Torque3D/Engine/source/terrain/terrMaterial.cpp
Areloch 796a95b8a5 Adds isSRGB and invertSmoothness checkboxes to terrain material editor
Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data
Added assimp importer options to asset import config settings set
Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
2019-11-11 01:40:55 -06:00

185 lines
7.3 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 "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 ),
mIsSRGB(false),
mInvertSmoothness(false)
{
}
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("pbrConfigMap", TypeStringFilename, Offset(mCompositeMap, TerrainMaterial), "Composite map for the PBR Configuration of the material");
addField("isSRGB", TypeBool, Offset(mIsSRGB, TerrainMaterial), "Is the PBR Config map's image in sRGB format?");
addField("invertSmoothness", TypeBool, Offset(mInvertSmoothness, TerrainMaterial), "Should the smoothness channel of the PBR Config map be inverted?");
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;
}