mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
196 lines
7.3 KiB
C++
196 lines
7.3 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/customMaterialDefinition.h"
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#include "materials/materialManager.h"
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#include "console/consoleTypes.h"
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#include "materials/shaderData.h"
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#include "gfx/sim/cubemapData.h"
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#include "gfx/gfxCubemap.h"
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#include "gfx/sim/gfxStateBlockData.h"
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//****************************************************************************
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// Custom Material
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//****************************************************************************
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IMPLEMENT_CONOBJECT(CustomMaterial);
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ConsoleDocClass( CustomMaterial,
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"@brief Material object which provides more control over surface properties.\n\n"
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"CustomMaterials allow the user to specify their own shaders via the ShaderData datablock. "
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"Because CustomMaterials are derived from Materials, they can hold a lot of the same properties. "
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"It is up to the user to code how these properties are used.\n\n"
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"@tsexample\n"
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"singleton CustomMaterial( WaterBasicMat )\n"
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"{\n"
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" sampler[\"reflectMap\"] = \"$reflectbuff\";\n"
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" sampler[\"refractBuff\"] = \"$backbuff\";\n\n"
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" cubemap = NewLevelSkyCubemap;\n"
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" shader = WaterBasicShader;\n"
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" stateBlock = WaterBasicStateBlock;\n"
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" version = 2.0;\n"
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"};\n"
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"@endtsexample\n\n"
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"@see Material, GFXStateBlockData, ShaderData\n\n"
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"@ingroup Materials\n"
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);
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//----------------------------------------------------------------------------
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// Constructor
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//----------------------------------------------------------------------------
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CustomMaterial::CustomMaterial()
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{
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mFallback = NULL;
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mMaxTex = 0;
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mVersion = 1.1f;
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mTranslucent = false;
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dMemset( mFlags, 0, sizeof( mFlags ) );
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mShaderData = NULL;
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mRefract = false;
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mStateBlockData = NULL;
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mForwardLit = false;
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}
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//--------------------------------------------------------------------------
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// Init fields
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//--------------------------------------------------------------------------
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void CustomMaterial::initPersistFields()
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{
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addField("version", TypeF32, Offset(mVersion, CustomMaterial),
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"@brief Specifies pixel shader version for hardware.\n\n"
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"Valid pixel shader versions include 2.0, 3.0, etc. "
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"@note All features aren't compatible with all pixel shader versions.");
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addField("fallback", TYPEID< Material >(), Offset(mFallback, CustomMaterial),
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"@brief Alternate material for targeting lower end hardware.\n\n"
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"If the CustomMaterial requires a higher pixel shader version than the one "
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"it's using, it's fallback Material will be processed instead. "
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"If the fallback material wasn't defined, Torque 3D will assert and attempt to use a very "
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"basic material in it's place.\n\n");
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addField("shader", TypeRealString, Offset(mShaderDataName, CustomMaterial),
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"@brief Name of the ShaderData to use for this effect.\n\n");
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addField("stateBlock", TYPEID< GFXStateBlockData >(), Offset(mStateBlockData, CustomMaterial),
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"@brief Name of a GFXStateBlockData for this effect.\n\n");
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addField("target", TypeRealString, Offset(mOutputTarget, CustomMaterial),
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"@brief String identifier of this material's target texture.");
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addField("forwardLit", TypeBool, Offset(mForwardLit, CustomMaterial),
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"@brief Determines if the material should recieve lights in Basic Lighting. "
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"Has no effect in Advanced Lighting.\n\n");
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Parent::initPersistFields();
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}
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//--------------------------------------------------------------------------
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// On add - verify data settings
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//--------------------------------------------------------------------------
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bool CustomMaterial::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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mShaderData = dynamic_cast<ShaderData*>(Sim::findObject( mShaderDataName ) );
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if(mShaderDataName.isNotEmpty() && mShaderData == NULL)
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{
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logError("Failed to find ShaderData %s", mShaderDataName.c_str());
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return false;
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}
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const char* samplerDecl = "sampler";
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S32 i = 0;
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for (SimFieldDictionaryIterator itr(getFieldDictionary()); *itr; ++itr)
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{
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SimFieldDictionary::Entry* entry = *itr;
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if (dStrStartsWith(entry->slotName, samplerDecl))
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{
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if (i >= MAX_TEX_PER_PASS)
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{
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logError("Too many sampler declarations, you may only have %i", MAX_TEX_PER_PASS);
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return false;
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}
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if (dStrlen(entry->slotName) == dStrlen(samplerDecl))
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{
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logError("sampler declarations must have a sampler name, e.g. sampler[\"diffuseMap\"]");
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return false;
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}
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// Assert sampler names are defined on ShaderData
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S32 pos = -1;
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String samplerName = entry->slotName + dStrlen(samplerDecl);
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samplerName.insert(0, '$');
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mShaderData->hasSamplerDef(samplerName, pos);
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if(pos == -1)
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{
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const char *error = (avar("CustomMaterial(%s) bind sampler[%s] and is not present on ShaderData(%s)",
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getName(), samplerName.c_str(), mShaderDataName.c_str() ));
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Con::errorf(error);
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#if TORQUE_OPENGL
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GFXAssertFatal(0, error);
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continue;
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#endif
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}
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mSamplerNames[pos] = samplerName;
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mTexFilename[pos] = entry->value;
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++i;
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}
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}
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return true;
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}
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//--------------------------------------------------------------------------
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// On remove
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//--------------------------------------------------------------------------
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void CustomMaterial::onRemove()
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{
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Parent::onRemove();
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}
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//--------------------------------------------------------------------------
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// Map this material to the texture specified in the "mapTo" data variable
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//--------------------------------------------------------------------------
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void CustomMaterial::_mapMaterial()
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{
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if( String(getName()).isEmpty() )
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{
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Con::warnf( "Unnamed Material! Could not map to: %s", mMapTo.c_str() );
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return;
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}
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if( mMapTo.isEmpty() )
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return;
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MATMGR->mapMaterial(mMapTo, getName());
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}
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const GFXStateBlockData* CustomMaterial::getStateBlockData() const
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{
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return mStateBlockData;
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}
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