Torque3D/Engine/source/materials/materialManager.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 "materials/materialManager.h"
#include "materials/matInstance.h"
#include "materials/materialFeatureTypes.h"
#include "lighting/lightManager.h"
#include "core/util/safeDelete.h"
#include "shaderGen/shaderGen.h"
#include "core/module.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
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MODULE_BEGIN( MaterialManager )
MODULE_INIT_BEFORE( GFX )
MODULE_SHUTDOWN_BEFORE( GFX )
MODULE_INIT
{
MaterialManager::createSingleton();
}
MODULE_SHUTDOWN
{
MaterialManager::deleteSingleton();
}
MODULE_END;
MaterialManager::MaterialManager()
{
VECTOR_SET_ASSOCIATION( mMatInstanceList );
mDt = 0.0f;
mAccumTime = 0.0f;
mLastTime = 0;
mWarningInst = NULL;
GFXDevice::getDeviceEventSignal().notify( this, &MaterialManager::_handleGFXEvent );
// Make sure we get activation signals
// and that we're the last to get them.
LightManager::smActivateSignal.notify( this, &MaterialManager::_onLMActivate, 9999 );
mMaterialSet = NULL;
mUsingPrePass = false;
mFlushAndReInit = false;
mDefaultAnisotropy = 1;
Con::addVariable( "$pref::Video::defaultAnisotropy", TypeS32, &mDefaultAnisotropy,
"@brief Global variable defining the default anisotropy value.\n\n"
"Controls the default anisotropic texture filtering level for all materials, including the terrain. "
"This value can be changed at runtime to see its affect without reloading.\n\n "
"@ingroup Materials");
Con::NotifyDelegate callabck( this, &MaterialManager::_updateDefaultAnisotropy );
Con::addVariableNotify( "$pref::Video::defaultAnisotropy", callabck );
Con::NotifyDelegate callabck2( this, &MaterialManager::_onDisableMaterialFeature );
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Con::setVariable( "$pref::Video::disableNormalMapping", "false" );
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Con::addVariableNotify( "$pref::Video::disableNormalMapping", callabck2 );
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Con::setVariable( "$pref::Video::disablePixSpecular", "false" );
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Con::addVariableNotify( "$pref::Video::disablePixSpecular", callabck2 );
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Con::setVariable( "$pref::Video::disableCubemapping", "false" );
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Con::addVariableNotify( "$pref::Video::disableCubemapping", callabck2 );
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Con::setVariable( "$pref::Video::disableParallaxMapping", "false" );
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Con::addVariableNotify( "$pref::Video::disableParallaxMapping", callabck2 );
}
MaterialManager::~MaterialManager()
{
GFXDevice::getDeviceEventSignal().remove( this, &MaterialManager::_handleGFXEvent );
LightManager::smActivateSignal.remove( this, &MaterialManager::_onLMActivate );
SAFE_DELETE( mWarningInst );
#ifndef TORQUE_SHIPPING
DebugMaterialMap::Iterator itr = mMeshDebugMaterialInsts.begin();
for ( ; itr != mMeshDebugMaterialInsts.end(); itr++ )
delete itr->value;
#endif
}
void MaterialManager::_onLMActivate( const char *lm, bool activate )
{
if ( !activate )
return;
// Since the light manager usually swaps shadergen features
// and changes system wide shader defines we need to completely
// flush and rebuild all the material instances.
mFlushAndReInit = true;
}
void MaterialManager::_updateDefaultAnisotropy()
{
// Update all the materials.
Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
for ( ; iter != mMatInstanceList.end(); iter++ )
(*iter)->updateStateBlocks();
}
Material * MaterialManager::allocateAndRegister(const String &objectName, const String &mapToName)
{
Material *newMat = new Material();
if ( mapToName.isNotEmpty() )
newMat->mMapTo = mapToName;
bool registered = newMat->registerObject(objectName );
AssertFatal( registered, "Unable to register material" );
if (registered)
Sim::getRootGroup()->addObject( newMat );
else
{
delete newMat;
newMat = NULL;
}
return newMat;
}
Material * MaterialManager::getMaterialDefinitionByName(const String &matName)
{
// Get the material
Material * foundMat;
if(!Sim::findObject(matName, foundMat))
{
Con::errorf("MaterialManager: Unable to find material '%s'", matName.c_str());
return NULL;
}
return foundMat;
}
BaseMatInstance* MaterialManager::createMatInstance(const String &matName)
{
BaseMaterialDefinition* mat = NULL;
if (Sim::findObject(matName, mat))
return mat->createMatInstance();
return NULL;
}
BaseMatInstance* MaterialManager::createMatInstance( const String &matName,
const GFXVertexFormat *vertexFormat )
{
return createMatInstance( matName, getDefaultFeatures(), vertexFormat );
}
BaseMatInstance* MaterialManager::createMatInstance( const String &matName,
const FeatureSet& features,
const GFXVertexFormat *vertexFormat )
{
BaseMatInstance* mat = createMatInstance(matName);
if (mat)
{
mat->init( features, vertexFormat );
return mat;
}
return NULL;
}
BaseMatInstance * MaterialManager::createWarningMatInstance()
{
Material *warnMat = static_cast<Material*>(Sim::findObject("WarningMaterial"));
BaseMatInstance *warnMatInstance = NULL;
if( warnMat != NULL )
{
warnMatInstance = warnMat->createMatInstance();
GFXStateBlockDesc desc;
desc.setCullMode(GFXCullNone);
warnMatInstance->addStateBlockDesc(desc);
warnMatInstance->init( getDefaultFeatures(),
getGFXVertexFormat<GFXVertexPNTTB>() );
}
return warnMatInstance;
}
// Gets the global warning material instance, callers should not free this copy
BaseMatInstance * MaterialManager::getWarningMatInstance()
{
if (!mWarningInst)
mWarningInst = createWarningMatInstance();
return mWarningInst;
}
#ifndef TORQUE_SHIPPING
BaseMatInstance * MaterialManager::createMeshDebugMatInstance(const ColorF &meshColor)
{
String meshDebugStr = String::ToString( "Torque_MeshDebug_%d", meshColor.getRGBAPack() );
Material *debugMat;
if (!Sim::findObject(meshDebugStr,debugMat))
{
debugMat = allocateAndRegister( meshDebugStr );
debugMat->mDiffuse[0] = meshColor;
debugMat->mEmissive[0] = true;
}
BaseMatInstance *debugMatInstance = NULL;
if( debugMat != NULL )
{
debugMatInstance = debugMat->createMatInstance();
GFXStateBlockDesc desc;
desc.setCullMode(GFXCullNone);
desc.fillMode = GFXFillWireframe;
debugMatInstance->addStateBlockDesc(desc);
// Disable fog and other stuff.
FeatureSet debugFeatures;
debugFeatures.addFeature( MFT_DiffuseColor );
debugMatInstance->init( debugFeatures, getGFXVertexFormat<GFXVertexPCN>() );
}
return debugMatInstance;
}
// Gets the global material instance for a given color, callers should not free this copy
BaseMatInstance *MaterialManager::getMeshDebugMatInstance(const ColorF &meshColor)
{
DebugMaterialMap::Iterator itr = mMeshDebugMaterialInsts.find( meshColor.getRGBAPack() );
BaseMatInstance *inst = NULL;
if ( itr == mMeshDebugMaterialInsts.end() )
inst = createMeshDebugMatInstance( meshColor );
else
inst = itr->value;
mMeshDebugMaterialInsts.insert( meshColor.getRGBAPack(), inst );
return inst;
}
#endif
void MaterialManager::mapMaterial(const String & textureName, const String & materialName)
{
if (getMapEntry(textureName).isNotEmpty())
{
if (!textureName.equal("unmapped_mat", String::NoCase))
Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: %s", textureName.c_str());
}
mMaterialMap[String::ToLower(textureName)] = materialName;
}
String MaterialManager::getMapEntry(const String & textureName) const
{
MaterialMap::ConstIterator iter = mMaterialMap.find(String::ToLower(textureName));
if ( iter == mMaterialMap.end() )
return String();
return iter->value;
}
void MaterialManager::flushAndReInitInstances()
{
// Clear the flag if its set.
mFlushAndReInit = false;
// Check to see if any shader preferences have changed.
recalcFeaturesFromPrefs();
// First we flush all the shader gen shaders which will
// invalidate all GFXShader* to them.
SHADERGEN->flushProceduralShaders();
mFlushSignal.trigger();
// First do a pass deleting all hooks as they can contain
// materials themselves. This means we have to restart the
// loop every time we delete any hooks... lame.
Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
while ( iter != mMatInstanceList.end() )
{
if ( (*iter)->deleteAllHooks() != 0 )
{
// Restart the loop.
iter = mMatInstanceList.begin();
continue;
}
iter++;
}
// Now do a pass re-initializing materials.
iter = mMatInstanceList.begin();
for ( ; iter != mMatInstanceList.end(); iter++ )
(*iter)->reInit();
}
// Used in the materialEditor. This flushes the material preview object so it can be reloaded easily.
void MaterialManager::flushInstance( BaseMaterialDefinition *target )
{
Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
while ( iter != mMatInstanceList.end() )
{
if ( (*iter)->getMaterial() == target )
{
(*iter)->deleteAllHooks();
return;
}
iter++;
}
}
void MaterialManager::reInitInstance( BaseMaterialDefinition *target )
{
Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
for ( ; iter != mMatInstanceList.end(); iter++ )
{
if ( (*iter)->getMaterial() == target )
(*iter)->reInit();
}
}
void MaterialManager::updateTime()
{
U32 curTime = Sim::getCurrentTime();
if(curTime > mLastTime)
{
mDt = (curTime - mLastTime) / 1000.0f;
mLastTime = curTime;
mAccumTime += mDt;
}
else
mDt = 0.0f;
}
SimSet * MaterialManager::getMaterialSet()
{
if(!mMaterialSet)
mMaterialSet = static_cast<SimSet*>( Sim::findObject( "MaterialSet" ) );
AssertFatal( mMaterialSet, "MaterialSet not found" );
return mMaterialSet;
}
void MaterialManager::dumpMaterialInstances( BaseMaterialDefinition *target ) const
{
if ( !mMatInstanceList.size() )
return;
if ( target )
Con::printf( "--------------------- %s MatInstances ---------------------", target->getName() );
else
Con::printf( "--------------------- MatInstances %d ---------------------", mMatInstanceList.size() );
for( U32 i=0; i<mMatInstanceList.size(); i++ )
{
BaseMatInstance *inst = mMatInstanceList[i];
if ( target && inst->getMaterial() != target )
continue;
inst->dumpShaderInfo();
Con::printf( "" );
}
Con::printf( "---------------------- Dump complete ----------------------");
}
void MaterialManager::_track( MatInstance *matInstance )
{
mMatInstanceList.push_back( matInstance );
}
void MaterialManager::_untrack( MatInstance *matInstance )
{
mMatInstanceList.remove( matInstance );
}
void MaterialManager::recalcFeaturesFromPrefs()
{
mDefaultFeatures.clear();
FeatureType::addDefaultTypes( &mDefaultFeatures );
mExclusionFeatures.setFeature( MFT_NormalMap,
Con::getBoolVariable( "$pref::Video::disableNormalMapping", false ) );
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mExclusionFeatures.setFeature( MFT_SpecularMap,
Con::getBoolVariable( "$pref::Video::disablePixSpecular", false ) );
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mExclusionFeatures.setFeature( MFT_PixSpecular,
Con::getBoolVariable( "$pref::Video::disablePixSpecular", false ) );
mExclusionFeatures.setFeature( MFT_CubeMap,
Con::getBoolVariable( "$pref::Video::disableCubemapping", false ) );
mExclusionFeatures.setFeature( MFT_Parallax,
Con::getBoolVariable( "$pref::Video::disableParallaxMapping", false ) );
}
bool MaterialManager::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ )
{
switch ( event_ )
{
case GFXDevice::deInit:
recalcFeaturesFromPrefs();
break;
case GFXDevice::deDestroy :
SAFE_DELETE( mWarningInst );
break;
case GFXDevice::deStartOfFrame:
if ( mFlushAndReInit )
flushAndReInitInstances();
break;
default:
break;
}
return true;
}
DefineConsoleFunction( reInitMaterials, void, (),,
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"@brief Flushes all procedural shaders and re-initializes all active material instances.\n\n"
"@ingroup Materials")
{
MATMGR->flushAndReInitInstances();
}
DefineConsoleFunction( addMaterialMapping, void, (const char * texName, const char * matName), , "(string texName, string matName)\n"
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"@brief Maps the given texture to the given material.\n\n"
"Generates a console warning before overwriting.\n\n"
"Material maps are used by terrain and interiors for triggering "
"effects when an object moves onto a terrain "
"block or interior surface using the associated texture.\n\n"
"@ingroup Materials")
{
MATMGR->mapMaterial(texName, matName);
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}
DefineConsoleFunction( getMaterialMapping, const char*, (const char * texName), , "(string texName)\n"
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"@brief Returns the name of the material mapped to this texture.\n\n"
"If no materials are found, an empty string is returned.\n\n"
"@param texName Name of the texture\n\n"
"@ingroup Materials")
{
return MATMGR->getMapEntry(texName).c_str();
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}
DefineConsoleFunction( dumpMaterialInstances, void, (), ,
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"@brief Dumps a formatted list of currently allocated material instances to the console.\n\n"
"@ingroup Materials")
{
MATMGR->dumpMaterialInstances();
}
DefineConsoleFunction( getMapEntry, const char*, (const char * texName), ,
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"@hide")
{
return MATMGR->getMapEntry( String(texName) );
}