mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs. this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
560 lines
16 KiB
C++
560 lines
16 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "materials/materialManager.h"
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#include "materials/matInstance.h"
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#include "materials/materialFeatureTypes.h"
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#include "lighting/lightManager.h"
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#include "core/util/safeDelete.h"
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#include "shaderGen/shaderGen.h"
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#include "core/module.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "gui/controls/guiTreeViewCtrl.h"
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MODULE_BEGIN( MaterialManager )
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MODULE_INIT_BEFORE( GFX )
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MODULE_SHUTDOWN_BEFORE( GFX )
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MODULE_INIT
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{
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MaterialManager::createSingleton();
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}
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MODULE_SHUTDOWN
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{
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MaterialManager::deleteSingleton();
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}
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MODULE_END;
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MaterialManager::MaterialManager()
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{
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VECTOR_SET_ASSOCIATION( mMatInstanceList );
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mDt = 0.0f;
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mAccumTime = 0.0f;
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mLastTime = 0;
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mDampness = 0.0f;
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mWarningInst = NULL;
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GFXDevice::getDeviceEventSignal().notify( this, &MaterialManager::_handleGFXEvent );
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// Make sure we get activation signals
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// and that we're the last to get them.
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LightManager::smActivateSignal.notify( this, &MaterialManager::_onLMActivate, 9999 );
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mMaterialSet = NULL;
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mUsingDeferred = false;
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mFlushAndReInit = false;
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mDefaultAnisotropy = 1;
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Con::addVariable( "$pref::Video::defaultAnisotropy", TypeS32, &mDefaultAnisotropy,
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"@brief Global variable defining the default anisotropy value.\n\n"
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"Controls the default anisotropic texture filtering level for all materials, including the terrain. "
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"This value can be changed at runtime to see its affect without reloading.\n\n "
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"@ingroup Materials");
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Con::NotifyDelegate callabck( this, &MaterialManager::_updateDefaultAnisotropy );
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Con::addVariableNotify( "$pref::Video::defaultAnisotropy", callabck );
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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( "$pref::Video::disableCubemapping", "false" );
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Con::addVariableNotify( "$pref::Video::disableCubemapping", callabck2 );
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Con::setVariable( "$pref::Video::enableParallaxMapping", "true" );
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Con::addVariableNotify( "$pref::Video::enableParallaxMapping", callabck2 );
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}
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MaterialManager::~MaterialManager()
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{
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GFXDevice::getDeviceEventSignal().remove( this, &MaterialManager::_handleGFXEvent );
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LightManager::smActivateSignal.remove( this, &MaterialManager::_onLMActivate );
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SAFE_DELETE( mWarningInst );
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#ifndef TORQUE_SHIPPING
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DebugMaterialMap::Iterator itr = mMeshDebugMaterialInsts.begin();
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for ( ; itr != mMeshDebugMaterialInsts.end(); itr++ )
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delete itr->value;
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#endif
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}
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void MaterialManager::_onLMActivate( const char *lm, bool activate )
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{
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if ( !activate )
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return;
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// Since the light manager usually swaps shadergen features
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// and changes system wide shader defines we need to completely
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// flush and rebuild all the material instances.
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mFlushAndReInit = true;
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}
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void MaterialManager::_updateDefaultAnisotropy()
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{
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// Update all the materials.
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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for ( ; iter != mMatInstanceList.end(); iter++ )
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(*iter)->updateStateBlocks();
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}
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Material * MaterialManager::allocateAndRegister(const String &objectName, const String &mapToName)
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{
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Material *newMat = new Material();
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if ( mapToName.isNotEmpty() )
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newMat->mMapTo = mapToName;
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bool registered = newMat->registerObject(objectName );
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AssertFatal( registered, "Unable to register material" );
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if (registered)
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Sim::getRootGroup()->addObject( newMat );
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else
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{
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delete newMat;
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newMat = NULL;
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}
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return newMat;
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}
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Material * MaterialManager::getMaterialDefinitionByName(const String &matName)
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{
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// Get the material
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Material * foundMat;
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if(!Sim::findObject(matName, foundMat))
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{
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Con::errorf("MaterialManager: Unable to find material '%s'", matName.c_str());
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return NULL;
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}
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return foundMat;
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}
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Material* MaterialManager::getMaterialDefinitionByMapTo(const String& mapTo)
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{
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// Get the material
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Material* foundMat = NULL;
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for (SimSet::iterator itr = mMaterialSet->begin(); itr != mMaterialSet->end(); ++itr)
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{
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// Fetch our listed materials.
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Material* materialDef = dynamic_cast<Material*>(*itr);
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if (materialDef && materialDef->mMapTo.compare(mapTo, 0U, String::NoCase) == 0)
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{
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//We have a match, so keep it and bail the loop
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foundMat = materialDef;
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break;
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}
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}
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return foundMat;
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}
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BaseMatInstance* MaterialManager::createMatInstance(const String &matName)
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{
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BaseMaterialDefinition* mat = NULL;
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if (Sim::findObject(matName, mat))
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return mat->createMatInstance();
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return NULL;
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}
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BaseMatInstance* MaterialManager::createMatInstance( const String &matName,
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const GFXVertexFormat *vertexFormat )
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{
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return createMatInstance( matName, getDefaultFeatures(), vertexFormat );
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}
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BaseMatInstance* MaterialManager::createMatInstance( const String &matName,
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const FeatureSet& features,
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const GFXVertexFormat *vertexFormat )
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{
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BaseMatInstance* mat = createMatInstance(matName);
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if (mat)
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{
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mat->init( features, vertexFormat );
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return mat;
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}
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return NULL;
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}
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BaseMatInstance * MaterialManager::createWarningMatInstance()
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{
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Material *warnMat = static_cast<Material*>(Sim::findObject("WarningMaterial"));
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BaseMatInstance *warnMatInstance = NULL;
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if( warnMat != NULL )
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{
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warnMatInstance = warnMat->createMatInstance();
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GFXStateBlockDesc desc;
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desc.setCullMode(GFXCullNone);
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warnMatInstance->addStateBlockDesc(desc);
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warnMatInstance->init( getDefaultFeatures(),
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getGFXVertexFormat<GFXVertexPNTTB>() );
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}
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else
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Con::errorf("WarningMaterial Not Found!");
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return warnMatInstance;
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}
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// Gets the global warning material instance, callers should not free this copy
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BaseMatInstance * MaterialManager::getWarningMatInstance()
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{
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if (!mWarningInst)
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mWarningInst = createWarningMatInstance();
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return mWarningInst;
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}
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#ifndef TORQUE_SHIPPING
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BaseMatInstance * MaterialManager::createMeshDebugMatInstance(const LinearColorF &meshColor)
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{
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String meshDebugStr = String::ToString( "Torque_MeshDebug_%d", meshColor.getRGBAPack() );
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Material *debugMat;
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if (!Sim::findObject(meshDebugStr,debugMat))
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{
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debugMat = allocateAndRegister( meshDebugStr );
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debugMat->mDiffuse[0] = meshColor;
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debugMat->mReceiveShadows[0] = false;
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}
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BaseMatInstance *debugMatInstance = NULL;
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if( debugMat != NULL )
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{
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debugMatInstance = debugMat->createMatInstance();
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GFXStateBlockDesc desc;
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desc.setCullMode(GFXCullNone);
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desc.fillMode = GFXFillWireframe;
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debugMatInstance->addStateBlockDesc(desc);
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// Disable fog and other stuff.
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FeatureSet debugFeatures;
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debugFeatures.addFeature( MFT_DiffuseColor );
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debugMatInstance->init( debugFeatures, getGFXVertexFormat<GFXVertexPCN>() );
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}
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return debugMatInstance;
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}
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// Gets the global material instance for a given color, callers should not free this copy
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BaseMatInstance *MaterialManager::getMeshDebugMatInstance(const LinearColorF &meshColor)
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{
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DebugMaterialMap::Iterator itr = mMeshDebugMaterialInsts.find( meshColor.getRGBAPack() );
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BaseMatInstance *inst = NULL;
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if ( itr == mMeshDebugMaterialInsts.end() )
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inst = createMeshDebugMatInstance( meshColor );
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else
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inst = itr->value;
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mMeshDebugMaterialInsts.insert( meshColor.getRGBAPack(), inst );
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return inst;
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}
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#endif
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void MaterialManager::mapMaterial(const String & textureName, const String & materialName)
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{
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String currentMapEntry = getMapEntry(textureName);
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if (currentMapEntry.isNotEmpty())
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{
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if (!textureName.equal("unmapped_mat", String::NoCase))
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{
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SimObject* originalMat;
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SimObject* newMat;
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if (Sim::findObject(currentMapEntry, originalMat) && Sim::findObject(materialName, newMat))
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Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: \"%s\" in %s by %s", textureName.c_str(), originalMat->getFilename(), newMat->getFilename());
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else
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Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: %s", textureName.c_str());
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}
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}
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mMaterialMap[String::ToLower(textureName)] = materialName;
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}
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String MaterialManager::getMapEntry(const String & textureName) const
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{
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MaterialMap::ConstIterator iter = mMaterialMap.find(String::ToLower(textureName));
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if ( iter == mMaterialMap.end() )
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return String();
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return iter->value;
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}
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void MaterialManager::flushAndReInitInstances()
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{
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// Clear the flag if its set.
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mFlushAndReInit = false;
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// Check to see if any shader preferences have changed.
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recalcFeaturesFromPrefs();
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// First we flush all the shader gen shaders which will
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// invalidate all GFXShader* to them.
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SHADERGEN->flushProceduralShaders();
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mFlushSignal.trigger();
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// First do a pass deleting all hooks as they can contain
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// materials themselves. This means we have to restart the
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// loop every time we delete any hooks... lame.
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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while ( iter != mMatInstanceList.end() )
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{
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if ( (*iter)->deleteAllHooks() != 0 )
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{
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// Restart the loop.
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iter = mMatInstanceList.begin();
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continue;
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}
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iter++;
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}
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// Now do a pass re-initializing materials.
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iter = mMatInstanceList.begin();
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for ( ; iter != mMatInstanceList.end(); iter++ )
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(*iter)->reInit();
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}
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void MaterialManager::flushInstance( BaseMaterialDefinition *target )
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{
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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while ( iter != mMatInstanceList.end() )
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{
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if ( (*iter)->getMaterial() == target )
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{
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(*iter)->deleteAllHooks();
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return;
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}
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iter++;
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}
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}
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void MaterialManager::reInitInstance( BaseMaterialDefinition *target )
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{
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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for ( ; iter != mMatInstanceList.end(); iter++ )
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{
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if ( (*iter)->getMaterial() == target )
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(*iter)->reInit();
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}
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}
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void MaterialManager::updateTime()
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{
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U32 curTime = Sim::getCurrentTime();
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if(curTime > mLastTime)
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{
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mDt = (curTime - mLastTime) / 1000.0f;
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mLastTime = curTime;
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mAccumTime += mDt;
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}
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else
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mDt = 0.0f;
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}
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SimSet * MaterialManager::getMaterialSet()
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{
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if(!mMaterialSet)
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mMaterialSet = static_cast<SimSet*>( Sim::findObject( "MaterialSet" ) );
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AssertFatal( mMaterialSet, "MaterialSet not found" );
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return mMaterialSet;
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}
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void MaterialManager::dumpMaterialInstances( BaseMaterialDefinition *target ) const
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{
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if ( !mMatInstanceList.size() )
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return;
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if ( target )
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Con::printf( "--------------------- %s MatInstances ---------------------", target->getName() );
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else
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Con::printf( "--------------------- MatInstances %d ---------------------", mMatInstanceList.size() );
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for( U32 i=0; i<mMatInstanceList.size(); i++ )
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{
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BaseMatInstance *inst = mMatInstanceList[i];
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if ( target && inst->getMaterial() != target )
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continue;
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inst->dumpShaderInfo();
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Con::printf( "" );
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}
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Con::printf( "---------------------- Dump complete ----------------------");
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}
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void MaterialManager::getMaterialInstances(BaseMaterialDefinition* target, GuiTreeViewCtrl* materailInstanceTree)
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{
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if (!mMatInstanceList.size())
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return;
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if (!target)
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{
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Con::errorf("Can't form a list without a specific MaterialDefinition");
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return;
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}
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if (!materailInstanceTree)
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{
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Con::errorf("Requires a valid GuiTreeViewCtrl object to populate data into!");
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return;
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}
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U32 matItem = materailInstanceTree->insertItem(0, target->getName());
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for (U32 i = 0; i < mMatInstanceList.size(); i++)
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{
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BaseMatInstance* inst = mMatInstanceList[i];
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if (target && inst->getMaterial() != target)
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continue;
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inst->getShaderInfo(materailInstanceTree, matItem);
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}
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}
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void MaterialManager::_track( MatInstance *matInstance )
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{
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mMatInstanceList.push_back( matInstance );
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}
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void MaterialManager::_untrack( MatInstance *matInstance )
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{
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mMatInstanceList.remove( matInstance );
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}
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void MaterialManager::recalcFeaturesFromPrefs()
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{
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mDefaultFeatures.clear();
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FeatureType::addDefaultTypes( &mDefaultFeatures );
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mExclusionFeatures.setFeature( MFT_NormalMap,
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Con::getBoolVariable( "$pref::Video::disableNormalMapping", false ) );
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mExclusionFeatures.setFeature( MFT_CubeMap,
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Con::getBoolVariable( "$pref::Video::disableCubemapping", false ) );
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mExclusionFeatures.setFeature( MFT_Parallax,
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!Con::getBoolVariable( "$pref::Video::enableParallaxMapping", true ) );
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}
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bool MaterialManager::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ )
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{
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switch ( event_ )
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{
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case GFXDevice::deInit:
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recalcFeaturesFromPrefs();
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break;
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case GFXDevice::deDestroy :
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SAFE_DELETE( mWarningInst );
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break;
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case GFXDevice::deStartOfFrame:
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if ( mFlushAndReInit )
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flushAndReInitInstances();
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break;
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default:
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break;
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}
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return true;
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}
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DefineEngineFunction( reInitMaterials, void, (),,
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"@brief Flushes all procedural shaders and re-initializes all active material instances.\n\n"
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"@ingroup Materials")
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{
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MATMGR->flushAndReInitInstances();
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}
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DefineEngineFunction( 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"
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"Generates a console warning before overwriting.\n\n"
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"Material maps are used by terrain and interiors for triggering "
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"effects when an object moves onto a terrain "
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"block or interior surface using the associated texture.\n\n"
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"@ingroup Materials")
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{
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MATMGR->mapMaterial(texName, matName);
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}
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DefineEngineFunction( 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"
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"If no materials are found, an empty string is returned.\n\n"
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"@param texName Name of the texture\n\n"
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"@ingroup Materials")
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{
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return MATMGR->getMapEntry(texName).c_str();
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}
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DefineEngineFunction( dumpMaterialInstances, void, (), ,
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"@brief Dumps a formatted list of currently allocated material instances to the console.\n\n"
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"@ingroup Materials")
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{
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MATMGR->dumpMaterialInstances();
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}
|
|
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|
DefineEngineFunction(getMaterialInstances, void, (BaseMaterialDefinition* target, GuiTreeViewCtrl* tree), (nullAsType<BaseMaterialDefinition*>(), nullAsType<GuiTreeViewCtrl*>()),
|
|
"@brief Dumps a formatted list of currently allocated material instances to the console.\n\n"
|
|
"@ingroup Materials")
|
|
{
|
|
if (target == NULL || tree == NULL)
|
|
return;
|
|
|
|
MATMGR->getMaterialInstances(target, tree);
|
|
}
|
|
|
|
DefineEngineFunction( getMapEntry, const char*, (const char * texName), ,
|
|
"@hide")
|
|
{
|
|
return MATMGR->getMapEntry( String(texName) );
|
|
}
|