mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Cleans up prototyping module to trim unneeded extra scripts and files Adds PlayerBot model to Prototyping module Adds metalGray material to Prototyping module Fixes issue where logic wasn't changed for forcing AB preview images to regenerate Removes unneeded legacy lines from editor template level Removes unneeded extra asset import config Disables terrain material name field from editing in terrain material editor for now to prevent bad behavior Adds mapTo line to newly created material asset definitions to ensure shapes doing mapTo lookups can properly utilize the materials
228 lines
8.6 KiB
C++
228 lines
8.6 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 "terrain/terrMaterial.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/bitmap/gBitmap.h"
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#ifdef TORQUE_TOOLS
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#include "console/persistenceManager.h"
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#endif
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#include "T3D/assets/TerrainMaterialAsset.h"
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#include <string>
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IMPLEMENT_CONOBJECT( TerrainMaterial );
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ConsoleDocClass( TerrainMaterial,
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"@brief The TerrainMaterial class orginizes the material settings "
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"for a single terrain material layer.\n\n"
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"@note You should not be creating TerrainMaterials by hand in code. "
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"All TerrainMaterials should be created in the editors, as intended "
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"by the system.\n\n"
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"@tsexample\n"
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"// Created by the Terrain Painter tool in the World Editor\n"
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"new TerrainMaterial()\n"
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"{\n"
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" internalName = \"grass1\";\n"
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" diffuseMap = \"art/terrains/Test/grass1\";\n"
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" detailMap = \"art/terrains/Test/grass1_d\";\n"
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" detailSize = \"10\";\n"
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" isManaged = \"1\";\n"
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" detailBrightness = \"1\";\n"
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" Enabled = \"1\";\n"
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" diffuseSize = \"200\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see Materials\n"
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"@ingroup enviroMisc\n");
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TerrainMaterial::TerrainMaterial()
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: mDiffuseSize( 500.0f ),
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mDetailSize( 5.0f ),
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mDetailStrength( 1.0f ),
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mDetailDistance( 50.0f ),
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mSideProjection( false ),
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mMacroSize( 200.0f ),
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mMacroStrength( 0.7f ),
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mMacroDistance( 500.0f ),
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mParallaxScale( 0.0f ),
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mBlendDepth( 0.0f ),
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mBlendContrast( 1.0f ),
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mIsSRGB(false),
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mInvertRoughness(false)
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{
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INIT_ASSET(DiffuseMap);
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INIT_ASSET(NormalMap);
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INIT_ASSET(DetailMap);
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INIT_ASSET(ORMConfigMap);
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INIT_ASSET(MacroMap);
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}
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TerrainMaterial::~TerrainMaterial()
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{
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}
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void TerrainMaterial::initPersistFields()
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{
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INITPERSISTFIELD_IMAGEASSET(DiffuseMap, TerrainMaterial,"Base Albedo stretched over the whole map");
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addField( "diffuseSize", TypeF32, Offset( mDiffuseSize, TerrainMaterial ), "Used to scale the diffuse map to the material square" );
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INITPERSISTFIELD_IMAGEASSET(NormalMap, TerrainMaterial,"NormalMap");
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addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
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"occlusion effect (aka parallax) to the terrain material" );
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addField("blendHeightBase", TypeF32, Offset(mBlendDepth, TerrainMaterial), "A fixed value to add while blending using heightmap-based blending."
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"Higher numbers = larger blend radius.");
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addField("blendHeightContrast", TypeF32, Offset(mBlendContrast, TerrainMaterial), "A fixed value to add while blending using heightmap-based blending."
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"Higher numbers = larger blend radius.");
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INITPERSISTFIELD_IMAGEASSET(DetailMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo up close.");
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addField( "detailSize", TypeF32, Offset( mDetailSize, TerrainMaterial ), "Used to scale the detail map to the material square" );
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addField( "detailStrength", TypeF32, Offset( mDetailStrength, TerrainMaterial ), "Exponentially sharpens or lightens the detail map rendering on the material" );
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addField( "detailDistance", TypeF32, Offset( mDetailDistance, TerrainMaterial ), "Changes how far camera can see the detail map rendering on the material" );
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addField( "useSideProjection", TypeBool, Offset( mSideProjection, TerrainMaterial ),"Makes that terrain material project along the sides of steep "
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"slopes instead of projected downwards");
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INITPERSISTFIELD_IMAGEASSET(ORMConfigMap, TerrainMaterial, "AO|Roughness|metalness map (uses DetailMap UV Coords)");
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addField("isSRGB", TypeBool, Offset(mIsSRGB, TerrainMaterial), "Is the PBR Config map's image in sRGB format?");
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addField("invertRoughness", TypeBool, Offset(mInvertRoughness, TerrainMaterial), "Should the roughness channel of the PBR Config map be inverted?");
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//Macro maps additions
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INITPERSISTFIELD_IMAGEASSET(MacroMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo at a distance.");
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addField( "macroSize", TypeF32, Offset( mMacroSize, TerrainMaterial ), "Used to scale the Macro map to the material square" );
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addField( "macroStrength", TypeF32, Offset( mMacroStrength, TerrainMaterial ), "Exponentially sharpens or lightens the Macro map rendering on the material" );
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addField( "macroDistance", TypeF32, Offset( mMacroDistance, TerrainMaterial ), "Changes how far camera can see the Macro map rendering on the material" );
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Parent::initPersistFields();
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// Gotta call this at least once or it won't get created!
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Sim::getTerrainMaterialSet();
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}
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bool TerrainMaterial::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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SimSet *set = Sim::getTerrainMaterialSet();
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// Make sure we have an internal name set.
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if (!mInternalName || !mInternalName[0])
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{
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Con::warnf("TerrainMaterial::onAdd() - No internal name set!");
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return false;
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}
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else
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{
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SimObject *object = set->findObjectByInternalName( mInternalName );
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if (object)
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{
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Con::warnf("TerrainMaterial::onAdd() - Internal name collision; '%s' already exists!", mInternalName);
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return false;
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}
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}
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set->addObject( this );
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return true;
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}
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TerrainMaterial* TerrainMaterial::getWarningMaterial()
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{
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return findOrCreate( NULL );
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}
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TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
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{
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SimSet *set = Sim::getTerrainMaterialSet();
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if ( !nameOrPath || !nameOrPath[0] )
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nameOrPath = "warning_material";
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// See if we can just find it.
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TerrainMaterial *mat = dynamic_cast<TerrainMaterial*>( set->findObjectByInternalName( StringTable->insert( nameOrPath ) ) );
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if ( mat )
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return mat;
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StringTableEntry assetId = TerrainMaterialAsset::getAssetIdByMaterialName(nameOrPath);
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if (assetId != StringTable->EmptyString())
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{
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TerrainMaterialAsset* terrMatAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(assetId);
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if (terrMatAsset)
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{
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mat = terrMatAsset->getMaterialDefinition();
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if (mat)
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return mat;
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}
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}
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// We didn't find it... so see if its a path to a
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// file. If it is lets assume its the texture.
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if ( GBitmap::sFindFiles( nameOrPath, NULL ) )
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{
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mat = new TerrainMaterial();
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mat->setInternalName( nameOrPath );
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mat->_setDiffuseMap(nameOrPath);
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mat->registerObject();
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Sim::getRootGroup()->addObject( mat );
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return mat;
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}
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// Ok... return a placeholder material then.
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mat = new TerrainMaterial();
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mat->setInternalName(nameOrPath);
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mat->_setDiffuseMap(GFXTextureManager::getWarningTexturePath());
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mat->mDiffuseSize = 500;
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mat->_setDetailMap(StringTable->EmptyString());
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mat->mDetailSize = 5;
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mat->_setMacroMap(StringTable->EmptyString());
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mat->mMacroSize = 200;
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mat->registerObject();
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Sim::getRootGroup()->addObject(mat);
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return mat;
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}
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//declare general get<entry>, get<entry>Asset and set<entry> methods
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//signatures are:
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//using DiffuseMap as an example
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//material.getDiffuseMap(); //returns the raw file referenced
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//material.getDiffuseMapAsset(); //returns the asset id
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//material.setDiffuseMap(%texture); //tries to set the asset and failing that attempts a flat file reference
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DEF_ASSET_BINDS(TerrainMaterial, DiffuseMap);
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DEF_ASSET_BINDS(TerrainMaterial, NormalMap);
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DEF_ASSET_BINDS(TerrainMaterial, DetailMap);
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DEF_ASSET_BINDS(TerrainMaterial, ORMConfigMap);
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DEF_ASSET_BINDS(TerrainMaterial, MacroMap);
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