materialDefinition.cpp 29 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723
  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/materialDefinition.h"
  24. #include "console/consoleTypes.h"
  25. #include "console/engineAPI.h"
  26. #include "math/mathTypes.h"
  27. #include "materials/materialManager.h"
  28. #include "sceneData.h"
  29. #include "gfx/sim/cubemapData.h"
  30. #include "gfx/gfxCubemap.h"
  31. #include "math/mathIO.h"
  32. #include "materials/matInstance.h"
  33. #include "sfx/sfxTrack.h"
  34. #include "sfx/sfxTypes.h"
  35. #include "core/util/safeDelete.h"
  36. #include "T3D/accumulationVolume.h"
  37. IMPLEMENT_CONOBJECT( Material );
  38. ConsoleDocClass( Material,
  39. "@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
  40. "It contains many different types of information for rendering properties. "
  41. "Torque 3D generates shaders from Material definitions. The shaders are compiled "
  42. "at runtime and output into the example/shaders directory. Any errors or warnings "
  43. "generated from compiling the procedurally generated shaders are output to the console "
  44. "as well as the output window in the Visual C IDE.\n\n"
  45. "@tsexample\n"
  46. "singleton Material(DECAL_scorch)\n"
  47. "{\n"
  48. " baseTex[0] = \"./scorch_decal.png\";\n"
  49. " vertColor[ 0 ] = true;\n\n"
  50. " translucent = true;\n"
  51. " translucentBlendOp = None;\n"
  52. " translucentZWrite = true;\n"
  53. " alphaTest = true;\n"
  54. " alphaRef = 84;\n"
  55. "};\n"
  56. "@endtsexample\n\n"
  57. "@see Rendering\n"
  58. "@see ShaderData\n"
  59. "@ingroup GFX\n");
  60. ImplementBitfieldType( MaterialAnimType,
  61. "The type of animation effect to apply to this material.\n"
  62. "@ingroup GFX\n\n")
  63. { Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n" },
  64. { Material::Rotate, "Rotate" , "Rotate the material around a point.\n"},
  65. { Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n"},
  66. { Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
  67. { Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
  68. EndImplementBitfieldType;
  69. ImplementEnumType( MaterialBlendOp,
  70. "The type of graphical blending operation to apply to this material\n"
  71. "@ingroup GFX\n\n")
  72. { Material::None, "None", "Disable blending for this material." },
  73. { Material::Mul, "Mul", "Multiplicative blending." },
  74. { Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
  75. { Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
  76. { Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
  77. { Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
  78. EndImplementEnumType;
  79. ImplementEnumType( MaterialWaveType,
  80. "When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
  81. "@ingroup GFX\n")
  82. { Material::Sin, "Sin", "Warps the material along a curved Sin Wave." },
  83. { Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
  84. { 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." },
  85. EndImplementEnumType;
  86. bool Material::sAllowTextureTargetAssignment = false;
  87. GFXCubemap * Material::GetNormalizeCube()
  88. {
  89. if(smNormalizeCube)
  90. return smNormalizeCube;
  91. smNormalizeCube = GFX->createCubemap();
  92. smNormalizeCube->initNormalize(64);
  93. return smNormalizeCube;
  94. }
  95. GFXCubemapHandle Material::smNormalizeCube;
  96. Material::Material()
  97. {
  98. for( U32 i=0; i<MAX_STAGES; i++ )
  99. {
  100. mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
  101. mSpecular[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
  102. mSpecularPower[i] = 8.0f;
  103. mSpecularStrength[i] = 1.0f;
  104. mPixelSpecular[i] = false;
  105. mAccuEnabled[i] = false;
  106. mAccuScale[i] = 1.0f;
  107. mAccuDirection[i] = 1.0f;
  108. mAccuStrength[i] = 0.6f;
  109. mAccuCoverage[i] = 0.9f;
  110. mAccuSpecular[i] = 16.0f;
  111. mParallaxScale[i] = 0.0f;
  112. mVertLit[i] = false;
  113. mVertColor[ i ] = false;
  114. mGlow[i] = false;
  115. mEmissive[i] = false;
  116. mDetailScale[i].set( 2.0f, 2.0f );
  117. mDetailNormalMapStrength[i] = 1.0f;
  118. mMinnaertConstant[i] = -1.0f;
  119. mSubSurface[i] = false;
  120. mSubSurfaceColor[i].set( 1.0f, 0.2f, 0.2f, 1.0f );
  121. mSubSurfaceRolloff[i] = 0.2f;
  122. mAnimFlags[i] = 0;
  123. mScrollDir[i].set( 0.0f, 0.0f );
  124. mScrollSpeed[i] = 0.0f;
  125. mScrollOffset[i].set( 0.0f, 0.0f );
  126. mRotSpeed[i] = 0.0f;
  127. mRotPivotOffset[i].set( 0.0f, 0.0f );
  128. mRotPos[i] = 0.0f;
  129. mWavePos[i] = 0.0f;
  130. mWaveFreq[i] = 0.0f;
  131. mWaveAmp[i] = 0.0f;
  132. mWaveType[i] = 0;
  133. mSeqFramePerSec[i] = 0.0f;
  134. mSeqSegSize[i] = 0.0f;
  135. // Deferred Shading
  136. mMatInfoFlags[i] = 0.0f;
  137. }
  138. dMemset(mCellIndex, 0, sizeof(mCellIndex));
  139. dMemset(mCellLayout, 0, sizeof(mCellLayout));
  140. dMemset(mCellSize, 0, sizeof(mCellSize));
  141. dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
  142. dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
  143. // Deferred Shading : Metalness
  144. dMemset(mUseMetalness, 0, sizeof(mUseMetalness));
  145. mImposterLimits = Point4F::Zero;
  146. mDoubleSided = false;
  147. mTranslucent = false;
  148. mTranslucentBlendOp = LerpAlpha;
  149. mTranslucentZWrite = false;
  150. mAlphaTest = false;
  151. mAlphaRef = 1;
  152. mCastShadows = true;
  153. mCastDynamicShadows = false;
  154. mPlanarReflection = false;
  155. mCubemapData = NULL;
  156. mDynamicCubemap = NULL;
  157. mLastUpdateTime = 0;
  158. mAutoGenerated = false;
  159. mShowDust = false;
  160. mShowFootprints = true;
  161. dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
  162. mFootstepSoundId = -1; mImpactSoundId = -1;
  163. mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
  164. mFriction = 0.0;
  165. mDirectSoundOcclusion = 1.f;
  166. mReverbSoundOcclusion = 1.0;
  167. // Deferred Shading
  168. mIsSky = false;
  169. }
  170. void Material::initPersistFields()
  171. {
  172. addField("mapTo", TypeRealString, Offset(mMapTo, Material),
  173. "Used to map this material to the material name used by TSShape." );
  174. addArray( "Stages", MAX_STAGES );
  175. addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
  176. "This color is multiplied against the diffuse texture color. If no diffuse texture "
  177. "is present this is the material color." );
  178. addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
  179. "The diffuse color texture map." );
  180. addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
  181. "A secondary diffuse color texture map which will use the second texcoord of a mesh." );
  182. addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
  183. "The lightmap texture used with pureLight." );
  184. addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
  185. "The tonemap texture used with pureLight.");
  186. addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
  187. "A typically greyscale detail texture additively blended into the material." );
  188. addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
  189. "The scale factor for the detail map." );
  190. addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
  191. "The normal map texture. You can use the DXTnm format only when per-pixel "
  192. "specular highlights are disabled, or a specular map is in use." );
  193. addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
  194. "A second normal map texture applied at the detail scale. You can use the DXTnm "
  195. "format only when per-pixel specular highlights are disabled." );
  196. addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
  197. "Used to scale the strength of the detail normal map when blended with the base normal map." );
  198. addField("specular", TypeColorF, Offset(mSpecular, Material), MAX_STAGES,
  199. "The color of the specular highlight when not using a specularMap." );
  200. addField("specularPower", TypeF32, Offset(mSpecularPower, Material), MAX_STAGES,
  201. "The hardness of the specular highlight when not using a specularMap." );
  202. addField("specularStrength", TypeF32, Offset(mSpecularStrength, Material), MAX_STAGES,
  203. "The strength of the specular highlight when not using a specularMap." );
  204. addField("pixelSpecular", TypeBool, Offset(mPixelSpecular, Material), MAX_STAGES,
  205. "This enables per-pixel specular highlights controlled by the alpha channel of the "
  206. "normal map texture. Note that if pixel specular is enabled the DXTnm format will not "
  207. "work with your normal map, unless you are also using a specular map." );
  208. addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
  209. &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
  210. addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
  211. "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
  212. addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
  213. "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
  214. addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
  215. "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
  216. addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
  217. "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.");
  218. addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
  219. "Changes specularity to this value where the accumulated material is present.");
  220. addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
  221. "The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. "
  222. "If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. "
  223. "This provides a per-pixel replacement for the 'specularPower' on the material" );
  224. addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
  225. "Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
  226. "this value is less than 0.4 else the effect breaks down." );
  227. addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
  228. "Use anisotropic filtering for the textures of this stage." );
  229. addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
  230. "If true the vertex color is used for lighting." );
  231. addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
  232. "If enabled, vertex colors are premultiplied with diffuse colors." );
  233. addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
  234. "The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
  235. addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
  236. "Enables the subsurface scattering approximation." );
  237. addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
  238. "The color used for the subsurface scattering approximation." );
  239. addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
  240. "The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
  241. addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
  242. "Enables rendering this material to the glow buffer." );
  243. addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
  244. "Enables emissive lighting for the material." );
  245. addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
  246. "Disables backface culling casing surfaces to be double sided. "
  247. "Note that the lighting on the backside will be a mirror of the front "
  248. "side of the surface." );
  249. addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
  250. "The types of animation to play on this material." );
  251. addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
  252. "The scroll direction in UV space when scroll animation is enabled." );
  253. addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
  254. "The speed to scroll the texture in UVs per second when scroll animation is enabled." );
  255. addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
  256. "The speed to rotate the texture in degrees per second when rotation animation is enabled." );
  257. addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
  258. "The piviot position in UV coordinates to center the rotation animation." );
  259. addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
  260. "The type of wave animation to perform when wave animation is enabled." );
  261. addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
  262. "The wave frequency when wave animation is enabled." );
  263. addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
  264. "The wave amplitude when wave animation is enabled." );
  265. addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
  266. "The number of frames per second for frame based sequence animations if greater than zero." );
  267. addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
  268. "The size of each frame in UV units for sequence animations." );
  269. // Texture atlasing
  270. addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
  271. "@internal" );
  272. addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
  273. "@internal");
  274. addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
  275. "@internal");
  276. addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
  277. "@internal");
  278. // For backwards compatibility.
  279. //
  280. // They point at the new 'map' fields, but reads always return
  281. // an empty string and writes only apply if the value is not empty.
  282. //
  283. addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
  284. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  285. "For backwards compatibility.\n@see diffuseMap\n" );
  286. addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
  287. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  288. "For backwards compatibility.\n@see detailMap\n");
  289. addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
  290. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  291. "For backwards compatibility.\n@see overlayMap\n");
  292. addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
  293. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  294. "For backwards compatibility.\n@see normalMap\n");
  295. addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
  296. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  297. "For backwards compatibility.\n@see diffuseColor\n");
  298. endArray( "Stages" );
  299. addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
  300. "If set to false the lighting system will not cast shadows from this material." );
  301. addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
  302. "If set to false the lighting system will not cast dynamic shadows from this material." );
  303. addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
  304. addField("translucent", TypeBool, Offset(mTranslucent, Material),
  305. "If true this material is translucent blended." );
  306. addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
  307. "The type of blend operation to use when the material is translucent." );
  308. addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
  309. "If enabled and the material is translucent it will write into the depth buffer." );
  310. addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
  311. "Enables alpha test when rendering the material.\n@see alphaRef\n" );
  312. addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
  313. "The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" );
  314. addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
  315. "The name of a CubemapData for environment mapping." );
  316. addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
  317. "Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
  318. addField("isSky", TypeBool, Offset(mIsSky, Material),
  319. "Sky support. Alters draw dimensions." );
  320. addGroup( "Behavioral" );
  321. addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
  322. "Whether to show player footprint decals on this material.\n\n"
  323. "@see PlayerData::decalData" );
  324. addField( "showDust", TypeBool, Offset( mShowDust, Material ),
  325. "Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
  326. "vehicles or players to decide whether to show dust trails." );
  327. addField( "effectColor", TypeColorF, Offset( mEffectColor, Material ), NUM_EFFECT_COLOR_STAGES,
  328. "If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
  329. "emitter.\n\n"
  330. "@see ParticleData::colors" );
  331. addField( "footstepSoundId", TypeS32, Offset( mFootstepSoundId, Material ),
  332. "What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
  333. "\n"
  334. "The IDs are:\n\n"
  335. "- 0: PlayerData::FootSoftSound\n"
  336. "- 1: PlayerData::FootHardSound\n"
  337. "- 2: PlayerData::FootMetalSound\n"
  338. "- 3: PlayerData::FootSnowSound\n"
  339. "- 4: PlayerData::FootShallowSound\n"
  340. "- 5: PlayerData::FootWadingSound\n"
  341. "- 6: PlayerData::FootUnderwaterSound\n"
  342. "- 7: PlayerData::FootBubblesSound\n"
  343. "- 8: PlayerData::movingBubblesSound\n"
  344. "- 9: PlayerData::waterBreathSound\n"
  345. "- 10: PlayerData::impactSoftSound\n"
  346. "- 11: PlayerData::impactHardSound\n"
  347. "- 12: PlayerData::impactMetalSound\n"
  348. "- 13: PlayerData::impactSnowSound\n"
  349. "- 14: PlayerData::impactWaterEasy\n"
  350. "- 15: PlayerData::impactWaterMedium\n"
  351. "- 16: PlayerData::impactWaterHard\n"
  352. "- 17: PlayerData::exitingWater\n" );
  353. addField( "customFootstepSound", TypeSFXTrackName, Offset( mFootstepSoundCustom, Material ),
  354. "The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
  355. "useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
  356. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  357. addField( "impactSoundId", TypeS32, Offset( mImpactSoundId, Material ),
  358. "What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  359. "than PlayerData::groundImpactMinSpeed.\n\n"
  360. "For a list of IDs, see #footstepSoundId" );
  361. addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ),
  362. "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
  363. "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
  364. "without having to rely on the PlayerData sound assignment.\n\n"
  365. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  366. //Deactivate these for the moment as they are not used.
  367. #if 0
  368. addField( "friction", TypeF32, Offset( mFriction, Material ) );
  369. addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) );
  370. addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) );
  371. #endif
  372. endGroup( "Behavioral" );
  373. Parent::initPersistFields();
  374. }
  375. bool Material::writeField( StringTableEntry fieldname, const char *value )
  376. {
  377. // Never allow the old field names to be written.
  378. if ( fieldname == StringTable->insert("baseTex") ||
  379. fieldname == StringTable->insert("detailTex") ||
  380. fieldname == StringTable->insert("overlayTex") ||
  381. fieldname == StringTable->insert("bumpTex") ||
  382. fieldname == StringTable->insert("envTex") ||
  383. fieldname == StringTable->insert("colorMultiply") )
  384. return false;
  385. return Parent::writeField( fieldname, value );
  386. }
  387. bool Material::onAdd()
  388. {
  389. if (Parent::onAdd() == false)
  390. return false;
  391. mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mCubemapName ) );
  392. if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 )
  393. {
  394. Con::errorf( "Invalid blend op in material: %s", getName() );
  395. mTranslucentBlendOp = LerpAlpha;
  396. }
  397. SimSet *matSet = MATMGR->getMaterialSet();
  398. if( matSet )
  399. matSet->addObject( (SimObject*)this );
  400. // save the current script path for texture lookup later
  401. const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
  402. String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
  403. if ( slash != String::NPos )
  404. mPath = scriptFile.substr( 0, slash + 1 );
  405. _mapMaterial();
  406. return true;
  407. }
  408. void Material::onRemove()
  409. {
  410. smNormalizeCube = NULL;
  411. Parent::onRemove();
  412. }
  413. void Material::inspectPostApply()
  414. {
  415. Parent::inspectPostApply();
  416. // Reload the material instances which
  417. // use this material.
  418. if ( isProperlyAdded() )
  419. reload();
  420. }
  421. bool Material::isLightmapped() const
  422. {
  423. bool ret = false;
  424. for( U32 i=0; i<MAX_STAGES; i++ )
  425. ret |= mLightMapFilename[i].isNotEmpty() || mToneMapFilename[i].isNotEmpty() || mVertLit[i];
  426. return ret;
  427. }
  428. void Material::updateTimeBasedParams()
  429. {
  430. U32 lastTime = MATMGR->getLastUpdateTime();
  431. F32 dt = MATMGR->getDeltaTime();
  432. if (mLastUpdateTime != lastTime)
  433. {
  434. for (U32 i = 0; i < MAX_STAGES; i++)
  435. {
  436. mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
  437. mRotPos[i] += mRotSpeed[i] * dt;
  438. mWavePos[i] += mWaveFreq[i] * dt;
  439. }
  440. mLastUpdateTime = lastTime;
  441. }
  442. }
  443. void Material::_mapMaterial()
  444. {
  445. if( String(getName()).isEmpty() )
  446. {
  447. Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" );
  448. return;
  449. }
  450. // If mapTo not defined in script, try to use the base texture name instead
  451. if( mMapTo.isEmpty() )
  452. {
  453. if ( mDiffuseMapFilename[0].isEmpty() )
  454. return;
  455. else
  456. {
  457. // extract filename from base texture
  458. if ( mDiffuseMapFilename[0].isNotEmpty() )
  459. {
  460. U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right);
  461. if (slashPos == String::NPos)
  462. // no '/' character, must be no path, just the filename
  463. mMapTo = mDiffuseMapFilename[0];
  464. else
  465. // use everything after the last slash
  466. mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1);
  467. }
  468. }
  469. }
  470. // add mapping
  471. MATMGR->mapMaterial(mMapTo,getName());
  472. }
  473. BaseMatInstance* Material::createMatInstance()
  474. {
  475. return new MatInstance(*this);
  476. }
  477. void Material::flush()
  478. {
  479. MATMGR->flushInstance( this );
  480. }
  481. void Material::reload()
  482. {
  483. MATMGR->reInitInstance( this );
  484. }
  485. void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const
  486. {
  487. TextureTable::ConstIterator iter = mTextures.begin();
  488. for ( ; iter != mTextures.end(); iter++ )
  489. {
  490. if ( iter->value.isValid() )
  491. outFeatures->addFeature( *iter->key );
  492. }
  493. }
  494. DefineConsoleMethod( Material, flush, void, (),,
  495. "Flushes all material instances that use this material." )
  496. {
  497. object->flush();
  498. }
  499. DefineConsoleMethod( Material, reload, void, (),,
  500. "Reloads all material instances that use this material." )
  501. {
  502. object->reload();
  503. }
  504. DefineConsoleMethod( Material, dumpInstances, void, (),,
  505. "Dumps a formatted list of the currently allocated material instances for this material to the console." )
  506. {
  507. MATMGR->dumpMaterialInstances( object );
  508. }
  509. DefineConsoleMethod( Material, getAnimFlags, const char*, (U32 id), , "" )
  510. {
  511. char * animFlags = Con::getReturnBuffer(512);
  512. if(object->mAnimFlags[ id ] & Material::Scroll)
  513. {
  514. if(dStrcmp( animFlags, "" ) == 0)
  515. dStrcpy( animFlags, "$Scroll" );
  516. }
  517. if(object->mAnimFlags[ id ] & Material::Rotate)
  518. {
  519. if(dStrcmp( animFlags, "" ) == 0)
  520. dStrcpy( animFlags, "$Rotate" );
  521. else
  522. dStrcat( animFlags, " | $Rotate");
  523. }
  524. if(object->mAnimFlags[ id ] & Material::Wave)
  525. {
  526. if(dStrcmp( animFlags, "" ) == 0)
  527. dStrcpy( animFlags, "$Wave" );
  528. else
  529. dStrcat( animFlags, " | $Wave");
  530. }
  531. if(object->mAnimFlags[ id ] & Material::Scale)
  532. {
  533. if(dStrcmp( animFlags, "" ) == 0)
  534. dStrcpy( animFlags, "$Scale" );
  535. else
  536. dStrcat( animFlags, " | $Scale");
  537. }
  538. if(object->mAnimFlags[ id ] & Material::Sequence)
  539. {
  540. if(dStrcmp( animFlags, "" ) == 0)
  541. dStrcpy( animFlags, "$Sequence" );
  542. else
  543. dStrcat( animFlags, " | $Sequence");
  544. }
  545. return animFlags;
  546. }
  547. DefineConsoleMethod(Material, getFilename, const char*, (),, "Get filename of material")
  548. {
  549. SimObject *material = static_cast<SimObject *>(object);
  550. return material->getFilename();
  551. }
  552. DefineConsoleMethod( Material, isAutoGenerated, bool, (),,
  553. "Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
  554. {
  555. return object->isAutoGenerated();
  556. }
  557. DefineConsoleMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), ,
  558. "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
  559. {
  560. object->setAutoGenerated(isAutoGenerated);
  561. }
  562. // Accumulation
  563. bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
  564. {
  565. Material* mat = reinterpret_cast< Material* >( object );
  566. if ( index )
  567. {
  568. U32 i = dAtoui(index);
  569. mat->mAccuEnabled[i] = dAtob(data);
  570. AccumulationVolume::refreshVolumes();
  571. }
  572. return true;
  573. }