Torque3D/Engine/source/ts/tsMaterialList.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// 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 "ts/tsMaterialList.h"
#include "ts/tsShape.h"
#include "materials/matInstance.h"
#include "materials/materialManager.h"
TSMaterialList::TSMaterialList(U32 materialCount,
const char **materialNames,
const U32 * materialFlags,
const U32 * reflectanceMaps,
const U32 * bumpMaps,
const U32 * detailMaps,
const F32 * detailScales,
const F32 * reflectionAmounts)
: MaterialList(materialCount,materialNames),
mNamesTransformed(false)
{
VECTOR_SET_ASSOCIATION(mFlags);
VECTOR_SET_ASSOCIATION(mReflectanceMaps);
VECTOR_SET_ASSOCIATION(mBumpMaps);
VECTOR_SET_ASSOCIATION(mDetailMaps);
VECTOR_SET_ASSOCIATION(mDetailScales);
VECTOR_SET_ASSOCIATION(mReflectionAmounts);
allocate(materialCount);
dMemcpy(mFlags.address(),materialFlags,materialCount*sizeof(U32));
dMemcpy(mReflectanceMaps.address(),reflectanceMaps,materialCount*sizeof(U32));
dMemcpy(mBumpMaps.address(),bumpMaps,materialCount*sizeof(U32));
dMemcpy(mDetailMaps.address(),detailMaps,materialCount*sizeof(U32));
dMemcpy(mDetailScales.address(),detailScales,materialCount*sizeof(F32));
dMemcpy(mReflectionAmounts.address(),reflectionAmounts,materialCount*sizeof(F32));
}
TSMaterialList::TSMaterialList()
: mNamesTransformed(false)
{
VECTOR_SET_ASSOCIATION(mFlags);
VECTOR_SET_ASSOCIATION(mReflectanceMaps);
VECTOR_SET_ASSOCIATION(mBumpMaps);
VECTOR_SET_ASSOCIATION(mDetailMaps);
VECTOR_SET_ASSOCIATION(mDetailScales);
VECTOR_SET_ASSOCIATION(mReflectionAmounts);
}
TSMaterialList::TSMaterialList(const TSMaterialList* pCopy)
: MaterialList(pCopy)
{
VECTOR_SET_ASSOCIATION(mFlags);
VECTOR_SET_ASSOCIATION(mReflectanceMaps);
VECTOR_SET_ASSOCIATION(mBumpMaps);
VECTOR_SET_ASSOCIATION(mDetailMaps);
VECTOR_SET_ASSOCIATION(mDetailScales);
VECTOR_SET_ASSOCIATION(mReflectionAmounts);
mFlags = pCopy->mFlags;
mReflectanceMaps = pCopy->mReflectanceMaps;
mBumpMaps = pCopy->mBumpMaps;
mDetailMaps = pCopy->mDetailMaps;
mDetailScales = pCopy->mDetailScales;
mReflectionAmounts = pCopy->mReflectionAmounts;
mNamesTransformed = pCopy->mNamesTransformed;
}
TSMaterialList::~TSMaterialList()
{
free();
}
void TSMaterialList::free()
{
// these aren't found on our parent, clear them out here to keep in synch
mFlags.clear();
mReflectanceMaps.clear();
mBumpMaps.clear();
mDetailMaps.clear();
mDetailScales.clear();
mReflectionAmounts.clear();
Parent::free();
}
void TSMaterialList::push_back(const String &name, U32 flags, U32 rMap, U32 bMap, U32 dMap, F32 dScale, F32 emapAmount)
{
Parent::push_back(name);
mFlags.push_back(flags);
if (rMap==0xFFFFFFFF)
mReflectanceMaps.push_back(size()-1);
else
mReflectanceMaps.push_back(rMap);
mBumpMaps.push_back(bMap);
mDetailMaps.push_back(dMap);
mDetailScales.push_back(dScale);
mReflectionAmounts.push_back(emapAmount);
}
void TSMaterialList::push_back(const char * name, U32 flags, Material* mat)
{
Parent::push_back(name, mat);
mFlags.push_back(flags);
mReflectanceMaps.push_back(size()-1);
mBumpMaps.push_back(0xFFFFFFFF);
mDetailMaps.push_back(0xFFFFFFFF);
mDetailScales.push_back(1.0f);
mReflectionAmounts.push_back(1.0f);
}
void TSMaterialList::allocate(U32 sz)
{
mFlags.setSize(sz);
mReflectanceMaps.setSize(sz);
mBumpMaps.setSize(sz);
mDetailMaps.setSize(sz);
mDetailScales.setSize(sz);
mReflectionAmounts.setSize(sz);
}
U32 TSMaterialList::getFlags(U32 index)
{
AssertFatal(index < size(),"TSMaterialList::getFlags: index out of range");
return mFlags[index];
}
void TSMaterialList::setFlags(U32 index, U32 value)
{
AssertFatal(index < size(),"TSMaterialList::getFlags: index out of range");
mFlags[index] = value;
}
bool TSMaterialList::write(Stream & s)
{
if (!Parent::write(s))
return false;
U32 i;
for (i=0; i<size(); i++)
s.write(mFlags[i]);
for (i=0; i<size(); i++)
s.write(mReflectanceMaps[i]);
for (i=0; i<size(); i++)
s.write(mBumpMaps[i]);
for (i=0; i<size(); i++)
s.write(mDetailMaps[i]);
// MDF - This used to write mLightmaps
// We never ended up using it but it is
// still part of the version 25 standard
if (TSShape::smVersion == 25)
{
for (i=0; i<size(); i++)
s.write(0xFFFFFFFF);
}
for (i=0; i<size(); i++)
s.write(mDetailScales[i]);
for (i=0; i<size(); i++)
s.write(mReflectionAmounts[i]);
return (s.getStatus() == Stream::Ok);
}
bool TSMaterialList::read(Stream & s)
{
if (!Parent::read(s))
return false;
allocate(size());
U32 i;
if (TSShape::smReadVersion < 2)
{
for (i=0; i<size(); i++)
setFlags(i,S_Wrap|T_Wrap);
}
else
{
for (i=0; i<size(); i++)
s.read(&mFlags[i]);
}
if (TSShape::smReadVersion < 5)
{
for (i=0; i<size(); i++)
{
mReflectanceMaps[i] = i;
mBumpMaps[i] = 0xFFFFFFFF;
mDetailMaps[i] = 0xFFFFFFFF;
}
}
else
{
for (i=0; i<size(); i++)
s.read(&mReflectanceMaps[i]);
for (i=0; i<size(); i++)
s.read(&mBumpMaps[i]);
for (i=0; i<size(); i++)
s.read(&mDetailMaps[i]);
if (TSShape::smReadVersion == 25)
{
U32 dummy = 0;
for (i=0; i<size(); i++)
s.read(&dummy);
}
}
if (TSShape::smReadVersion > 11)
{
for (i=0; i<size(); i++)
s.read(&mDetailScales[i]);
}
else
{
for (i=0; i<size(); i++)
mDetailScales[i] = 1.0f;
}
if (TSShape::smReadVersion > 20)
{
for (i=0; i<size(); i++)
s.read(&mReflectionAmounts[i]);
}
else
{
for (i=0; i<size(); i++)
mReflectionAmounts[i] = 1.0f;
}
if (TSShape::smReadVersion < 16)
{
// make sure emapping is off for translucent materials on old shapes
for (i=0; i<size(); i++)
if (mFlags[i] & TSMaterialList::Translucent)
mFlags[i] |= TSMaterialList::NeverEnvMap;
}
return (s.getStatus() == Stream::Ok);
}
//--------------------------------------------------------------------------
// Sets the specified material in the list to the specified texture. also
// remaps mat instances based on the new texture name. Returns false if
// the specified texture is not valid.
//--------------------------------------------------------------------------
bool TSMaterialList::renameMaterial(U32 i, const String& newName)
{
if (i > size() || newName.isEmpty())
return false;
// Check if already using this name
if (newName.equal(mMaterialNames[i], String::NoCase))
{
// same material, return true since we aren't changing it
return true;
}
// Allow the rename if the new name is mapped, or if there is a diffuse texture
// available (for which a simple Material can be generated in mapMaterial)
String mappedName = MATMGR->getMapEntry(newName);
if (mappedName.isEmpty())
{
GFXTexHandle texHandle;
if (mLookupPath.isEmpty())
{
texHandle.set( newName, &GFXStaticTextureSRGBProfile, avar("%s() - handle (line %d)", __FUNCTION__, __LINE__) );
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}
else
{
String fullPath = String::ToString( "%s/%s", mLookupPath.c_str(), newName.c_str() );
texHandle.set( fullPath, &GFXStaticTextureSRGBProfile, avar("%s() - handle (line %d)", __FUNCTION__, __LINE__) );
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}
if (!texHandle.isValid())
return false;
}
// change material name
mMaterialNames[i] = newName;
// Dump the old mat instance and remap the material.
if( mMatInstList[ i ] )
SAFE_DELETE( mMatInstList[ i ] );
mapMaterial( i );
return true;
}
void TSMaterialList::mapMaterial( U32 i )
{
Parent::mapMaterial( i );
BaseMatInstance* matInst = mMatInstList[i];
if (matInst && matInst->getMaterial()->isTranslucent())
mFlags[i] |= Translucent;
}