//----------------------------------------------------------------------------- // 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 TERRAINMATERIALASSET_H #include "TerrainMaterialAsset.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 #include "console/script.h" #include "T3D/assets/assetImporter.h" StringTableEntry TerrainMaterialAsset::smNoTerrainMaterialAssetFallback = NULL; //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(TerrainMaterialAsset); ConsoleType(TerrainMaterialAssetPtr, TypeTerrainMaterialAssetPtr, TerrainMaterialAsset, ASSET_ID_FIELD_PREFIX) //----------------------------------------------------------------------------- ConsoleGetType(TypeTerrainMaterialAssetPtr) { // Fetch asset Id. return (*((AssetPtr*)dptr)).getAssetId(); } //----------------------------------------------------------------------------- ConsoleSetType(TypeTerrainMaterialAssetPtr) { // 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("(TypeMaterialAssetPtr) - Failed to set asset Id '%d'.", pFieldValue); return; } // Set asset. pAssetPtr->setAssetId(pFieldValue); return; } // Warn. Con::warnf("(TypeTerrainMaterialAssetPtr) - Cannot set multiple args to a single asset."); } ConsoleType(assetIdString, TypeTerrainMaterialAssetId, const char*, ASSET_ID_FIELD_PREFIX) ConsoleGetType(TypeTerrainMaterialAssetId) { // Fetch asset Id. return *((const char**)(dptr)); } ConsoleSetType(TypeTerrainMaterialAssetId) { // Was a single argument specified? if (argc == 1) { // Yes, so fetch field value. const char* pFieldValue = argv[0]; // Fetch asset Id. StringTableEntry* assetId = (StringTableEntry*)(dptr); // Update asset value. *assetId = StringTable->insert(pFieldValue); return; } // Warn. Con::warnf("(TypeTerrainMaterialAssetId) - Cannot set multiple args to a single asset."); } //----------------------------------------------------------------------------- TerrainMaterialAsset::TerrainMaterialAsset() { mScriptFile = StringTable->EmptyString(); mScriptPath = StringTable->EmptyString(); mMatDefinitionName = StringTable->EmptyString(); mMaterialDefinition = nullptr; mFXMaterialDefinition = nullptr; } //----------------------------------------------------------------------------- TerrainMaterialAsset::~TerrainMaterialAsset() { if (mMaterialDefinition) mMaterialDefinition->safeDeleteObject(); if (mFXMaterialDefinition) mFXMaterialDefinition->safeDeleteObject(); } //----------------------------------------------------------------------------- void TerrainMaterialAsset::consoleInit() { Parent::consoleInit(); Con::addVariable("$Core::NoTerrainMaterialAssetFallback", TypeString, &smNoTerrainMaterialAssetFallback, "The assetId of the material to display when the requested material asset is missing.\n" "@ingroup GFX\n"); smNoTerrainMaterialAssetFallback = StringTable->insert(Con::getVariable("$Core::NoTerrainMaterialAssetFallback")); } void TerrainMaterialAsset::initPersistFields() { docsURL; // Call parent. Parent::initPersistFields(); //addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, TerrainMaterialAsset), ""); //addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, TerrainMaterialAsset), // &setScriptFile, &getScriptFile, "Path to the file containing the material definition."); addField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, TerrainMaterialAsset), ""); addField("materialDefinitionName", TypeString, Offset(mMatDefinitionName, TerrainMaterialAsset), "Name of the material definition this asset is for."); } void TerrainMaterialAsset::initializeAsset() { // Call parent. Parent::initializeAsset(); mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath; if (mMatDefinitionName == StringTable->EmptyString()) { mLoadedState = Failed; return; } if (size() != 0 && mScriptPath == StringTable->EmptyString()) { mLoadedState = EmbeddedDefinition; } else if (Con::isScriptFile(mScriptPath)) { if (!Sim::findObject(mMatDefinitionName)) { if (Con::executeFile(mScriptPath, false, false)) { mLoadedState = ScriptLoaded; } else { mLoadedState = Failed; } } else { mLoadedState = DefinitionAlreadyExists; } } load(); } void TerrainMaterialAsset::onAssetRefresh() { mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath; if (mMatDefinitionName == StringTable->EmptyString()) { mLoadedState = Failed; return; } if (Con::isScriptFile(mScriptPath)) { //Since we're refreshing, we can assume that the file we're executing WILL have an existing definition. //But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior //when the engine encounters a named object conflict. String redefineBehaviorPrev = Con::getVariable("$Con::redefineBehavior"); Con::setVariable("$Con::redefineBehavior", "replaceExisting"); if (Con::executeFile(mScriptPath, false, false)) mLoadedState = ScriptLoaded; else mLoadedState = Failed; //And now that we've executed, switch back to the prior behavior Con::setVariable("$Con::redefineBehavior", redefineBehaviorPrev.c_str()); } load(); } void TerrainMaterialAsset::setScriptFile(const char* pScriptFile) { // Sanity! AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file."); pScriptFile = StringTable->insert(pScriptFile, true); // Update. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile; // Refresh the asset. refreshAsset(); } //------------------------------------------------------------------------------ U32 TerrainMaterialAsset::load() { if (mMaterialDefinition) mMaterialDefinition->safeDeleteObject(); if (mFXMaterialDefinition) mFXMaterialDefinition->safeDeleteObject(); if (mLoadedState == EmbeddedDefinition) { if (size() != 0) { for (U32 i = 0; i < size(); i++) { TerrainMaterial* terrMat = dynamic_cast(getObject(i)); if (terrMat) { mMaterialDefinition = terrMat; mLoadedState = Ok; mMaterialDefinition->setInternalName(getAssetId()); continue; } //Otherwise, check if it's our FX material Material* fxMat = dynamic_cast(getObject(i)); if (fxMat) { mFXMaterialDefinition = fxMat; //mMaterialDefinition->setInternalName(getAssetId()); mFXMaterialDefinition->reload(); continue; } } } if(mLoadedState == Ok) return mLoadedState; } else if ((mLoadedState == ScriptLoaded || mLoadedState == DefinitionAlreadyExists) && mMatDefinitionName != StringTable->EmptyString()) { TerrainMaterial* matDef; if (!Sim::findObject(mMatDefinitionName, matDef)) { Con::errorf("TerrainMaterialAsset: Unable to find the Material %s", mMatDefinitionName); mLoadedState = BadFileReference; return mLoadedState; } mMaterialDefinition = matDef; mLoadedState = Ok; mMaterialDefinition->setInternalName(getAssetId()); return mLoadedState; } mLoadedState = Failed; return mLoadedState; } //------------------------------------------------------------------------------ void TerrainMaterialAsset::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); } //------------------------------------------------------------------------------ U32 TerrainMaterialAsset::getAssetByMaterialName(StringTableEntry matName, AssetPtr* matAsset) { AssetQuery query; U32 foundAssetcount = AssetDatabase.findAssetType(&query, "TerrainMaterialAsset"); if (foundAssetcount == 0) { //Didn't work, so have us fall back to a placeholder asset matAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback); if (matAsset->isNull()) { //Well that's bad, loading the fallback failed. Con::warnf("TerrainMaterialAsset::getAssetByMaterialName - Finding of asset associated with material name %s failed with no fallback asset", matName); return AssetErrCode::Failed; } //handle noshape not being loaded itself if ((*matAsset)->mLoadedState == BadFileReference) { Con::warnf("TerrainMaterialAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, and fallback asset reported error of Bad File Reference.", matName); return AssetErrCode::BadFileReference; } Con::warnf("TerrainMaterialAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, utilizing fallback asset", matName); (*matAsset)->mLoadedState = AssetErrCode::UsingFallback; return AssetErrCode::UsingFallback; } else { for (U32 i = 0; i < foundAssetcount; i++) { TerrainMaterialAsset* tMatAsset = AssetDatabase.acquireAsset(query.mAssetList[i]); if (tMatAsset && tMatAsset->getMaterialDefinitionName() == matName) { matAsset->setAssetId(query.mAssetList[i]); AssetDatabase.releaseAsset(query.mAssetList[i]); return (*matAsset)->mLoadedState; } AssetDatabase.releaseAsset(query.mAssetList[i]); //cleanup if that's not the one we needed } } //Somehow we failed to bind an asset, so just use the fallback and mark the failure matAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback); (*matAsset)->mLoadedState = AssetErrCode::UsingFallback; return AssetErrCode::UsingFallback; } StringTableEntry TerrainMaterialAsset::getAssetIdByMaterialName(StringTableEntry matName) { if (matName == StringTable->EmptyString()) return StringTable->EmptyString(); StringTableEntry materialAssetId = TerrainMaterialAsset::smNoTerrainMaterialAssetFallback; AssetQuery query; U32 foundCount = AssetDatabase.findAssetType(&query, "TerrainMaterialAsset"); if (foundCount != 0) { for (U32 i = 0; i < foundCount && materialAssetId == StringTable->EmptyString(); i++) { TerrainMaterialAsset* matAsset = AssetDatabase.acquireAsset(query.mAssetList[i]); if (matAsset) { if (matAsset->getMaterialDefinitionName() == matName) materialAssetId = matAsset->getAssetId(); AssetDatabase.releaseAsset(query.mAssetList[i]); } } } return materialAssetId; } U32 TerrainMaterialAsset::getAssetById(StringTableEntry assetId, AssetPtr* materialAsset) { (*materialAsset) = assetId; if (materialAsset->notNull()) { return (*materialAsset)->mLoadedState; } else { //Didn't work, so have us fall back to a placeholder asset materialAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback); if (materialAsset->isNull()) { //Well that's bad, loading the fallback failed. Con::warnf("TerrainMaterialAsset::getAssetById - Finding of asset with id %s failed with no fallback asset", assetId); return AssetErrCode::Failed; } //handle noshape not being loaded itself if ((*materialAsset)->mLoadedState == BadFileReference) { Con::warnf("TerrainMaterialAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference.", assetId); return AssetErrCode::BadFileReference; } Con::warnf("TerrainMaterialAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset", assetId); (*materialAsset)->mLoadedState = AssetErrCode::UsingFallback; return AssetErrCode::UsingFallback; } } SimObjectPtr TerrainMaterialAsset::findMaterialDefinitionByAssetId(StringTableEntry assetId) { SimSet* terrainMatSet; if (!Sim::findObject("TerrainMaterialSet", terrainMatSet)) { return nullptr; } SimObjectPtr matDef = dynamic_cast(terrainMatSet->findObjectByInternalName(assetId)); return matDef; } #ifdef TORQUE_TOOLS DefineEngineStaticMethod(TerrainMaterialAsset, getAssetIdByMaterialName, const char*, (const char* materialName), (""), "Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n" "@return The AssetId of the associated asset, if any.") { return TerrainMaterialAsset::getAssetIdByMaterialName(StringTable->insert(materialName)); } //MaterialAsset::findMaterialDefinitionByAssetId("Prototyping:Detail") DefineEngineStaticMethod(TerrainMaterialAsset, findMaterialDefinitionByAssetId, S32, (const char* assetId), (""), "Queries the MaterialSet to see if any MaterialDefinition exists that is associated to the provided assetId.\n" "@return The MaterialDefinition Id associated to the assetId, if any") { SimObjectPtr matDef = TerrainMaterialAsset::findMaterialDefinitionByAssetId(StringTable->insert(assetId)); if (matDef.isNull()) return SimObjectId(0); else return matDef->getId(); } DefineEngineMethod(TerrainMaterialAsset, getScriptPath, const char*, (), , "Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n" "@return The AssetId of the associated asset, if any.") { return object->getScriptPath(); } DefineEngineMethod(TerrainMaterialAsset, getMaterialDefinition, S32, (), , "Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n" "@return The AssetId of the associated asset, if any.") { SimObjectPtr mat = object->getMaterialDefinition(); if (mat.isValid()) return mat->getId(); else return 0; } DefineEngineMethod(TerrainMaterialAsset, getFXMaterialDefinition, S32, (), , "Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n" "@return The AssetId of the associated asset, if any.") { SimObjectPtr mat = object->getFXMaterialDefinition(); if (mat.isValid()) return mat->getId(); else return 0; } //----------------------------------------------------------------------------- // GuiInspectorTypeAssetId //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetPtr); ConsoleDocClass(GuiInspectorTypeTerrainMaterialAssetPtr, "@brief Inspector field type for Material Asset Objects\n\n" "Editor use only.\n\n" "@internal" ); void GuiInspectorTypeTerrainMaterialAssetPtr::consoleInit() { Parent::consoleInit(); ConsoleBaseType::getType(TypeTerrainMaterialAssetPtr)->setInspectorFieldType("GuiInspectorTypeTerrainMaterialAssetPtr"); } GuiControl* GuiInspectorTypeTerrainMaterialAssetPtr::constructEditControl() { // Create base filename edit controls GuiControl* retCtrl = Parent::constructEditControl(); if (retCtrl == NULL) return retCtrl; // Change filespec char szBuffer[512]; dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"TerrainMaterialAsset\", \"AssetBrowser.changeAsset\", %s, %s);", mInspector->getIdString(), mCaption); mBrowseButton->setField("Command", szBuffer); setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString()); // Create "Open in Editor" button mEditButton = new GuiBitmapButtonCtrl(); dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.editAsset(%d.getText());", retCtrl->getId()); mEditButton->setField("Command", szBuffer); char bitmapName[512] = "ToolsModule:material_editor_n_image"; mEditButton->setBitmap(StringTable->insert(bitmapName)); mEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile"); mEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile"); mEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000"); mEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this asset in the Terrain Material Editor"); mEditButton->registerObject(); addObject(mEditButton); return retCtrl; } bool GuiInspectorTypeTerrainMaterialAssetPtr::updateRects() { S32 dividerPos, dividerMargin; mInspector->getDivider(dividerPos, dividerMargin); Point2I fieldExtent = getExtent(); Point2I fieldPos = getPosition(); mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y); mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y); bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent); if (mBrowseButton != NULL) { mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4); resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent); } if (mEditButton != NULL) { RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4); resized |= mEditButton->resize(shapeEdRect.point, shapeEdRect.extent); } return resized; } IMPLEMENT_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetId); ConsoleDocClass(GuiInspectorTypeTerrainMaterialAssetId, "@brief Inspector field type for Terrain Material Assets\n\n" "Editor use only.\n\n" "@internal" ); void GuiInspectorTypeTerrainMaterialAssetId::consoleInit() { Parent::consoleInit(); ConsoleBaseType::getType(TypeTerrainMaterialAssetId)->setInspectorFieldType("GuiInspectorTypeTerrainMaterialAssetId"); } #endif