示例#1
0
        public override string GetFontPath(AssetCompilerResult result = null)
        {
            using (var factory = new Factory())
            {
                Font font;

                using (var fontCollection = factory.GetSystemFontCollection(false))
                {
                    int index;
                    if (!fontCollection.FindFamilyName(FontName, out index))
                    {
                        result?.Error($"Cannot find system font '{FontName}'. Make sure it is installed on this machine.");
                        return(null);
                    }

                    using (var fontFamily = fontCollection.GetFontFamily(index))
                    {
                        var weight = Style.IsBold() ? FontWeight.Bold : FontWeight.Regular;
                        var style  = Style.IsItalic() ? SharpDX.DirectWrite.FontStyle.Italic : SharpDX.DirectWrite.FontStyle.Normal;
                        font = fontFamily.GetFirstMatchingFont(weight, FontStretch.Normal, style);
                        if (font == null)
                        {
                            result?.Error($"Cannot find style '{Style}' for font family {FontName}. Make sure it is installed on this machine.");
                            return(null);
                        }
                    }
                }

                var fontFace = new FontFace(font);

                // get the font path on the hard drive
                var file           = fontFace.GetFiles().First();
                var referenceKey   = file.GetReferenceKey();
                var originalLoader = (FontFileLoaderNative)file.Loader;
                var loader         = originalLoader.QueryInterface <LocalFontFileLoader>();
                return(loader.GetFilePath(referenceKey));
            }
        }
示例#2
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        private static string GetFontPath(SpriteFontAsset asset, AssetCompilerResult result)
        {
            using (var factory = new Factory())
            {
                Font font;

                using (var fontCollection = factory.GetSystemFontCollection(false))
                {
                    int index;
                    if (!fontCollection.FindFamilyName(asset.FontName, out index))
                    {
                        result.Error("Can't find font '{0}'.", asset.FontName);
                        return(null);
                    }

                    using (var fontFamily = fontCollection.GetFontFamily(index))
                    {
                        var weight = asset.Style.IsBold() ? FontWeight.Bold : FontWeight.Regular;
                        var style  = asset.Style.IsItalic() ? SharpDX.DirectWrite.FontStyle.Italic : SharpDX.DirectWrite.FontStyle.Normal;
                        font = fontFamily.GetFirstMatchingFont(weight, FontStretch.Normal, style);
                        if (font == null)
                        {
                            result.Error("Cannot find style '{0}' for font family {1}.", asset.Style, asset.FontName);
                            return(null);
                        }
                    }
                }

                var fontFace = new FontFace(font);

                // get the font path on the hard drive
                var file           = fontFace.GetFiles().First();
                var referenceKey   = file.GetReferenceKey();
                var originalLoader = (FontFileLoaderNative)file.Loader;
                var loader         = originalLoader.QueryInterface <LocalFontFileLoader>();
                return(loader.GetFilePath(referenceKey));
            }
        }
示例#3
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        /// <summary>
        /// Generates a <see cref="ListBuildStep"/> to compile the thumbnail of the given asset.
        /// </summary>
        /// <param name="assetItem">The asset to compile.</param>
        /// <param name="gameSettings">The current game settings</param>
        /// <param name="staticThumbnail">If the asset has to be compiled as well in the case of non static thumbnail</param>
        /// <returns>A <see cref="ListBuildStep"/> containing the build steps to generate the thumbnail of the given asset.</returns>
        public ListBuildStep Compile(AssetItem assetItem, GameSettingsAsset gameSettings, bool staticThumbnail)
        {
            if (assetItem == null)
            {
                throw new ArgumentNullException(nameof(assetItem));
            }

            using (var context = new ThumbnailCompilerContext
            {
                Platform = PlatformType.Windows
            })
            {
                context.SetGameSettingsAsset(gameSettings);
                context.CompilationContext = typeof(PreviewCompilationContext);

                context.Properties.Set(ThumbnailGenerator.Key, generator);
                context.ThumbnailBuilt += builtAction;

                var result = new AssetCompilerResult();

                if (!staticThumbnail)
                {
                    //compile the actual asset
                    result = dependenciesCompiler.Prepare(context, assetItem);
                }

                //compile the actual thumbnail
                var thumbnailStep = CompileItem(context, result, assetItem);

                foreach (var buildStep in result.BuildSteps)
                {
                    BuildStep.LinkBuildSteps(buildStep, thumbnailStep);
                }
                result.BuildSteps.Add(thumbnailStep);
                return(result.BuildSteps);
            }
        }
 protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
 {
     result.BuildSteps.Add(new DummyAssetCommand <SoundAsset, Sound>(assetItem));
 }
示例#5
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        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, SoundAsset asset, AssetCompilerResult result)
        {
            if (!EnsureSourcesExist(result, asset, assetAbsolutePath))
            {
                return;
            }

            result.BuildSteps = new AssetBuildStep(AssetItem)
            {
                new DecodeSoundFileCommand(urlInStorage, asset)
            };
        }
 protected override void CompileThumbnail(ThumbnailCompilerContext context, string thumbnailStorageUrl, AssetItem assetItem, Package originalPackage, AssetCompilerResult result)
 {
     result.BuildSteps.Add(new ThumbnailBuildStep(new SpriteSheetThumbnailCommand(context, assetItem, originalPackage, thumbnailStorageUrl,
                                                                                  new ThumbnailCommandParameters(assetItem.Asset, thumbnailStorageUrl, context.ThumbnailResolution))));
 }
示例#7
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        /// <inheritdoc/>
        public void Check(EntityComponent component, Entity entity, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var modelComponent = component as ModelComponent;

            if (modelComponent.Model is null)
            {
                result.Warning($"The entity [{targetUrlInStorage}:{entity.Name}] has a model component that does not reference any model.");
            }
            else
            {
                var modelAttachedReference = AttachedReferenceManager.GetAttachedReference(modelComponent.Model);
                var modelId = modelAttachedReference.Id;

                // Compute the full path to the source asset
                var modelAssetItem = assetItem.Package.Session.FindAsset(modelId);
                if (modelAssetItem is null)
                {
                    result.Error($"The entity [{targetUrlInStorage}:{entity.Name}] is referencing an unreachable model.");
                }
            }
        }
示例#8
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 protected override void CompileThumbnail(ThumbnailCompilerContext context, string thumbnailStorageUrl, AssetItem assetItem, Package originalPackage, AssetCompilerResult result)
 {
     result.BuildSteps.Add(new ThumbnailBuildStep(new HeightmapThumbnailCommand(context, assetItem, originalPackage, thumbnailStorageUrl,
                                                                                new ThumbnailCommandParameters(assetItem.Asset, thumbnailStorageUrl, context.ThumbnailResolution))
     {
         InputFilesGetter = () => GetInputFiles(assetItem)
     }));
 }
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, PrecompiledSpriteFontAsset asset, AssetCompilerResult result)
        {
            if (!EnsureSourceExists(result, asset, assetAbsolutePath))
            {
                return;
            }

            result.BuildSteps = new AssetBuildStep(AssetItem)
            {
                new PrecompiledSpriteFontCommand(urlInStorage, asset)
            };
        }
示例#10
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var url = EffectCompilerBase.DefaultSourceShaderFolder + "/" + Path.GetFileName(assetItem.FullPath);

            var originalSourcePath = assetItem.FullPath;

            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(new ImportStreamCommand {
                SourcePath = originalSourcePath, Location = url, SaveSourcePath = true
            });
            var shaderLocations = (ConcurrentDictionary <string, string>)context.Properties.GetOrAdd(ShaderLocationsKey, key => new ConcurrentDictionary <string, string>());

            // Store directly this into the context TODO this this temporary
            shaderLocations[url] = originalSourcePath;
        }
示例#11
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        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (MaterialAsset)assetItem.Asset;

            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(new MaterialCompileCommand(targetUrlInStorage, assetItem, asset, context));
        }
示例#12
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset             = (AnimationAsset)assetItem.Asset;
            var assetAbsolutePath = assetItem.FullPath;
            // Get absolute path of asset source on disk
            var assetDirectory = assetAbsolutePath.GetParent();
            var assetSource    = GetAbsolutePath(assetItem, asset.Source);
            var extension      = assetSource.GetFileExtension();
            var buildStep      = new AssetBuildStep(assetItem);

            // Find skeleton asset, if any
            AssetItem skeleton = null;

            if (asset.Skeleton != null)
            {
                skeleton = assetItem.Package.FindAssetFromProxyObject(asset.Skeleton);
            }

            var sourceBuildCommand = ImportModelCommand.Create(extension);

            if (sourceBuildCommand == null)
            {
                result.Error($"No importer found for model extension '{extension}. The model '{assetSource}' can't be imported.");
                return;
            }

            sourceBuildCommand.Mode                   = ImportModelCommand.ExportMode.Animation;
            sourceBuildCommand.SourcePath             = assetSource;
            sourceBuildCommand.Location               = targetUrlInStorage;
            sourceBuildCommand.AnimationRepeatMode    = asset.RepeatMode;
            sourceBuildCommand.AnimationRootMotion    = asset.RootMotion;
            sourceBuildCommand.ImportCustomAttributes = asset.ImportCustomAttributes;
            if (asset.ClipDuration.Enabled)
            {
                sourceBuildCommand.StartFrame = asset.ClipDuration.StartAnimationTime;
                sourceBuildCommand.EndFrame   = asset.ClipDuration.EndAnimationTime;
            }
            else
            {
                sourceBuildCommand.StartFrame = TimeSpan.Zero;
                sourceBuildCommand.EndFrame   = AnimationAsset.LongestTimeSpan;
            }
            sourceBuildCommand.ScaleImport   = asset.ScaleImport;
            sourceBuildCommand.PivotPosition = asset.PivotPosition;

            if (skeleton != null)
            {
                sourceBuildCommand.SkeletonUrl = skeleton.Location;
                // Note: skeleton override values
                sourceBuildCommand.ScaleImport   = ((SkeletonAsset)skeleton.Asset).ScaleImport;
                sourceBuildCommand.PivotPosition = ((SkeletonAsset)skeleton.Asset).PivotPosition;
            }

            if (asset.Type.Type == AnimationAssetTypeEnum.AnimationClip)
            {
                // Import the main animation
                buildStep.Add(sourceBuildCommand);
            }
            else if (asset.Type.Type == AnimationAssetTypeEnum.DifferenceClip)
            {
                var diffAnimationAsset = ((DifferenceAnimationAssetType)asset.Type);
                var referenceClip      = diffAnimationAsset.BaseSource;
                var rebaseMode         = diffAnimationAsset.Mode;

                var baseUrlInStorage   = targetUrlInStorage + RefClipSuffix;
                var sourceUrlInStorage = targetUrlInStorage + SrcClipSuffix;

                var baseAssetSource = UPath.Combine(assetDirectory, referenceClip);
                var baseExtension   = baseAssetSource.GetFileExtension();

                sourceBuildCommand.Location = sourceUrlInStorage;

                var baseBuildCommand = ImportModelCommand.Create(extension);
                if (baseBuildCommand == null)
                {
                    result.Error($"No importer found for model extension '{baseExtension}. The model '{baseAssetSource}' can't be imported.");
                    return;
                }

                baseBuildCommand.FailOnEmptyAnimation = false;
                baseBuildCommand.Mode                = ImportModelCommand.ExportMode.Animation;
                baseBuildCommand.SourcePath          = baseAssetSource;
                baseBuildCommand.Location            = baseUrlInStorage;
                baseBuildCommand.AnimationRepeatMode = asset.RepeatMode;
                baseBuildCommand.AnimationRootMotion = asset.RootMotion;

                if (diffAnimationAsset.ClipDuration.Enabled)
                {
                    baseBuildCommand.StartFrame = diffAnimationAsset.ClipDuration.StartAnimationTimeBox;
                    baseBuildCommand.EndFrame   = diffAnimationAsset.ClipDuration.EndAnimationTimeBox;
                }
                else
                {
                    baseBuildCommand.StartFrame = TimeSpan.Zero;
                    baseBuildCommand.EndFrame   = AnimationAsset.LongestTimeSpan;
                }

                baseBuildCommand.ScaleImport   = asset.ScaleImport;
                baseBuildCommand.PivotPosition = asset.PivotPosition;

                if (skeleton != null)
                {
                    baseBuildCommand.SkeletonUrl = skeleton.Location;
                    // Note: skeleton override values
                    baseBuildCommand.ScaleImport   = ((SkeletonAsset)skeleton.Asset).ScaleImport;
                    baseBuildCommand.PivotPosition = ((SkeletonAsset)skeleton.Asset).PivotPosition;
                }

                // Import base and main animation
                var sourceStep = new CommandBuildStep(sourceBuildCommand);
                buildStep.Add(sourceStep);
                var baseStep = new CommandBuildStep(baseBuildCommand);
                buildStep.Add(baseStep);

                IEnumerable <ObjectUrl> InputFilesGetter()
                {
                    yield return(new ObjectUrl(UrlType.File, GetAbsolutePath(assetItem, diffAnimationAsset.BaseSource)));
                }

                var diffCommand = new AdditiveAnimationCommand(targetUrlInStorage, new AdditiveAnimationParameters(baseUrlInStorage, sourceUrlInStorage, rebaseMode), assetItem.Package)
                {
                    InputFilesGetter = InputFilesGetter
                };

                var diffStep = new CommandBuildStep(diffCommand);

                BuildStep.LinkBuildSteps(sourceStep, diffStep);
                BuildStep.LinkBuildSteps(baseStep, diffStep);

                // Generate the diff of those two animations
                buildStep.Add(diffStep);
            }
            else
            {
                throw new NotImplementedException("This type of animation asset is not supported yet!");
            }

            result.BuildSteps = buildStep;
        }
示例#13
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 protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, SkyboxAsset asset, AssetCompilerResult result)
 {
     result.ShouldWaitForPreviousBuilds = true;
     result.BuildSteps = new AssetBuildStep(AssetItem)
     {
         new SkyboxCompileCommand(urlInStorage, asset, context.Package)
     };
 }
示例#14
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, EntityAsset asset, AssetCompilerResult result)
        {
            foreach (var entityData in asset.Hierarchy.Entities)
            {
                // TODO: How to make this code pluggable?
                var modelComponent  = entityData.Components.Get(ModelComponent.Key);
                var spriteComponent = entityData.Components.Get(SpriteComponent.Key);
                var scriptComponent = entityData.Components.Get(ScriptComponent.Key);

                // determine the underlying source asset exists
                if (modelComponent != null)
                {
                    if (modelComponent.Model == null)
                    {
                        result.Warning(string.Format("The entity [{0}:{1}] has a model component that does not reference any model.", urlInStorage, entityData.Name));
                        continue;
                    }

                    var modelAttachedReference = AttachedReferenceManager.GetAttachedReference(modelComponent.Model);
                    var modelId = modelAttachedReference.Id;

                    // compute the full path to the source asset.
                    var assetItem = AssetItem.Package.Session.FindAsset(modelId);
                    if (assetItem == null)
                    {
                        result.Error(string.Format("The entity [{0}:{1}] is referencing an unreachable model.", urlInStorage, entityData.Name));
                        continue;
                    }
                }
                if (spriteComponent != null && spriteComponent.SpriteProvider == null)
                {
                    result.Warning(string.Format("The entity [{0}:{1}] has a sprite component that does not reference any sprite group.", urlInStorage, entityData.Name));
                }
                if (scriptComponent != null)
                {
                    foreach (var script in scriptComponent.Scripts)
                    {
                        if (script is UnloadableScript)
                        {
                            result.Error(string.Format("The entity [{0}:{1}] reference an invalid script '{2}'.", urlInStorage, entityData.Name, script.GetType().Name));
                        }
                    }
                }
            }

            result.BuildSteps = new AssetBuildStep(AssetItem)
            {
                new EntityCombineCommand(urlInStorage, AssetItem.Package, context, asset)
            };
        }
示例#15
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        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (ModelAsset)assetItem.Asset;
            // Get absolute path of asset source on disk
            var assetDirectory = assetItem.FullPath.GetParent();
            var assetSource    = UPath.Combine(assetDirectory, asset.Source);

            var gameSettingsAsset         = context.GetGameSettingsAsset();
            var renderingSettings         = gameSettingsAsset.GetOrCreate <RenderingSettings>();
            var allow32BitIndex           = renderingSettings.DefaultGraphicsProfile >= GraphicsProfile.Level_9_2;
            var maxInputSlots             = renderingSettings.DefaultGraphicsProfile >= GraphicsProfile.Level_10_1 ? 32 : 16;
            var allowUnsignedBlendIndices = true; //context.GetGraphicsPlatform(assetItem.Package) != GraphicsPlatform.OpenGLES;
            var extension = asset.Source.GetFileExtension();

            // Find skeleton asset, if any
            AssetItem skeleton = null;

            if (asset.Skeleton != null)
            {
                skeleton = assetItem.Package.FindAssetFromProxyObject(asset.Skeleton);
            }

            var importModelCommand = ImportModelCommand.Create(extension);

            if (importModelCommand == null)
            {
                result.Error($"No importer found for model extension '{extension}. The model '{assetSource}' can't be imported.");
                return;
            }

            importModelCommand.InputFilesGetter          = () => GetInputFiles(assetItem);
            importModelCommand.Mode                      = ImportModelCommand.ExportMode.Model;
            importModelCommand.SourcePath                = assetSource;
            importModelCommand.Location                  = targetUrlInStorage;
            importModelCommand.Allow32BitIndex           = allow32BitIndex;
            importModelCommand.MaxInputSlots             = maxInputSlots;
            importModelCommand.AllowUnsignedBlendIndices = allowUnsignedBlendIndices;
            importModelCommand.Materials                 = asset.Materials;
            importModelCommand.ScaleImport               = asset.ScaleImport;
            importModelCommand.PivotPosition             = asset.PivotPosition;
            importModelCommand.MergeMeshes               = asset.MergeMeshes;
            importModelCommand.DeduplicateMaterials      = asset.DeduplicateMaterials;
            importModelCommand.ModelModifiers            = asset.Modifiers;

            if (skeleton != null)
            {
                importModelCommand.SkeletonUrl = skeleton.Location;
                // Note: skeleton override values
                importModelCommand.ScaleImport   = ((SkeletonAsset)skeleton.Asset).ScaleImport;
                importModelCommand.PivotPosition = ((SkeletonAsset)skeleton.Asset).PivotPosition;
            }

            importModelCommand.Package = assetItem.Package;

            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(importModelCommand);
        }
示例#16
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (SkyboxAsset)assetItem.Asset;

            var colorSpace = context.GetColorSpace();

            result.BuildSteps = new AssetBuildStep(assetItem);

            var prereqs = new Queue <BuildStep>();

            // build the textures for windows (needed for skybox compilation)
            foreach (var dependency in asset.GetDependencies())
            {
                var dependencyItem = assetItem.Package.Assets.Find(dependency.Id);
                if (dependencyItem?.Asset is TextureAsset)
                {
                    var textureAsset = (TextureAsset)dependencyItem.Asset;

                    // Get absolute path of asset source on disk
                    var assetSource = GetAbsolutePath(dependencyItem, textureAsset.Source);

                    // Create a synthetic url
                    var textureUrl = SkyboxGenerator.BuildTextureForSkyboxGenerationLocation(dependencyItem.Location);

                    var gameSettingsAsset = context.GetGameSettingsAsset();
                    var renderingSettings = gameSettingsAsset.GetOrCreate <RenderingSettings>(context.Platform);

                    // Select the best graphics profile
                    var graphicsProfile = renderingSettings.DefaultGraphicsProfile >= GraphicsProfile.Level_10_0 ? renderingSettings.DefaultGraphicsProfile : GraphicsProfile.Level_10_0;

                    var textureAssetItem = new AssetItem(textureUrl, textureAsset);

                    // Create and add the texture command.
                    var textureParameters = new TextureConvertParameters(assetSource, textureAsset, PlatformType.Windows, GraphicsPlatform.Direct3D11, graphicsProfile, gameSettingsAsset.GetOrCreate <TextureSettings>().TextureQuality, colorSpace);
                    var prereqStep        = new AssetBuildStep(textureAssetItem);
                    prereqStep.Add(new TextureAssetCompiler.TextureConvertCommand(textureUrl, textureParameters, assetItem.Package));
                    result.BuildSteps.Add(prereqStep);
                    prereqs.Enqueue(prereqStep);
                }
            }

            // add the skybox command itself.
            IEnumerable <ObjectUrl> InputFilesGetter()
            {
                var skyboxAsset = (SkyboxAsset)assetItem.Asset;

                foreach (var dependency in skyboxAsset.GetDependencies())
                {
                    var dependencyItem = assetItem.Package.Assets.Find(dependency.Id);
                    if (dependencyItem?.Asset is TextureAsset)
                    {
                        yield return(new ObjectUrl(UrlType.Content, dependency.Location));
                    }
                }
            }

            var assetStep = new CommandBuildStep(new SkyboxCompileCommand(targetUrlInStorage, asset, assetItem.Package)
            {
                InputFilesGetter = InputFilesGetter
            });

            result.BuildSteps.Add(assetStep);
            while (prereqs.Count > 0)
            {
                var prereq = prereqs.Dequeue();
                BuildStep.LinkBuildSteps(prereq, assetStep);
            }
        }
 public CompileDefaultSceneEffectCommand(AssetCompilerContext context, Package package, AssetCompilerResult compilerResult)
 {
     this.context        = context;
     this.package        = package;
     this.compilerResult = compilerResult;
 }
示例#18
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, ColliderShapeAsset asset, AssetCompilerResult result)
        {
            result.BuildSteps = new AssetBuildStep(AssetItem)
            {
                new ColliderShapeCombineCommand(urlInStorage, asset, context.Package),
            };

            result.ShouldWaitForPreviousBuilds = asset.ColliderShapes.Any(shape => shape != null && shape.GetType() == typeof(ConvexHullColliderShapeDesc));
        }
示例#19
0
        protected override void CompileThumbnail(ThumbnailCompilerContext context, string thumbnailStorageUrl, AssetItem assetItem, Package originalPackage, AssetCompilerResult result)
        {
            UFile fontPathOnDisk = Asset.FontSource.GetFontPath();
            bool  sourceIsValid  = (fontPathOnDisk != null && File.Exists(fontPathOnDisk));

            if (sourceIsValid)
            {
                result.BuildSteps.Add(new ThumbnailBuildStep(new FontThumbnailBuildCommand(context, thumbnailStorageUrl, assetItem, originalPackage,
                                                                                           new ThumbnailCommandParameters(assetItem.Asset, thumbnailStorageUrl, context.ThumbnailResolution))));
            }
            else
            {
                var thumbnailSize = context.ThumbnailResolution;
                var isLinear      = context.GetGameSettingsAsset().GetOrCreate <RenderingSettings>().ColorSpace == ColorSpace.Linear;
                result.Error($"Source is null or unreachable for Texture Asset [{Asset}]");
                result.BuildSteps.Add(new StaticThumbnailCommand <SpriteFontAsset>(thumbnailStorageUrl, DefaultThumbnails.AssetBrokenThumbnail, thumbnailSize, isLinear, assetItem.Package));
            }
        }
示例#20
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (NavigationMeshAsset)assetItem.Asset;

            // Compile the navigation mesh itself
            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(new NavmeshBuildCommand(targetUrlInStorage, assetItem, asset, context)
            {
                InputFilesGetter = () => GetInputFiles(assetItem)
            });
        }
示例#21
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset             = (SpriteSheetAsset)assetItem.Asset;
            var gameSettingsAsset = context.GetGameSettingsAsset();
            var renderingSettings = gameSettingsAsset.GetOrCreate <RenderingSettings>(context.Platform);

            result.BuildSteps = new ListBuildStep();

            var prereqSteps = new Queue <BuildStep>();

            // create the registry containing the sprite assets texture index association
            var imageToTextureUrl = new Dictionary <SpriteInfo, string>();

            var colorSpace = context.GetColorSpace();

            // create and add import texture commands
            if (asset.Sprites != null && !asset.Packing.Enabled)
            {
                // sort sprites by referenced texture.
                var spriteByTextures = asset.Sprites.GroupBy(x => x.Source).ToArray();
                for (int i = 0; i < spriteByTextures.Length; i++)
                {
                    // skip the texture if the file is not valid.
                    var textureFile = spriteByTextures[i].Key;
                    if (!TextureFileIsValid(textureFile))
                    {
                        continue;
                    }

                    var textureUrl = SpriteSheetAsset.BuildTextureUrl(assetItem.Location, i);

                    var spriteAssetArray = spriteByTextures[i].ToArray();
                    foreach (var spriteAsset in spriteAssetArray)
                    {
                        imageToTextureUrl[spriteAsset] = textureUrl;
                    }

                    // create an texture asset.
                    var textureAsset = new TextureAsset
                    {
                        Id              = AssetId.Empty, // CAUTION: It is important to use an empty GUID here, as we don't want the command to be rebuilt (by default, a new asset is creating a new guid)
                        IsStreamable    = asset.IsStreamable && asset.Type != SpriteSheetType.UI,
                        IsCompressed    = asset.IsCompressed,
                        GenerateMipmaps = asset.GenerateMipmaps,
                        Type            = new ColorTextureType
                        {
                            Alpha            = asset.Alpha,
                            PremultiplyAlpha = asset.PremultiplyAlpha,
                            ColorKeyColor    = asset.ColorKeyColor,
                            ColorKeyEnabled  = asset.ColorKeyEnabled,
                            UseSRgbSampling  = true,
                        }
                    };

                    // Get absolute path of asset source on disk
                    var assetDirectory = assetItem.FullPath.GetParent();
                    var assetSource    = UPath.Combine(assetDirectory, spriteAssetArray[0].Source);

                    // add the texture build command.
                    var textureConvertParameters = new TextureConvertParameters(assetSource, textureAsset, context.Platform, context.GetGraphicsPlatform(assetItem.Package), renderingSettings.DefaultGraphicsProfile, gameSettingsAsset.GetOrCreate <TextureSettings>().TextureQuality, colorSpace);
                    var textureConvertCommand    = new TextureAssetCompiler.TextureConvertCommand(textureUrl, textureConvertParameters, assetItem.Package);
                    var assetBuildStep           = new AssetBuildStep(new AssetItem(textureUrl, textureAsset));
                    assetBuildStep.Add(textureConvertCommand);
                    prereqSteps.Enqueue(assetBuildStep);
                    result.BuildSteps.Add(assetBuildStep);
                }
            }

            if (!result.HasErrors)
            {
                var parameters = new SpriteSheetParameters(asset, imageToTextureUrl, context.Platform, context.GetGraphicsPlatform(assetItem.Package), renderingSettings.DefaultGraphicsProfile, gameSettingsAsset.GetOrCreate <TextureSettings>().TextureQuality, colorSpace);

                var assetBuildStep = new AssetBuildStep(assetItem);
                assetBuildStep.Add(new SpriteSheetCommand(targetUrlInStorage, parameters, assetItem.Package));
                result.BuildSteps.Add(assetBuildStep);

                while (prereqSteps.Count > 0)
                {
                    var prereq = prereqSteps.Dequeue();
                    BuildStep.LinkBuildSteps(prereq, assetBuildStep);
                }
            }
        }
示例#22
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, EffectLogAsset asset, AssetCompilerResult result)
        {
            var originalSourcePath = asset.AbsoluteSourceLocation;

            result.ShouldWaitForPreviousBuilds = true;
            result.BuildSteps = new AssetBuildStep(AssetItem)
            {
                new EffectLogBuildStep(context, originalSourcePath, AssetItem.Package)
            };
        }
示例#23
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var originalSourcePath = assetItem.FullPath;

            result.BuildSteps = new AssetBuildStep(assetItem);

            var urlRoot = originalSourcePath.GetParent();

            var stream = new MemoryStream(Encoding.UTF8.GetBytes(((EffectLogAsset)assetItem.Asset).Text));

            using (var recordedEffectCompile = new EffectLogStore(stream))
            {
                recordedEffectCompile.LoadNewValues();

                foreach (var entry in recordedEffectCompile.GetValues())
                {
                    result.BuildSteps.Add(EffectCompileCommand.FromRequest(context, assetItem.Package, urlRoot, entry.Key));
                }
            }
        }
示例#24
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        protected override void CompileThumbnail(ThumbnailCompilerContext context, string thumbnailStorageUrl, AssetItem assetItem, Package originalPackage, AssetCompilerResult result)
        {
            // A model asset should have been generated during CompileWithDependencies()
            var modelAssetItem = AnimationPreviewViewModel.FindModelForPreview(assetItem);

            if (modelAssetItem != null)
            {
                result.BuildSteps.Add(new ThumbnailBuildStep(new AnimationThumbnailBuildCommand(context, thumbnailStorageUrl, assetItem, modelAssetItem, originalPackage,
                                                                                                new ThumbnailCommandParameters(assetItem.Asset, thumbnailStorageUrl, context.ThumbnailResolution))));
            }
            else
            {
                // If no model could be found, uses default thumbnail instead
                var gameSettings = context.GetGameSettingsAsset();
                result.BuildSteps.Add(new StaticThumbnailCommand <AnimationAsset>(thumbnailStorageUrl, StaticThumbnails.AnimationThumbnail, context.ThumbnailResolution, gameSettings.GetOrCreate <RenderingSettings>().ColorSpace == ColorSpace.Linear, assetItem.Package));
            }
        }
示例#25
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        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (SoundAsset)assetItem.Asset;

            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(new DecodeSoundFileCommand(targetUrlInStorage, asset, assetItem.Package));
        }
示例#26
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        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (GameSettingsAsset)assetItem.Asset;

            // TODO: We should ignore game settings stored in dependencies
            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(new GameSettingsCompileCommand(targetUrlInStorage, assetItem.Package, context.Platform, context.GetCompilationMode(), asset));
        }
示例#27
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        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, TextureAsset asset, AssetCompilerResult result)
        {
            if (asset.Source == null)
            {
                result.Error("Source cannot be null for Texture Asset [{0}]", asset);
                return;
            }

            // Get absolute path of asset source on disk
            var assetDirectory = assetAbsolutePath.GetParent();
            var assetSource    = UPath.Combine(assetDirectory, asset.Source);

            result.BuildSteps = new ListBuildStep {
                new TextureConvertCommand(urlInStorage,
                                          new TextureConvertParameters(assetSource, asset, context.Platform, context.GetGraphicsPlatform(), context.GetGraphicsProfile(), context.GetTextureQuality(), false))
            };
        }
示例#28
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        protected sealed override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (T)assetItem.Asset;

            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(Create(targetUrlInStorage, asset, assetItem.Package));
        }
示例#29
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        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset             = (PrefabModelAsset)assetItem.Asset;
            var renderingSettings = context.GetGameSettingsAsset().GetOrCreate <RenderingSettings>();

            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(new PrefabModelAssetCompileCommand(targetUrlInStorage, asset, assetItem, renderingSettings));
        }
示例#30
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var   asset             = (SpriteFontAsset)assetItem.Asset;
            UFile assetAbsolutePath = assetItem.FullPath;
            var   colorSpace        = context.GetColorSpace();

            var fontTypeSdf = asset.FontType as SignedDistanceFieldSpriteFontType;

            if (fontTypeSdf != null)
            {
                // copy the asset and transform the source and character set file path to absolute paths
                var assetClone     = AssetCloner.Clone(asset);
                var assetDirectory = assetAbsolutePath.GetParent();
                assetClone.FontSource    = asset.FontSource;
                fontTypeSdf.CharacterSet = !string.IsNullOrEmpty(fontTypeSdf.CharacterSet) ? UPath.Combine(assetDirectory, fontTypeSdf.CharacterSet) : null;

                result.BuildSteps = new AssetBuildStep(assetItem);
                result.BuildSteps.Add(new SignedDistanceFieldFontCommand(targetUrlInStorage, assetClone, assetItem.Package));
            }
            else
            if (asset.FontType is RuntimeRasterizedSpriteFontType)
            {
                UFile fontPathOnDisk = asset.FontSource.GetFontPath(result);
                if (fontPathOnDisk == null)
                {
                    result.Error($"Runtime rasterized font compilation failed. Font {asset.FontSource.GetFontName()} was not found on this machine.");
                    result.BuildSteps = new AssetBuildStep(assetItem);
                    result.BuildSteps.Add(new FailedFontCommand());
                    return;
                }

                var fontImportLocation = FontHelper.GetFontPath(asset.FontSource.GetFontName(), asset.FontSource.Style);

                result.BuildSteps = new AssetBuildStep(assetItem);
                result.BuildSteps.Add(new ImportStreamCommand {
                    SourcePath = fontPathOnDisk, Location = fontImportLocation
                });
                result.BuildSteps.Add(new RuntimeRasterizedFontCommand(targetUrlInStorage, asset, assetItem.Package));
            }
            else
            {
                var fontTypeStatic = asset.FontType as OfflineRasterizedSpriteFontType;
                if (fontTypeStatic == null)
                {
                    throw new ArgumentException("Tried to compile a non-offline rasterized sprite font with the compiler for offline resterized fonts!");
                }

                // copy the asset and transform the source and character set file path to absolute paths
                var assetClone     = AssetCloner.Clone(asset);
                var assetDirectory = assetAbsolutePath.GetParent();
                assetClone.FontSource       = asset.FontSource;
                fontTypeStatic.CharacterSet = !string.IsNullOrEmpty(fontTypeStatic.CharacterSet) ? UPath.Combine(assetDirectory, fontTypeStatic.CharacterSet): null;

                result.BuildSteps = new AssetBuildStep(assetItem);
                result.BuildSteps.Add(new OfflineRasterizedFontCommand(targetUrlInStorage, assetClone, colorSpace, assetItem.Package));
            }
        }