Torque3D/Engine/source/materials/materialDefinition.cpp
Azaezel 2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00

717 lines
29 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "materials/materialDefinition.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "math/mathTypes.h"
#include "materials/materialManager.h"
#include "sceneData.h"
#include "gfx/sim/cubemapData.h"
#include "gfx/gfxCubemap.h"
#include "math/mathIO.h"
#include "materials/matInstance.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxTypes.h"
#include "core/util/safeDelete.h"
#include "T3D/accumulationVolume.h"
IMPLEMENT_CONOBJECT( Material );
ConsoleDocClass( Material,
"@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
"It contains many different types of information for rendering properties. "
"Torque 3D generates shaders from Material definitions. The shaders are compiled "
"at runtime and output into the example/shaders directory. Any errors or warnings "
"generated from compiling the procedurally generated shaders are output to the console "
"as well as the output window in the Visual C IDE.\n\n"
"@tsexample\n"
"singleton Material(DECAL_scorch)\n"
"{\n"
" baseTex[0] = \"./scorch_decal.png\";\n"
" vertColor[ 0 ] = true;\n\n"
" translucent = true;\n"
" translucentBlendOp = None;\n"
" translucentZWrite = true;\n"
" alphaTest = true;\n"
" alphaRef = 84;\n"
"};\n"
"@endtsexample\n\n"
"@see Rendering\n"
"@see ShaderData\n"
"@ingroup GFX\n");
ImplementBitfieldType( MaterialAnimType,
"The type of animation effect to apply to this material.\n"
"@ingroup GFX\n\n")
{ Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n" },
{ Material::Rotate, "Rotate" , "Rotate the material around a point.\n"},
{ Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n"},
{ Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
{ Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
EndImplementBitfieldType;
ImplementEnumType( MaterialBlendOp,
"The type of graphical blending operation to apply to this material\n"
"@ingroup GFX\n\n")
{ Material::None, "None", "Disable blending for this material." },
{ Material::Mul, "Mul", "Multiplicative blending." },
{ Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
{ Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
{ Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
{ Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
EndImplementEnumType;
ImplementEnumType( MaterialWaveType,
"When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
"@ingroup GFX\n")
{ Material::Sin, "Sin", "Warps the material along a curved Sin Wave." },
{ Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
{ Material::Square, "Square", "Warps the material along a wave which transitions between two oppposite states. As a Square Wave, the transition is quick and sudden." },
EndImplementEnumType;
bool Material::sAllowTextureTargetAssignment = false;
GFXCubemap * Material::GetNormalizeCube()
{
if(smNormalizeCube)
return smNormalizeCube;
smNormalizeCube = GFX->createCubemap();
smNormalizeCube->initNormalize(64);
return smNormalizeCube;
}
GFXCubemapHandle Material::smNormalizeCube;
Material::Material()
{
for( U32 i=0; i<MAX_STAGES; i++ )
{
mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
mSpecular[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
mSpecularPower[i] = 8.0f;
mSpecularStrength[i] = 1.0f;
mPixelSpecular[i] = false;
mAccuEnabled[i] = false;
mAccuScale[i] = 1.0f;
mAccuDirection[i] = 1.0f;
mAccuStrength[i] = 0.6f;
mAccuCoverage[i] = 0.9f;
mAccuSpecular[i] = 16.0f;
mParallaxScale[i] = 0.0f;
mVertLit[i] = false;
mVertColor[ i ] = false;
mGlow[i] = false;
mEmissive[i] = false;
mDetailScale[i].set( 2.0f, 2.0f );
mDetailNormalMapStrength[i] = 1.0f;
mMinnaertConstant[i] = -1.0f;
mSubSurface[i] = false;
mSubSurfaceColor[i].set( 1.0f, 0.2f, 0.2f, 1.0f );
mSubSurfaceRolloff[i] = 0.2f;
mAnimFlags[i] = 0;
mScrollDir[i].set( 0.0f, 0.0f );
mScrollSpeed[i] = 0.0f;
mScrollOffset[i].set( 0.0f, 0.0f );
mRotSpeed[i] = 0.0f;
mRotPivotOffset[i].set( 0.0f, 0.0f );
mRotPos[i] = 0.0f;
mWavePos[i] = 0.0f;
mWaveFreq[i] = 0.0f;
mWaveAmp[i] = 0.0f;
mWaveType[i] = 0;
mSeqFramePerSec[i] = 0.0f;
mSeqSegSize[i] = 0.0f;
}
dMemset(mCellIndex, 0, sizeof(mCellIndex));
dMemset(mCellLayout, 0, sizeof(mCellLayout));
dMemset(mCellSize, 0, sizeof(mCellSize));
dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
mImposterLimits = Point4F::Zero;
mDoubleSided = false;
mTranslucent = false;
mTranslucentBlendOp = LerpAlpha;
mTranslucentZWrite = false;
mAlphaTest = false;
mAlphaRef = 1;
mCastShadows = true;
mCastDynamicShadows = true;
mPlanarReflection = false;
mCubemapData = NULL;
mDynamicCubemap = NULL;
mLastUpdateTime = 0;
mAutoGenerated = false;
mShowDust = false;
mShowFootprints = true;
dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
mFootstepSoundId = -1; mImpactSoundId = -1;
mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
mFriction = 0.0;
mDirectSoundOcclusion = 1.f;
mReverbSoundOcclusion = 1.0;
}
void Material::initPersistFields()
{
addField("mapTo", TypeRealString, Offset(mMapTo, Material),
"Used to map this material to the material name used by TSShape." );
addArray( "Stages", MAX_STAGES );
addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
"This color is multiplied against the diffuse texture color. If no diffuse texture "
"is present this is the material color." );
addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
"The diffuse color texture map." );
addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
"A secondary diffuse color texture map which will use the second texcoord of a mesh." );
addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
"The lightmap texture used with pureLight." );
addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
"The tonemap texture used with pureLight.");
addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
"A typically greyscale detail texture additively blended into the material." );
addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
"The scale factor for the detail map." );
addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
"The normal map texture. You can use the DXTnm format only when per-pixel "
"specular highlights are disabled, or a specular map is in use." );
addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
"A second normal map texture applied at the detail scale. You can use the DXTnm "
"format only when per-pixel specular highlights are disabled." );
addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
"Used to scale the strength of the detail normal map when blended with the base normal map." );
addField("specular", TypeColorF, Offset(mSpecular, Material), MAX_STAGES,
"The color of the specular highlight when not using a specularMap." );
addField("specularPower", TypeF32, Offset(mSpecularPower, Material), MAX_STAGES,
"The hardness of the specular highlight when not using a specularMap." );
addField("specularStrength", TypeF32, Offset(mSpecularStrength, Material), MAX_STAGES,
"The strength of the specular highlight when not using a specularMap." );
addField("pixelSpecular", TypeBool, Offset(mPixelSpecular, Material), MAX_STAGES,
"This enables per-pixel specular highlights controlled by the alpha channel of the "
"normal map texture. Note that if pixel specular is enabled the DXTnm format will not "
"work with your normal map, unless you are also using a specular map." );
addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
&_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
"The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
"The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
"The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
"The coverage ratio of the accu map texture. Use this to make the entire shape pick up some of the accu map texture or none at all.");
addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
"Changes specularity to this value where the accumulated material is present.");
addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
"The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. "
"If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. "
"This provides a per-pixel replacement for the 'specularPower' on the material" );
addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
"Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
"this value is less than 0.4 else the effect breaks down." );
addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
"Use anisotropic filtering for the textures of this stage." );
addField("envMap", TypeImageFilename, Offset(mEnvMapFilename, Material), MAX_STAGES,
"The name of an environment map cube map to apply to this material." );
addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
"If true the vertex color is used for lighting." );
addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
"If enabled, vertex colors are premultiplied with diffuse colors." );
addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
"The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
"Enables the subsurface scattering approximation." );
addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
"The color used for the subsurface scattering approximation." );
addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
"The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
"Enables rendering this material to the glow buffer." );
addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
"Enables emissive lighting for the material." );
addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
"Disables backface culling casing surfaces to be double sided. "
"Note that the lighting on the backside will be a mirror of the front "
"side of the surface." );
addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
"The types of animation to play on this material." );
addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
"The scroll direction in UV space when scroll animation is enabled." );
addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
"The speed to scroll the texture in UVs per second when scroll animation is enabled." );
addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
"The speed to rotate the texture in degrees per second when rotation animation is enabled." );
addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
"The piviot position in UV coordinates to center the rotation animation." );
addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
"The type of wave animation to perform when wave animation is enabled." );
addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
"The wave frequency when wave animation is enabled." );
addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
"The wave amplitude when wave animation is enabled." );
addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
"The number of frames per second for frame based sequence animations if greater than zero." );
addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
"The size of each frame in UV units for sequence animations." );
// Texture atlasing
addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
"@internal" );
addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
"@internal");
addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
"@internal");
addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
"@internal");
// For backwards compatibility.
//
// They point at the new 'map' fields, but reads always return
// an empty string and writes only apply if the value is not empty.
//
addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see diffuseMap\n" );
addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see detailMap\n");
addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see overlayMap\n");
addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see normalMap\n");
addProtectedField("envTex", TypeImageFilename, Offset(mEnvMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see envMap\n");
addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see diffuseColor\n");
endArray( "Stages" );
addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
"If set to false the lighting system will not cast shadows from this material." );
addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
"If set to false the lighting system will not cast dynamic shadows from this material." );
addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
addField("translucent", TypeBool, Offset(mTranslucent, Material),
"If true this material is translucent blended." );
addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
"The type of blend operation to use when the material is translucent." );
addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
"If enabled and the material is translucent it will write into the depth buffer." );
addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
"Enables alpha test when rendering the material.\n@see alphaRef\n" );
addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
"The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" );
addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
"The name of a CubemapData for environment mapping." );
addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
"Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
addGroup( "Behavioral" );
addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
"Whether to show player footprint decals on this material.\n\n"
"@see PlayerData::decalData" );
addField( "showDust", TypeBool, Offset( mShowDust, Material ),
"Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
"vehicles or players to decide whether to show dust trails." );
addField( "effectColor", TypeColorF, Offset( mEffectColor, Material ), NUM_EFFECT_COLOR_STAGES,
"If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
"emitter.\n\n"
"@see ParticleData::colors" );
addField( "footstepSoundId", TypeS32, Offset( mFootstepSoundId, Material ),
"What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
"\n"
"The IDs are:\n\n"
"- 0: PlayerData::FootSoftSound\n"
"- 1: PlayerData::FootHardSound\n"
"- 2: PlayerData::FootMetalSound\n"
"- 3: PlayerData::FootSnowSound\n"
"- 4: PlayerData::FootShallowSound\n"
"- 5: PlayerData::FootWadingSound\n"
"- 6: PlayerData::FootUnderwaterSound\n"
"- 7: PlayerData::FootBubblesSound\n"
"- 8: PlayerData::movingBubblesSound\n"
"- 9: PlayerData::waterBreathSound\n"
"- 10: PlayerData::impactSoftSound\n"
"- 11: PlayerData::impactHardSound\n"
"- 12: PlayerData::impactMetalSound\n"
"- 13: PlayerData::impactSnowSound\n"
"- 14: PlayerData::impactWaterEasy\n"
"- 15: PlayerData::impactWaterMedium\n"
"- 16: PlayerData::impactWaterHard\n"
"- 17: PlayerData::exitingWater\n" );
addField( "customFootstepSound", TypeSFXTrackName, Offset( mFootstepSoundCustom, Material ),
"The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
"useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
"@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
addField( "impactSoundId", TypeS32, Offset( mImpactSoundId, Material ),
"What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
"than PlayerData::groundImpactMinSpeed.\n\n"
"For a list of IDs, see #footstepSoundId" );
addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ),
"The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
"If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
"without having to rely on the PlayerData sound assignment.\n\n"
"@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
//Deactivate these for the moment as they are not used.
#if 0
addField( "friction", TypeF32, Offset( mFriction, Material ) );
addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) );
addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) );
#endif
endGroup( "Behavioral" );
Parent::initPersistFields();
}
bool Material::writeField( StringTableEntry fieldname, const char *value )
{
// Never allow the old field names to be written.
if ( fieldname == StringTable->insert("baseTex") ||
fieldname == StringTable->insert("detailTex") ||
fieldname == StringTable->insert("overlayTex") ||
fieldname == StringTable->insert("bumpTex") ||
fieldname == StringTable->insert("envTex") ||
fieldname == StringTable->insert("colorMultiply") )
return false;
return Parent::writeField( fieldname, value );
}
bool Material::onAdd()
{
if (Parent::onAdd() == false)
return false;
mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mCubemapName ) );
if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 )
{
Con::errorf( "Invalid blend op in material: %s", getName() );
mTranslucentBlendOp = LerpAlpha;
}
SimSet *matSet = MATMGR->getMaterialSet();
if( matSet )
matSet->addObject( (SimObject*)this );
// save the current script path for texture lookup later
const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
if ( slash != String::NPos )
mPath = scriptFile.substr( 0, slash + 1 );
_mapMaterial();
return true;
}
void Material::onRemove()
{
smNormalizeCube = NULL;
Parent::onRemove();
}
void Material::inspectPostApply()
{
Parent::inspectPostApply();
// Reload the material instances which
// use this material.
if ( isProperlyAdded() )
reload();
}
bool Material::isLightmapped() const
{
bool ret = false;
for( U32 i=0; i<MAX_STAGES; i++ )
ret |= mLightMapFilename[i].isNotEmpty() || mToneMapFilename[i].isNotEmpty() || mVertLit[i];
return ret;
}
void Material::updateTimeBasedParams()
{
U32 lastTime = MATMGR->getLastUpdateTime();
F32 dt = MATMGR->getDeltaTime();
if (mLastUpdateTime != lastTime)
{
for (U32 i = 0; i < MAX_STAGES; i++)
{
mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
mRotPos[i] += mRotSpeed[i] * dt;
mWavePos[i] += mWaveFreq[i] * dt;
}
mLastUpdateTime = lastTime;
}
}
void Material::_mapMaterial()
{
if( String(getName()).isEmpty() )
{
Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" );
return;
}
// If mapTo not defined in script, try to use the base texture name instead
if( mMapTo.isEmpty() )
{
if ( mDiffuseMapFilename[0].isEmpty() )
return;
else
{
// extract filename from base texture
if ( mDiffuseMapFilename[0].isNotEmpty() )
{
U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right);
if (slashPos == String::NPos)
// no '/' character, must be no path, just the filename
mMapTo = mDiffuseMapFilename[0];
else
// use everything after the last slash
mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1);
}
}
}
// add mapping
MATMGR->mapMaterial(mMapTo,getName());
}
BaseMatInstance* Material::createMatInstance()
{
return new MatInstance(*this);
}
void Material::flush()
{
MATMGR->flushInstance( this );
}
void Material::reload()
{
MATMGR->reInitInstance( this );
}
void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const
{
TextureTable::ConstIterator iter = mTextures.begin();
for ( ; iter != mTextures.end(); iter++ )
{
if ( iter->value.isValid() )
outFeatures->addFeature( *iter->key );
}
}
DefineConsoleMethod( Material, flush, void, (),,
"Flushes all material instances that use this material." )
{
object->flush();
}
DefineConsoleMethod( Material, reload, void, (),,
"Reloads all material instances that use this material." )
{
object->reload();
}
DefineConsoleMethod( Material, dumpInstances, void, (),,
"Dumps a formatted list of the currently allocated material instances for this material to the console." )
{
MATMGR->dumpMaterialInstances( object );
}
DefineConsoleMethod( Material, getAnimFlags, const char*, (U32 id), , "" )
{
char * animFlags = Con::getReturnBuffer(512);
if(object->mAnimFlags[ id ] & Material::Scroll)
{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Scroll" );
}
if(object->mAnimFlags[ id ] & Material::Rotate)
{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Rotate" );
else
dStrcat( animFlags, " | $Rotate");
}
if(object->mAnimFlags[ id ] & Material::Wave)
{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Wave" );
else
dStrcat( animFlags, " | $Wave");
}
if(object->mAnimFlags[ id ] & Material::Scale)
{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Scale" );
else
dStrcat( animFlags, " | $Scale");
}
if(object->mAnimFlags[ id ] & Material::Sequence)
{
if(dStrcmp( animFlags, "" ) == 0)
dStrcpy( animFlags, "$Sequence" );
else
dStrcat( animFlags, " | $Sequence");
}
return animFlags;
}
DefineConsoleMethod(Material, getFilename, const char*, (),, "Get filename of material")
{
SimObject *material = static_cast<SimObject *>(object);
return material->getFilename();
}
DefineConsoleMethod( Material, isAutoGenerated, bool, (),,
"Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
{
return object->isAutoGenerated();
}
DefineConsoleMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), ,
"setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
{
object->setAutoGenerated(isAutoGenerated);
}
// Accumulation
bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
{
Material* mat = reinterpret_cast< Material* >( object );
if ( index )
{
U32 i = dAtoui(index);
mat->mAccuEnabled[i] = dAtob(data);
AccumulationVolume::refreshVolumes();
}
return true;
}