MaterialAsset.h 3.1 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 MATERIALASSET_H
  23. #define MATERIALASSET_H
  24. #ifndef _ASSET_BASE_H_
  25. #include "assets/assetBase.h"
  26. #endif
  27. #ifndef _ASSET_DEFINITION_H_
  28. #include "assets/assetDefinition.h"
  29. #endif
  30. #ifndef _STRINGUNIT_H_
  31. #include "string/stringUnit.h"
  32. #endif
  33. #ifndef _ASSET_FIELD_TYPES_H_
  34. #include "assets/assetFieldTypes.h"
  35. #endif
  36. #ifndef _GFXDEVICE_H_
  37. #include "gfx/gfxDevice.h"
  38. #endif
  39. #ifndef _GUI_INSPECTOR_TYPES_H_
  40. #include "gui/editor/guiInspectorTypes.h"
  41. #endif
  42. #include "materials/matTextureTarget.h"
  43. #include "materials/materialDefinition.h"
  44. #include "materials/customMaterialDefinition.h"
  45. //-----------------------------------------------------------------------------
  46. class MaterialAsset : public AssetBase
  47. {
  48. typedef AssetBase Parent;
  49. String mShaderGraphFile;
  50. String mScriptFile;
  51. String mMatDefinitionName;
  52. public:
  53. MaterialAsset();
  54. virtual ~MaterialAsset();
  55. /// Engine.
  56. static void initPersistFields();
  57. virtual void copyTo(SimObject* object);
  58. virtual void initializeAsset();
  59. virtual void onAssetRefresh(void);
  60. void compileShader();
  61. String getMaterialDefinitionName() { return mMatDefinitionName; }
  62. /// Declare Console Object.
  63. DECLARE_CONOBJECT(MaterialAsset);
  64. };
  65. DefineConsoleType(TypeMaterialAssetPtr, MaterialAsset)
  66. //-----------------------------------------------------------------------------
  67. // TypeAssetId GuiInspectorField Class
  68. //-----------------------------------------------------------------------------
  69. class GuiInspectorTypeMaterialAssetPtr : public GuiInspectorTypeFileName
  70. {
  71. typedef GuiInspectorTypeFileName Parent;
  72. public:
  73. GuiBitmapButtonCtrl *mSMEdButton;
  74. DECLARE_CONOBJECT(GuiInspectorTypeMaterialAssetPtr);
  75. static void consoleInit();
  76. virtual GuiControl* constructEditControl();
  77. virtual bool updateRects();
  78. };
  79. #endif // _ASSET_BASE_H_