PostEffectAsset.cpp 6.8 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 POSTEFFECT_ASSET_H
  23. #include "PostEffectAsset.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 "console/script.h"
  39. #include "platform/profiler.h"
  40. //-----------------------------------------------------------------------------
  41. IMPLEMENT_CONOBJECT(PostEffectAsset);
  42. ConsoleType(PostEffectAssetPtr, TypePostEffectAssetPtr, PostEffectAsset, ASSET_ID_FIELD_PREFIX)
  43. //-----------------------------------------------------------------------------
  44. ConsoleGetType(TypePostEffectAssetPtr)
  45. {
  46. // Fetch asset Id.
  47. return (*((AssetPtr<PostEffectAsset>*)dptr)).getAssetId();
  48. }
  49. //-----------------------------------------------------------------------------
  50. ConsoleSetType(TypePostEffectAssetPtr)
  51. {
  52. // Was a single argument specified?
  53. if (argc == 1)
  54. {
  55. // Yes, so fetch field value.
  56. const char* pFieldValue = argv[0];
  57. // Fetch asset pointer.
  58. AssetPtr<PostEffectAsset>* pAssetPtr = dynamic_cast<AssetPtr<PostEffectAsset>*>((AssetPtrBase*)(dptr));
  59. // Is the asset pointer the correct type?
  60. if (pAssetPtr == NULL)
  61. {
  62. // No, so fail.
  63. //Con::warnf("(TypePostEffectAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  64. return;
  65. }
  66. // Set asset.
  67. pAssetPtr->setAssetId(pFieldValue);
  68. return;
  69. }
  70. // Warn.
  71. Con::warnf("(TypePostEffectAssetPtr) - Cannot set multiple args to a single asset.");
  72. }
  73. //-----------------------------------------------------------------------------
  74. PostEffectAsset::PostEffectAsset()
  75. {
  76. mScriptFile = StringTable->EmptyString();
  77. mHLSLShaderFile = StringTable->EmptyString();
  78. mGLSLShaderFile = StringTable->EmptyString();
  79. mScriptPath = StringTable->EmptyString();
  80. mHLSLShaderPath = StringTable->EmptyString();
  81. mGLSLShaderPath = StringTable->EmptyString();
  82. }
  83. //-----------------------------------------------------------------------------
  84. PostEffectAsset::~PostEffectAsset()
  85. {
  86. }
  87. //-----------------------------------------------------------------------------
  88. void PostEffectAsset::initPersistFields()
  89. {
  90. docsURL;
  91. // Call parent.
  92. Parent::initPersistFields();
  93. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, PostEffectAsset),
  94. &setScriptFile, &getScriptFile, "Path to the script file.");
  95. addProtectedField("hlslShader", TypeAssetLooseFilePath, Offset(mHLSLShaderFile, PostEffectAsset),
  96. &setHLSLShaderFile, &getHLSLShaderFile, "Path to the hlsl shader file.");
  97. addProtectedField("glslShader", TypeAssetLooseFilePath, Offset(mGLSLShaderFile, PostEffectAsset),
  98. &setGLSLShaderFile, &getGLSLShaderFile, "Path to the glsl shader file.");
  99. }
  100. //------------------------------------------------------------------------------
  101. void PostEffectAsset::copyTo(SimObject* object)
  102. {
  103. // Call to parent.
  104. Parent::copyTo(object);
  105. }
  106. void PostEffectAsset::initializeAsset()
  107. {
  108. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  109. mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath;
  110. mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath;
  111. if (Con::isScriptFile(mScriptPath))
  112. Con::executeFile(mScriptPath, false, false);
  113. }
  114. void PostEffectAsset::onAssetRefresh()
  115. {
  116. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  117. mHLSLShaderPath = getOwned() ? expandAssetFilePath(mHLSLShaderFile) : mHLSLShaderPath;
  118. mGLSLShaderPath = getOwned() ? expandAssetFilePath(mGLSLShaderFile) : mGLSLShaderPath;
  119. if (Con::isScriptFile(mScriptPath))
  120. Con::executeFile(mScriptPath, false, false);
  121. }
  122. void PostEffectAsset::setScriptFile(const char* pScriptFile)
  123. {
  124. // Sanity!
  125. AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
  126. // Fetch image file.
  127. pScriptFile = StringTable->insert(pScriptFile, true);
  128. // Ignore no change,
  129. if (pScriptFile == mScriptFile)
  130. return;
  131. // Update.
  132. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
  133. // Refresh the asset.
  134. refreshAsset();
  135. }
  136. void PostEffectAsset::setHLSLShaderFile(const char* pShaderFile)
  137. {
  138. // Sanity!
  139. AssertFatal(pShaderFile != NULL, "Cannot use a NULL shader file.");
  140. // Fetch image file.
  141. pShaderFile = StringTable->insert(pShaderFile, true);
  142. // Ignore no change,
  143. if (pShaderFile == mHLSLShaderFile)
  144. return;
  145. // Update.
  146. mHLSLShaderFile = getOwned() ? expandAssetFilePath(pShaderFile) : pShaderFile;
  147. // Refresh the asset.
  148. refreshAsset();
  149. }
  150. void PostEffectAsset::setGLSLShaderFile(const char* pShaderFile)
  151. {
  152. // Sanity!
  153. AssertFatal(pShaderFile != NULL, "Cannot use a NULL shader file.");
  154. // Fetch image file.
  155. pShaderFile = StringTable->insert(pShaderFile, true);
  156. // Ignore no change,
  157. if (pShaderFile == mGLSLShaderFile)
  158. return;
  159. // Update.
  160. mGLSLShaderFile = getOwned() ? expandAssetFilePath(pShaderFile) : pShaderFile;
  161. // Refresh the asset.
  162. refreshAsset();
  163. }
  164. DefineEngineMethod(PostEffectAsset, getScriptPath, const char*, (), ,
  165. "Gets the script file path for the asset.")
  166. {
  167. return object->getScriptPath();
  168. }
  169. DefineEngineMethod(PostEffectAsset, getHLSLShaderPath, const char*, (), ,
  170. "Gets the HLSL Shader file path for the asset.")
  171. {
  172. return object->getHLSLShaderPath();
  173. }
  174. DefineEngineMethod(PostEffectAsset, getGLSLShaderPath, const char*, (), ,
  175. "Gets the GLSL Shader file path for the asset.")
  176. {
  177. return object->getGLSLShaderPath();
  178. }