mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
865 lines
34 KiB
C++
865 lines
34 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/materialDefinition.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "math/mathTypes.h"
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#include "materials/materialManager.h"
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#include "sceneData.h"
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#include "gfx/sim/cubemapData.h"
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#include "gfx/gfxCubemap.h"
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#include "math/mathIO.h"
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#include "materials/matInstance.h"
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#include "sfx/sfxTrack.h"
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#include "sfx/sfxTypes.h"
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#include "core/util/safeDelete.h"
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#include "T3D/accumulationVolume.h"
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#include "gui/controls/guiTreeViewCtrl.h"
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#include <console/persistenceManager.h>
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IMPLEMENT_CONOBJECT(Material);
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ConsoleDocClass(Material,
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"@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
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"It contains many different types of information for rendering properties. "
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"Torque 3D generates shaders from Material definitions. The shaders are compiled "
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"at runtime and output into the example/shaders directory. Any errors or warnings "
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"generated from compiling the procedurally generated shaders are output to the console "
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"as well as the output window in the Visual C IDE.\n\n"
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"@tsexample\n"
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"singleton Material(DECAL_scorch)\n"
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"{\n"
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" baseTex[0] = \"./scorch_decal.png\";\n"
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" vertColor[ 0 ] = true;\n\n"
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" translucent = true;\n"
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" translucentBlendOp = None;\n"
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" translucentZWrite = true;\n"
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" alphaTest = true;\n"
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" alphaRef = 84;\n"
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"};\n"
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"@endtsexample\n\n"
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"@see Rendering\n"
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"@see ShaderData\n"
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"@ingroup GFX\n");
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ImplementBitfieldType(MaterialAnimType,
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"The type of animation effect to apply to this material.\n"
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"@ingroup GFX\n\n")
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{
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Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n"
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},
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{ Material::Rotate, "Rotate" , "Rotate the material around a point.\n" },
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{ Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n" },
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{ Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
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{ Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
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EndImplementBitfieldType;
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ImplementEnumType(MaterialBlendOp,
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"The type of graphical blending operation to apply to this material\n"
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"@ingroup GFX\n\n")
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{
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Material::None, "None", "Disable blending for this material."
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},
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{ Material::Mul, "Mul", "Multiplicative blending." },
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{ Material::PreMul, "PreMul", "Premultiplied alpha." },
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{ Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
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{ Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
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{ Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
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{ Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
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EndImplementEnumType;
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ImplementEnumType(MaterialWaveType,
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"When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
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"@ingroup GFX\n")
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{
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Material::Sin, "Sin", "Warps the material along a curved Sin Wave."
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},
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{ Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
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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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bool Material::sAllowTextureTargetAssignment = false;
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GFXCubemap* Material::GetNormalizeCube()
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{
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if (smNormalizeCube)
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return smNormalizeCube;
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smNormalizeCube = GFX->createCubemap();
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smNormalizeCube->initNormalize(64);
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return smNormalizeCube;
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}
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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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mRoughness[i] = 1.0f;
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mMetalness[i] = 0.0f;
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mIsSRGb[i] = false;
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mAOChan[i] = 0;
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mInvertRoughness[i] = false;
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mRoughnessChan[i] = 1;
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mMetalChan[i] = 2;
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mAccuEnabled[i] = false;
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mAccuScale[i] = 1.0f;
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mAccuDirection[i] = 1.0f;
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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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INIT_IMAGEASSET_ARRAY(DiffuseMap, GFXStaticTextureSRGBProfile, i);
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INIT_IMAGEASSET_ARRAY(OverlayMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(LightMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(ToneMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(DetailMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(NormalMap, GFXNormalMapProfile, i);
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INIT_IMAGEASSET_ARRAY(ORMConfigMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(RoughMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(AOMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(MetalMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(GlowMap, GFXStaticTextureProfile, i);
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INIT_IMAGEASSET_ARRAY(DetailNormalMap, GFXNormalMapProfile, i);
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mParallaxScale[i] = 0.0f;
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mVertLit[i] = false;
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mVertColor[i] = false;
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mGlow[i] = false;
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mReceiveShadows[i] = true;
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mIgnoreLighting[i] = false;
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mDetailScale[i].set(2.0f, 2.0f);
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mDetailNormalMapStrength[i] = 1.0f;
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mMinnaertConstant[i] = -1.0f;
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mSubSurface[i] = false;
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mSubSurfaceColor[i].set(1.0f, 0.2f, 0.2f, 1.0f);
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mSubSurfaceRolloff[i] = 0.2f;
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mAnimFlags[i] = 0;
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mScrollDir[i].set(0.0f, 0.0f);
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mScrollSpeed[i] = 0.0f;
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mScrollOffset[i].set(0.0f, 0.0f);
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mRotSpeed[i] = 0.0f;
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mRotPivotOffset[i].set(0.0f, 0.0f);
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mRotPos[i] = 0.0f;
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mWavePos[i] = 0.0f;
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mWaveFreq[i] = 0.0f;
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mWaveAmp[i] = 0.0f;
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mWaveType[i] = 0;
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mSeqFramePerSec[i] = 0.0f;
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mSeqSegSize[i] = 0.0f;
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// Deferred Shading
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mMatInfoFlags[i] = 0.0f;
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mGlowMul[i] = 0.0f;
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}
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dMemset(mCellIndex, 0, sizeof(mCellIndex));
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dMemset(mCellLayout, 0, sizeof(mCellLayout));
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dMemset(mCellSize, 0, sizeof(mCellSize));
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dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
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dMemset(mUseAnisotropic, 1, sizeof(mUseAnisotropic));
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mImposterLimits = Point4F::Zero;
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mDoubleSided = false;
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mTranslucent = false;
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mTranslucentBlendOp = PreMul;
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mTranslucentZWrite = false;
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mAlphaTest = false;
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mAlphaRef = 1;
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mCastShadows = true;
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mPlanarReflection = false;
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mCubemapData = NULL;
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mDynamicCubemap = false;
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mLastUpdateTime = 0;
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mAutoGenerated = false;
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mShowDust = false;
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mShowFootprints = true;
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dMemset(mEffectColor, 0, sizeof(mEffectColor));
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mEffectColor[0] = LinearColorF::WHITE;
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mEffectColor[1] = LinearColorF::WHITE;
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mFootstepSoundId = -1; mImpactSoundId = -1;
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mImpactFXIndex = -1;
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INIT_ASSET(CustomFootstepSound);
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INIT_ASSET(CustomImpactSound);
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mFriction = 0.0;
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mDirectSoundOcclusion = 1.f;
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mReverbSoundOcclusion = 1.0;
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}
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void Material::onImageAssetChanged()
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{
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reload();
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}
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void Material::initPersistFields()
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{
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docsURL;
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addField("mapTo", TypeRealString, Offset(mMapTo, Material),
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"Used to map this material to the material name used by TSShape.");
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addArray("Stages", MAX_STAGES);
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addGroup("Basic Texture Maps");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(DiffuseMap, MAX_STAGES, Material, "Albedo");
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addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
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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("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
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"Enable sRGB for the diffuse color texture map.");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(NormalMap, MAX_STAGES, Material, "NormalMap");
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endGroup("Basic Texture Maps");
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addGroup("Light Influence Maps");
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addField("roughness", TypeF32, Offset(mRoughness, Material), MAX_STAGES,
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"The degree of roughness when not using a ORMConfigMap.");
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addField("metalness", TypeF32, Offset(mMetalness, Material), MAX_STAGES,
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"The degree of Metalness when not using a ORMConfigMap.");
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addField("invertRoughness", TypeBool, Offset(mInvertRoughness, Material), MAX_STAGES,
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"Treat Roughness as Roughness");
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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("roughnessChan", TypeF32, Offset(mRoughnessChan, Material), MAX_STAGES,
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"The input channel roughness maps use.");
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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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INITPERSISTFIELD_IMAGEASSET_ARRAY(ORMConfigMap, MAX_STAGES, Material, "AO|Roughness|metalness map");
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addField("isSRGb", TypeBool, Offset(mIsSRGb, Material), MAX_STAGES,
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"Substance Designer Workaround.");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(AOMap, MAX_STAGES, Material, "AOMap");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(RoughMap, MAX_STAGES, Material, "RoughMap (also needs MetalMap)");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(MetalMap, MAX_STAGES, Material, "MetalMap (also needs RoughMap)");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(GlowMap, MAX_STAGES, Material, "GlowMap (needs Albedo)");
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addField("glowMul", TypeF32, Offset(mGlowMul, Material), MAX_STAGES,
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"glow mask multiplier");
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endGroup("Light Influence Maps");
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addGroup("Advanced Texture Maps");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(DetailMap, MAX_STAGES, Material, "DetailMap");
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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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INITPERSISTFIELD_IMAGEASSET_ARRAY(DetailNormalMap, MAX_STAGES, Material, "DetailNormalMap");
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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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INITPERSISTFIELD_IMAGEASSET_ARRAY(OverlayMap, MAX_STAGES, Material, "Overlay");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(LightMap, MAX_STAGES, Material, "LightMap");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(ToneMap, MAX_STAGES, Material, "ToneMap");
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endGroup("Advanced Texture Maps");
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addGroup("Accumulation Properties");
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addProtectedField("accuEnabled", TYPEID< bool >(), Offset(mAccuEnabled, Material),
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&_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture.");
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addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
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"The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
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addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
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"The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
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addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
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"The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
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addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
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"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.");
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addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
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"Changes specularity to this value where the accumulated material is present.");
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endGroup("Accumulation Properties");
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addGroup("Lighting Properties");
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addField("receiveShadows", TypeBool, Offset(mReceiveShadows, Material), MAX_STAGES,
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"Shadows being cast onto the material.");
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addField("ignoreLighting", TypeBool, Offset(mIgnoreLighting, Material), MAX_STAGES,
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"Enables emissive lighting for the material.");
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addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
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"Enables rendering as glowing.");
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addField("parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
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"Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
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"this value is less than 0.4 else the effect breaks down.");
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addField("useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
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"Use anisotropic filtering for the textures of this stage.");
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addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
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"If true the vertex color is used for lighting.");
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addField("vertColor", TypeBool, Offset(mVertColor, Material), MAX_STAGES,
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"If enabled, vertex colors are premultiplied with diffuse colors.");
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addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
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"Enables the subsurface scattering approximation.");
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addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
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"The Minnaert shading constant value. Must be greater than 0 to enable the effect.");
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addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
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"The color used for the subsurface scattering approximation.");
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addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
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"The 0 to 1 rolloff factor used in the subsurface scattering approximation.");
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endGroup("Lighting Properties");
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addGroup("Animation Properties");
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addField("animFlags", TypeMaterialAnimType, Offset(mAnimFlags, Material), MAX_STAGES,
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"The types of animation to play on this material.");
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addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
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"The scroll direction in UV space when scroll animation is enabled.");
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addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
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"The speed to scroll the texture in UVs per second when scroll animation is enabled.");
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addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
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"The speed to rotate the texture in degrees per second when rotation animation is enabled.");
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addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
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"The piviot position in UV coordinates to center the rotation animation.");
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addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
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"The type of wave animation to perform when wave animation is enabled.");
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addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
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"The wave frequency when wave animation is enabled.");
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addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
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"The wave amplitude when wave animation is enabled.");
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addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
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"The number of frames per second for frame based sequence animations if greater than zero.");
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addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
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"The size of each frame in UV units for sequence animations.");
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// Texture atlasing
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addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
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"@internal");
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addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
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"@internal");
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addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
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"@internal");
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addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
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"@internal");
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endGroup("Animation Properties");
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endArray("Stages");
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addGroup("Advanced Properties (All Layers)");
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addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
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"Disables backface culling casing surfaces to be double sided. "
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"Note that the lighting on the backside will be a mirror of the front "
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"side of the surface.");
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addField("castShadows", TypeBool, Offset(mCastShadows, Material),
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"If set to false the lighting system will not cast shadows from this material.");
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addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal");
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addField("translucent", TypeBool, Offset(mTranslucent, Material),
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"If true this material is translucent blended.");
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addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
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"The type of blend operation to use when the material is translucent.");
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addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
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|
"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.");
|
|
endGroup("Advanced Properties (All Layers)");
|
|
|
|
addGroup("Behavioral (All Layers)");
|
|
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");
|
|
|
|
INITPERSISTFIELD_SOUNDASSET(CustomFootstepSound, 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("ImpactFXIndex", TypeS32, Offset(mImpactFXIndex, Material),
|
|
"What FX 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 #impactFXId");
|
|
INITPERSISTFIELD_SOUNDASSET(CustomImpactSound, 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 (All Layers)");
|
|
|
|
// 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(mDiffuseMapName, Material),
|
|
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
|
|
"For backwards compatibility.\n@see diffuseMap\n", AbstractClassRep::FIELD_HideInInspectors);
|
|
addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapName, Material),
|
|
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
|
|
"For backwards compatibility.\n@see detailMap\n", AbstractClassRep::FIELD_HideInInspectors);
|
|
addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapName, Material),
|
|
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
|
|
"For backwards compatibility.\n@see overlayMap\n", AbstractClassRep::FIELD_HideInInspectors);
|
|
addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapName, Material),
|
|
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
|
|
"For backwards compatibility.\n@see normalMap\n", AbstractClassRep::FIELD_HideInInspectors);
|
|
addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
|
|
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
|
|
"For backwards compatibility.\n@see diffuseColor\n", AbstractClassRep::FIELD_HideInInspectors);
|
|
|
|
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") ||
|
|
fieldname == StringTable->insert("internalName"))
|
|
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 = PreMul;
|
|
}
|
|
|
|
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.tscript
|
|
|
|
String::SizeType slash = scriptFile.find('/', scriptFile.length(), String::Right);
|
|
if (slash != String::NPos)
|
|
mPath = scriptFile.substr(0, slash + 1);
|
|
|
|
//convert any non-assets we have
|
|
/*for (U32 i = 0; i < MAX_STAGES; i++)
|
|
{
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(DiffuseMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(OverlayMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(LightMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(ToneMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(DetailMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(ORMConfigMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(AOMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(RoughMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(MetalMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(GlowMap, i);
|
|
AUTOCONVERT_IMAGEASSET_ARRAY(DetailNormalMap, i);
|
|
}
|
|
|
|
//bind any assets we have
|
|
for (U32 i = 0; i < MAX_STAGES; i++)
|
|
{
|
|
LOAD_IMAGEASSET_ARRAY(DiffuseMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(OverlayMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(LightMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(ToneMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(DetailMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(ORMConfigMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(AOMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(RoughMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(MetalMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(GlowMap, i);
|
|
LOAD_IMAGEASSET_ARRAY(DetailNormalMap, i);
|
|
}*/
|
|
inspectPostApply();
|
|
|
|
_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 |= mLightMapName[i] != StringTable->EmptyString() || mToneMapName[i] != StringTable->EmptyString() || 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;
|
|
mScrollOffset[i].x = mWrapF(mScrollOffset[i].x, 0.0, 1.0);
|
|
mScrollOffset[i].y = mWrapF(mScrollOffset[i].y, 0.0, 1.0);
|
|
mRotPos[i] = mWrapF((mRotPos[i] + (mRotSpeed[i] * dt)), 0.0, 360.0);
|
|
mWavePos[i] = mWrapF((mWavePos[i] + (mWaveFreq[i] * dt)), 0.0, 1.0);
|
|
}
|
|
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 (mDiffuseMapName[0] == StringTable->EmptyString() && mDiffuseMapAsset->isNull())
|
|
return;
|
|
|
|
else
|
|
{
|
|
// extract filename from base texture
|
|
if (mDiffuseMapName[0] != StringTable->EmptyString())
|
|
{
|
|
U32 slashPos = String(mDiffuseMapName[0]).find('/', 0, String::Right);
|
|
if (slashPos == String::NPos)
|
|
// no '/' character, must be no path, just the filename
|
|
mMapTo = mDiffuseMapName[0];
|
|
else
|
|
// use everything after the last slash
|
|
mMapTo = String(mDiffuseMapName[0]).substr(slashPos + 1, (U32)strlen(mDiffuseMapName[0]) - slashPos - 1);
|
|
}
|
|
else if (!mDiffuseMapAsset->isNull())
|
|
{
|
|
mMapTo = mDiffuseMapAsset[0]->getImageFileName();
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
DefineEngineMethod(Material, flush, void, (), ,
|
|
"Flushes all material instances that use this material.")
|
|
{
|
|
object->flush();
|
|
}
|
|
|
|
DefineEngineMethod(Material, reload, void, (), ,
|
|
"Reloads all material instances that use this material.")
|
|
{
|
|
object->reload();
|
|
}
|
|
|
|
DefineEngineMethod(Material, dumpInstances, void, (), ,
|
|
"Dumps a formatted list of the currently allocated material instances for this material to the console.")
|
|
{
|
|
MATMGR->dumpMaterialInstances(object);
|
|
}
|
|
|
|
DefineEngineMethod(Material, getMaterialInstances, void, (GuiTreeViewCtrl* matTree), (nullAsType< GuiTreeViewCtrl*>()),
|
|
"Dumps a formatted list of the currently allocated material instances for this material to the console.")
|
|
{
|
|
MATMGR->getMaterialInstances(object, matTree);
|
|
}
|
|
|
|
DefineEngineMethod(Material, getAnimFlags, const char*, (U32 id), , "")
|
|
{
|
|
char* animFlags = Con::getReturnBuffer(512);
|
|
|
|
if (object->mAnimFlags[id] & Material::Scroll)
|
|
{
|
|
if (String::compare(animFlags, "") == 0)
|
|
dStrcpy(animFlags, "$Scroll", 512);
|
|
}
|
|
if (object->mAnimFlags[id] & Material::Rotate)
|
|
{
|
|
if (String::compare(animFlags, "") == 0)
|
|
dStrcpy(animFlags, "$Rotate", 512);
|
|
else
|
|
dStrcat(animFlags, " | $Rotate", 512);
|
|
}
|
|
if (object->mAnimFlags[id] & Material::Wave)
|
|
{
|
|
if (String::compare(animFlags, "") == 0)
|
|
dStrcpy(animFlags, "$Wave", 512);
|
|
else
|
|
dStrcat(animFlags, " | $Wave", 512);
|
|
}
|
|
if (object->mAnimFlags[id] & Material::Scale)
|
|
{
|
|
if (String::compare(animFlags, "") == 0)
|
|
dStrcpy(animFlags, "$Scale", 512);
|
|
else
|
|
dStrcat(animFlags, " | $Scale", 512);
|
|
}
|
|
if (object->mAnimFlags[id] & Material::Sequence)
|
|
{
|
|
if (String::compare(animFlags, "") == 0)
|
|
dStrcpy(animFlags, "$Sequence", 512);
|
|
else
|
|
dStrcat(animFlags, " | $Sequence", 512);
|
|
}
|
|
|
|
return animFlags;
|
|
}
|
|
|
|
DefineEngineMethod(Material, setAnimFlags, void, (S32 id, const char *flags), (0, ""), "setAnimFlags")
|
|
{
|
|
object->mAnimFlags[id] = 0;
|
|
|
|
if (String(flags).find("$Scroll") != String::NPos)
|
|
object->mAnimFlags[id] |= Material::Scroll;
|
|
|
|
if (String(flags).find("$Rotate") != String::NPos)
|
|
object->mAnimFlags[id] |= Material::Rotate;
|
|
|
|
if (String(flags).find("$Wave") != String::NPos)
|
|
object->mAnimFlags[id] |= Material::Wave;
|
|
|
|
if (String(flags).find("$Scale") != String::NPos)
|
|
object->mAnimFlags[id] |= Material::Scale;
|
|
|
|
if (String(flags).find("$Sequence") != String::NPos)
|
|
object->mAnimFlags[id] |= Material::Sequence;
|
|
|
|
//if we're still unset, see if they tried assigning a number
|
|
if (object->mAnimFlags[id] == 0)
|
|
object->mAnimFlags[id] = dAtoi(flags);
|
|
|
|
//if we're *still* unset, make sure we've cleared all cases
|
|
if (object->mAnimFlags[id] == 0)
|
|
{
|
|
object->mScrollOffset[id].set(0.0f, 0.0f);
|
|
object->mRotPos[id] = 0.0f;
|
|
object->mWavePos[id] = 0.0f;
|
|
}
|
|
|
|
}
|
|
|
|
DefineEngineMethod(Material, getFilename, const char*, (), , "Get filename of material")
|
|
{
|
|
SimObject* material = static_cast<SimObject*>(object);
|
|
return material->getFilename();
|
|
}
|
|
|
|
DefineEngineMethod(Material, isAutoGenerated, bool, (), ,
|
|
"Returns true if this Material was automatically generated by MaterialList::mapMaterials()")
|
|
{
|
|
return object->isAutoGenerated();
|
|
}
|
|
|
|
DefineEngineMethod(Material, setAutoGenerated, void, (bool isAutoGenerated), ,
|
|
"setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated.")
|
|
{
|
|
object->setAutoGenerated(isAutoGenerated);
|
|
}
|
|
|
|
DefineEngineMethod(Material, getAutogeneratedFile, const char*, (), , "Get filename of autogenerated shader file")
|
|
{
|
|
SimObject* material = static_cast<SimObject*>(object);
|
|
return material->getFilename();
|
|
}
|
|
|
|
|
|
// 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;
|
|
}
|
|
//declare general get<entry>, get<entry>Asset and set<entry> methods
|
|
//signatures are:
|
|
//using DiffuseMap as an example
|
|
//material.getDiffuseMap(%layer); //returns the raw file referenced
|
|
//material.getDiffuseMapAsset(%layer); //returns the asset id
|
|
//material.setDiffuseMap(%texture, %layer); //tries to set the asset and failing that attempts a flat file reference
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, DiffuseMap)
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, OverlayMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, LightMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, ToneMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, DetailMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, NormalMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, ORMConfigMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, RoughMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, AOMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, MetalMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, GlowMap);
|
|
DEF_IMAGEASSET_ARRAY_BINDS(Material, DetailNormalMap);
|
|
|