Torque3D/Engine/source/terrain/terrMaterial.cpp
Areloch b19a4b22c8 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00

180 lines
7 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
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "terrain/terrMaterial.h"
#include "console/consoleTypes.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/bitmap/gBitmap.h"
IMPLEMENT_CONOBJECT( TerrainMaterial );
ConsoleDocClass( TerrainMaterial,
"@brief The TerrainMaterial class orginizes the material settings "
"for a single terrain material layer.\n\n"
"@note You should not be creating TerrainMaterials by hand in code. "
"All TerrainMaterials should be created in the editors, as intended "
"by the system.\n\n"
"@tsexample\n"
"// Created by the Terrain Painter tool in the World Editor\n"
"new TerrainMaterial()\n"
"{\n"
" internalName = \"grass1\";\n"
" diffuseMap = \"art/terrains/Test/grass1\";\n"
" detailMap = \"art/terrains/Test/grass1_d\";\n"
" detailSize = \"10\";\n"
" isManaged = \"1\";\n"
" detailBrightness = \"1\";\n"
" Enabled = \"1\";\n"
" diffuseSize = \"200\";\n"
"};\n"
"@endtsexample\n\n"
"@see Materials\n"
"@ingroup enviroMisc\n");
TerrainMaterial::TerrainMaterial()
: mDiffuseSize( 500.0f ),
mDetailSize( 5.0f ),
mDetailStrength( 1.0f ),
mDetailDistance( 50.0f ),
mSideProjection( false ),
mMacroSize( 200.0f ),
mMacroStrength( 0.7f ),
mMacroDistance( 500.0f ),
mParallaxScale( 0.0f )
{
}
TerrainMaterial::~TerrainMaterial()
{
}
void TerrainMaterial::initPersistFields()
{
addField( "diffuseMap", TypeStringFilename, Offset( mDiffuseMap, TerrainMaterial ), "Base texture for the material" );
addField( "diffuseSize", TypeF32, Offset( mDiffuseSize, TerrainMaterial ), "Used to scale the diffuse map to the material square" );
addField( "normalMap", TypeStringFilename, Offset( mNormalMap, TerrainMaterial ), "Bump map for the material" );
addField( "detailMap", TypeStringFilename, Offset( mDetailMap, TerrainMaterial ), "Detail map for the material" );
addField( "detailSize", TypeF32, Offset( mDetailSize, TerrainMaterial ), "Used to scale the detail map to the material square" );
addField( "detailStrength", TypeF32, Offset( mDetailStrength, TerrainMaterial ), "Exponentially sharpens or lightens the detail map rendering on the material" );
addField( "detailDistance", TypeF32, Offset( mDetailDistance, TerrainMaterial ), "Changes how far camera can see the detail map rendering on the material" );
addField( "useSideProjection", TypeBool, Offset( mSideProjection, TerrainMaterial ),"Makes that terrain material project along the sides of steep "
"slopes instead of projected downwards");
//Macro maps additions
addField( "macroMap", TypeStringFilename, Offset( mMacroMap, TerrainMaterial ), "Macro map for the material" );
addField( "macroSize", TypeF32, Offset( mMacroSize, TerrainMaterial ), "Used to scale the Macro map to the material square" );
addField( "macroStrength", TypeF32, Offset( mMacroStrength, TerrainMaterial ), "Exponentially sharpens or lightens the Macro map rendering on the material" );
addField( "macroDistance", TypeF32, Offset( mMacroDistance, TerrainMaterial ), "Changes how far camera can see the Macro map rendering on the material" );
addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
"occlusion effect (aka parallax) to the terrain material" );
addField("compositeMap", TypeStringFilename, Offset(mCompositeMap, TerrainMaterial), "Composite map for the material");
Parent::initPersistFields();
// Gotta call this at least once or it won't get created!
Sim::getTerrainMaterialSet();
}
bool TerrainMaterial::onAdd()
{
if ( !Parent::onAdd() )
return false;
SimSet *set = Sim::getTerrainMaterialSet();
// Make sure we have an internal name set.
if ( !mInternalName || !mInternalName[0] )
Con::warnf( "TerrainMaterial::onAdd() - No internal name set!" );
else
{
SimObject *object = set->findObjectByInternalName( mInternalName );
if ( object )
Con::warnf( "TerrainMaterial::onAdd() - Internal name collision; '%s' already exists!", mInternalName );
}
set->addObject( this );
return true;
}
TerrainMaterial* TerrainMaterial::getWarningMaterial()
{
return findOrCreate( NULL );
}
TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
{
SimSet *set = Sim::getTerrainMaterialSet();
if ( !nameOrPath || !nameOrPath[0] )
nameOrPath = "warning_material";
// See if we can just find it.
TerrainMaterial *mat = dynamic_cast<TerrainMaterial*>( set->findObjectByInternalName( StringTable->insert( nameOrPath ) ) );
if ( mat )
return mat;
// We didn't find it... so see if its a path to a
// file. If it is lets assume its the texture.
if ( GBitmap::sFindFiles( nameOrPath, NULL ) )
{
mat = new TerrainMaterial();
mat->setInternalName( nameOrPath );
mat->mDiffuseMap = nameOrPath;
mat->registerObject();
Sim::getRootGroup()->addObject( mat );
return mat;
}
// Ok... return a debug material then.
mat = dynamic_cast<TerrainMaterial*>( set->findObjectByInternalName( StringTable->insert( "warning_material" ) ) );
if ( !mat )
{
// This shouldn't happen.... the warning_texture should
// have already been defined in script, but we put this
// fallback here just in case it gets "lost".
mat = new TerrainMaterial();
mat->setInternalName( "warning_material" );
mat->mDiffuseMap = GFXTextureManager::getWarningTexturePath();
mat->mDiffuseSize = 500;
mat->mDetailMap = GFXTextureManager::getWarningTexturePath();
mat->mDetailSize = 5;
mat->mMacroMap = GFXTextureManager::getWarningTexturePath();
mat->mMacroSize = 200;
mat->registerObject();
Sim::getRootGroup()->addObject( mat );
}
return mat;
}