]);
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return true;
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}
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}
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StringTableEntry ImageAsset::getAssetIdByFilename(StringTableEntry fileName)
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{
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StringTableEntry imageAssetId = StringTable->EmptyString();
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AssetQuery query;
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
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if (foundAssetcount == 0)
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{
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//Didn't find any assets
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//If possible, see if we can run an in-place import and the get the asset from that
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#if TORQUE_DEBUG
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Con::warnf("ImageAsset::getAssetByFilename - Attempted to in-place import a image file(%s) that had no associated asset", fileName);
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#endif
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AssetImporter* autoAssetImporter;
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if (!Sim::findObject("autoAssetImporter", autoAssetImporter))
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{
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autoAssetImporter = new AssetImporter();
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autoAssetImporter->registerObject("autoAssetImporter");
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}
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StringTableEntry resultingAssetId = autoAssetImporter->autoImportFile(fileName);
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if (resultingAssetId != StringTable->EmptyString())
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{
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imageAssetId = resultingAssetId;
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return imageAssetId;
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}
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//Didn't work, so have us fall back to a placeholder asset
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imageAssetId = StringTable->insert("Core_Rendering:noImage");
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}
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else
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{
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//acquire and bind the asset, and return it out
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imageAssetId = query.mAssetList[0];
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}
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return imageAssetId;
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}
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//------------------------------------------------------------------------------
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void ImageAsset::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 ImageAsset::loadImage()
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{
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SAFE_DELETE(mImage);
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if (mImageFileName)
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{
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if (!Platform::isFile(mImageFileName))
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{
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Con::errorf("ImageAsset::initializeAsset: Attempted to load file %s but it was not valid!", mImageFileName);
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return;
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}
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mImage.set(mImageFileName, &GFXStaticTextureSRGBProfile, avar("%s() - mImage (line %d)", __FUNCTION__, __LINE__));
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if (mImage)
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{
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mIsValidImage = true;
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return;
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}
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}
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mIsValidImage = false;
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}
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void ImageAsset::initializeAsset()
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{
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mImagePath = expandAssetFilePath(mImageFileName);
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loadImage();
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}
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void ImageAsset::onAssetRefresh()
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{
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mImagePath = expandAssetFilePath(mImageFileName);
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loadImage();
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}
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void ImageAsset::setImageFileName(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL image file.");
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// Update.
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mImageFileName = StringTable->insert(pScriptFile);
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}
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GFXTexHandle ImageAsset::getImage(GFXTextureProfile requestedProfile)
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{
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/*if (mResourceMap.contains(requestedProfile))
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{
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return mResourceMap.find(requestedProfile)->value;
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}
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else
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{
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//If we don't have an existing map case to the requested format, we'll just create it and insert it in
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GFXTexHandle newImage;
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newImage.set(mImageFileName, &requestedProfile, avar("%s() - mImage (line %d)", __FUNCTION__, __LINE__));
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mResourceMap.insert(requestedProfile, newImage);
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return newImage;
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}*/
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return nullptr;
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}
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const char* ImageAsset::getImageInfo()
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{
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if (mIsValidImage)
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{
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static const U32 bufSize = 2048;
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char* returnBuffer = Con::getReturnBuffer(bufSize);
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dSprintf(returnBuffer, bufSize, "%s %d %d %d", GFXStringTextureFormat[mImage.getFormat()], mImage.getHeight(), mImage.getWidth(), mImage.getDepth());
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return returnBuffer;
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}
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return "";
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}
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const char* ImageAsset::getImageTypeNameFromType(ImageAsset::ImageTypes type)
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{
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// must match ImageTypes order
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static const char* _names[] = {
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"Albedo",
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"Normal",
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"PBRConfig",
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"GUI",
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"Roughness",
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"AO",
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"Metalness",
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"Glow",
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"Particle",
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"Decal",
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"Cubemap"
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};
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if (type < 0 || type >= ImageTypeCount)
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{
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Con::errorf("ImageAsset::getAdapterNameFromType - Invalid ImageType, defaulting to Albedo");
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return _names[Albedo];
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}
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return _names[type];
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}
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ImageAsset::ImageTypes ImageAsset::getImageTypeFromName(const char* name)
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{
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S32 ret = -1;
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for (S32 i = 0; i < ImageTypeCount; i++)
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{
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if (!dStricmp(getImageTypeNameFromType((ImageTypes)i), name))
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ret = i;
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}
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if (ret == -1)
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{
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Con::errorf("ImageAsset::getImageTypeFromName - Invalid ImageType name, defaulting to Albedo");
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ret = Albedo;
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}
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return (ImageTypes)ret;
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}
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DefineEngineMethod(ImageAsset, getImageFilename, const char*, (), ,
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"Creates an instance of the given GameObject given the asset definition.\n"
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"@return The GameObject entity created from the asset.")
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{
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return object->getImageFileName();
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}
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DefineEngineMethod(ImageAsset, getImageInfo, const char*, (), ,
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"Creates an instance of the given GameObject given the asset definition.\n"
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"@return The GameObject entity created from the asset.")
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{
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return object->getImageInfo();
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}
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