Torque3D/Engine/source/T3D/assets/ImageAsset.h
Areloch 4ce558f042 Reworks the terrain loader code to work with the assets.
Fixes the terrain asset creation, makes the loading logic go through the asset auto-import behavior when a filename or assetid is bound that is not found.
Corrects terrain material binding to properly save and load
Makes the terrain asset inspector fields work as expected.
2020-06-25 23:33:01 -05:00

143 lines
4.8 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
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.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,
Cubemap = 10,
ImageTypeCount = 11
};
protected:
StringTableEntry mImageFileName;
GFXTexHandle mImage;
bool mIsValidImage;
bool mUseMips;
bool mIsHDRImage;
ImageTypes mImageType;
Map<GFXTextureProfile, GFXTexHandle> mResourceMap;
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(GFXTextureProfile requestedProfile);
const char* getImageInfo();
static const char* getImageTypeNameFromType(ImageTypes type);
static ImageTypes getImageTypeFromName(const char* name);
void setImageType(ImageTypes type) { mImageType = type; }
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();
bool getAssetByFilename(StringTableEntry fileName, AssetPtr<ImageAsset>* imageAsset);
};
DefineConsoleType(TypeImageAssetPtr, ImageAsset)
typedef ImageAsset::ImageTypes ImageAssetType;
DefineEnumType(ImageAssetType);
#define assetText(x,suff) std::string(std::string(#x) + std::string(#suff)).c_str()
#define scriptBindMapSlot(name, consoleClass) addField(#name, TypeImageFilename, Offset(m##name##Filename, consoleClass), assetText(name,texture map.)); \
addField(assetText(name,Asset), TypeImageAssetPtr, Offset(m##name##AssetId, consoleClass), assetText(name,asset reference.));
#define scriptBindMapArraySlot(name, arraySize, consoleClass) addField(#name, TypeImageFilename, Offset(m##name##Filename, consoleClass), arraySize, assetText(name,texture map.)); \
addField(assetText(name,Asset), TypeImageAssetPtr, Offset(m##name##AssetId, consoleClass), arraySize, assetText(name,asset reference.));
#define DECLARE_TEXTUREMAP(name) FileName m##name##Filename;\
StringTableEntry m##name##AssetId;\
AssetPtr<ImageAsset> m##name##Asset;
#define DECLARE_TEXTUREARRAY(name,max) FileName m##name##Filename[max];\
StringTableEntry m##name##AssetId[max];\
AssetPtr<ImageAsset> m##name##Asset[max];
#endif