Torque3D/Engine/source/T3D/assets/ImageAsset.h
Areloch 9c381caea2 Added initial implement of Image Types for GFX resource management
Added logic to intercept TSStatic setting shape to try and utilize a shapeAsset if it can find a matching loose file
Added lookup logic for getting any textures inside collada files to streamline asset importing logic
Fixed modal behavior for Import config and import window
Initial implementation of loose file/legacy file importing
Adjusted Asset Browser and Asset Import refreshing behavior to queue to improve performance by avoiding multiple refreshes as well as potential infinite loops
Fixed volume visibility behavior
Fixed physics world viz toggle
2020-02-17 00:32:50 -06:00

112 lines
3.2 KiB
C++

#pragma once
//-----------------------------------------------------------------------------
// 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 IMAGE_ASSET_H
#define IMAGE_ASSET_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
#include "gfx/bitmap/gBitmap.h"
#include "gfx/gfxTextureHandle.h"
//-----------------------------------------------------------------------------
class ImageAsset : public AssetBase
{
typedef AssetBase Parent;
public:
/// The different types of image use cases
enum ImageTypes
{
Albedo = 0,
Normal = 1,
Composite = 2,
GUI = 3,
Roughness = 4,
AO = 5,
Metalness = 6,
Glow = 7,
Particle = 8,
Decal = 9,
};
protected:
StringTableEntry mImageFileName;
GFXTexHandle mImage;
bool mIsValidImage;
bool mUseMips;
bool mIsHDRImage;
ImageTypes mImageType;
public:
ImageAsset();
virtual ~ImageAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
/// Declare Console Object.
DECLARE_CONOBJECT(ImageAsset);
void setImageFileName(const char* pScriptFile);
inline StringTableEntry getImageFileName(void) const { return mImageFileName; };
bool isValid() { return mIsValidImage; }
GFXTexHandle getImage() { return mImage; }
protected:
virtual void initializeAsset(void);
virtual void onAssetRefresh(void);
static bool setImageFileName(void *obj, const char *index, const char *data) { static_cast<ImageAsset*>(obj)->setImageFileName(data); return false; }
static const char* getImageFileName(void* obj, const char* data) { return static_cast<ImageAsset*>(obj)->getImageFileName(); }
void loadImage();
};
DefineConsoleType(TypeImageAssetPtr, ImageAsset)
typedef ImageAsset::ImageTypes ImageAssetType;
DefineEnumType(ImageAssetType);
#endif