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- //-----------------------------------------------------------------------------
- // 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 <gui/controls/guiBitmapCtrl.h>
- //-----------------------------------------------------------------------------
- class MaterialAsset : public AssetBase
- {
- typedef AssetBase Parent;
- typedef AssetPtr<MaterialAsset> ConcreteAssetPtr;
- String mShaderGraphFile;
- StringTableEntry mScriptFile;
- StringTableEntry mScriptPath;
- StringTableEntry mMatDefinitionName;
- SimObjectPtr<Material> 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<Material> getMaterialDefinition() { return mMaterialDefinition; }
- void setScriptFile(const char* pScriptFile);
- inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
- inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="matName">Material Definition name to look for</param>
- /// <returns>AssetId of matching asset.</returns>
- static StringTableEntry getAssetIdByMaterialName(StringTableEntry matName);
- static U32 getAssetById(StringTableEntry assetId, AssetPtr<MaterialAsset>* materialAsset);
- static SimObjectPtr<Material> findMaterialDefinitionByAssetId(StringTableEntry assetId);
- static U32 getAssetByMaterialName(StringTableEntry matName, AssetPtr<MaterialAsset>* 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<MaterialAsset*>(obj)->setScriptFile(data);
- return false;
- }
- static const char* getScriptFile(void* obj, const char* data) { return static_cast<MaterialAsset*>(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
- /// <Summary>
- /// Declares an material asset
- /// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
- /// </Summary>
- #define DECLARE_MATERIALASSET(className, name) public: \
- StringTableEntry m##name##Name;\
- StringTableEntry m##name##AssetId;\
- AssetPtr<MaterialAsset> m##name##Asset;\
- SimObjectPtr<Material> 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<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
- void set##name##Asset(const AssetPtr<MaterialAsset> &_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<Material> 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_
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