mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
319 lines
12 KiB
C++
319 lines
12 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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#pragma once
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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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#ifndef _NETCONNECTION_H_
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#include "sim/netConnection.h"
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#endif
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#ifndef _GUI_INSPECTOR_TYPES_H_
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#include "gui/editor/guiInspectorTypes.h"
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#endif
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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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#include "materials/materialManager.h"
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#include "assetMacroHelpers.h"
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#include <gui/controls/guiBitmapCtrl.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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typedef AssetPtr<MaterialAsset> ConcreteAssetPtr;
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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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SimObjectPtr<Material> mMaterialDefinition;
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public:
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static StringTableEntry smNoMaterialAssetFallback;
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enum MaterialAssetErrCode
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{
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ScriptLoaded = AssetErrCode::Extended,
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DefinitionAlreadyExists,
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EmbeddedDefinition,
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Extended
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};
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static const String mErrCodeStrings[U32(MaterialAssetErrCode::Extended) - U32(Parent::Extended) + 1];
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static U32 getAssetErrCode(ConcreteAssetPtr checkAsset) { if (checkAsset) return checkAsset->mLoadedState; else return 0; }
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static String getAssetErrstrn(U32 errCode)
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{
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if (errCode < Parent::Extended) return Parent::getAssetErrstrn(errCode);
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if (errCode > MaterialAssetErrCode::Extended) return "undefined error";
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return mErrCodeStrings[errCode - Parent::Extended];
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};
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public:
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MaterialAsset();
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virtual ~MaterialAsset();
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/// Set up some global script interface stuff.
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static void consoleInit();
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/// Engine.
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static void initPersistFields();
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void copyTo(SimObject* object) override;
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U32 load() override;
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StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
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SimObjectPtr<Material> getMaterialDefinition() { return mMaterialDefinition; }
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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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/// <summary>
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/// Looks for any assets that uses the provided Material Definition name.
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/// If none are found, attempts to auto-import the material definition if the
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/// material definition exists.
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/// </summary>
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/// <param name="matName">Material Definition name to look for</param>
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/// <returns>AssetId of matching asset.</returns>
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static StringTableEntry getAssetIdByMaterialName(StringTableEntry matName);
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static U32 getAssetById(StringTableEntry assetId, AssetPtr<MaterialAsset>* materialAsset);
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static SimObjectPtr<Material> findMaterialDefinitionByAssetId(StringTableEntry assetId);
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static U32 getAssetByMaterialName(StringTableEntry matName, AssetPtr<MaterialAsset>* matAsset);
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/// Declare Console Object.
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DECLARE_CONOBJECT(MaterialAsset);
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protected:
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void initializeAsset() override;
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void onAssetRefresh(void) override;
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static bool setScriptFile(void *obj, const char *index, const char *data)
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{
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static_cast<MaterialAsset*>(obj)->setScriptFile(data);
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return false;
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}
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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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#ifdef TORQUE_TOOLS
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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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GuiTextCtrl* mLabel;
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GuiBitmapButtonCtrl* mPreviewBorderButton;
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GuiBitmapCtrl* mPreviewImage;
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GuiButtonCtrl* mEditButton;
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DECLARE_CONOBJECT(GuiInspectorTypeMaterialAssetPtr);
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static void consoleInit();
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GuiControl* constructEditControl() override;
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bool updateRects() override;
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void updateValue() override;
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void updatePreviewImage();
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void setPreviewImage(StringTableEntry assetId);
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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
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#pragma region Singular Asset Macros
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//Singular assets
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/// <Summary>
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/// Declares an material asset
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/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
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/// </Summary>
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#define DECLARE_MATERIALASSET(className, name) public: \
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StringTableEntry m##name##Name;\
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StringTableEntry m##name##AssetId;\
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AssetPtr<MaterialAsset> m##name##Asset;\
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SimObjectPtr<Material> m##name;\
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public: \
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const StringTableEntry get##name##File() const { return m##name##Name; }\
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void set##name##Name(const FileName &_in) { m##name##Name = StringTable->insert(_in.c_str());}\
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const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
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void set##name##Asset(const AssetPtr<MaterialAsset> &_in) { m##name##Asset = _in;}\
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\
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bool _set##name(StringTableEntry _in)\
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{\
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if(m##name##AssetId != _in || m##name##Name != _in)\
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{\
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if (_in == NULL || _in == StringTable->EmptyString())\
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{\
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m##name##Name = StringTable->EmptyString();\
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m##name##AssetId = StringTable->EmptyString();\
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m##name##Asset = NULL;\
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m##name = NULL;\
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return true;\
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}\
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\
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if (AssetDatabase.isDeclaredAsset(_in))\
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{\
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m##name##AssetId = _in;\
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\
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U32 assetState = MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
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\
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if (MaterialAsset::Ok == assetState)\
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{\
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m##name##Name = StringTable->EmptyString();\
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}\
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}\
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else\
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{\
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StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(_in);\
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if (assetId != StringTable->EmptyString())\
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{\
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m##name##AssetId = assetId;\
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if (MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset) == MaterialAsset::Ok)\
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{\
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m##name##Name = StringTable->EmptyString();\
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}\
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}\
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else\
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{\
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m##name##Name = _in;\
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m##name##AssetId = StringTable->EmptyString();\
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m##name##Asset = NULL;\
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}\
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}\
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}\
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if (get##name() != StringTable->EmptyString() && m##name##Asset.notNull())\
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{\
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if (m##name && String(m##name##Asset->getMaterialDefinitionName()).equal(m##name->getName(), String::NoCase))\
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return false;\
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\
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Material* tempMat = nullptr;\
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\
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if (!Sim::findObject(m##name##Asset->getMaterialDefinitionName(), tempMat))\
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Con::errorf("%s::_set%s() - Material %s was not found.", macroText(className), macroText(name), m##name##Asset->getMaterialDefinitionName());\
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m##name = tempMat;\
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}\
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else\
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{\
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m##name = NULL;\
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}\
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\
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if(get##name() == StringTable->EmptyString())\
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return true;\
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\
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if (m##name##Asset.notNull() && m##name##Asset->getStatus() != MaterialAsset::Ok)\
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{\
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Con::errorf("%s::_set%s() - material asset failure\"%s\" due to [%s]", macroText(className), macroText(name), _in, MaterialAsset::getAssetErrstrn(m##name##Asset->getStatus()).c_str());\
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return false; \
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}\
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else if (!m##name)\
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{\
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Con::errorf("%s::_set%s() - Couldn't load material \"%s\"", macroText(className), macroText(name), _in);\
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return false;\
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}\
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return true;\
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}\
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\
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const StringTableEntry get##name() const\
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{\
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if (m##name##Asset && (m##name##Asset->getMaterialDefinitionName() != StringTable->EmptyString()))\
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return m##name##Asset->getMaterialDefinitionName();\
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else if (m##name##AssetId != StringTable->EmptyString())\
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return m##name##AssetId;\
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else if (m##name##Name != StringTable->EmptyString())\
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return m##name##Name;\
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else\
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return StringTable->EmptyString();\
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}\
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SimObjectPtr<Material> get##name##Resource() \
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{\
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return m##name;\
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}\
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bool is##name##Valid() {return (get##name() != StringTable->EmptyString() && m##name##Asset->getStatus() == AssetBase::Ok); }
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#ifdef TORQUE_SHOW_LEGACY_FILE_FIELDS
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#define INITPERSISTFIELD_MATERIALASSET(name, consoleClass, docs) \
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addProtectedField(#name, TypeMaterialName, Offset(m##name##Name, consoleClass), _set##name##Data, &defaultProtectedGetFn,assetDoc(name, docs)); \
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addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
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#else
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#define INITPERSISTFIELD_MATERIALASSET(name, consoleClass, docs) \
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addProtectedField(#name, TypeMaterialName, Offset(m##name##Name, consoleClass), _set##name##Data, &defaultProtectedGetFn,assetDoc(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
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addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
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#endif // SHOW_LEGACY_FILE_FIELDS
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#define LOAD_MATERIALASSET(name)\
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if (m##name##AssetId != StringTable->EmptyString())\
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{\
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S32 assetState = MaterialAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
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if (assetState == MaterialAsset::Ok )\
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{\
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m##name##Name = StringTable->EmptyString();\
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}\
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else Con::warnf("Warning: %s::LOAD_MATERIALASSET(%s)-%s", mClassName, m##name##AssetId, MaterialAsset::getAssetErrstrn(assetState).c_str());\
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}
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#pragma endregion
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#endif // _ASSET_BASE_H_
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