Torque3D/Engine/source/terrain/terrMaterial.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

154 lines
4.8 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.
//-----------------------------------------------------------------------------
#ifndef _TERRMATERIAL_H_
#define _TERRMATERIAL_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#include "T3D/assets/ImageAsset.h"
/// The TerrainMaterial class orginizes the material settings
/// for a single terrain material layer.
class TerrainMaterial : public SimObject
{
typedef SimObject Parent;
protected:
///
//FileName mDiffuseMap;
//AssetPtr<ImageAsset> mDiffuseAsset;
DECLARE_IMAGEASSET(TerrainMaterial, DiffuseMap, onDiffuseMapChanged, GFXStaticTextureSRGBProfile);
DECLARE_IMAGEASSET_SETGET(TerrainMaterial, DiffuseMap);
/// The size of the diffuse base map in meters
/// used to generate its texture coordinates.
F32 mDiffuseSize;
///
DECLARE_IMAGEASSET(TerrainMaterial, NormalMap, onNormalMapChanged, GFXNormalMapProfile);
DECLARE_IMAGEASSET_SETGET(TerrainMaterial, NormalMap);
///
DECLARE_IMAGEASSET(TerrainMaterial, DetailMap, onDetailMapChanged, GFXStaticTextureProfile);
DECLARE_IMAGEASSET_SETGET(TerrainMaterial, DetailMap);
/// The size of the detail map in meters used
/// to generate the texture coordinates for the
/// detail and normal maps.
F32 mDetailSize;
///
F32 mDetailStrength;
///
F32 mDetailDistance;
///
DECLARE_IMAGEASSET(TerrainMaterial, ORMConfigMap, onORMConfigMapChanged, GFXStaticTextureProfile);
DECLARE_IMAGEASSET_SETGET(TerrainMaterial, ORMConfigMap);
bool mIsSRGB;
bool mInvertRoughness;
/// Normally the detail is projected on to the xy
/// coordinates of the terrain. If this flag is true
/// then this detail is projected along the xz and yz
/// planes.
bool mSideProjection;
DECLARE_IMAGEASSET(TerrainMaterial, MacroMap, onMacroMapChanged, GFXStaticTextureProfile);
DECLARE_IMAGEASSET_SETGET(TerrainMaterial, MacroMap);
F32 mMacroSize;
F32 mMacroStrength;
F32 mMacroDistance;
///
F32 mParallaxScale;
/// Depth for blending the textures using the new
/// blending method. Higher numbers = larger blend
/// radius.
F32 mBlendDepth;
F32 mBlendContrast;
public:
TerrainMaterial();
virtual ~TerrainMaterial();
bool onAdd();
static void initPersistFields();
DECLARE_CONOBJECT( TerrainMaterial );
/// This method locates the TerrainMaterial if it exists, tries
/// to create a new one if a valid texture path was passed, or
/// returns a debug material if all else fails.
static TerrainMaterial* findOrCreate( const char *nameOrPath );
/// Returns the default warning terrain material used when
/// a material is not found or defined.
static TerrainMaterial* getWarningMaterial();
F32 getDiffuseSize() const { return mDiffuseSize; }
F32 getDetailSize() const { return mDetailSize; }
F32 getDetailStrength() const { return mDetailStrength; }
F32 getDetailDistance() const { return mDetailDistance; }
F32 getMacroSize() const { return mMacroSize; }
F32 getMacroDistance() const { return mMacroDistance; }
F32 getMacroStrength() const { return mMacroStrength; }
bool useSideProjection() const { return mSideProjection; }
F32 getParallaxScale() const { return mParallaxScale; }
F32 getBlendDepth() const { return mBlendDepth; }
F32 getBlendContrast() const { return mBlendContrast; }
bool getIsSRGB() const { return mIsSRGB; }
bool getInvertRoughness() const { return mInvertRoughness; }
void onDiffuseMapChanged() {}
void onNormalMapChanged() {}
void onDetailMapChanged() {}
void onORMConfigMapChanged() {}
void onMacroMapChanged() {}
};
#endif // _TERRMATERIAL_H_