//----------------------------------------------------------------------------- // 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/materialDefinition.h" #include "console/consoleTypes.h" #include "console/engineAPI.h" #include "math/mathTypes.h" #include "materials/materialManager.h" #include "sceneData.h" #include "gfx/sim/cubemapData.h" #include "gfx/gfxCubemap.h" #include "math/mathIO.h" #include "materials/matInstance.h" #include "sfx/sfxTrack.h" #include "sfx/sfxTypes.h" #include "core/util/safeDelete.h" #include "T3D/accumulationVolume.h" IMPLEMENT_CONOBJECT( Material ); ConsoleDocClass( Material, "@brief A material in Torque 3D is a data structure that describes a surface.\n\n" "It contains many different types of information for rendering properties. " "Torque 3D generates shaders from Material definitions. The shaders are compiled " "at runtime and output into the example/shaders directory. Any errors or warnings " "generated from compiling the procedurally generated shaders are output to the console " "as well as the output window in the Visual C IDE.\n\n" "@tsexample\n" "singleton Material(DECAL_scorch)\n" "{\n" " baseTex[0] = \"./scorch_decal.png\";\n" " vertColor[ 0 ] = true;\n\n" " translucent = true;\n" " translucentBlendOp = None;\n" " translucentZWrite = true;\n" " alphaTest = true;\n" " alphaRef = 84;\n" "};\n" "@endtsexample\n\n" "@see Rendering\n" "@see ShaderData\n" "@ingroup GFX\n"); ImplementBitfieldType( MaterialAnimType, "The type of animation effect to apply to this material.\n" "@ingroup GFX\n\n") { Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n" }, { Material::Rotate, "Rotate" , "Rotate the material around a point.\n"}, { Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n"}, { Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" }, { Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" } EndImplementBitfieldType; ImplementEnumType( MaterialBlendOp, "The type of graphical blending operation to apply to this material\n" "@ingroup GFX\n\n") { Material::None, "None", "Disable blending for this material." }, { Material::Mul, "Mul", "Multiplicative blending." }, { Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." }, { Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." }, { Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." }, { Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." } EndImplementEnumType; ImplementEnumType( MaterialWaveType, "When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n" "@ingroup GFX\n") { Material::Sin, "Sin", "Warps the material along a curved Sin Wave." }, { Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." }, { 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." }, EndImplementEnumType; bool Material::sAllowTextureTargetAssignment = false; GFXCubemap * Material::GetNormalizeCube() { if(smNormalizeCube) return smNormalizeCube; smNormalizeCube = GFX->createCubemap(); smNormalizeCube->initNormalize(64); return smNormalizeCube; } GFXCubemapHandle Material::smNormalizeCube; Material::Material() { for( U32 i=0; i(), Offset( mAccuEnabled, Material ), &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." ); addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES, "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects."); addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES, "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold)."); addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES, "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast."); addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES, "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."); addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES, "Changes specularity to this value where the accumulated material is present."); addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES, "The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. " "If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. " "This provides a per-pixel replacement for the 'specularPower' on the material" ); addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES, "Enables parallax mapping and defines the scale factor for the parallax effect. Typically " "this value is less than 0.4 else the effect breaks down." ); addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES, "Use anisotropic filtering for the textures of this stage." ); addField("envMap", TypeImageFilename, Offset(mEnvMapFilename, Material), MAX_STAGES, "The name of an environment map cube map to apply to this material." ); addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES, "If true the vertex color is used for lighting." ); addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES, "If enabled, vertex colors are premultiplied with diffuse colors." ); addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES, "The Minnaert shading constant value. Must be greater than 0 to enable the effect." ); addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES, "Enables the subsurface scattering approximation." ); addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES, "The color used for the subsurface scattering approximation." ); addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES, "The 0 to 1 rolloff factor used in the subsurface scattering approximation." ); addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES, "Enables rendering this material to the glow buffer." ); addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES, "Enables emissive lighting for the material." ); addField("doubleSided", TypeBool, Offset(mDoubleSided, Material), "Disables backface culling casing surfaces to be double sided. " "Note that the lighting on the backside will be a mirror of the front " "side of the surface." ); addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES, "The types of animation to play on this material." ); addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES, "The scroll direction in UV space when scroll animation is enabled." ); addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES, "The speed to scroll the texture in UVs per second when scroll animation is enabled." ); addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES, "The speed to rotate the texture in degrees per second when rotation animation is enabled." ); addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES, "The piviot position in UV coordinates to center the rotation animation." ); addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES, "The type of wave animation to perform when wave animation is enabled." ); addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES, "The wave frequency when wave animation is enabled." ); addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES, "The wave amplitude when wave animation is enabled." ); addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES, "The number of frames per second for frame based sequence animations if greater than zero." ); addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES, "The size of each frame in UV units for sequence animations." ); // Texture atlasing addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES, "@internal" ); addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES, "@internal"); addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES, "@internal"); addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES, "@internal"); // For backwards compatibility. // // They point at the new 'map' fields, but reads always return // an empty string and writes only apply if the value is not empty. // addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material), defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES, "For backwards compatibility.\n@see diffuseMap\n" ); addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material), defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES, "For backwards compatibility.\n@see detailMap\n"); addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material), defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES, "For backwards compatibility.\n@see overlayMap\n"); addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material), defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES, "For backwards compatibility.\n@see normalMap\n"); addProtectedField("envTex", TypeImageFilename, Offset(mEnvMapFilename, Material), defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES, "For backwards compatibility.\n@see envMap\n"); addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material), defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES, "For backwards compatibility.\n@see diffuseColor\n"); endArray( "Stages" ); addField( "castShadows", TypeBool, Offset(mCastShadows, Material), "If set to false the lighting system will not cast shadows from this material." ); addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" ); addField("translucent", TypeBool, Offset(mTranslucent, Material), "If true this material is translucent blended." ); addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material), "The type of blend operation to use when the material is translucent." ); addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material), "If enabled and the material is translucent it will write into the depth buffer." ); addField("alphaTest", TypeBool, Offset(mAlphaTest, Material), "Enables alpha test when rendering the material.\n@see alphaRef\n" ); addField("alphaRef", TypeS32, Offset(mAlphaRef, Material), "The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" ); addField("cubemap", TypeRealString, Offset(mCubemapName, Material), "The name of a CubemapData for environment mapping." ); addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material), "Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." ); addGroup( "Behavioral" ); addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ), "Whether to show player footprint decals on this material.\n\n" "@see PlayerData::decalData" ); addField( "showDust", TypeBool, Offset( mShowDust, Material ), "Whether to emit dust particles from a shape moving over the material. This is, for example, used by " "vehicles or players to decide whether to show dust trails." ); addField( "effectColor", TypeColorF, Offset( mEffectColor, Material ), NUM_EFFECT_COLOR_STAGES, "If #showDust is true, this is the set of colors to use for the ParticleData of the dust " "emitter.\n\n" "@see ParticleData::colors" ); addField( "footstepSoundId", TypeS32, Offset( mFootstepSoundId, Material ), "What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n" "\n" "The IDs are:\n\n" "- 0: PlayerData::FootSoftSound\n" "- 1: PlayerData::FootHardSound\n" "- 2: PlayerData::FootMetalSound\n" "- 3: PlayerData::FootSnowSound\n" "- 4: PlayerData::FootShallowSound\n" "- 5: PlayerData::FootWadingSound\n" "- 6: PlayerData::FootUnderwaterSound\n" "- 7: PlayerData::FootBubblesSound\n" "- 8: PlayerData::movingBubblesSound\n" "- 9: PlayerData::waterBreathSound\n" "- 10: PlayerData::impactSoftSound\n" "- 11: PlayerData::impactHardSound\n" "- 12: PlayerData::impactMetalSound\n" "- 13: PlayerData::impactSnowSound\n" "- 14: PlayerData::impactWaterEasy\n" "- 15: PlayerData::impactWaterMedium\n" "- 16: PlayerData::impactWaterHard\n" "- 17: PlayerData::exitingWater\n" ); addField( "customFootstepSound", TypeSFXTrackName, Offset( mFootstepSoundCustom, Material ), "The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is " "useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n" "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." ); addField( "impactSoundId", TypeS32, Offset( mImpactSoundId, Material ), "What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater " "than PlayerData::groundImpactMinSpeed.\n\n" "For a list of IDs, see #footstepSoundId" ); addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ), "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. " "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials " "without having to rely on the PlayerData sound assignment.\n\n" "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." ); //Deactivate these for the moment as they are not used. #if 0 addField( "friction", TypeF32, Offset( mFriction, Material ) ); addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) ); addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) ); #endif endGroup( "Behavioral" ); Parent::initPersistFields(); } bool Material::writeField( StringTableEntry fieldname, const char *value ) { // Never allow the old field names to be written. if ( fieldname == StringTable->insert("baseTex") || fieldname == StringTable->insert("detailTex") || fieldname == StringTable->insert("overlayTex") || fieldname == StringTable->insert("bumpTex") || fieldname == StringTable->insert("envTex") || fieldname == StringTable->insert("colorMultiply") ) return false; return Parent::writeField( fieldname, value ); } bool Material::onAdd() { if (Parent::onAdd() == false) return false; mCubemapData = dynamic_cast(Sim::findObject( mCubemapName ) ); if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 ) { Con::errorf( "Invalid blend op in material: %s", getName() ); mTranslucentBlendOp = LerpAlpha; } SimSet *matSet = MATMGR->getMaterialSet(); if( matSet ) matSet->addObject( (SimObject*)this ); // save the current script path for texture lookup later const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right ); if ( slash != String::NPos ) mPath = scriptFile.substr( 0, slash + 1 ); _mapMaterial(); return true; } void Material::onRemove() { smNormalizeCube = NULL; Parent::onRemove(); } void Material::inspectPostApply() { Parent::inspectPostApply(); // Reload the material instances which // use this material. if ( isProperlyAdded() ) reload(); } bool Material::isLightmapped() const { bool ret = false; for( U32 i=0; igetLastUpdateTime(); F32 dt = MATMGR->getDeltaTime(); if (mLastUpdateTime != lastTime) { for (U32 i = 0; i < MAX_STAGES; i++) { mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt; mRotPos[i] += mRotSpeed[i] * dt; mWavePos[i] += mWaveFreq[i] * dt; } mLastUpdateTime = lastTime; } } void Material::_mapMaterial() { if( String(getName()).isEmpty() ) { Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" ); return; } // If mapTo not defined in script, try to use the base texture name instead if( mMapTo.isEmpty() ) { if ( mDiffuseMapFilename[0].isEmpty() ) return; else { // extract filename from base texture if ( mDiffuseMapFilename[0].isNotEmpty() ) { U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right); if (slashPos == String::NPos) // no '/' character, must be no path, just the filename mMapTo = mDiffuseMapFilename[0]; else // use everything after the last slash mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1); } } } // add mapping MATMGR->mapMaterial(mMapTo,getName()); } BaseMatInstance* Material::createMatInstance() { return new MatInstance(*this); } void Material::flush() { MATMGR->flushInstance( this ); } void Material::reload() { MATMGR->reInitInstance( this ); } void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const { TextureTable::ConstIterator iter = mTextures.begin(); for ( ; iter != mTextures.end(); iter++ ) { if ( iter->value.isValid() ) outFeatures->addFeature( *iter->key ); } } DefineConsoleMethod( Material, flush, void, (),, "Flushes all material instances that use this material." ) { object->flush(); } DefineConsoleMethod( Material, reload, void, (),, "Reloads all material instances that use this material." ) { object->reload(); } DefineConsoleMethod( Material, dumpInstances, void, (),, "Dumps a formatted list of the currently allocated material instances for this material to the console." ) { MATMGR->dumpMaterialInstances( object ); } DefineConsoleMethod( Material, getAnimFlags, const char*, (U32 id), , "" ) { char * animFlags = Con::getReturnBuffer(512); if(object->mAnimFlags[ id ] & Material::Scroll) { if(dStrcmp( animFlags, "" ) == 0) dStrcpy( animFlags, "$Scroll" ); } if(object->mAnimFlags[ id ] & Material::Rotate) { if(dStrcmp( animFlags, "" ) == 0) dStrcpy( animFlags, "$Rotate" ); else dStrcat( animFlags, " | $Rotate"); } if(object->mAnimFlags[ id ] & Material::Wave) { if(dStrcmp( animFlags, "" ) == 0) dStrcpy( animFlags, "$Wave" ); else dStrcat( animFlags, " | $Wave"); } if(object->mAnimFlags[ id ] & Material::Scale) { if(dStrcmp( animFlags, "" ) == 0) dStrcpy( animFlags, "$Scale" ); else dStrcat( animFlags, " | $Scale"); } if(object->mAnimFlags[ id ] & Material::Sequence) { if(dStrcmp( animFlags, "" ) == 0) dStrcpy( animFlags, "$Sequence" ); else dStrcat( animFlags, " | $Sequence"); } return animFlags; } DefineConsoleMethod(Material, getFilename, const char*, (),, "Get filename of material") { SimObject *material = static_cast(object); return material->getFilename(); } DefineConsoleMethod( Material, isAutoGenerated, bool, (),, "Returns true if this Material was automatically generated by MaterialList::mapMaterials()" ) { return object->isAutoGenerated(); } DefineConsoleMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), , "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." ) { object->setAutoGenerated(isAutoGenerated); } // Accumulation bool Material::_setAccuEnabled( void *object, const char *index, const char *data ) { Material* mat = reinterpret_cast< Material* >( object ); if ( index ) { U32 i = dAtoui(index); mat->mAccuEnabled[i] = dAtob(data); AccumulationVolume::refreshVolumes(); } return true; }