Torque3D/Engine/source/T3D/assets/PostEffectAsset.cpp

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