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https://github.com/TorqueGameEngines/Torque3D.git
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uninitialized variables-materials
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@ -29,13 +29,13 @@ public:
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Matrix4x4
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};
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private:
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StringTableEntry targetedUniformName;
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StringTableEntry targetedUniformName = StringTable->EmptyString();
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//ShaderConstHandles shaderConstHandle;
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UniformType type;
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UniformType type = CustomShaderBindingData::Float;
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F32 mFloat;
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F32 mFloat = 0.0f;
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Point2F mFloat2;
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Point3F mFloat3;
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Point4F mFloat4;
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@ -49,7 +49,7 @@ public:
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{
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targetedUniformName = shaderConstName;
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mFloat = f;
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type = Float;
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type = UniformType::Float;
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}
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F32 getFloat() { return mFloat; }
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@ -97,6 +97,8 @@ ImplementEnumType( MaterialWaveType,
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{ 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." },
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EndImplementEnumType;
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#define initMapSlot(name,id) name##Filename[id##] = String::EmptyString; name##AssetId[id##] = StringTable->EmptyString(); name##Asset[id##] = NULL;
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#define bindMapSlot(name,id) if (name##AssetId[id##] != String::EmptyString) name##Asset[id##] = name##AssetId[id##];
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bool Material::sAllowTextureTargetAssignment = false;
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@ -111,14 +113,13 @@ GFXCubemap * Material::GetNormalizeCube()
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GFXCubemapHandle Material::smNormalizeCube;
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Material::Material()
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{
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for( U32 i=0; i<MAX_STAGES; i++ )
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{
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mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
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mDiffuseMapSRGB[i] = true;
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mDiffuseMapAsset[i] = StringTable->EmptyString();
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mDiffuseMapAssetId[i] = StringTable->EmptyString();
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mSmoothness[i] = 0.0f;
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mMetalness[i] = 0.0f;
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@ -136,7 +137,20 @@ Material::Material()
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mAccuStrength[i] = 0.6f;
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mAccuCoverage[i] = 0.9f;
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mAccuSpecular[i] = 16.0f;
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initMapSlot(mDiffuseMap, i);
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initMapSlot(mOverlayMap, i);
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initMapSlot(mLightMap, i);
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initMapSlot(mToneMap, i);
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initMapSlot(mDetailMap, i);
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initMapSlot(mNormalMap, i);
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initMapSlot(mPBRConfigMap, i);
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initMapSlot(mRoughMap, i);
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initMapSlot(mAOMap, i);
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initMapSlot(mMetalMap, i);
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initMapSlot(mGlowMap, i);
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initMapSlot(mDetailNormalMap, i);
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mParallaxScale[i] = 0.0f;
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mVertLit[i] = false;
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@ -225,6 +239,11 @@ Material::Material()
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mReverbSoundOcclusion = 1.0;
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}
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#define assetText(x,suff) (String::String(#x) + String::String(#suff)).c_str()
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#define scriptBindMapSlot(name) addField(#name, TypeImageFilename, Offset(m##name##Filename, Material), MAX_STAGES, assetText(name,texture map.)); \
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addField(assetText(name,Asset), TypeImageAssetPtr, Offset(m##name##AssetId, Material), MAX_STAGES, assetText(name,asset reference.));
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void Material::initPersistFields()
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{
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addField("mapTo", TypeRealString, Offset(mMapTo, Material),
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@ -236,38 +255,26 @@ void Material::initPersistFields()
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"This color is multiplied against the diffuse texture color. If no diffuse texture "
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"is present this is the material color." );
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addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
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"The diffuse color texture map." );
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addField("diffuseMapAsset", TypeImageAssetPtr, Offset(mDiffuseMapAssetId, Material), MAX_STAGES,
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"The diffuse color texture map." );
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scriptBindMapSlot(DiffuseMap);
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scriptBindMapSlot(DiffuseMap);
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scriptBindMapSlot(OverlayMap);
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scriptBindMapSlot(LightMap);
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scriptBindMapSlot(ToneMap);
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scriptBindMapSlot(DetailMap);
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scriptBindMapSlot(NormalMap);
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scriptBindMapSlot(PBRConfigMap);
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scriptBindMapSlot(RoughMap);
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scriptBindMapSlot(AOMap);
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scriptBindMapSlot(MetalMap);
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scriptBindMapSlot(GlowMap);
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scriptBindMapSlot(DetailNormalMap);
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addField("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
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"Enable sRGB for the diffuse color texture map.");
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addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
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"A secondary diffuse color texture map which will use the second texcoord of a mesh." );
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addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
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"The lightmap texture used with pureLight." );
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addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
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"The tonemap texture used with pureLight.");
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addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
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"A typically greyscale detail texture additively blended into the material." );
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addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
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"The scale factor for the detail map." );
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addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
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"The normal map texture. You can use the DXTnm format only when per-pixel "
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"specular highlights are disabled, or a specular map is in use." );
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addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
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"A second normal map texture applied at the detail scale. You can use the DXTnm "
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"format only when per-pixel specular highlights are disabled." );
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addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
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"Used to scale the strength of the detail normal map when blended with the base normal map." );
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@ -304,27 +311,14 @@ void Material::initPersistFields()
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addField("invertSmoothness", TypeBool, Offset(mInvertSmoothness, Material), MAX_STAGES,
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"Treat Smoothness as Roughness");
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addField( "PBRConfigMap", TypeImageFilename, Offset(mPBRConfigMapFilename, Material), MAX_STAGES,
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"Prepacked specular map texture. The RGB channels of this texture provide per-pixel reference values for: "
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"smoothness (R), Ambient Occlusion (G), and metalness(B)");
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addField("roughMap", TypeImageFilename, Offset(mRoughMapFilename, Material), MAX_STAGES,
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"smoothness map. will be packed into the R channel of a packed 'specular' map");
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addField("smoothnessChan", TypeF32, Offset(mSmoothnessChan, Material), MAX_STAGES,
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"The input channel smoothness maps use.");
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addField("aoMap", TypeImageFilename, Offset(mAOMapFilename, Material), MAX_STAGES,
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"Ambient Occlusion map. will be packed into the G channel of a packed 'specular' map");
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addField("AOChan", TypeF32, Offset(mAOChan, Material), MAX_STAGES,
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"The input channel AO maps use.");
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addField("metalMap", TypeImageFilename, Offset(mMetalMapFilename, Material), MAX_STAGES,
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"Metalness map. will be packed into the B channel of a packed 'specular' map");
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addField("metalChan", TypeF32, Offset(mMetalChan, Material), MAX_STAGES,
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"The input channel metalness maps use.");
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addField("glowMap", TypeImageFilename, Offset(mGlowMapFilename, Material), MAX_STAGES,
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"Metalness map. will be packed into the B channel of a packed 'specular' map");
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addField("glowMul", TypeF32, Offset(mGlowMul, Material), MAX_STAGES,
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"The input channel metalness maps use.");
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addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
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@ -589,6 +583,7 @@ bool Material::onAdd()
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if ( slash != String::NPos )
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mPath = scriptFile.substr( 0, slash + 1 );
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/*
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//bind any assets we have
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for (U32 i = 0; i < MAX_STAGES; i++)
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{
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@ -597,6 +592,21 @@ bool Material::onAdd()
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mDiffuseMapAsset[0] = mDiffuseMapAssetId[0];
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}
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}
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*/
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for (U32 i = 0; i < MAX_STAGES; i++)
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{
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bindMapSlot(mDiffuseMap, i);
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bindMapSlot(mOverlayMap, i);
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bindMapSlot(mLightMap, i);
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bindMapSlot(mToneMap, i);
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bindMapSlot(mDetailMap, i);
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bindMapSlot(mPBRConfigMap, i);
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bindMapSlot(mRoughMap, i);
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bindMapSlot(mAOMap, i);
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bindMapSlot(mMetalMap, i);
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bindMapSlot(mGlowMap, i);
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bindMapSlot(mDetailNormalMap, i);
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}
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_mapMaterial();
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@ -61,6 +61,10 @@ class MaterialSoundProfile;
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class MaterialPhysicsProfile;
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class CustomShaderFeatureData;
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#define DECLARE_TEXTUREARRAY(name,max) FileName m##name##Filename[max];\
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StringTableEntry m##name##AssetId[max];\
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AssetPtr<ImageAsset> m##name##Asset[max];
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/// The basic material definition.
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class Material : public BaseMaterialDefinition
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{
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