Torque3D/Engine/source/T3D/assets/MaterialAsset.h
Areloch ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00

102 lines
3.1 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.
//-----------------------------------------------------------------------------
#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 _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
#include "materials/matTextureTarget.h"
#include "materials/materialDefinition.h"
#include "materials/customMaterialDefinition.h"
//-----------------------------------------------------------------------------
class MaterialAsset : public AssetBase
{
typedef AssetBase Parent;
String mShaderGraphFile;
String mScriptFile;
String mMatDefinitionName;
public:
MaterialAsset();
virtual ~MaterialAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
virtual void initializeAsset();
virtual void onAssetRefresh(void);
void compileShader();
String getMaterialDefinitionName() { return mMatDefinitionName; }
/// Declare Console Object.
DECLARE_CONOBJECT(MaterialAsset);
};
DefineConsoleType(TypeMaterialAssetPtr, MaterialAsset)
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeMaterialAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl *mSMEdButton;
DECLARE_CONOBJECT(GuiInspectorTypeMaterialAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
};
#endif // _ASSET_BASE_H_