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