PostEffectAsset.cpp 6.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef POSTEFFECT_ASSET_H
  23. #include "PostEffectAsset.h"
  24. #endif
  25. #ifndef _ASSET_MANAGER_H_
  26. #include "assets/assetManager.h"
  27. #endif
  28. #ifndef _CONSOLETYPES_H_
  29. #include "console/consoleTypes.h"
  30. #endif
  31. #ifndef _TAML_
  32. #include "persistence/taml/taml.h"
  33. #endif
  34. #ifndef _ASSET_PTR_H_
  35. #include "assets/assetPtr.h"
  36. #endif
  37. // Debug Profiling.
  38. #include "platform/profiler.h"
  39. //-----------------------------------------------------------------------------
  40. IMPLEMENT_CONOBJECT(PostEffectAsset);
  41. ConsoleType(PostEffectAssetPtr, TypePostEffectAssetPtr, PostEffectAsset, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypePostEffectAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return (*((AssetPtr<PostEffectAsset>*)dptr)).getAssetId();
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypePostEffectAssetPtr)
  50. {
  51. // Was a single argument specified?
  52. if (argc == 1)
  53. {
  54. // Yes, so fetch field value.
  55. const char* pFieldValue = argv[0];
  56. // Fetch asset pointer.
  57. AssetPtr<PostEffectAsset>* pAssetPtr = dynamic_cast<AssetPtr<PostEffectAsset>*>((AssetPtrBase*)(dptr));
  58. // Is the asset pointer the correct type?
  59. if (pAssetPtr == NULL)
  60. {
  61. // No, so fail.
  62. //Con::warnf("(TypePostEffectAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  63. return;
  64. }
  65. // Set asset.
  66. pAssetPtr->setAssetId(pFieldValue);
  67. return;
  68. }
  69. // Warn.
  70. Con::warnf("(TypePostEffectAssetPtr) - Cannot set multiple args to a single asset.");
  71. }
  72. //-----------------------------------------------------------------------------
  73. PostEffectAsset::PostEffectAsset()
  74. {
  75. mScriptFile = StringTable->EmptyString();
  76. mHLSLShaderFile = StringTable->EmptyString();
  77. mGLSLShaderFile = StringTable->EmptyString();
  78. mScriptPath = StringTable->EmptyString();
  79. mHLSLShaderPath = StringTable->EmptyString();
  80. mGLSLShaderPath = StringTable->EmptyString();
  81. }
  82. //-----------------------------------------------------------------------------
  83. PostEffectAsset::~PostEffectAsset()
  84. {
  85. }
  86. //-----------------------------------------------------------------------------
  87. void PostEffectAsset::initPersistFields()
  88. {
  89. // Call parent.
  90. Parent::initPersistFields();
  91. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, PostEffectAsset),
  92. &setScriptFile, &getScriptFile, "Path to the script file.");
  93. addProtectedField("hlslShader", TypeAssetLooseFilePath, Offset(mHLSLShaderFile, PostEffectAsset),
  94. &setHLSLShaderFile, &getHLSLShaderFile, "Path to the hlsl shader file.");
  95. addProtectedField("glslShader", TypeAssetLooseFilePath, Offset(mGLSLShaderFile, PostEffectAsset),
  96. &setGLSLShaderFile, &getGLSLShaderFile, "Path to the glsl shader file.");
  97. }
  98. //------------------------------------------------------------------------------
  99. void PostEffectAsset::copyTo(SimObject* object)
  100. {
  101. // Call to parent.
  102. Parent::copyTo(object);
  103. }
  104. void PostEffectAsset::initializeAsset()
  105. {
  106. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  107. mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath;
  108. mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath;
  109. if (Torque::FS::IsScriptFile(mScriptPath))
  110. Con::executeFile(mScriptPath, false, false);
  111. }
  112. void PostEffectAsset::onAssetRefresh()
  113. {
  114. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  115. mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath;
  116. mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath;
  117. if (Torque::FS::IsScriptFile(mScriptPath))
  118. Con::executeFile(mScriptPath, false, false);
  119. }
  120. void PostEffectAsset::setScriptFile(const char* pScriptFile)
  121. {
  122. // Sanity!
  123. AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
  124. // Fetch image file.
  125. pScriptFile = StringTable->insert(pScriptFile, true);
  126. // Ignore no change,
  127. if (pScriptFile == mScriptFile)
  128. return;
  129. // Update.
  130. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
  131. // Refresh the asset.
  132. refreshAsset();
  133. }
  134. void PostEffectAsset::setHLSLShaderFile(const char* pShaderFile)
  135. {
  136. // Sanity!
  137. AssertFatal(pShaderFile != NULL, "Cannot use a NULL shader file.");
  138. // Fetch image file.
  139. pShaderFile = StringTable->insert(pShaderFile, true);
  140. // Ignore no change,
  141. if (pShaderFile == mHLSLShaderFile)
  142. return;
  143. // Update.
  144. mHLSLShaderFile = getOwned() ? expandAssetFilePath(pShaderFile) : pShaderFile;
  145. // Refresh the asset.
  146. refreshAsset();
  147. }
  148. void PostEffectAsset::setGLSLShaderFile(const char* pShaderFile)
  149. {
  150. // Sanity!
  151. AssertFatal(pShaderFile != NULL, "Cannot use a NULL shader file.");
  152. // Fetch image file.
  153. pShaderFile = StringTable->insert(pShaderFile, true);
  154. // Ignore no change,
  155. if (pShaderFile == mGLSLShaderFile)
  156. return;
  157. // Update.
  158. mGLSLShaderFile = getOwned() ? expandAssetFilePath(pShaderFile) : pShaderFile;
  159. // Refresh the asset.
  160. refreshAsset();
  161. }