Torque3D/Engine/source/materials/materialDefinition.h
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00

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14 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.
//-----------------------------------------------------------------------------
#ifndef _MATERIALDEFINITION_H_
#define _MATERIALDEFINITION_H_
#ifndef _BASEMATERIALDEFINITION_H_
#include "materials/baseMaterialDefinition.h"
#endif
#ifndef _TDICTIONARY_H_
#include "core/util/tDictionary.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXSTRUCTS_H_
#include "gfx/gfxStructs.h"
#endif
#ifndef _GFXCUBEMAP_H_
#include "gfx/gfxCubemap.h"
#endif
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
#ifndef CUSTOMSHADERFEATURE_H
#include "shaderGen/customShaderFeature.h"
#endif
#ifndef IMAGE_ASSET_H
#include "T3D/assets/ImageAsset.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
class CubemapData;
class SFXTrack;
struct SceneData;
class FeatureSet;
class FeatureType;
class MaterialSoundProfile;
class MaterialPhysicsProfile;
class CustomShaderFeatureData;
/// The basic material definition.
class Material : public BaseMaterialDefinition
{
typedef BaseMaterialDefinition Parent;
public:
static GFXCubemap *GetNormalizeCube();
//-----------------------------------------------------------------------
// Enums
//-----------------------------------------------------------------------
enum Constants
{
MAX_TEX_PER_PASS = 8, ///< Number of textures per pass
MAX_STAGES = 4,
NUM_EFFECT_COLOR_STAGES = 2, ///< Number of effect color definitions for transitioning effects.
};
enum TexType
{
NoTexture = 0,
Standard = 1,
Detail,
Bump,
DetailBump,
Env,
Cube,
SGCube, // scene graph cube - probably dynamic
Lightmap,
ToneMapTex,
Mask,
BackBuff,
ReflectBuff,
Misc,
DynamicLight,
DynamicLightMask,
NormalizeCube,
TexTarget,
AccuMap,
};
enum BlendOp
{
None = 0,
Mul,
PreMul,
Add,
AddAlpha, // add modulated with alpha channel
Sub,
LerpAlpha, // linear interpolation modulated with alpha channel
ToneMap,
NumBlendTypes
};
enum AnimType
{
Scroll = 1,
Rotate = 2,
Wave = 4,
Scale = 8,
Sequence = 16,
};
enum WaveType
{
Sin = 0,
Triangle,
Square,
};
class StageData
{
protected:
///
typedef HashTable<const FeatureType*,GFXTexHandle> TextureTable;
/// The sparse table of textures by feature index.
/// @see getTex
/// @see setTex
TextureTable mTextures;
/// The cubemap for this stage.
GFXCubemap *mCubemap;
public:
StageData()
: mCubemap( NULL )
{
}
/// Returns the texture object or NULL if there is no
/// texture entry for that feature type in the table.
inline GFXTextureObject* getTex( const FeatureType &type ) const
{
TextureTable::ConstIterator iter = mTextures.find( &type );
if ( iter == mTextures.end() )
return NULL;
return iter->value.getPointer();
}
/// Assigns a texture object by feature type.
inline void setTex( const FeatureType &type, GFXTextureObject *tex )
{
if ( !tex )
{
TextureTable::Iterator iter = mTextures.find( &type );
if ( iter != mTextures.end() )
mTextures.erase( iter );
return;
}
TextureTable::Iterator iter = mTextures.findOrInsert( &type );
iter->value = tex;
}
/// Returns true if we have a valid texture assigned to
/// any feature in the texture table.
inline bool hasValidTex() const
{
TextureTable::ConstIterator iter = mTextures.begin();
for (; iter != mTextures.end(); ++iter)
{
if ( iter->value.isValid() )
return true;
}
return false;
}
/// Returns the active texture features.
void getFeatureSet( FeatureSet *outFeatures ) const;
/// Returns the stage cubemap.
GFXCubemap* getCubemap() const { return mCubemap; }
/// Set the stage cubemap.
void setCubemap( GFXCubemap *cubemap ) { mCubemap = cubemap; }
};
public:
//-----------------------------------------------------------------------
// Data
//-----------------------------------------------------------------------
FileName mDiffuseMapFilename[MAX_STAGES];
StringTableEntry mDiffuseMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mDiffuseMapAsset[MAX_STAGES];
bool mDiffuseMapSRGB[MAX_STAGES]; // SRGB diffuse
bool mAccuEnabled[MAX_STAGES];
F32 mAccuScale[MAX_STAGES];
F32 mAccuDirection[MAX_STAGES];
F32 mAccuStrength[MAX_STAGES];
F32 mAccuCoverage[MAX_STAGES];
F32 mAccuSpecular[MAX_STAGES];
FileName mOverlayMapFilename[MAX_STAGES];
StringTableEntry mOverlayMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mOverlayMapAsset[MAX_STAGES];
FileName mLightMapFilename[MAX_STAGES];
StringTableEntry mLightMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mLightMapAsset[MAX_STAGES];
FileName mToneMapFilename[MAX_STAGES];
StringTableEntry mToneMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mToneMapAsset[MAX_STAGES];
FileName mDetailMapFilename[MAX_STAGES];
StringTableEntry mDetailMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mDetailMapAsset[MAX_STAGES];
FileName mNormalMapFilename[MAX_STAGES];
StringTableEntry mNormalMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mNormalMapAsset[MAX_STAGES];
bool mIsSRGb[MAX_STAGES];
bool mInvertSmoothness[MAX_STAGES];
FileName mPBRConfigMapFilename[MAX_STAGES];
StringTableEntry mPBRConfigMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mPBRConfigMapAsset[MAX_STAGES];
FileName mRoughMapFilename[MAX_STAGES];
StringTableEntry mRoughMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mRoughMapAsset[MAX_STAGES];
F32 mSmoothnessChan[MAX_STAGES];
FileName mAOMapFilename[MAX_STAGES];
StringTableEntry mAOMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mAOMapAsset[MAX_STAGES];
F32 mAOChan[MAX_STAGES];
FileName mMetalMapFilename[MAX_STAGES];
StringTableEntry mMetalMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mMetalMapAsset[MAX_STAGES];
F32 mMetalChan[MAX_STAGES];
FileName mGlowMapFilename[MAX_STAGES];
StringTableEntry mGlowMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mGlowMapAsset[MAX_STAGES];
F32 mGlowMul[MAX_STAGES];
/// A second normal map which repeats at the detail map
/// scale and blended with the base normal map.
FileName mDetailNormalMapFilename[MAX_STAGES];
StringTableEntry mDetailNormalMapAssetId[MAX_STAGES];
AssetPtr<ImageAsset> mDetailNormalMapAsset[MAX_STAGES];
/// The strength scalar for the detail normal map.
F32 mDetailNormalMapStrength[MAX_STAGES];
/// This color is the diffuse color of the material
/// or if it has a texture it is multiplied against
/// the diffuse texture color.
LinearColorF mDiffuse[MAX_STAGES];
F32 mSmoothness[MAX_STAGES];
F32 mMetalness[MAX_STAGES];
bool mVertLit[MAX_STAGES];
/// If true for a stage, vertex colors are multiplied
/// against diffuse colors.
bool mVertColor[ MAX_STAGES ];
F32 mParallaxScale[MAX_STAGES];
F32 mMinnaertConstant[MAX_STAGES];
bool mSubSurface[MAX_STAGES];
LinearColorF mSubSurfaceColor[MAX_STAGES];
F32 mSubSurfaceRolloff[MAX_STAGES];
/// The repetition scale of the detail texture
/// over the base texture.
Point2F mDetailScale[MAX_STAGES];
U32 mAnimFlags[MAX_STAGES];
Point2F mScrollDir[MAX_STAGES];
F32 mScrollSpeed[MAX_STAGES];
Point2F mScrollOffset[MAX_STAGES];
F32 mRotSpeed[MAX_STAGES];
Point2F mRotPivotOffset[MAX_STAGES];
F32 mRotPos[MAX_STAGES];
F32 mWavePos[MAX_STAGES];
F32 mWaveFreq[MAX_STAGES];
F32 mWaveAmp[MAX_STAGES];
U32 mWaveType[MAX_STAGES];
F32 mSeqFramePerSec[MAX_STAGES];
F32 mSeqSegSize[MAX_STAGES];
bool mGlow[MAX_STAGES]; // entire stage glows
bool mEmissive[MAX_STAGES];
Point2I mCellIndex[MAX_STAGES];
Point2I mCellLayout[MAX_STAGES];
U32 mCellSize[MAX_STAGES];
bool mNormalMapAtlas[MAX_STAGES];
/// Special array of UVs for imposter rendering.
/// @see TSLastDetail
Vector<RectF> mImposterUVs;
/// Specual imposter rendering paramters.
/// @see TSLastDetail
Point4F mImposterLimits;
/// If the stage should use anisotropic filtering.
bool mUseAnisotropic[MAX_STAGES];
bool mDoubleSided;
String mCubemapName;
CubemapData* mCubemapData;
bool mDynamicCubemap;
// Deferred Shading
F32 mMatInfoFlags[MAX_STAGES];
bool mTranslucent;
BlendOp mTranslucentBlendOp;
bool mTranslucentZWrite;
/// A generic setting which tells the system to skip
/// generation of shadows from this material.
bool mCastShadows;
bool mAlphaTest;
U32 mAlphaRef;
bool mPlanarReflection;
bool mAutoGenerated;
static bool sAllowTextureTargetAssignment;
///@{
/// Behavioral properties.
bool mShowFootprints; ///< If true, show footprints when walking on surface with this material. Defaults to false.
bool mShowDust; ///< If true, show dust emitters (footpuffs, hover trails, etc) when on surface with this material. Defaults to false.
/// Color to use for particle effects and such when located on this material.
LinearColorF mEffectColor[ NUM_EFFECT_COLOR_STAGES ];
/// Footstep sound to play when walking on surface with this material.
/// Numeric ID of footstep sound defined on player datablock (0 == soft,
/// 1 == hard, 2 == metal, 3 == snow).
/// Defaults to -1 which deactivates default sound.
/// @see mFootstepSoundCustom
S32 mFootstepSoundId;
S32 mImpactSoundId;
/// Sound effect to play when walking on surface with this material.
/// If defined, overrides mFootstepSoundId.
/// @see mFootstepSoundId
SFXTrack* mFootstepSoundCustom;
SFXTrack* mImpactSoundCustom;
F32 mFriction; ///< Friction coefficient when moving along surface.
F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
Vector<CustomShaderFeatureData*> mCustomShaderFeatures;
///@}
String mMapTo; // map Material to this texture name
///
/// Material interface
///
Material();
/// Allocates and returns a BaseMatInstance for this material. Caller is responsible
/// for freeing the instance
virtual BaseMatInstance* createMatInstance();
virtual bool isTranslucent() const { return mTranslucent && mTranslucentBlendOp != Material::None; }
virtual bool isDoubleSided() const { return mDoubleSided; }
virtual bool isAutoGenerated() const { return mAutoGenerated; }
virtual void setAutoGenerated(bool isAutoGenerated) { mAutoGenerated = isAutoGenerated; }
virtual bool isLightmapped() const;
virtual bool castsShadows() const { return mCastShadows; }
const String &getPath() const { return mPath; }
void flush();
/// Re-initializes all the material instances
/// that use this material.
void reload();
/// Called to update time based parameters for a material. Ensures
/// that it only happens once per tick.
void updateTimeBasedParams();
// SimObject
virtual bool onAdd();
virtual void onRemove();
virtual void inspectPostApply();
virtual bool writeField( StringTableEntry fieldname, const char *value );
static bool protectedSetCustomShaderFeature(void *object, const char *index, const char *data);
static bool protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data);
//
// ConsoleObject interface
//
static void initPersistFields();
// Accumulation
static bool _setAccuEnabled( void *object, const char *index, const char *data );
DECLARE_CONOBJECT(Material);
protected:
// Per material animation parameters
U32 mLastUpdateTime;
String mPath;
static EnumTable mAnimFlagTable;
static EnumTable mBlendOpTable;
static EnumTable mWaveTypeTable;
/// Map this material to the texture specified
/// in the "mapTo" data variable.
virtual void _mapMaterial();
private:
static GFXCubemapHandle smNormalizeCube;
};
typedef Material::AnimType MaterialAnimType;
typedef Material::BlendOp MaterialBlendOp;
typedef Material::WaveType MaterialWaveType;
DefineBitfieldType( MaterialAnimType );
DefineEnumType( MaterialBlendOp );
DefineEnumType( MaterialWaveType );
#endif // _MATERIALDEFINITION_H_