Torque3D/Engine/source/terrain/terrMaterial.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "terrain/terrMaterial.h"
#include "console/consoleTypes.h"
#include "gfx/gfxTextureManager.h"
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#include "gfx/bitmap/gBitmap.h"
#ifdef TORQUE_TOOLS
#include "console/persistenceManager.h"
#endif
#include "T3D/assets/TerrainMaterialAsset.h"
#include <string>
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IMPLEMENT_CONOBJECT( TerrainMaterial );
ConsoleDocClass( TerrainMaterial,
"@brief The TerrainMaterial class orginizes the material settings "
"for a single terrain material layer.\n\n"
"@note You should not be creating TerrainMaterials by hand in code. "
"All TerrainMaterials should be created in the editors, as intended "
"by the system.\n\n"
"@tsexample\n"
"// Created by the Terrain Painter tool in the World Editor\n"
"new TerrainMaterial()\n"
"{\n"
" internalName = \"grass1\";\n"
" diffuseMap = \"art/terrains/Test/grass1\";\n"
" detailMap = \"art/terrains/Test/grass1_d\";\n"
" detailSize = \"10\";\n"
" isManaged = \"1\";\n"
" detailBrightness = \"1\";\n"
" Enabled = \"1\";\n"
" diffuseSize = \"200\";\n"
"};\n"
"@endtsexample\n\n"
"@see Materials\n"
"@ingroup enviroMisc\n");
TerrainMaterial::TerrainMaterial()
: mDiffuseSize( 500.0f ),
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mDetailSize( 5.0f ),
mDetailStrength( 1.0f ),
mDetailDistance( 50.0f ),
mSideProjection( false ),
mMacroSize( 200.0f ),
mMacroStrength( 0.7f ),
mMacroDistance( 500.0f ),
mParallaxScale( 0.0f ),
mBlendDepth( 0.0f ),
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mBlendContrast( 1.0f ),
mIsSRGB(false),
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mInvertRoughness(false)
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{
INIT_ASSET(DiffuseMap);
INIT_ASSET(NormalMap);
INIT_ASSET(DetailMap);
INIT_ASSET(ORMConfigMap);
INIT_ASSET(MacroMap);
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}
TerrainMaterial::~TerrainMaterial()
{
}
void TerrainMaterial::initPersistFields()
{
INITPERSISTFIELD_IMAGEASSET(DiffuseMap, TerrainMaterial,"Base Albedo stretched over the whole map");
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addField( "diffuseSize", TypeF32, Offset( mDiffuseSize, TerrainMaterial ), "Used to scale the diffuse map to the material square" );
INITPERSISTFIELD_IMAGEASSET(NormalMap, TerrainMaterial,"NormalMap");
addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
"occlusion effect (aka parallax) to the terrain material" );
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addField("blendHeightBase", TypeF32, Offset(mBlendDepth, TerrainMaterial), "A fixed value to add while blending using heightmap-based blending."
"Higher numbers = larger blend radius.");
addField("blendHeightContrast", TypeF32, Offset(mBlendContrast, TerrainMaterial), "A fixed value to add while blending using heightmap-based blending."
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"Higher numbers = larger blend radius.");
INITPERSISTFIELD_IMAGEASSET(DetailMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo up close.");
addField( "detailSize", TypeF32, Offset( mDetailSize, TerrainMaterial ), "Used to scale the detail map to the material square" );
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addField( "detailStrength", TypeF32, Offset( mDetailStrength, TerrainMaterial ), "Exponentially sharpens or lightens the detail map rendering on the material" );
addField( "detailDistance", TypeF32, Offset( mDetailDistance, TerrainMaterial ), "Changes how far camera can see the detail map rendering on the material" );
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addField( "useSideProjection", TypeBool, Offset( mSideProjection, TerrainMaterial ),"Makes that terrain material project along the sides of steep "
"slopes instead of projected downwards");
INITPERSISTFIELD_IMAGEASSET(ORMConfigMap, TerrainMaterial, "AO|Roughness|metalness map (uses DetailMap UV Coords)");
addField("isSRGB", TypeBool, Offset(mIsSRGB, TerrainMaterial), "Is the PBR Config map's image in sRGB format?");
addField("invertRoughness", TypeBool, Offset(mInvertRoughness, TerrainMaterial), "Should the roughness channel of the PBR Config map be inverted?");
//Macro maps additions
INITPERSISTFIELD_IMAGEASSET(MacroMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo at a distance.");
addField( "macroSize", TypeF32, Offset( mMacroSize, TerrainMaterial ), "Used to scale the Macro map to the material square" );
addField( "macroStrength", TypeF32, Offset( mMacroStrength, TerrainMaterial ), "Exponentially sharpens or lightens the Macro map rendering on the material" );
addField( "macroDistance", TypeF32, Offset( mMacroDistance, TerrainMaterial ), "Changes how far camera can see the Macro map rendering on the material" );
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Parent::initPersistFields();
// Gotta call this at least once or it won't get created!
Sim::getTerrainMaterialSet();
}
bool TerrainMaterial::onAdd()
{
if ( !Parent::onAdd() )
return false;
SimSet *set = Sim::getTerrainMaterialSet();
// Make sure we have an internal name set.
Fixed formatting to match the standard for TerrainMaterialAsset inspector fields Added utility functions to TerrainMaterialAsset for getting the material and fx material definitions Fixed logical flaw with the initialization code that could cause the materialDefinition to be nulled in terrainmaterialassets Fixed layer handling in GroundCover to properly work with TerrainMaterialAssets Added logic to properly exit out of the onAdd in the event no internal name is assigned or if there is a collision. This prevents duplicates from appearing in the terr mat editor when creating a new material Fixed issue where going from a creator item in the AB to selecting a particular asset type would break the filtering because select mode removed collections and creator items, changing all the item ids and breaking references. Added sanity check to prevent attempting to acquire non-assets in the AB, such as creator entries, which would cause console spam Added optional field to provide an override new asset name to the New Asset window Added logic so in the event no FX Material is found when importing a terrain material, it will create a stub entry so it always has one defined Added logic to handle situations where a terrain has a reference to an assetId, but the asset does not exist for whatever reason. Will prompt to create the missing asset, then continue on with the regular saving/editing process as normal Fixed issue where the terrain material editor would try and reference the preview images being used in the display on the editor instead of the proper assetId itself
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if (!mInternalName || !mInternalName[0])
{
Con::warnf("TerrainMaterial::onAdd() - No internal name set!");
return false;
}
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else
{
SimObject *object = set->findObjectByInternalName( mInternalName );
Fixed formatting to match the standard for TerrainMaterialAsset inspector fields Added utility functions to TerrainMaterialAsset for getting the material and fx material definitions Fixed logical flaw with the initialization code that could cause the materialDefinition to be nulled in terrainmaterialassets Fixed layer handling in GroundCover to properly work with TerrainMaterialAssets Added logic to properly exit out of the onAdd in the event no internal name is assigned or if there is a collision. This prevents duplicates from appearing in the terr mat editor when creating a new material Fixed issue where going from a creator item in the AB to selecting a particular asset type would break the filtering because select mode removed collections and creator items, changing all the item ids and breaking references. Added sanity check to prevent attempting to acquire non-assets in the AB, such as creator entries, which would cause console spam Added optional field to provide an override new asset name to the New Asset window Added logic so in the event no FX Material is found when importing a terrain material, it will create a stub entry so it always has one defined Added logic to handle situations where a terrain has a reference to an assetId, but the asset does not exist for whatever reason. Will prompt to create the missing asset, then continue on with the regular saving/editing process as normal Fixed issue where the terrain material editor would try and reference the preview images being used in the display on the editor instead of the proper assetId itself
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if (object)
{
Con::warnf("TerrainMaterial::onAdd() - Internal name collision; '%s' already exists!", mInternalName);
return false;
}
}
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set->addObject( this );
return true;
}
TerrainMaterial* TerrainMaterial::getWarningMaterial()
{
return findOrCreate( NULL );
}
TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
{
SimSet *set = Sim::getTerrainMaterialSet();
if ( !nameOrPath || !nameOrPath[0] )
nameOrPath = "warning_material";
// See if we can just find it.
TerrainMaterial *mat = dynamic_cast<TerrainMaterial*>( set->findObjectByInternalName( StringTable->insert( nameOrPath ) ) );
if ( mat )
return mat;
StringTableEntry assetId = TerrainMaterialAsset::getAssetIdByMaterialName(nameOrPath);
if (assetId != StringTable->EmptyString())
{
TerrainMaterialAsset* terrMatAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(assetId);
if (terrMatAsset)
{
mat = terrMatAsset->getMaterialDefinition();
if (mat)
return mat;
}
}
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// We didn't find it... so see if its a path to a
// file. If it is lets assume its the texture.
if ( GBitmap::sFindFiles( nameOrPath, NULL ) )
{
mat = new TerrainMaterial();
mat->setInternalName( nameOrPath );
mat->_setDiffuseMap(nameOrPath);
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mat->registerObject();
Sim::getRootGroup()->addObject( mat );
return mat;
}
// Ok... return a placeholder material then.
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mat = new TerrainMaterial();
mat->setInternalName(nameOrPath);
mat->_setDiffuseMap(GFXTextureManager::getWarningTexturePath());
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mat->mDiffuseSize = 500;
mat->_setDetailMap(StringTable->EmptyString());
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mat->mDetailSize = 5;
mat->_setMacroMap(StringTable->EmptyString());
mat->mMacroSize = 200;
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mat->registerObject();
Sim::getRootGroup()->addObject(mat);
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return mat;
}
//declare general get<entry>, get<entry>Asset and set<entry> methods
//signatures are:
//using DiffuseMap as an example
//material.getDiffuseMap(); //returns the raw file referenced
//material.getDiffuseMapAsset(); //returns the asset id
//material.setDiffuseMap(%texture); //tries to set the asset and failing that attempts a flat file reference
DEF_ASSET_BINDS(TerrainMaterial, DiffuseMap);
DEF_ASSET_BINDS(TerrainMaterial, NormalMap);
DEF_ASSET_BINDS(TerrainMaterial, DetailMap);
DEF_ASSET_BINDS(TerrainMaterial, ORMConfigMap);
DEF_ASSET_BINDS(TerrainMaterial, MacroMap);