mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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712 lines
28 KiB
C++
712 lines
28 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/materialDefinition.h"
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#include "console/consoleTypes.h"
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#include "math/mathTypes.h"
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#include "materials/materialManager.h"
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#include "sceneData.h"
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#include "gfx/sim/cubemapData.h"
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#include "gfx/gfxCubemap.h"
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#include "math/mathIO.h"
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#include "materials/matInstance.h"
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#include "sfx/sfxTrack.h"
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#include "sfx/sfxTypes.h"
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#include "core/util/safeDelete.h"
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#include "T3D/accumulationVolume.h"
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IMPLEMENT_CONOBJECT( Material );
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ConsoleDocClass( Material,
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"@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
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"It contains many different types of information for rendering properties. "
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"Torque 3D generates shaders from Material definitions. The shaders are compiled "
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"at runtime and output into the example/shaders directory. Any errors or warnings "
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"generated from compiling the procedurally generated shaders are output to the console "
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"as well as the output window in the Visual C IDE.\n\n"
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"@tsexample\n"
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"singleton Material(DECAL_scorch)\n"
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"{\n"
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" baseTex[0] = \"./scorch_decal.png\";\n"
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" vertColor[ 0 ] = true;\n\n"
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" translucent = true;\n"
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" translucentBlendOp = None;\n"
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" translucentZWrite = true;\n"
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" alphaTest = true;\n"
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" alphaRef = 84;\n"
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"};\n"
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"@endtsexample\n\n"
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"@see Rendering\n"
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"@see ShaderData\n"
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"@ingroup GFX\n");
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ImplementBitfieldType( MaterialAnimType,
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"The type of animation effect to apply to this material.\n"
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"@ingroup GFX\n\n")
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{ Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n" },
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{ Material::Rotate, "Rotate" , "Rotate the material around a point.\n"},
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{ Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n"},
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{ Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
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{ Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
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EndImplementBitfieldType;
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ImplementEnumType( MaterialBlendOp,
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"The type of graphical blending operation to apply to this material\n"
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"@ingroup GFX\n\n")
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{ Material::None, "None", "Disable blending for this material." },
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{ Material::Mul, "Mul", "Multiplicative blending." },
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{ Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
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{ Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
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{ Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
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{ Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
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EndImplementEnumType;
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ImplementEnumType( MaterialWaveType,
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"When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
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"@ingroup GFX\n")
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{ Material::Sin, "Sin", "Warps the material along a curved Sin Wave." },
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{ Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
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{ 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." },
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EndImplementEnumType;
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bool Material::sAllowTextureTargetAssignment = false;
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GFXCubemap * Material::GetNormalizeCube()
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{
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if(smNormalizeCube)
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return smNormalizeCube;
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smNormalizeCube = GFX->createCubemap();
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smNormalizeCube->initNormalize(64);
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return smNormalizeCube;
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}
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GFXCubemapHandle Material::smNormalizeCube;
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Material::Material()
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{
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for( U32 i=0; i<MAX_STAGES; i++ )
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{
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mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
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mSpecular[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
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mSpecularPower[i] = 8.0f;
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mSpecularStrength[i] = 1.0f;
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mPixelSpecular[i] = false;
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mAccuEnabled[i] = false;
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mAccuScale[i] = 1.0f;
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mAccuDirection[i] = 1.0f;
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mAccuStrength[i] = 0.6f;
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mAccuCoverage[i] = 0.9f;
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mAccuSpecular[i] = 16.0f;
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mParallaxScale[i] = 0.0f;
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mVertLit[i] = false;
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mVertColor[ i ] = false;
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mGlow[i] = false;
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mEmissive[i] = false;
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mDetailScale[i].set( 2.0f, 2.0f );
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mDetailNormalMapStrength[i] = 1.0f;
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mMinnaertConstant[i] = -1.0f;
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mSubSurface[i] = false;
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mSubSurfaceColor[i].set( 1.0f, 0.2f, 0.2f, 1.0f );
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mSubSurfaceRolloff[i] = 0.2f;
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mAnimFlags[i] = 0;
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mScrollDir[i].set( 0.0f, 0.0f );
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mScrollSpeed[i] = 0.0f;
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mScrollOffset[i].set( 0.0f, 0.0f );
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mRotSpeed[i] = 0.0f;
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mRotPivotOffset[i].set( 0.0f, 0.0f );
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mRotPos[i] = 0.0f;
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mWavePos[i] = 0.0f;
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mWaveFreq[i] = 0.0f;
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mWaveAmp[i] = 0.0f;
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mWaveType[i] = 0;
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mSeqFramePerSec[i] = 0.0f;
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mSeqSegSize[i] = 0.0f;
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}
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dMemset(mCellIndex, 0, sizeof(mCellIndex));
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dMemset(mCellLayout, 0, sizeof(mCellLayout));
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dMemset(mCellSize, 0, sizeof(mCellSize));
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dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
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dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
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mImposterLimits = Point4F::Zero;
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mDoubleSided = false;
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mTranslucent = false;
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mTranslucentBlendOp = LerpAlpha;
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mTranslucentZWrite = false;
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mAlphaTest = false;
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mAlphaRef = 1;
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mCastShadows = true;
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mPlanarReflection = false;
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mCubemapData = NULL;
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mDynamicCubemap = NULL;
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mLastUpdateTime = 0;
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mAutoGenerated = false;
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mShowDust = false;
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mShowFootprints = true;
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dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
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mFootstepSoundId = -1; mImpactSoundId = -1;
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mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
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mFriction = 0.0;
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mDirectSoundOcclusion = 1.f;
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mReverbSoundOcclusion = 1.0;
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}
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void Material::initPersistFields()
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{
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addField("mapTo", TypeRealString, Offset(mMapTo, Material),
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"Used to map this material to the material name used by TSShape." );
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addArray( "Stages", MAX_STAGES );
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addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
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"This color is multiplied against the diffuse texture color. If no diffuse texture "
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"is present this is the material color." );
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addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
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"The diffuse color texture map." );
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addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
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"A secondary diffuse color texture map which will use the second texcoord of a mesh." );
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addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
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"The lightmap texture used with pureLight." );
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addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
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"The tonemap texture used with pureLight.");
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addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
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"A typically greyscale detail texture additively blended into the material." );
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addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
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"The scale factor for the detail map." );
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addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
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"The normal map texture. You can use the DXTnm format only when per-pixel "
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"specular highlights are disabled, or a specular map is in use." );
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addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
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"A second normal map texture applied at the detail scale. You can use the DXTnm "
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"format only when per-pixel specular highlights are disabled." );
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addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
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"Used to scale the strength of the detail normal map when blended with the base normal map." );
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addField("specular", TypeColorF, Offset(mSpecular, Material), MAX_STAGES,
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"The color of the specular highlight when not using a specularMap." );
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addField("specularPower", TypeF32, Offset(mSpecularPower, Material), MAX_STAGES,
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"The hardness of the specular highlight when not using a specularMap." );
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addField("specularStrength", TypeF32, Offset(mSpecularStrength, Material), MAX_STAGES,
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"The strength of the specular highlight when not using a specularMap." );
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addField("pixelSpecular", TypeBool, Offset(mPixelSpecular, Material), MAX_STAGES,
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"This enables per-pixel specular highlights controlled by the alpha channel of the "
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"normal map texture. Note that if pixel specular is enabled the DXTnm format will not "
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"work with your normal map, unless you are also using a specular map." );
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addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
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&_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
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addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
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"The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
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addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
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"The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
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addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
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"The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
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addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
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"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.");
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addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
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"Changes specularity to this value where the accumulated material is present.");
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addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
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"The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. "
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"If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. "
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"This provides a per-pixel replacement for the 'specularPower' on the material" );
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addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
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"Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
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"this value is less than 0.4 else the effect breaks down." );
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addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
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"Use anisotropic filtering for the textures of this stage." );
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addField("envMap", TypeImageFilename, Offset(mEnvMapFilename, Material), MAX_STAGES,
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"The name of an environment map cube map to apply to this material." );
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addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
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"If true the vertex color is used for lighting." );
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addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
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"If enabled, vertex colors are premultiplied with diffuse colors." );
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addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
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"The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
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addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
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"Enables the subsurface scattering approximation." );
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addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
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"The color used for the subsurface scattering approximation." );
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addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
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"The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
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addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
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"Enables rendering this material to the glow buffer." );
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addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
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"Enables emissive lighting for the material." );
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addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
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"Disables backface culling casing surfaces to be double sided. "
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"Note that the lighting on the backside will be a mirror of the front "
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"side of the surface." );
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addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
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"The types of animation to play on this material." );
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addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
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"The scroll direction in UV space when scroll animation is enabled." );
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addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
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"The speed to scroll the texture in UVs per second when scroll animation is enabled." );
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addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
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"The speed to rotate the texture in degrees per second when rotation animation is enabled." );
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addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
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"The piviot position in UV coordinates to center the rotation animation." );
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addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
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"The type of wave animation to perform when wave animation is enabled." );
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addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
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"The wave frequency when wave animation is enabled." );
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addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
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"The wave amplitude when wave animation is enabled." );
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addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
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"The number of frames per second for frame based sequence animations if greater than zero." );
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addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
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"The size of each frame in UV units for sequence animations." );
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// Texture atlasing
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addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
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"@internal" );
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addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
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"@internal");
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addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
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"@internal");
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addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
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"@internal");
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// For backwards compatibility.
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//
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// They point at the new 'map' fields, but reads always return
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// an empty string and writes only apply if the value is not empty.
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//
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addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see diffuseMap\n" );
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addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see detailMap\n");
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addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see overlayMap\n");
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addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see normalMap\n");
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addProtectedField("envTex", TypeImageFilename, Offset(mEnvMapFilename, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see envMap\n");
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addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see diffuseColor\n");
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endArray( "Stages" );
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addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
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"If set to false the lighting system will not cast shadows from this material." );
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addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
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addField("translucent", TypeBool, Offset(mTranslucent, Material),
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"If true this material is translucent blended." );
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addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
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"The type of blend operation to use when the material is translucent." );
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addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
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"If enabled and the material is translucent it will write into the depth buffer." );
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addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
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"Enables alpha test when rendering the material.\n@see alphaRef\n" );
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addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
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"The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" );
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addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
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"The name of a CubemapData for environment mapping." );
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addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
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"Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
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addGroup( "Behavioral" );
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addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
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"Whether to show player footprint decals on this material.\n\n"
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"@see PlayerData::decalData" );
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|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
ConsoleMethod( Material, flush, void, 2, 2,
|
|
"Flushes all material instances that use this material." )
|
|
{
|
|
object->flush();
|
|
}
|
|
|
|
ConsoleMethod( Material, reload, void, 2, 2,
|
|
"Reloads all material instances that use this material." )
|
|
{
|
|
object->reload();
|
|
}
|
|
|
|
ConsoleMethod( Material, dumpInstances, void, 2, 2,
|
|
"Dumps a formatted list of the currently allocated material instances for this material to the console." )
|
|
{
|
|
MATMGR->dumpMaterialInstances( object );
|
|
}
|
|
|
|
ConsoleMethod( Material, getAnimFlags, const char*, 3, 3, "" )
|
|
{
|
|
char * animFlags = Con::getReturnBuffer(512);
|
|
|
|
if(object->mAnimFlags[ dAtoi(argv[2]) ] & Material::Scroll)
|
|
{
|
|
if(dStrcmp( animFlags, "" ) == 0)
|
|
dStrcpy( animFlags, "$Scroll" );
|
|
}
|
|
if(object->mAnimFlags[ dAtoi(argv[2]) ] & Material::Rotate)
|
|
{
|
|
if(dStrcmp( animFlags, "" ) == 0)
|
|
dStrcpy( animFlags, "$Rotate" );
|
|
else
|
|
dStrcat( animFlags, " | $Rotate");
|
|
}
|
|
if(object->mAnimFlags[ dAtoi(argv[2]) ] & Material::Wave)
|
|
{
|
|
if(dStrcmp( animFlags, "" ) == 0)
|
|
dStrcpy( animFlags, "$Wave" );
|
|
else
|
|
dStrcat( animFlags, " | $Wave");
|
|
}
|
|
if(object->mAnimFlags[ dAtoi(argv[2]) ] & Material::Scale)
|
|
{
|
|
if(dStrcmp( animFlags, "" ) == 0)
|
|
dStrcpy( animFlags, "$Scale" );
|
|
else
|
|
dStrcat( animFlags, " | $Scale");
|
|
}
|
|
if(object->mAnimFlags[ dAtoi(argv[2]) ] & Material::Sequence)
|
|
{
|
|
if(dStrcmp( animFlags, "" ) == 0)
|
|
dStrcpy( animFlags, "$Sequence" );
|
|
else
|
|
dStrcat( animFlags, " | $Sequence");
|
|
}
|
|
|
|
return animFlags;
|
|
}
|
|
|
|
ConsoleMethod(Material, getFilename, const char*, 2, 2, "Get filename of material")
|
|
{
|
|
SimObject *material = static_cast<SimObject *>(object);
|
|
return material->getFilename();
|
|
}
|
|
|
|
ConsoleMethod( Material, isAutoGenerated, bool, 2, 2,
|
|
"Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
|
|
{
|
|
return object->isAutoGenerated();
|
|
}
|
|
|
|
ConsoleMethod( Material, setAutoGenerated, void, 3, 3,
|
|
"setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
|
|
{
|
|
object->setAutoGenerated(dAtob(argv[2]));
|
|
}
|
|
|
|
// 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;
|
|
} |