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//-----------------------------------------------------------------------------
// Name: objectfile.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <Asset/Asset/texture.h>
#include <Math/vec3.h>
#include <Graphics/palette.h>
#include <Game/detailobjectlayer.h>
#include <string>
#include <vector>
class AssetManager;
class ObjectFile : public AssetInfo {
public:
std::string model_name;
std::string color_map;
std::string normal_map;
std::string translucency_map;
std::string shader_name;
std::string wind_map;
std::string sharpness_map;
std::string label;
std::string material_path;
std::string weight_map;
std::string palette_map_path;
std::string palette_label[max_palette_elements];
std::vector<std::string> m_detail_color_maps;
std::vector<std::string> m_detail_normal_maps;
std::vector<std::string> m_detail_materials;
std::vector<float> m_detail_map_scale;
std::vector<DetailObjectLayer> m_detail_object_layers;
std::vector<int> avg_color;
std::vector<int> avg_color_srgb;
bool transparent;
bool double_sided;
bool terrain_fixed;
bool dynamic;
bool no_collision;
bool clamp_texture;
bool bush_collision;
float ground_offset;
vec3 color_tint;
ModID modsource_;
TextureAssetRef color_map_texture;
TextureAssetRef normal_map_texture;
TextureAssetRef translucency_map_texture;
ObjectFile(AssetManager* owner, uint32_t asset_id);
int sub_error;
int Load(const std::string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
virtual void ReportLoad();
void ReturnPaths(PathSet& path_set);
static AssetType GetType() { return OBJECT_FILE_ASSET; }
static const char* GetTypeName() { return "OBJECT_FILE_ASSET"; }
static bool AssetWarning() { return true; }
virtual AssetLoaderBase* NewLoader();
};
typedef AssetRef<ObjectFile> ObjectFileRef;
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