//----------------------------------------------------------------------------- // 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 POSTEFFECT_ASSET_H #include "PostEffectAsset.h" #endif #ifndef _ASSET_MANAGER_H_ #include "assets/assetManager.h" #endif #ifndef _CONSOLETYPES_H_ #include "console/consoleTypes.h" #endif #ifndef _TAML_ #include "persistence/taml/taml.h" #endif #ifndef _ASSET_PTR_H_ #include "assets/assetPtr.h" #endif // Debug Profiling. #include "console/script.h" #include "platform/profiler.h" //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(PostEffectAsset); ConsoleType(PostEffectAssetPtr, TypePostEffectAssetPtr, PostEffectAsset, ASSET_ID_FIELD_PREFIX) //----------------------------------------------------------------------------- ConsoleGetType(TypePostEffectAssetPtr) { // Fetch asset Id. return (*((AssetPtr*)dptr)).getAssetId(); } //----------------------------------------------------------------------------- ConsoleSetType(TypePostEffectAssetPtr) { // Was a single argument specified? if (argc == 1) { // Yes, so fetch field value. const char* pFieldValue = argv[0]; // Fetch asset pointer. AssetPtr* pAssetPtr = dynamic_cast*>((AssetPtrBase*)(dptr)); // Is the asset pointer the correct type? if (pAssetPtr == NULL) { // No, so fail. //Con::warnf("(TypePostEffectAssetPtr) - Failed to set asset Id '%d'.", pFieldValue); return; } // Set asset. pAssetPtr->setAssetId(pFieldValue); return; } // Warn. Con::warnf("(TypePostEffectAssetPtr) - Cannot set multiple args to a single asset."); } //----------------------------------------------------------------------------- PostEffectAsset::PostEffectAsset() { mScriptFile = StringTable->EmptyString(); mHLSLShaderFile = StringTable->EmptyString(); mGLSLShaderFile = StringTable->EmptyString(); mScriptPath = StringTable->EmptyString(); mHLSLShaderPath = StringTable->EmptyString(); mGLSLShaderPath = StringTable->EmptyString(); } //----------------------------------------------------------------------------- PostEffectAsset::~PostEffectAsset() { } //----------------------------------------------------------------------------- void PostEffectAsset::initPersistFields() { docsURL; // Call parent. Parent::initPersistFields(); addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, PostEffectAsset), &setScriptFile, &getScriptFile, "Path to the script file."); addProtectedField("hlslShader", TypeAssetLooseFilePath, Offset(mHLSLShaderFile, PostEffectAsset), &setHLSLShaderFile, &getHLSLShaderFile, "Path to the hlsl shader file."); addProtectedField("glslShader", TypeAssetLooseFilePath, Offset(mGLSLShaderFile, PostEffectAsset), &setGLSLShaderFile, &getGLSLShaderFile, "Path to the glsl shader file."); } //------------------------------------------------------------------------------ void PostEffectAsset::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); } void PostEffectAsset::initializeAsset() { mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath; mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath; mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath; if (Con::isScriptFile(mScriptPath)) Con::executeFile(mScriptPath, false, false); } void PostEffectAsset::onAssetRefresh() { mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath; mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath; mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath; if (Con::isScriptFile(mScriptPath)) Con::executeFile(mScriptPath, false, false); } void PostEffectAsset::setScriptFile(const char* pScriptFile) { // Sanity! AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file."); // Fetch image file. pScriptFile = StringTable->insert(pScriptFile, true); // Ignore no change, if (pScriptFile == mScriptFile) return; // Update. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile; // Refresh the asset. refreshAsset(); } void PostEffectAsset::setHLSLShaderFile(const char* pShaderFile) { // Sanity! AssertFatal(pShaderFile != NULL, "Cannot use a NULL shader file."); // Fetch image file. pShaderFile = StringTable->insert(pShaderFile, true); // Ignore no change, if (pShaderFile == mHLSLShaderFile) return; // Update. mHLSLShaderFile = getOwned() ? expandAssetFilePath(pShaderFile) : pShaderFile; // Refresh the asset. refreshAsset(); } void PostEffectAsset::setGLSLShaderFile(const char* pShaderFile) { // Sanity! AssertFatal(pShaderFile != NULL, "Cannot use a NULL shader file."); // Fetch image file. pShaderFile = StringTable->insert(pShaderFile, true); // Ignore no change, if (pShaderFile == mGLSLShaderFile) return; // Update. mGLSLShaderFile = getOwned() ? expandAssetFilePath(pShaderFile) : pShaderFile; // Refresh the asset. refreshAsset(); } DefineEngineMethod(PostEffectAsset, getScriptPath, const char*, (), , "Gets the script file path for the asset.") { return object->getScriptPath(); } DefineEngineMethod(PostEffectAsset, getHLSLShaderPath, const char*, (), , "Gets the HLSL Shader file path for the asset.") { return object->getHLSLShaderPath(); } DefineEngineMethod(PostEffectAsset, getGLSLShaderPath, const char*, (), , "Gets the GLSL Shader file path for the asset.") { return object->getGLSLShaderPath(); }