materialDefinition.cpp 31 KB

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  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. #include "gui/controls/guiTreeViewCtrl.h"
  38. IMPLEMENT_CONOBJECT( Material );
  39. ConsoleDocClass( Material,
  40. "@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
  41. "It contains many different types of information for rendering properties. "
  42. "Torque 3D generates shaders from Material definitions. The shaders are compiled "
  43. "at runtime and output into the example/shaders directory. Any errors or warnings "
  44. "generated from compiling the procedurally generated shaders are output to the console "
  45. "as well as the output window in the Visual C IDE.\n\n"
  46. "@tsexample\n"
  47. "singleton Material(DECAL_scorch)\n"
  48. "{\n"
  49. " baseTex[0] = \"./scorch_decal.png\";\n"
  50. " vertColor[ 0 ] = true;\n\n"
  51. " translucent = true;\n"
  52. " translucentBlendOp = None;\n"
  53. " translucentZWrite = true;\n"
  54. " alphaTest = true;\n"
  55. " alphaRef = 84;\n"
  56. "};\n"
  57. "@endtsexample\n\n"
  58. "@see Rendering\n"
  59. "@see ShaderData\n"
  60. "@ingroup GFX\n");
  61. ImplementBitfieldType( MaterialAnimType,
  62. "The type of animation effect to apply to this material.\n"
  63. "@ingroup GFX\n\n")
  64. { Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n" },
  65. { Material::Rotate, "Rotate" , "Rotate the material around a point.\n"},
  66. { Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n"},
  67. { Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
  68. { Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
  69. EndImplementBitfieldType;
  70. ImplementEnumType( MaterialBlendOp,
  71. "The type of graphical blending operation to apply to this material\n"
  72. "@ingroup GFX\n\n")
  73. { Material::None, "None", "Disable blending for this material." },
  74. { Material::Mul, "Mul", "Multiplicative blending." },
  75. { Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
  76. { Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
  77. { Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
  78. { Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
  79. EndImplementEnumType;
  80. ImplementEnumType( MaterialWaveType,
  81. "When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
  82. "@ingroup GFX\n")
  83. { Material::Sin, "Sin", "Warps the material along a curved Sin Wave." },
  84. { Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
  85. { 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." },
  86. EndImplementEnumType;
  87. bool Material::sAllowTextureTargetAssignment = false;
  88. GFXCubemap * Material::GetNormalizeCube()
  89. {
  90. if(smNormalizeCube)
  91. return smNormalizeCube;
  92. smNormalizeCube = GFX->createCubemap();
  93. smNormalizeCube->initNormalize(64);
  94. return smNormalizeCube;
  95. }
  96. GFXCubemapHandle Material::smNormalizeCube;
  97. Material::Material()
  98. {
  99. for( U32 i=0; i<MAX_STAGES; i++ )
  100. {
  101. mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
  102. mDiffuseMapSRGB[i] = true;
  103. mDiffuseMapAsset[i] = StringTable->EmptyString();
  104. mSmoothness[i] = 0.0f;
  105. mMetalness[i] = 0.0f;
  106. mIsSRGb[i] = false;
  107. mInvertSmoothness[i] = false;
  108. mSmoothnessChan[i] = 0;
  109. mAOChan[i] = 1;
  110. mMetalChan[i] = 2;
  111. mAccuEnabled[i] = false;
  112. mAccuScale[i] = 1.0f;
  113. mAccuDirection[i] = 1.0f;
  114. mAccuStrength[i] = 0.6f;
  115. mAccuCoverage[i] = 0.9f;
  116. mAccuSpecular[i] = 16.0f;
  117. mParallaxScale[i] = 0.0f;
  118. mVertLit[i] = false;
  119. mVertColor[ i ] = false;
  120. mGlow[i] = false;
  121. mEmissive[i] = false;
  122. mDetailScale[i].set( 2.0f, 2.0f );
  123. mDetailNormalMapStrength[i] = 1.0f;
  124. mMinnaertConstant[i] = -1.0f;
  125. mSubSurface[i] = false;
  126. mSubSurfaceColor[i].set( 1.0f, 0.2f, 0.2f, 1.0f );
  127. mSubSurfaceRolloff[i] = 0.2f;
  128. mAnimFlags[i] = 0;
  129. mScrollDir[i].set( 0.0f, 0.0f );
  130. mScrollSpeed[i] = 0.0f;
  131. mScrollOffset[i].set( 0.0f, 0.0f );
  132. mRotSpeed[i] = 0.0f;
  133. mRotPivotOffset[i].set( 0.0f, 0.0f );
  134. mRotPos[i] = 0.0f;
  135. mWavePos[i] = 0.0f;
  136. mWaveFreq[i] = 0.0f;
  137. mWaveAmp[i] = 0.0f;
  138. mWaveType[i] = 0;
  139. mSeqFramePerSec[i] = 0.0f;
  140. mSeqSegSize[i] = 0.0f;
  141. // Deferred Shading
  142. mMatInfoFlags[i] = 0.0f;
  143. mRoughMapFilename[i].clear();
  144. mRoughMapAsset[i] = StringTable->EmptyString();
  145. mAOMapFilename[i].clear();
  146. mMetalMapFilename[i].clear();
  147. mMetalMapAsset[i] = StringTable->EmptyString();
  148. }
  149. dMemset(mCellIndex, 0, sizeof(mCellIndex));
  150. dMemset(mCellLayout, 0, sizeof(mCellLayout));
  151. dMemset(mCellSize, 0, sizeof(mCellSize));
  152. dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
  153. dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
  154. // Deferred Shading : Metalness
  155. dMemset(mUseMetalness, 0, sizeof(mUseMetalness));
  156. mImposterLimits = Point4F::Zero;
  157. mDoubleSided = false;
  158. mTranslucent = false;
  159. mTranslucentBlendOp = LerpAlpha;
  160. mTranslucentZWrite = false;
  161. mAlphaTest = false;
  162. mAlphaRef = 1;
  163. mCastShadows = true;
  164. mCastDynamicShadows = false;
  165. mPlanarReflection = false;
  166. mCubemapData = NULL;
  167. mDynamicCubemap = NULL;
  168. mLastUpdateTime = 0;
  169. mAutoGenerated = false;
  170. mShowDust = false;
  171. mShowFootprints = true;
  172. dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
  173. mFootstepSoundId = -1; mImpactSoundId = -1;
  174. mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
  175. mFriction = 0.0;
  176. mDirectSoundOcclusion = 1.f;
  177. mReverbSoundOcclusion = 1.0;
  178. }
  179. void Material::initPersistFields()
  180. {
  181. addField("mapTo", TypeRealString, Offset(mMapTo, Material),
  182. "Used to map this material to the material name used by TSShape." );
  183. addArray( "Stages", MAX_STAGES );
  184. addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
  185. "This color is multiplied against the diffuse texture color. If no diffuse texture "
  186. "is present this is the material color." );
  187. addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
  188. "The diffuse color texture map." );
  189. addField("diffuseMapAsset", TypeImageAssetPtr, Offset(mDiffuseMapAsset, Material), MAX_STAGES,
  190. "The diffuse color texture map." );
  191. addField("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
  192. "Enable sRGB for the diffuse color texture map.");
  193. addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
  194. "A secondary diffuse color texture map which will use the second texcoord of a mesh." );
  195. addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
  196. "The lightmap texture used with pureLight." );
  197. addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
  198. "The tonemap texture used with pureLight.");
  199. addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
  200. "A typically greyscale detail texture additively blended into the material." );
  201. addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
  202. "The scale factor for the detail map." );
  203. addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
  204. "The normal map texture. You can use the DXTnm format only when per-pixel "
  205. "specular highlights are disabled, or a specular map is in use." );
  206. addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
  207. "A second normal map texture applied at the detail scale. You can use the DXTnm "
  208. "format only when per-pixel specular highlights are disabled." );
  209. addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
  210. "Used to scale the strength of the detail normal map when blended with the base normal map." );
  211. addField("smoothness", TypeF32, Offset(mSmoothness, Material), MAX_STAGES,
  212. "The degree of smoothness when not using a specularMap." );
  213. addField("metalness", TypeF32, Offset(mMetalness, Material), MAX_STAGES,
  214. "The degree of Metalness when not using a specularMap." );
  215. addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
  216. &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
  217. addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
  218. "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
  219. addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
  220. "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
  221. addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
  222. "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
  223. addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
  224. "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.");
  225. addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
  226. "Changes specularity to this value where the accumulated material is present.");
  227. addField("isSRGb", TypeBool, Offset(mIsSRGb, Material), MAX_STAGES,
  228. "Substance Designer Workaround.");
  229. addField("invertSmoothness", TypeBool, Offset(mInvertSmoothness, Material), MAX_STAGES,
  230. "Treat Smoothness as Roughness");
  231. addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
  232. "Prepacked specular map texture. The RGB channels of this texture provide per-pixel reference values for: "
  233. "smoothness (R), Ambient Occlusion (G), and metalness(B)");
  234. addField("roughMap", TypeImageFilename, Offset(mRoughMapFilename, Material), MAX_STAGES,
  235. "smoothness map. will be packed into the R channel of a packed 'specular' map");
  236. addField("smoothnessChan", TypeF32, Offset(mSmoothnessChan, Material), MAX_STAGES,
  237. "The input channel smoothness maps use.");
  238. addField("aoMap", TypeImageFilename, Offset(mAOMapFilename, Material), MAX_STAGES,
  239. "Ambient Occlusion map. will be packed into the G channel of a packed 'specular' map");
  240. addField("AOChan", TypeF32, Offset(mAOChan, Material), MAX_STAGES,
  241. "The input channel AO maps use.");
  242. addField("metalMap", TypeImageFilename, Offset(mMetalMapFilename, Material), MAX_STAGES,
  243. "Metalness map. will be packed into the B channel of a packed 'specular' map");
  244. addField("metalChan", TypeF32, Offset(mMetalChan, Material), MAX_STAGES,
  245. "The input channel metalness maps use.");
  246. addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
  247. "Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
  248. "this value is less than 0.4 else the effect breaks down." );
  249. addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
  250. "Use anisotropic filtering for the textures of this stage." );
  251. addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
  252. "If true the vertex color is used for lighting." );
  253. addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
  254. "If enabled, vertex colors are premultiplied with diffuse colors." );
  255. addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
  256. "The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
  257. addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
  258. "Enables the subsurface scattering approximation." );
  259. addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
  260. "The color used for the subsurface scattering approximation." );
  261. addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
  262. "The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
  263. addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
  264. "Enables rendering this material to the glow buffer." );
  265. addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
  266. "Enables emissive lighting for the material." );
  267. addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
  268. "Disables backface culling casing surfaces to be double sided. "
  269. "Note that the lighting on the backside will be a mirror of the front "
  270. "side of the surface." );
  271. addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
  272. "The types of animation to play on this material." );
  273. addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
  274. "The scroll direction in UV space when scroll animation is enabled." );
  275. addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
  276. "The speed to scroll the texture in UVs per second when scroll animation is enabled." );
  277. addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
  278. "The speed to rotate the texture in degrees per second when rotation animation is enabled." );
  279. addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
  280. "The piviot position in UV coordinates to center the rotation animation." );
  281. addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
  282. "The type of wave animation to perform when wave animation is enabled." );
  283. addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
  284. "The wave frequency when wave animation is enabled." );
  285. addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
  286. "The wave amplitude when wave animation is enabled." );
  287. addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
  288. "The number of frames per second for frame based sequence animations if greater than zero." );
  289. addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
  290. "The size of each frame in UV units for sequence animations." );
  291. // Texture atlasing
  292. addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
  293. "@internal" );
  294. addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
  295. "@internal");
  296. addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
  297. "@internal");
  298. addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
  299. "@internal");
  300. // For backwards compatibility.
  301. //
  302. // They point at the new 'map' fields, but reads always return
  303. // an empty string and writes only apply if the value is not empty.
  304. //
  305. addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
  306. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  307. "For backwards compatibility.\n@see diffuseMap\n" );
  308. addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
  309. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  310. "For backwards compatibility.\n@see detailMap\n");
  311. addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
  312. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  313. "For backwards compatibility.\n@see overlayMap\n");
  314. addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
  315. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  316. "For backwards compatibility.\n@see normalMap\n");
  317. addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
  318. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  319. "For backwards compatibility.\n@see diffuseColor\n");
  320. endArray( "Stages" );
  321. addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
  322. "If set to false the lighting system will not cast shadows from this material." );
  323. addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
  324. "If set to false the lighting system will not cast dynamic shadows from this material." );
  325. addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
  326. addField("translucent", TypeBool, Offset(mTranslucent, Material),
  327. "If true this material is translucent blended." );
  328. addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
  329. "The type of blend operation to use when the material is translucent." );
  330. addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
  331. "If enabled and the material is translucent it will write into the depth buffer." );
  332. addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
  333. "Enables alpha test when rendering the material.\n@see alphaRef\n" );
  334. addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
  335. "The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" );
  336. addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
  337. "The name of a CubemapData for environment mapping." );
  338. addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
  339. "Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
  340. addGroup( "Behavioral" );
  341. addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
  342. "Whether to show player footprint decals on this material.\n\n"
  343. "@see PlayerData::decalData" );
  344. addField( "showDust", TypeBool, Offset( mShowDust, Material ),
  345. "Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
  346. "vehicles or players to decide whether to show dust trails." );
  347. addField( "effectColor", TypeColorF, Offset( mEffectColor, Material ), NUM_EFFECT_COLOR_STAGES,
  348. "If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
  349. "emitter.\n\n"
  350. "@see ParticleData::colors" );
  351. addField( "footstepSoundId", TypeS32, Offset( mFootstepSoundId, Material ),
  352. "What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
  353. "\n"
  354. "The IDs are:\n\n"
  355. "- 0: PlayerData::FootSoftSound\n"
  356. "- 1: PlayerData::FootHardSound\n"
  357. "- 2: PlayerData::FootMetalSound\n"
  358. "- 3: PlayerData::FootSnowSound\n"
  359. "- 4: PlayerData::FootShallowSound\n"
  360. "- 5: PlayerData::FootWadingSound\n"
  361. "- 6: PlayerData::FootUnderwaterSound\n"
  362. "- 7: PlayerData::FootBubblesSound\n"
  363. "- 8: PlayerData::movingBubblesSound\n"
  364. "- 9: PlayerData::waterBreathSound\n"
  365. "- 10: PlayerData::impactSoftSound\n"
  366. "- 11: PlayerData::impactHardSound\n"
  367. "- 12: PlayerData::impactMetalSound\n"
  368. "- 13: PlayerData::impactSnowSound\n"
  369. "- 14: PlayerData::impactWaterEasy\n"
  370. "- 15: PlayerData::impactWaterMedium\n"
  371. "- 16: PlayerData::impactWaterHard\n"
  372. "- 17: PlayerData::exitingWater\n" );
  373. addField( "customFootstepSound", TypeSFXTrackName, Offset( mFootstepSoundCustom, Material ),
  374. "The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
  375. "useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
  376. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  377. addField( "impactSoundId", TypeS32, Offset( mImpactSoundId, Material ),
  378. "What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  379. "than PlayerData::groundImpactMinSpeed.\n\n"
  380. "For a list of IDs, see #footstepSoundId" );
  381. addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ),
  382. "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
  383. "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
  384. "without having to rely on the PlayerData sound assignment.\n\n"
  385. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  386. //Deactivate these for the moment as they are not used.
  387. #if 0
  388. addField( "friction", TypeF32, Offset( mFriction, Material ) );
  389. addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) );
  390. addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) );
  391. #endif
  392. endGroup( "Behavioral" );
  393. addProtectedField("customShaderFeature", TypeRealString, NULL, &protectedSetCustomShaderFeature, &defaultProtectedGetFn,
  394. "Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
  395. addProtectedField("CustomShaderFeatureUniforms", TypeRealString, NULL, &protectedSetCustomShaderFeatureUniforms, &defaultProtectedGetFn,
  396. "Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
  397. Parent::initPersistFields();
  398. }
  399. bool Material::writeField( StringTableEntry fieldname, const char *value )
  400. {
  401. // Never allow the old field names to be written.
  402. if ( fieldname == StringTable->insert("baseTex") ||
  403. fieldname == StringTable->insert("detailTex") ||
  404. fieldname == StringTable->insert("overlayTex") ||
  405. fieldname == StringTable->insert("bumpTex") ||
  406. fieldname == StringTable->insert("envTex") ||
  407. fieldname == StringTable->insert("colorMultiply") )
  408. return false;
  409. return Parent::writeField( fieldname, value );
  410. }
  411. bool Material::protectedSetCustomShaderFeature(void *object, const char *index, const char *data)
  412. {
  413. Material *material = static_cast< Material* >(object);
  414. CustomShaderFeatureData* customFeature;
  415. if (!Sim::findObject(data, customFeature))
  416. return false;
  417. material->mCustomShaderFeatures.push_back(customFeature);
  418. return false;
  419. }
  420. bool Material::protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data)
  421. {
  422. Material *material = static_cast< Material* >(object);
  423. if (index != NULL)
  424. {
  425. char featureName[256] = { 0 };
  426. U32 id = 0;
  427. dSscanf(index, "%s_%i", featureName, id);
  428. String uniformName = data;
  429. }
  430. return false;
  431. }
  432. bool Material::onAdd()
  433. {
  434. if (Parent::onAdd() == false)
  435. return false;
  436. mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mCubemapName ) );
  437. if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 )
  438. {
  439. Con::errorf( "Invalid blend op in material: %s", getName() );
  440. mTranslucentBlendOp = LerpAlpha;
  441. }
  442. SimSet *matSet = MATMGR->getMaterialSet();
  443. if( matSet )
  444. matSet->addObject( (SimObject*)this );
  445. // save the current script path for texture lookup later
  446. const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
  447. String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
  448. if ( slash != String::NPos )
  449. mPath = scriptFile.substr( 0, slash + 1 );
  450. _mapMaterial();
  451. return true;
  452. }
  453. void Material::onRemove()
  454. {
  455. smNormalizeCube = NULL;
  456. Parent::onRemove();
  457. }
  458. void Material::inspectPostApply()
  459. {
  460. Parent::inspectPostApply();
  461. // Reload the material instances which
  462. // use this material.
  463. if ( isProperlyAdded() )
  464. reload();
  465. }
  466. bool Material::isLightmapped() const
  467. {
  468. bool ret = false;
  469. for( U32 i=0; i<MAX_STAGES; i++ )
  470. ret |= mLightMapFilename[i].isNotEmpty() || mToneMapFilename[i].isNotEmpty() || mVertLit[i];
  471. return ret;
  472. }
  473. void Material::updateTimeBasedParams()
  474. {
  475. U32 lastTime = MATMGR->getLastUpdateTime();
  476. F32 dt = MATMGR->getDeltaTime();
  477. if (mLastUpdateTime != lastTime)
  478. {
  479. for (U32 i = 0; i < MAX_STAGES; i++)
  480. {
  481. mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
  482. mRotPos[i] += mRotSpeed[i] * dt;
  483. mWavePos[i] += mWaveFreq[i] * dt;
  484. }
  485. mLastUpdateTime = lastTime;
  486. }
  487. }
  488. void Material::_mapMaterial()
  489. {
  490. if( String(getName()).isEmpty() )
  491. {
  492. Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" );
  493. return;
  494. }
  495. // If mapTo not defined in script, try to use the base texture name instead
  496. if( mMapTo.isEmpty() )
  497. {
  498. if ( mDiffuseMapFilename[0].isEmpty() && mDiffuseMapAsset->isNull())
  499. return;
  500. else
  501. {
  502. // extract filename from base texture
  503. if ( mDiffuseMapFilename[0].isNotEmpty() )
  504. {
  505. U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right);
  506. if (slashPos == String::NPos)
  507. // no '/' character, must be no path, just the filename
  508. mMapTo = mDiffuseMapFilename[0];
  509. else
  510. // use everything after the last slash
  511. mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1);
  512. }
  513. else if (!mDiffuseMapAsset->isNull())
  514. {
  515. mMapTo = mDiffuseMapAsset[0]->getImageFileName();
  516. }
  517. }
  518. }
  519. // add mapping
  520. MATMGR->mapMaterial(mMapTo,getName());
  521. }
  522. BaseMatInstance* Material::createMatInstance()
  523. {
  524. return new MatInstance(*this);
  525. }
  526. void Material::flush()
  527. {
  528. MATMGR->flushInstance( this );
  529. }
  530. void Material::reload()
  531. {
  532. MATMGR->reInitInstance( this );
  533. }
  534. void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const
  535. {
  536. TextureTable::ConstIterator iter = mTextures.begin();
  537. for ( ; iter != mTextures.end(); iter++ )
  538. {
  539. if ( iter->value.isValid() )
  540. outFeatures->addFeature( *iter->key );
  541. }
  542. }
  543. DefineEngineMethod( Material, flush, void, (),,
  544. "Flushes all material instances that use this material." )
  545. {
  546. object->flush();
  547. }
  548. DefineEngineMethod( Material, reload, void, (),,
  549. "Reloads all material instances that use this material." )
  550. {
  551. object->reload();
  552. }
  553. DefineEngineMethod( Material, dumpInstances, void, (),,
  554. "Dumps a formatted list of the currently allocated material instances for this material to the console." )
  555. {
  556. MATMGR->dumpMaterialInstances( object );
  557. }
  558. DefineEngineMethod(Material, getMaterialInstances, void, (GuiTreeViewCtrl* matTree), (nullAsType< GuiTreeViewCtrl*>()),
  559. "Dumps a formatted list of the currently allocated material instances for this material to the console.")
  560. {
  561. MATMGR->getMaterialInstances(object, matTree);
  562. }
  563. DefineEngineMethod( Material, getAnimFlags, const char*, (U32 id), , "" )
  564. {
  565. char * animFlags = Con::getReturnBuffer(512);
  566. if(object->mAnimFlags[ id ] & Material::Scroll)
  567. {
  568. if(dStrcmp( animFlags, "" ) == 0)
  569. dStrcpy( animFlags, "$Scroll", 512 );
  570. }
  571. if(object->mAnimFlags[ id ] & Material::Rotate)
  572. {
  573. if(dStrcmp( animFlags, "" ) == 0)
  574. dStrcpy( animFlags, "$Rotate", 512 );
  575. else
  576. dStrcat( animFlags, " | $Rotate", 512);
  577. }
  578. if(object->mAnimFlags[ id ] & Material::Wave)
  579. {
  580. if(dStrcmp( animFlags, "" ) == 0)
  581. dStrcpy( animFlags, "$Wave", 512 );
  582. else
  583. dStrcat( animFlags, " | $Wave", 512);
  584. }
  585. if(object->mAnimFlags[ id ] & Material::Scale)
  586. {
  587. if(dStrcmp( animFlags, "" ) == 0)
  588. dStrcpy( animFlags, "$Scale", 512 );
  589. else
  590. dStrcat( animFlags, " | $Scale", 512);
  591. }
  592. if(object->mAnimFlags[ id ] & Material::Sequence)
  593. {
  594. if(dStrcmp( animFlags, "" ) == 0)
  595. dStrcpy( animFlags, "$Sequence", 512 );
  596. else
  597. dStrcat( animFlags, " | $Sequence", 512);
  598. }
  599. return animFlags;
  600. }
  601. DefineEngineMethod(Material, getFilename, const char*, (),, "Get filename of material")
  602. {
  603. SimObject *material = static_cast<SimObject *>(object);
  604. return material->getFilename();
  605. }
  606. DefineEngineMethod( Material, isAutoGenerated, bool, (),,
  607. "Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
  608. {
  609. return object->isAutoGenerated();
  610. }
  611. DefineEngineMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), ,
  612. "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
  613. {
  614. object->setAutoGenerated(isAutoGenerated);
  615. }
  616. DefineEngineMethod(Material, getAutogeneratedFile, const char*, (), , "Get filename of autogenerated shader file")
  617. {
  618. SimObject *material = static_cast<SimObject *>(object);
  619. return material->getFilename();
  620. }
  621. // Accumulation
  622. bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
  623. {
  624. Material* mat = reinterpret_cast< Material* >( object );
  625. if ( index )
  626. {
  627. U32 i = dAtoui(index);
  628. mat->mAccuEnabled[i] = dAtob(data);
  629. AccumulationVolume::refreshVolumes();
  630. }
  631. return true;
  632. }