ImageAsset.cpp 5.6 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 IMAGE_ASSET_H
  23. #include "ImageAsset.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(ImageAsset);
  41. ConsoleType(ImageAssetPtr, TypeImageAssetPtr, String, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeImageAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return *((StringTableEntry*)dptr);
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypeImageAssetPtr)
  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 Id.
  57. StringTableEntry* assetId = (StringTableEntry*)(dptr);
  58. // Update asset value.
  59. *assetId = StringTable->insert(pFieldValue);
  60. return;
  61. }
  62. // Warn.
  63. Con::warnf("(TypeImageAssetPtr) - Cannot set multiple args to a single asset.");
  64. }
  65. //-----------------------------------------------------------------------------
  66. ImplementEnumType(ImageAssetType,
  67. "Type of mesh data available in a shape.\n"
  68. "@ingroup gameObjects")
  69. { ImageAsset::Albedo, "Albedo", "" },
  70. { ImageAsset::Normal, "Normal", "" },
  71. { ImageAsset::Composite, "Composite", "" },
  72. { ImageAsset::GUI, "GUI", "" },
  73. { ImageAsset::Roughness, "Roughness", "" },
  74. { ImageAsset::AO, "AO", "" },
  75. { ImageAsset::Metalness, "Metalness", "" },
  76. { ImageAsset::Glow, "Glow", "" },
  77. { ImageAsset::Particle, "Particle", "" },
  78. { ImageAsset::Decal, "Decal", "" },
  79. EndImplementEnumType;
  80. //-----------------------------------------------------------------------------
  81. ImageAsset::ImageAsset() : AssetBase(), mImage(nullptr), mUseMips(true), mIsHDRImage(false), mIsValidImage(false)
  82. {
  83. mImageFileName = StringTable->EmptyString();
  84. }
  85. //-----------------------------------------------------------------------------
  86. ImageAsset::~ImageAsset()
  87. {
  88. }
  89. //-----------------------------------------------------------------------------
  90. void ImageAsset::initPersistFields()
  91. {
  92. // Call parent.
  93. Parent::initPersistFields();
  94. addProtectedField("imageFile", TypeAssetLooseFilePath, Offset(mImageFileName, ImageAsset),
  95. &setImageFileName, &getImageFileName, "Path to the image file.");
  96. addField("useMips", TypeBool, Offset(mUseMips, ImageAsset), "Should the image use mips? (Currently unused).");
  97. addField("isHDRImage", TypeBool, Offset(mIsHDRImage, ImageAsset), "Is the image in an HDR format? (Currently unused)");
  98. addField("imageType", TypeImageAssetType, Offset(mImageType, ImageAsset), "What the main use-case for the image is for.");
  99. }
  100. //------------------------------------------------------------------------------
  101. void ImageAsset::copyTo(SimObject* object)
  102. {
  103. // Call to parent.
  104. Parent::copyTo(object);
  105. }
  106. void ImageAsset::loadImage()
  107. {
  108. SAFE_DELETE(mImage);
  109. if (mImageFileName)
  110. {
  111. if (!Platform::isFile(mImageFileName))
  112. {
  113. Con::errorf("ImageAsset::initializeAsset: Attempted to load file %s but it was not valid!", mImageFileName);
  114. return;
  115. }
  116. mImage.set(mImageFileName, &GFXStaticTextureSRGBProfile, avar("%s() - mImage (line %d)", __FUNCTION__, __LINE__));
  117. if (mImage)
  118. {
  119. mIsValidImage = true;
  120. return;
  121. }
  122. }
  123. mIsValidImage = false;
  124. }
  125. void ImageAsset::initializeAsset()
  126. {
  127. mImageFileName = expandAssetFilePath(mImageFileName);
  128. loadImage();
  129. }
  130. void ImageAsset::onAssetRefresh()
  131. {
  132. setImageFileName(mImageFileName);
  133. }
  134. void ImageAsset::setImageFileName(const char* pScriptFile)
  135. {
  136. // Sanity!
  137. AssertFatal(pScriptFile != NULL, "Cannot use a NULL image file.");
  138. // Update.
  139. mImageFileName = StringTable->insert(pScriptFile);
  140. }
  141. DefineEngineMethod(ImageAsset, getImageFilename, const char*, (), ,
  142. "Creates an instance of the given GameObject given the asset definition.\n"
  143. "@return The GameObject entity created from the asset.")
  144. {
  145. return object->getImageFileName();
  146. }