Torque3D/Engine/source/materials/materialManager.cpp
Areloch d06c99a088 Adds function to get material definition by mapTo usage
Re-enables logic for looking up existing material(generally just for in-place autoimport) and creates the material asset off of that. Also adds logic to look up the mapTo if it exists if the material name lookup fails.
Adds initial pass at re-enabling the sis file support for shape importing. In the event the UseManualShapeConfigRules setting is disabled(which it is by default) it will try and find the matching sis file and apply the rules from that to the config. Once the processing/import is done on the shape, the cached values of the main config are restored again.
Adds initial fbx.sis file. Needs to have the fields standardized to the config names.
2020-08-24 04:41:17 -05:00

549 lines
16 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 "materials/materialManager.h"
#include "materials/matInstance.h"
#include "materials/materialFeatureTypes.h"
#include "lighting/lightManager.h"
#include "core/util/safeDelete.h"
#include "shaderGen/shaderGen.h"
#include "core/module.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gui/controls/guiTreeViewCtrl.h"
MODULE_BEGIN( MaterialManager )
MODULE_INIT_BEFORE( GFX )
MODULE_SHUTDOWN_BEFORE( GFX )
MODULE_INIT
{
MaterialManager::createSingleton();
}
MODULE_SHUTDOWN
{
MaterialManager::deleteSingleton();
}
MODULE_END;
MaterialManager::MaterialManager()
{
VECTOR_SET_ASSOCIATION( mMatInstanceList );
mDt = 0.0f;
mAccumTime = 0.0f;
mLastTime = 0;
mWarningInst = NULL;
GFXDevice::getDeviceEventSignal().notify( this, &MaterialManager::_handleGFXEvent );
// Make sure we get activation signals
// and that we're the last to get them.
LightManager::smActivateSignal.notify( this, &MaterialManager::_onLMActivate, 9999 );
mMaterialSet = NULL;
mUsingDeferred = false;
mFlushAndReInit = false;
mDefaultAnisotropy = 1;
Con::addVariable( "$pref::Video::defaultAnisotropy", TypeS32, &mDefaultAnisotropy,
"@brief Global variable defining the default anisotropy value.\n\n"
"Controls the default anisotropic texture filtering level for all materials, including the terrain. "
"This value can be changed at runtime to see its affect without reloading.\n\n "
"@ingroup Materials");
Con::NotifyDelegate callabck( this, &MaterialManager::_updateDefaultAnisotropy );
Con::addVariableNotify( "$pref::Video::defaultAnisotropy", callabck );
Con::NotifyDelegate callabck2( this, &MaterialManager::_onDisableMaterialFeature );
Con::setVariable( "$pref::Video::disableNormalMapping", "false" );
Con::addVariableNotify( "$pref::Video::disableNormalMapping", callabck2 );
Con::setVariable( "$pref::Video::disableCubemapping", "false" );
Con::addVariableNotify( "$pref::Video::disableCubemapping", callabck2 );
Con::setVariable( "$pref::Video::disableParallaxMapping", "false" );
Con::addVariableNotify( "$pref::Video::disableParallaxMapping", callabck2 );
}
MaterialManager::~MaterialManager()
{
GFXDevice::getDeviceEventSignal().remove( this, &MaterialManager::_handleGFXEvent );
LightManager::smActivateSignal.remove( this, &MaterialManager::_onLMActivate );
SAFE_DELETE( mWarningInst );
#ifndef TORQUE_SHIPPING
DebugMaterialMap::Iterator itr = mMeshDebugMaterialInsts.begin();
for ( ; itr != mMeshDebugMaterialInsts.end(); itr++ )
delete itr->value;
#endif
}
void MaterialManager::_onLMActivate( const char *lm, bool activate )
{
if ( !activate )
return;
// Since the light manager usually swaps shadergen features
// and changes system wide shader defines we need to completely
// flush and rebuild all the material instances.
mFlushAndReInit = true;
}
void MaterialManager::_updateDefaultAnisotropy()
{
// Update all the materials.
Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
for ( ; iter != mMatInstanceList.end(); iter++ )
(*iter)->updateStateBlocks();
}
Material * MaterialManager::allocateAndRegister(const String &objectName, const String &mapToName)
{
Material *newMat = new Material();
if ( mapToName.isNotEmpty() )
newMat->mMapTo = mapToName;
bool registered = newMat->registerObject(objectName );
AssertFatal( registered, "Unable to register material" );
if (registered)
Sim::getRootGroup()->addObject( newMat );
else
{
delete newMat;
newMat = NULL;
}
return newMat;
}
Material * MaterialManager::getMaterialDefinitionByName(const String &matName)
{
// Get the material
Material * foundMat;
if(!Sim::findObject(matName, foundMat))
{
Con::errorf("MaterialManager: Unable to find material '%s'", matName.c_str());
return NULL;
}
return foundMat;
}
Material* MaterialManager::getMaterialDefinitionByMapTo(const String& mapTo)
{
// Get the material
Material* foundMat = nullptr;
for (SimSet::iterator itr = mMaterialSet->begin(); itr != mMaterialSet->end(); ++itr)
{
// Fetch our listed materials.
Material* materialDef = dynamic_cast<Material*>(*itr);
if (materialDef && materialDef->mMapTo.compare(mapTo, 0U, String::NoCase) == 0)
{
//We have a match, so keep it and bail the loop
foundMat = materialDef;
break;
}
}
return foundMat;
}
BaseMatInstance* MaterialManager::createMatInstance(const String &matName)
{
BaseMaterialDefinition* mat = NULL;
if (Sim::findObject(matName, mat))
return mat->createMatInstance();
return NULL;
}
BaseMatInstance* MaterialManager::createMatInstance( const String &matName,
const GFXVertexFormat *vertexFormat )
{
return createMatInstance( matName, getDefaultFeatures(), vertexFormat );
}
BaseMatInstance* MaterialManager::createMatInstance( const String &matName,
const FeatureSet& features,
const GFXVertexFormat *vertexFormat )
{
BaseMatInstance* mat = createMatInstance(matName);
if (mat)
{
mat->init( features, vertexFormat );
return mat;
}
return NULL;
}
BaseMatInstance * MaterialManager::createWarningMatInstance()
{
Material *warnMat = static_cast<Material*>(Sim::findObject("WarningMaterial"));
BaseMatInstance *warnMatInstance = NULL;
if( warnMat != NULL )
{
warnMatInstance = warnMat->createMatInstance();
GFXStateBlockDesc desc;
desc.setCullMode(GFXCullNone);
warnMatInstance->addStateBlockDesc(desc);
warnMatInstance->init( getDefaultFeatures(),
getGFXVertexFormat<GFXVertexPNTTB>() );
}
return warnMatInstance;
}
// Gets the global warning material instance, callers should not free this copy
BaseMatInstance * MaterialManager::getWarningMatInstance()
{
if (!mWarningInst)
mWarningInst = createWarningMatInstance();
return mWarningInst;
}
#ifndef TORQUE_SHIPPING
BaseMatInstance * MaterialManager::createMeshDebugMatInstance(const LinearColorF &meshColor)
{
String meshDebugStr = String::ToString( "Torque_MeshDebug_%d", meshColor.getRGBAPack() );
Material *debugMat;
if (!Sim::findObject(meshDebugStr,debugMat))
{
debugMat = allocateAndRegister( meshDebugStr );
debugMat->mDiffuse[0] = meshColor;
debugMat->mEmissive[0] = true;
}
BaseMatInstance *debugMatInstance = NULL;
if( debugMat != NULL )
{
debugMatInstance = debugMat->createMatInstance();
GFXStateBlockDesc desc;
desc.setCullMode(GFXCullNone);
desc.fillMode = GFXFillWireframe;
debugMatInstance->addStateBlockDesc(desc);
// Disable fog and other stuff.
FeatureSet debugFeatures;
debugFeatures.addFeature( MFT_DiffuseColor );
debugMatInstance->init( debugFeatures, getGFXVertexFormat<GFXVertexPCN>() );
}
return debugMatInstance;
}
// Gets the global material instance for a given color, callers should not free this copy
BaseMatInstance *MaterialManager::getMeshDebugMatInstance(const LinearColorF &meshColor)
{
DebugMaterialMap::Iterator itr = mMeshDebugMaterialInsts.find( meshColor.getRGBAPack() );
BaseMatInstance *inst = NULL;
if ( itr == mMeshDebugMaterialInsts.end() )
inst = createMeshDebugMatInstance( meshColor );
else
inst = itr->value;
mMeshDebugMaterialInsts.insert( meshColor.getRGBAPack(), inst );
return inst;
}
#endif
void MaterialManager::mapMaterial(const String & textureName, const String & materialName)
{
if (getMapEntry(textureName).isNotEmpty())
{
if (!textureName.equal("unmapped_mat", String::NoCase))
Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: %s", textureName.c_str());
}
mMaterialMap[String::ToLower(textureName)] = materialName;
}
String MaterialManager::getMapEntry(const String & textureName) const
{
MaterialMap::ConstIterator iter = mMaterialMap.find(String::ToLower(textureName));
if ( iter == mMaterialMap.end() )
return String();
return iter->value;
}
void MaterialManager::flushAndReInitInstances()
{
// Clear the flag if its set.
mFlushAndReInit = false;
// Check to see if any shader preferences have changed.
recalcFeaturesFromPrefs();
// First we flush all the shader gen shaders which will
// invalidate all GFXShader* to them.
SHADERGEN->flushProceduralShaders();
mFlushSignal.trigger();
// First do a pass deleting all hooks as they can contain
// materials themselves. This means we have to restart the
// loop every time we delete any hooks... lame.
Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
while ( iter != mMatInstanceList.end() )
{
if ( (*iter)->deleteAllHooks() != 0 )
{
// Restart the loop.
iter = mMatInstanceList.begin();
continue;
}
iter++;
}
// Now do a pass re-initializing materials.
iter = mMatInstanceList.begin();
for ( ; iter != mMatInstanceList.end(); iter++ )
(*iter)->reInit();
}
// Used in the materialEditor. This flushes the material preview object so it can be reloaded easily.
void MaterialManager::flushInstance( BaseMaterialDefinition *target )
{
Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
while ( iter != mMatInstanceList.end() )
{
if ( (*iter)->getMaterial() == target )
{
(*iter)->deleteAllHooks();
return;
}
iter++;
}
}
void MaterialManager::reInitInstance( BaseMaterialDefinition *target )
{
Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
for ( ; iter != mMatInstanceList.end(); iter++ )
{
if ( (*iter)->getMaterial() == target )
(*iter)->reInit();
}
}
void MaterialManager::updateTime()
{
U32 curTime = Sim::getCurrentTime();
if(curTime > mLastTime)
{
mDt = (curTime - mLastTime) / 1000.0f;
mLastTime = curTime;
mAccumTime += mDt;
}
else
mDt = 0.0f;
}
SimSet * MaterialManager::getMaterialSet()
{
if(!mMaterialSet)
mMaterialSet = static_cast<SimSet*>( Sim::findObject( "MaterialSet" ) );
AssertFatal( mMaterialSet, "MaterialSet not found" );
return mMaterialSet;
}
void MaterialManager::dumpMaterialInstances( BaseMaterialDefinition *target ) const
{
if ( !mMatInstanceList.size() )
return;
if ( target )
Con::printf( "--------------------- %s MatInstances ---------------------", target->getName() );
else
Con::printf( "--------------------- MatInstances %d ---------------------", mMatInstanceList.size() );
for( U32 i=0; i<mMatInstanceList.size(); i++ )
{
BaseMatInstance *inst = mMatInstanceList[i];
if ( target && inst->getMaterial() != target )
continue;
inst->dumpShaderInfo();
Con::printf( "" );
}
Con::printf( "---------------------- Dump complete ----------------------");
}
void MaterialManager::getMaterialInstances(BaseMaterialDefinition* target, GuiTreeViewCtrl* materailInstanceTree)
{
if (!mMatInstanceList.size())
return;
if (!target)
{
Con::errorf("Can't form a list without a specific MaterialDefinition");
return;
}
if (!materailInstanceTree)
{
Con::errorf("Requires a valid GuiTreeViewCtrl object to populate data into!");
return;
}
U32 matItem = materailInstanceTree->insertItem(0, target->getName());
for (U32 i = 0; i < mMatInstanceList.size(); i++)
{
BaseMatInstance* inst = mMatInstanceList[i];
if (target && inst->getMaterial() != target)
continue;
inst->getShaderInfo(materailInstanceTree, matItem);
}
}
void MaterialManager::_track( MatInstance *matInstance )
{
mMatInstanceList.push_back( matInstance );
}
void MaterialManager::_untrack( MatInstance *matInstance )
{
mMatInstanceList.remove( matInstance );
}
void MaterialManager::recalcFeaturesFromPrefs()
{
mDefaultFeatures.clear();
FeatureType::addDefaultTypes( &mDefaultFeatures );
mExclusionFeatures.setFeature( MFT_NormalMap,
Con::getBoolVariable( "$pref::Video::disableNormalMapping", false ) );
mExclusionFeatures.setFeature( MFT_CubeMap,
Con::getBoolVariable( "$pref::Video::disableCubemapping", false ) );
mExclusionFeatures.setFeature( MFT_Parallax,
Con::getBoolVariable( "$pref::Video::disableParallaxMapping", false ) );
}
bool MaterialManager::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ )
{
switch ( event_ )
{
case GFXDevice::deInit:
recalcFeaturesFromPrefs();
break;
case GFXDevice::deDestroy :
SAFE_DELETE( mWarningInst );
break;
case GFXDevice::deStartOfFrame:
if ( mFlushAndReInit )
flushAndReInitInstances();
break;
default:
break;
}
return true;
}
DefineEngineFunction( reInitMaterials, void, (),,
"@brief Flushes all procedural shaders and re-initializes all active material instances.\n\n"
"@ingroup Materials")
{
MATMGR->flushAndReInitInstances();
}
DefineEngineFunction( addMaterialMapping, void, (const char * texName, const char * matName), , "(string texName, string matName)\n"
"@brief Maps the given texture to the given material.\n\n"
"Generates a console warning before overwriting.\n\n"
"Material maps are used by terrain and interiors for triggering "
"effects when an object moves onto a terrain "
"block or interior surface using the associated texture.\n\n"
"@ingroup Materials")
{
MATMGR->mapMaterial(texName, matName);
}
DefineEngineFunction( getMaterialMapping, const char*, (const char * texName), , "(string texName)\n"
"@brief Returns the name of the material mapped to this texture.\n\n"
"If no materials are found, an empty string is returned.\n\n"
"@param texName Name of the texture\n\n"
"@ingroup Materials")
{
return MATMGR->getMapEntry(texName).c_str();
}
DefineEngineFunction( dumpMaterialInstances, void, (), ,
"@brief Dumps a formatted list of currently allocated material instances to the console.\n\n"
"@ingroup Materials")
{
MATMGR->dumpMaterialInstances();
}
DefineEngineFunction(getMaterialInstances, void, (BaseMaterialDefinition* target, GuiTreeViewCtrl* tree), (nullAsType<BaseMaterialDefinition*>(), nullAsType<GuiTreeViewCtrl*>()),
"@brief Dumps a formatted list of currently allocated material instances to the console.\n\n"
"@ingroup Materials")
{
if (target == nullptr || tree == nullptr)
return;
MATMGR->getMaterialInstances(target, tree);
}
DefineEngineFunction( getMapEntry, const char*, (const char * texName), ,
"@hide")
{
return MATMGR->getMapEntry( String(texName) );
}