Torque3D/Engine/source/materials/customMaterialDefinition.cpp
2015-02-25 21:12:01 +01:00

198 lines
7.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "materials/customMaterialDefinition.h"
#include "materials/materialManager.h"
#include "console/consoleTypes.h"
#include "materials/shaderData.h"
#include "gfx/sim/cubemapData.h"
#include "gfx/gfxCubemap.h"
#include "gfx/sim/gfxStateBlockData.h"
//****************************************************************************
// Custom Material
//****************************************************************************
IMPLEMENT_CONOBJECT(CustomMaterial);
ConsoleDocClass( CustomMaterial,
"@brief Material object which provides more control over surface properties.\n\n"
"CustomMaterials allow the user to specify their own shaders via the ShaderData datablock. "
"Because CustomMaterials are derived from Materials, they can hold a lot of the same properties. "
"It is up to the user to code how these properties are used.\n\n"
"@tsexample\n"
"singleton CustomMaterial( WaterBasicMat )\n"
"{\n"
" sampler[\"reflectMap\"] = \"$reflectbuff\";\n"
" sampler[\"refractBuff\"] = \"$backbuff\";\n\n"
" cubemap = NewLevelSkyCubemap;\n"
" shader = WaterBasicShader;\n"
" stateBlock = WaterBasicStateBlock;\n"
" version = 2.0;\n"
"};\n"
"@endtsexample\n\n"
"@see Material, GFXStateBlockData, ShaderData\n\n"
"@ingroup Materials\n"
);
//----------------------------------------------------------------------------
// Constructor
//----------------------------------------------------------------------------
CustomMaterial::CustomMaterial()
{
mFallback = NULL;
mMaxTex = 0;
mVersion = 1.1f;
mTranslucent = false;
dMemset( mFlags, 0, sizeof( mFlags ) );
mShaderData = NULL;
mRefract = false;
mStateBlockData = NULL;
mForwardLit = false;
}
//--------------------------------------------------------------------------
// Init fields
//--------------------------------------------------------------------------
void CustomMaterial::initPersistFields()
{
addField("version", TypeF32, Offset(mVersion, CustomMaterial),
"@brief Specifies pixel shader version for hardware.\n\n"
"Valid pixel shader versions include 2.0, 3.0, etc. "
"@note All features aren't compatible with all pixel shader versions.");
addField("fallback", TYPEID< Material >(), Offset(mFallback, CustomMaterial),
"@brief Alternate material for targeting lower end hardware.\n\n"
"If the CustomMaterial requires a higher pixel shader version than the one "
"it's using, it's fallback Material will be processed instead. "
"If the fallback material wasn't defined, Torque 3D will assert and attempt to use a very "
"basic material in it's place.\n\n");
addField("shader", TypeRealString, Offset(mShaderDataName, CustomMaterial),
"@brief Name of the ShaderData to use for this effect.\n\n");
addField("stateBlock", TYPEID< GFXStateBlockData >(), Offset(mStateBlockData, CustomMaterial),
"@brief Name of a GFXStateBlockData for this effect.\n\n");
addField("target", TypeRealString, Offset(mOutputTarget, CustomMaterial),
"@brief String identifier of this material's target texture.");
addField("forwardLit", TypeBool, Offset(mForwardLit, CustomMaterial),
"@brief Determines if the material should recieve lights in Basic Lighting. "
"Has no effect in Advanced Lighting.\n\n");
Parent::initPersistFields();
}
//--------------------------------------------------------------------------
// On add - verify data settings
//--------------------------------------------------------------------------
bool CustomMaterial::onAdd()
{
if (Parent::onAdd() == false)
return false;
mShaderData = dynamic_cast<ShaderData*>(Sim::findObject( mShaderDataName ) );
if(mShaderDataName.isNotEmpty() && mShaderData == NULL)
{
logError("Failed to find ShaderData %s", mShaderDataName.c_str());
return false;
}
const char* samplerDecl = "sampler";
S32 i = 0;
for (SimFieldDictionaryIterator itr(getFieldDictionary()); *itr; ++itr)
{
SimFieldDictionary::Entry* entry = *itr;
if (dStrStartsWith(entry->slotName, samplerDecl))
{
if (i >= MAX_TEX_PER_PASS)
{
logError("Too many sampler declarations, you may only have %i", MAX_TEX_PER_PASS);
return false;
}
if (dStrlen(entry->slotName) == dStrlen(samplerDecl))
{
logError("sampler declarations must have a sampler name, e.g. sampler[\"diffuseMap\"]");
return false;
}
// Assert sampler names are defined on ShaderData
S32 pos = -1;
String samplerName = entry->slotName + dStrlen(samplerDecl);
samplerName.insert(0, '$');
mShaderData->hasSamplerDef(samplerName, pos);
if(pos == -1)
{
const char *error = (avar("CustomMaterial(%s) bind sampler[%s] and is not present on ShaderData(%s)",
getName(), samplerName.c_str(), mShaderDataName.c_str() ));
Con::errorf(error);
pos = i;
#ifdef TORQUE_OPENGL
GFXAssertFatal(0, error);
continue;
#endif
}
mSamplerNames[pos] = samplerName;
mTexFilename[pos] = entry->value;
++i;
}
}
return true;
}
//--------------------------------------------------------------------------
// On remove
//--------------------------------------------------------------------------
void CustomMaterial::onRemove()
{
Parent::onRemove();
}
//--------------------------------------------------------------------------
// Map this material to the texture specified in the "mapTo" data variable
//--------------------------------------------------------------------------
void CustomMaterial::_mapMaterial()
{
if( String(getName()).isEmpty() )
{
Con::warnf( "Unnamed Material! Could not map to: %s", mMapTo.c_str() );
return;
}
if( mMapTo.isEmpty() )
return;
MATMGR->mapMaterial(mMapTo, getName());
}
const GFXStateBlockData* CustomMaterial::getStateBlockData() const
{
return mStateBlockData;
}