Torque3D/Engine/source/materials/materialDefinition.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/materialDefinition.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
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#include "math/mathTypes.h"
#include "materials/materialManager.h"
#include "sceneData.h"
#include "gfx/sim/cubemapData.h"
#include "gfx/gfxCubemap.h"
#include "math/mathIO.h"
#include "materials/matInstance.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxTypes.h"
#include "core/util/safeDelete.h"
#include "T3D/accumulationVolume.h"
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IMPLEMENT_CONOBJECT( Material );
ConsoleDocClass( Material,
"@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
"It contains many different types of information for rendering properties. "
"Torque 3D generates shaders from Material definitions. The shaders are compiled "
"at runtime and output into the example/shaders directory. Any errors or warnings "
"generated from compiling the procedurally generated shaders are output to the console "
"as well as the output window in the Visual C IDE.\n\n"
"@tsexample\n"
"singleton Material(DECAL_scorch)\n"
"{\n"
" baseTex[0] = \"./scorch_decal.png\";\n"
" vertColor[ 0 ] = true;\n\n"
" translucent = true;\n"
" translucentBlendOp = None;\n"
" translucentZWrite = true;\n"
" alphaTest = true;\n"
" alphaRef = 84;\n"
"};\n"
"@endtsexample\n\n"
"@see Rendering\n"
"@see ShaderData\n"
"@ingroup GFX\n");
ImplementBitfieldType( MaterialAnimType,
"The type of animation effect to apply to this material.\n"
"@ingroup GFX\n\n")
{ Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n" },
{ Material::Rotate, "Rotate" , "Rotate the material around a point.\n"},
{ Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n"},
{ Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
{ Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
EndImplementBitfieldType;
ImplementEnumType( MaterialBlendOp,
"The type of graphical blending operation to apply to this material\n"
"@ingroup GFX\n\n")
{ Material::None, "None", "Disable blending for this material." },
{ Material::Mul, "Mul", "Multiplicative blending." },
{ Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
{ Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
{ Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
{ Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
EndImplementEnumType;
ImplementEnumType( MaterialWaveType,
"When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
"@ingroup GFX\n")
{ Material::Sin, "Sin", "Warps the material along a curved Sin Wave." },
{ Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
{ Material::Square, "Square", "Warps the material along a wave which transitions between two oppposite states. As a Square Wave, the transition is quick and sudden." },
EndImplementEnumType;
bool Material::sAllowTextureTargetAssignment = false;
GFXCubemap * Material::GetNormalizeCube()
{
if(smNormalizeCube)
return smNormalizeCube;
smNormalizeCube = GFX->createCubemap();
smNormalizeCube->initNormalize(64);
return smNormalizeCube;
}
GFXCubemapHandle Material::smNormalizeCube;
Material::Material()
{
for( U32 i=0; i<MAX_STAGES; i++ )
{
mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
mDiffuseMapSRGB[i] = true;
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mSpecular[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
mSpecularPower[i] = 8.0f;
mSpecularStrength[i] = 1.0f;
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mPixelSpecular[i] = false;
mAccuEnabled[i] = false;
mAccuScale[i] = 1.0f;
mAccuDirection[i] = 1.0f;
mAccuStrength[i] = 0.6f;
mAccuCoverage[i] = 0.9f;
mAccuSpecular[i] = 16.0f;
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mParallaxScale[i] = 0.0f;
mVertLit[i] = false;
mVertColor[ i ] = false;
mGlow[i] = false;
mEmissive[i] = false;
mDetailScale[i].set( 2.0f, 2.0f );
mDetailNormalMapStrength[i] = 1.0f;
mMinnaertConstant[i] = -1.0f;
mSubSurface[i] = false;
mSubSurfaceColor[i].set( 1.0f, 0.2f, 0.2f, 1.0f );
mSubSurfaceRolloff[i] = 0.2f;
mAnimFlags[i] = 0;
mScrollDir[i].set( 0.0f, 0.0f );
mScrollSpeed[i] = 0.0f;
mScrollOffset[i].set( 0.0f, 0.0f );
mRotSpeed[i] = 0.0f;
mRotPivotOffset[i].set( 0.0f, 0.0f );
mRotPos[i] = 0.0f;
mWavePos[i] = 0.0f;
mWaveFreq[i] = 0.0f;
mWaveAmp[i] = 0.0f;
mWaveType[i] = 0;
mSeqFramePerSec[i] = 0.0f;
mSeqSegSize[i] = 0.0f;
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: renderPrePassMgr.cpp related: A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages() D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets) Reflections: A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever. B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected. C) 2 things best described bluntly as working hacks: C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly. C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material. Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
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// Deferred Shading
mMatInfoFlags[i] = 0.0f;
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}
dMemset(mCellIndex, 0, sizeof(mCellIndex));
dMemset(mCellLayout, 0, sizeof(mCellLayout));
dMemset(mCellSize, 0, sizeof(mCellSize));
dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: renderPrePassMgr.cpp related: A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages() D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets) Reflections: A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever. B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected. C) 2 things best described bluntly as working hacks: C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly. C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material. Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
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// Deferred Shading : Metalness
dMemset(mUseMetalness, 0, sizeof(mUseMetalness));
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mImposterLimits = Point4F::Zero;
mDoubleSided = false;
mTranslucent = false;
mTranslucentBlendOp = LerpAlpha;
mTranslucentZWrite = false;
mAlphaTest = false;
mAlphaRef = 1;
mCastShadows = true;
mCastDynamicShadows = false;
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mPlanarReflection = false;
mCubemapData = NULL;
mDynamicCubemap = NULL;
mLastUpdateTime = 0;
mAutoGenerated = false;
mShowDust = false;
mShowFootprints = true;
dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
mFootstepSoundId = -1; mImpactSoundId = -1;
mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
mFriction = 0.0;
mDirectSoundOcclusion = 1.f;
mReverbSoundOcclusion = 1.0;
}
void Material::initPersistFields()
{
addField("mapTo", TypeRealString, Offset(mMapTo, Material),
"Used to map this material to the material name used by TSShape." );
addArray( "Stages", MAX_STAGES );
addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
"This color is multiplied against the diffuse texture color. If no diffuse texture "
"is present this is the material color." );
addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
"The diffuse color texture map." );
addField("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
"Enable sRGB for the diffuse color texture map.");
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addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
"A secondary diffuse color texture map which will use the second texcoord of a mesh." );
addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
"The lightmap texture used with pureLight." );
addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
"The tonemap texture used with pureLight.");
addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
"A typically greyscale detail texture additively blended into the material." );
addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
"The scale factor for the detail map." );
addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
"The normal map texture. You can use the DXTnm format only when per-pixel "
"specular highlights are disabled, or a specular map is in use." );
addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
"A second normal map texture applied at the detail scale. You can use the DXTnm "
"format only when per-pixel specular highlights are disabled." );
addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
"Used to scale the strength of the detail normal map when blended with the base normal map." );
addField("specular", TypeColorF, Offset(mSpecular, Material), MAX_STAGES,
"The color of the specular highlight when not using a specularMap." );
addField("specularPower", TypeF32, Offset(mSpecularPower, Material), MAX_STAGES,
"The hardness of the specular highlight when not using a specularMap." );
addField("specularStrength", TypeF32, Offset(mSpecularStrength, Material), MAX_STAGES,
"The strength of the specular highlight when not using a specularMap." );
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addField("pixelSpecular", TypeBool, Offset(mPixelSpecular, Material), MAX_STAGES,
"This enables per-pixel specular highlights controlled by the alpha channel of the "
"normal map texture. Note that if pixel specular is enabled the DXTnm format will not "
"work with your normal map, unless you are also using a specular map." );
addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
&_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
"The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
"The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
"The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
"The coverage ratio of the accu map texture. Use this to make the entire shape pick up some of the accu map texture or none at all.");
addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
"Changes specularity to this value where the accumulated material is present.");
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addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
"The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. "
"If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. "
"This provides a per-pixel replacement for the 'specularPower' on the material" );
addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
"Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
"this value is less than 0.4 else the effect breaks down." );
addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
"Use anisotropic filtering for the textures of this stage." );
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: renderPrePassMgr.cpp related: A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages() D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets) Reflections: A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever. B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected. C) 2 things best described bluntly as working hacks: C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly. C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material. Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
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addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
"If true the vertex color is used for lighting." );
addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
"If enabled, vertex colors are premultiplied with diffuse colors." );
addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
"The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
"Enables the subsurface scattering approximation." );
addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
"The color used for the subsurface scattering approximation." );
addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
"The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
"Enables rendering this material to the glow buffer." );
addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
"Enables emissive lighting for the material." );
addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
"Disables backface culling casing surfaces to be double sided. "
"Note that the lighting on the backside will be a mirror of the front "
"side of the surface." );
addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
"The types of animation to play on this material." );
addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
"The scroll direction in UV space when scroll animation is enabled." );
addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
"The speed to scroll the texture in UVs per second when scroll animation is enabled." );
addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
"The speed to rotate the texture in degrees per second when rotation animation is enabled." );
addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
"The piviot position in UV coordinates to center the rotation animation." );
addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
"The type of wave animation to perform when wave animation is enabled." );
addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
"The wave frequency when wave animation is enabled." );
addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
"The wave amplitude when wave animation is enabled." );
addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
"The number of frames per second for frame based sequence animations if greater than zero." );
addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
"The size of each frame in UV units for sequence animations." );
// Texture atlasing
addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
"@internal" );
addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
"@internal");
addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
"@internal");
addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
"@internal");
// For backwards compatibility.
//
// They point at the new 'map' fields, but reads always return
// an empty string and writes only apply if the value is not empty.
//
addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see diffuseMap\n" );
addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see detailMap\n");
addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see overlayMap\n");
addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see normalMap\n");
addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see diffuseColor\n");
endArray( "Stages" );
addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
"If set to false the lighting system will not cast shadows from this material." );
addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
"If set to false the lighting system will not cast dynamic shadows from this material." );
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addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
addField("translucent", TypeBool, Offset(mTranslucent, Material),
"If true this material is translucent blended." );
addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
"The type of blend operation to use when the material is translucent." );
addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
"If enabled and the material is translucent it will write into the depth buffer." );
addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
"Enables alpha test when rendering the material.\n@see alphaRef\n" );
addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
"The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" );
addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
"The name of a CubemapData for environment mapping." );
addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
"Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
addGroup( "Behavioral" );
addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
"Whether to show player footprint decals on this material.\n\n"
"@see PlayerData::decalData" );
addField( "showDust", TypeBool, Offset( mShowDust, Material ),
"Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
"vehicles or players to decide whether to show dust trails." );
addField( "effectColor", TypeColorF, Offset( mEffectColor, Material ), NUM_EFFECT_COLOR_STAGES,
"If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
"emitter.\n\n"
"@see ParticleData::colors" );
addField( "footstepSoundId", TypeS32, Offset( mFootstepSoundId, Material ),
"What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
"\n"
"The IDs are:\n\n"
"- 0: PlayerData::FootSoftSound\n"
"- 1: PlayerData::FootHardSound\n"
"- 2: PlayerData::FootMetalSound\n"
"- 3: PlayerData::FootSnowSound\n"
"- 4: PlayerData::FootShallowSound\n"
"- 5: PlayerData::FootWadingSound\n"
"- 6: PlayerData::FootUnderwaterSound\n"
"- 7: PlayerData::FootBubblesSound\n"
"- 8: PlayerData::movingBubblesSound\n"
"- 9: PlayerData::waterBreathSound\n"
"- 10: PlayerData::impactSoftSound\n"
"- 11: PlayerData::impactHardSound\n"
"- 12: PlayerData::impactMetalSound\n"
"- 13: PlayerData::impactSnowSound\n"
"- 14: PlayerData::impactWaterEasy\n"
"- 15: PlayerData::impactWaterMedium\n"
"- 16: PlayerData::impactWaterHard\n"
"- 17: PlayerData::exitingWater\n" );
addField( "customFootstepSound", TypeSFXTrackName, Offset( mFootstepSoundCustom, Material ),
"The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
"useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
"@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
addField( "impactSoundId", TypeS32, Offset( mImpactSoundId, Material ),
"What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
"than PlayerData::groundImpactMinSpeed.\n\n"
"For a list of IDs, see #footstepSoundId" );
addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ),
"The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
"If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
"without having to rely on the PlayerData sound assignment.\n\n"
"@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
//Deactivate these for the moment as they are not used.
#if 0
addField( "friction", TypeF32, Offset( mFriction, Material ) );
addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) );
addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) );
#endif
endGroup( "Behavioral" );
Parent::initPersistFields();
}
bool Material::writeField( StringTableEntry fieldname, const char *value )
{
// Never allow the old field names to be written.
if ( fieldname == StringTable->insert("baseTex") ||
fieldname == StringTable->insert("detailTex") ||
fieldname == StringTable->insert("overlayTex") ||
fieldname == StringTable->insert("bumpTex") ||
fieldname == StringTable->insert("envTex") ||
fieldname == StringTable->insert("colorMultiply") )
return false;
return Parent::writeField( fieldname, value );
}
bool Material::onAdd()
{
if (Parent::onAdd() == false)
return false;
mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mCubemapName ) );
if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 )
{
Con::errorf( "Invalid blend op in material: %s", getName() );
mTranslucentBlendOp = LerpAlpha;
}
SimSet *matSet = MATMGR->getMaterialSet();
if( matSet )
matSet->addObject( (SimObject*)this );
// save the current script path for texture lookup later
const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
if ( slash != String::NPos )
mPath = scriptFile.substr( 0, slash + 1 );
_mapMaterial();
return true;
}
void Material::onRemove()
{
smNormalizeCube = NULL;
Parent::onRemove();
}
void Material::inspectPostApply()
{
Parent::inspectPostApply();
// Reload the material instances which
// use this material.
if ( isProperlyAdded() )
reload();
}
bool Material::isLightmapped() const
{
bool ret = false;
for( U32 i=0; i<MAX_STAGES; i++ )
ret |= mLightMapFilename[i].isNotEmpty() || mToneMapFilename[i].isNotEmpty() || mVertLit[i];
return ret;
}
void Material::updateTimeBasedParams()
{
U32 lastTime = MATMGR->getLastUpdateTime();
F32 dt = MATMGR->getDeltaTime();
if (mLastUpdateTime != lastTime)
{
for (U32 i = 0; i < MAX_STAGES; i++)
{
mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
mRotPos[i] += mRotSpeed[i] * dt;
mWavePos[i] += mWaveFreq[i] * dt;
}
mLastUpdateTime = lastTime;
}
}
void Material::_mapMaterial()
{
if( String(getName()).isEmpty() )
{
Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" );
return;
}
// If mapTo not defined in script, try to use the base texture name instead
if( mMapTo.isEmpty() )
{
if ( mDiffuseMapFilename[0].isEmpty() )
return;
else
{
// extract filename from base texture
if ( mDiffuseMapFilename[0].isNotEmpty() )
{
U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right);
if (slashPos == String::NPos)
// no '/' character, must be no path, just the filename
mMapTo = mDiffuseMapFilename[0];
else
// use everything after the last slash
mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1);
}
}
}
// add mapping
MATMGR->mapMaterial(mMapTo,getName());
}
BaseMatInstance* Material::createMatInstance()
{
return new MatInstance(*this);
}
void Material::flush()
{
MATMGR->flushInstance( this );
}
void Material::reload()
{
MATMGR->reInitInstance( this );
}
void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const
{
TextureTable::ConstIterator iter = mTextures.begin();
for ( ; iter != mTextures.end(); iter++ )
{
if ( iter->value.isValid() )
outFeatures->addFeature( *iter->key );
}
}
DefineConsoleMethod( Material, flush, void, (),,
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"Flushes all material instances that use this material." )
{
object->flush();
}
DefineConsoleMethod( Material, reload, void, (),,
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"Reloads all material instances that use this material." )
{
object->reload();
}
DefineConsoleMethod( Material, dumpInstances, void, (),,
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"Dumps a formatted list of the currently allocated material instances for this material to the console." )
{
MATMGR->dumpMaterialInstances( object );
}
DefineConsoleMethod( Material, getAnimFlags, const char*, (U32 id), , "" )
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{
char * animFlags = Con::getReturnBuffer(512);
if(object->mAnimFlags[ id ] & Material::Scroll)
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{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Scroll", 512 );
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}
if(object->mAnimFlags[ id ] & Material::Rotate)
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{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Rotate", 512 );
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else
dStrcat( animFlags, " | $Rotate", 512);
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}
if(object->mAnimFlags[ id ] & Material::Wave)
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{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Wave", 512 );
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else
dStrcat( animFlags, " | $Wave", 512);
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}
if(object->mAnimFlags[ id ] & Material::Scale)
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{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Scale", 512 );
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else
dStrcat( animFlags, " | $Scale", 512);
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}
if(object->mAnimFlags[ id ] & Material::Sequence)
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{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Sequence", 512 );
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else
dStrcat( animFlags, " | $Sequence", 512);
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}
return animFlags;
}
DefineConsoleMethod(Material, getFilename, const char*, (),, "Get filename of material")
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{
SimObject *material = static_cast<SimObject *>(object);
return material->getFilename();
}
DefineConsoleMethod( Material, isAutoGenerated, bool, (),,
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"Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
{
return object->isAutoGenerated();
}
DefineConsoleMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), ,
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"setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
{
object->setAutoGenerated(isAutoGenerated);
}
// Accumulation
bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
{
Material* mat = reinterpret_cast< Material* >( object );
if ( index )
{
U32 i = dAtoui(index);
mat->mAccuEnabled[i] = dAtob(data);
AccumulationVolume::refreshVolumes();
}
return true;
}