materialDefinition.cpp 32 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. #include <console/persistenceManager.h>
  39. IMPLEMENT_CONOBJECT(Material);
  40. ConsoleDocClass(Material,
  41. "@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
  42. "It contains many different types of information for rendering properties. "
  43. "Torque 3D generates shaders from Material definitions. The shaders are compiled "
  44. "at runtime and output into the example/shaders directory. Any errors or warnings "
  45. "generated from compiling the procedurally generated shaders are output to the console "
  46. "as well as the output window in the Visual C IDE.\n\n"
  47. "@tsexample\n"
  48. "singleton Material(DECAL_scorch)\n"
  49. "{\n"
  50. " baseTex[0] = \"./scorch_decal.png\";\n"
  51. " vertColor[ 0 ] = true;\n\n"
  52. " translucent = true;\n"
  53. " translucentBlendOp = None;\n"
  54. " translucentZWrite = true;\n"
  55. " alphaTest = true;\n"
  56. " alphaRef = 84;\n"
  57. "};\n"
  58. "@endtsexample\n\n"
  59. "@see Rendering\n"
  60. "@see ShaderData\n"
  61. "@ingroup GFX\n");
  62. ImplementBitfieldType(MaterialAnimType,
  63. "The type of animation effect to apply to this material.\n"
  64. "@ingroup GFX\n\n")
  65. {
  66. Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n"
  67. },
  68. { Material::Rotate, "Rotate" , "Rotate the material around a point.\n" },
  69. { Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n" },
  70. { Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
  71. { Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
  72. EndImplementBitfieldType;
  73. ImplementEnumType(MaterialBlendOp,
  74. "The type of graphical blending operation to apply to this material\n"
  75. "@ingroup GFX\n\n")
  76. {
  77. Material::None, "None", "Disable blending for this material."
  78. },
  79. { Material::Mul, "Mul", "Multiplicative blending." },
  80. { Material::PreMul, "PreMul", "Premultiplied alpha." },
  81. { Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
  82. { Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
  83. { Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
  84. { Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
  85. EndImplementEnumType;
  86. ImplementEnumType(MaterialWaveType,
  87. "When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
  88. "@ingroup GFX\n")
  89. {
  90. Material::Sin, "Sin", "Warps the material along a curved Sin Wave."
  91. },
  92. { Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
  93. { 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." },
  94. EndImplementEnumType;
  95. bool Material::sAllowTextureTargetAssignment = false;
  96. GFXCubemap* Material::GetNormalizeCube()
  97. {
  98. if (smNormalizeCube)
  99. return smNormalizeCube;
  100. smNormalizeCube = GFX->createCubemap();
  101. smNormalizeCube->initNormalize(64);
  102. return smNormalizeCube;
  103. }
  104. GFXCubemapHandle Material::smNormalizeCube;
  105. Material::Material()
  106. {
  107. for (U32 i = 0; i < MAX_STAGES; i++)
  108. {
  109. mDiffuse[i].set(1.0f, 1.0f, 1.0f, 1.0f);
  110. mDiffuseMapSRGB[i] = true;
  111. mRoughness[i] = 1.0f;
  112. mMetalness[i] = 0.0f;
  113. mIsSRGb[i] = false;
  114. mAOChan[i] = 0;
  115. mInvertRoughness[i] = false;
  116. mRoughnessChan[i] = 1;
  117. mMetalChan[i] = 2;
  118. mAccuEnabled[i] = false;
  119. mAccuScale[i] = 1.0f;
  120. mAccuDirection[i] = 1.0f;
  121. mAccuStrength[i] = 0.6f;
  122. mAccuCoverage[i] = 0.9f;
  123. mAccuSpecular[i] = 16.0f;
  124. mParallaxScale[i] = 0.0f;
  125. mVertLit[i] = false;
  126. mVertColor[i] = false;
  127. mGlow[i] = false;
  128. mReceiveShadows[i] = true;
  129. mIgnoreLighting[i] = false;
  130. mDetailScale[i].set(2.0f, 2.0f);
  131. mDetailNormalMapStrength[i] = 1.0f;
  132. mMinnaertConstant[i] = -1.0f;
  133. mSubSurface[i] = false;
  134. mSubSurfaceColor[i].set(1.0f, 0.2f, 0.2f, 1.0f);
  135. mSubSurfaceRolloff[i] = 0.2f;
  136. mAnimFlags[i] = 0;
  137. mScrollDir[i].set(0.0f, 0.0f);
  138. mScrollSpeed[i] = 0.0f;
  139. mScrollOffset[i].set(0.0f, 0.0f);
  140. mRotSpeed[i] = 0.0f;
  141. mRotPivotOffset[i].set(0.0f, 0.0f);
  142. mRotPos[i] = 0.0f;
  143. mWavePos[i] = 0.0f;
  144. mWaveFreq[i] = 0.0f;
  145. mWaveAmp[i] = 0.0f;
  146. mWaveType[i] = 0;
  147. mSeqFramePerSec[i] = 0.0f;
  148. mSeqSegSize[i] = 0.0f;
  149. // Deferred Shading
  150. mMatInfoFlags[i] = 0.0f;
  151. mGlowMul[i] = 0.0f;
  152. }
  153. dMemset(mCellIndex, 0, sizeof(mCellIndex));
  154. dMemset(mCellLayout, 0, sizeof(mCellLayout));
  155. dMemset(mCellSize, 0, sizeof(mCellSize));
  156. dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
  157. dMemset(mUseAnisotropic, 1, sizeof(mUseAnisotropic));
  158. mImposterLimits = Point4F::Zero;
  159. mDoubleSided = false;
  160. mTranslucent = false;
  161. mTranslucentBlendOp = PreMul;
  162. mTranslucentZWrite = false;
  163. mAlphaTest = false;
  164. mAlphaRef = 1;
  165. mCastShadows = true;
  166. mPlanarReflection = false;
  167. mCubemapData = NULL;
  168. mDynamicCubemap = false;
  169. mLastUpdateTime = 0;
  170. mAutoGenerated = false;
  171. mShowDust = false;
  172. mShowFootprints = true;
  173. dMemset(mEffectColor, 0, sizeof(mEffectColor));
  174. mEffectColor[0] = LinearColorF::WHITE;
  175. mEffectColor[1] = LinearColorF::WHITE;
  176. mFootstepSoundId = -1; mImpactSoundId = -1;
  177. mImpactFXIndex = -1;
  178. INIT_ASSET(CustomFootstepSound);
  179. INIT_ASSET(CustomImpactSound);
  180. mFriction = 0.0;
  181. mDirectSoundOcclusion = 1.f;
  182. mReverbSoundOcclusion = 1.0;
  183. }
  184. void Material::onImageAssetChanged()
  185. {
  186. flush();
  187. reload();
  188. }
  189. void Material::initPersistFields()
  190. {
  191. docsURL;
  192. addField("mapTo", TypeRealString, Offset(mMapTo, Material),
  193. "Used to map this material to the material name used by TSShape.");
  194. addArray("Stages", MAX_STAGES);
  195. addGroup("Basic Texture Maps");
  196. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(DiffuseMap, MAX_STAGES, Material, "Albedo");
  197. addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
  198. "This color is multiplied against the diffuse texture color. If no diffuse texture "
  199. "is present this is the material color.");
  200. addField("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
  201. "Enable sRGB for the diffuse color texture map.");
  202. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(NormalMap, MAX_STAGES, Material, "NormalMap");
  203. endGroup("Basic Texture Maps");
  204. addGroup("Light Influence Maps");
  205. addField("roughness", TypeF32, Offset(mRoughness, Material), MAX_STAGES,
  206. "The degree of roughness when not using a ORMConfigMap.");
  207. addField("metalness", TypeF32, Offset(mMetalness, Material), MAX_STAGES,
  208. "The degree of Metalness when not using a ORMConfigMap.");
  209. addField("invertRoughness", TypeBool, Offset(mInvertRoughness, Material), MAX_STAGES,
  210. "Treat Roughness as Roughness");
  211. addField("AOChan", TypeF32, Offset(mAOChan, Material), MAX_STAGES,
  212. "The input channel AO maps use.");
  213. addField("roughnessChan", TypeF32, Offset(mRoughnessChan, Material), MAX_STAGES,
  214. "The input channel roughness maps use.");
  215. addField("metalChan", TypeF32, Offset(mMetalChan, Material), MAX_STAGES,
  216. "The input channel metalness maps use.");
  217. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(ORMConfigMap, MAX_STAGES, Material, "AO|Roughness|metalness map");
  218. addField("isSRGb", TypeBool, Offset(mIsSRGb, Material), MAX_STAGES,
  219. "Substance Designer Workaround.");
  220. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(AOMap, MAX_STAGES, Material, "AOMap");
  221. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(RoughMap, MAX_STAGES, Material, "RoughMap (also needs MetalMap)");
  222. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(MetalMap, MAX_STAGES, Material, "MetalMap (also needs RoughMap)");
  223. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(GlowMap, MAX_STAGES, Material, "GlowMap (needs Albedo)");
  224. addField("glowMul", TypeF32, Offset(mGlowMul, Material), MAX_STAGES,
  225. "glow mask multiplier");
  226. endGroup("Light Influence Maps");
  227. addGroup("Advanced Texture Maps");
  228. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(DetailMap, MAX_STAGES, Material, "DetailMap");
  229. addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
  230. "The scale factor for the detail map.");
  231. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(DetailNormalMap, MAX_STAGES, Material, "DetailNormalMap");
  232. addField("detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
  233. "Used to scale the strength of the detail normal map when blended with the base normal map.");
  234. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(OverlayMap, MAX_STAGES, Material, "Overlay");
  235. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(LightMap, MAX_STAGES, Material, "LightMap");
  236. INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(ToneMap, MAX_STAGES, Material, "ToneMap");
  237. endGroup("Advanced Texture Maps");
  238. addGroup("Accumulation Properties");
  239. addProtectedField("accuEnabled", TYPEID< bool >(), Offset(mAccuEnabled, Material),
  240. &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture.");
  241. addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
  242. "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
  243. addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
  244. "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
  245. addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
  246. "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
  247. addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
  248. "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.");
  249. addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
  250. "Changes specularity to this value where the accumulated material is present.");
  251. endGroup("Accumulation Properties");
  252. addGroup("Lighting Properties");
  253. addField("receiveShadows", TypeBool, Offset(mReceiveShadows, Material), MAX_STAGES,
  254. "Shadows being cast onto the material.");
  255. addField("ignoreLighting", TypeBool, Offset(mIgnoreLighting, Material), MAX_STAGES,
  256. "Enables emissive lighting for the material.");
  257. addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
  258. "Enables rendering as glowing.");
  259. addField("parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
  260. "Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
  261. "this value is less than 0.4 else the effect breaks down.");
  262. addField("useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
  263. "Use anisotropic filtering for the textures of this stage.");
  264. addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
  265. "If true the vertex color is used for lighting.");
  266. addField("vertColor", TypeBool, Offset(mVertColor, Material), MAX_STAGES,
  267. "If enabled, vertex colors are premultiplied with diffuse colors.");
  268. addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
  269. "Enables the subsurface scattering approximation.");
  270. addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
  271. "The Minnaert shading constant value. Must be greater than 0 to enable the effect.");
  272. addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
  273. "The color used for the subsurface scattering approximation.");
  274. addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
  275. "The 0 to 1 rolloff factor used in the subsurface scattering approximation.");
  276. endGroup("Lighting Properties");
  277. addGroup("Animation Properties");
  278. addField("animFlags", TypeMaterialAnimType, Offset(mAnimFlags, Material), MAX_STAGES,
  279. "The types of animation to play on this material.");
  280. addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
  281. "The scroll direction in UV space when scroll animation is enabled.");
  282. addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
  283. "The speed to scroll the texture in UVs per second when scroll animation is enabled.");
  284. addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
  285. "The speed to rotate the texture in degrees per second when rotation animation is enabled.");
  286. addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
  287. "The piviot position in UV coordinates to center the rotation animation.");
  288. addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
  289. "The type of wave animation to perform when wave animation is enabled.");
  290. addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
  291. "The wave frequency when wave animation is enabled.");
  292. addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
  293. "The wave amplitude when wave animation is enabled.");
  294. addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
  295. "The number of frames per second for frame based sequence animations if greater than zero.");
  296. addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
  297. "The size of each frame in UV units for sequence animations.");
  298. // Texture atlasing
  299. addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
  300. "@internal");
  301. addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
  302. "@internal");
  303. addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
  304. "@internal");
  305. addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
  306. "@internal");
  307. endGroup("Animation Properties");
  308. endArray("Stages");
  309. addGroup("Advanced Properties (All Layers)");
  310. addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
  311. "Disables backface culling casing surfaces to be double sided. "
  312. "Note that the lighting on the backside will be a mirror of the front "
  313. "side of the surface.");
  314. addField("castShadows", TypeBool, Offset(mCastShadows, Material),
  315. "If set to false the lighting system will not cast shadows from this material.");
  316. addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal");
  317. addField("translucent", TypeBool, Offset(mTranslucent, Material),
  318. "If true this material is translucent blended.");
  319. addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
  320. "The type of blend operation to use when the material is translucent.");
  321. addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
  322. "If enabled and the material is translucent it will write into the depth buffer.");
  323. addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
  324. "Enables alpha test when rendering the material.\n@see alphaRef\n");
  325. addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
  326. "The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n");
  327. addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
  328. "The name of a CubemapData for environment mapping.");
  329. addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
  330. "Enables the material to use the dynamic cubemap from the ShapeBase object its applied to.");
  331. endGroup("Advanced Properties (All Layers)");
  332. addGroup("Behavioral (All Layers)");
  333. addField("showFootprints", TypeBool, Offset(mShowFootprints, Material),
  334. "Whether to show player footprint decals on this material.\n\n"
  335. "@see PlayerData::decalData");
  336. addField("showDust", TypeBool, Offset(mShowDust, Material),
  337. "Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
  338. "vehicles or players to decide whether to show dust trails.");
  339. addField("effectColor", TypeColorF, Offset(mEffectColor, Material), NUM_EFFECT_COLOR_STAGES,
  340. "If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
  341. "emitter.\n\n"
  342. "@see ParticleData::colors");
  343. addField("footstepSoundId", TypeS32, Offset(mFootstepSoundId, Material),
  344. "What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
  345. "\n"
  346. "The IDs are:\n\n"
  347. "- 0: PlayerData::FootSoftSound\n"
  348. "- 1: PlayerData::FootHardSound\n"
  349. "- 2: PlayerData::FootMetalSound\n"
  350. "- 3: PlayerData::FootSnowSound\n"
  351. "- 4: PlayerData::FootShallowSound\n"
  352. "- 5: PlayerData::FootWadingSound\n"
  353. "- 6: PlayerData::FootUnderwaterSound\n"
  354. "- 7: PlayerData::FootBubblesSound\n"
  355. "- 8: PlayerData::movingBubblesSound\n"
  356. "- 9: PlayerData::waterBreathSound\n"
  357. "- 10: PlayerData::impactSoftSound\n"
  358. "- 11: PlayerData::impactHardSound\n"
  359. "- 12: PlayerData::impactMetalSound\n"
  360. "- 13: PlayerData::impactSnowSound\n"
  361. "- 14: PlayerData::impactWaterEasy\n"
  362. "- 15: PlayerData::impactWaterMedium\n"
  363. "- 16: PlayerData::impactWaterHard\n"
  364. "- 17: PlayerData::exitingWater\n");
  365. INITPERSISTFIELD_SOUNDASSET(CustomFootstepSound, Material,
  366. "The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
  367. "useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
  368. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too.");
  369. addField("impactSoundId", TypeS32, Offset(mImpactSoundId, Material),
  370. "What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  371. "than PlayerData::groundImpactMinSpeed.\n\n"
  372. "For a list of IDs, see #footstepSoundId");
  373. addField("ImpactFXIndex", TypeS32, Offset(mImpactFXIndex, Material),
  374. "What FX to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  375. "than PlayerData::groundImpactMinSpeed.\n\n"
  376. "For a list of IDs, see #impactFXId");
  377. INITPERSISTFIELD_SOUNDASSET(CustomImpactSound, Material,
  378. "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
  379. "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
  380. "without having to rely on the PlayerData sound assignment.\n\n"
  381. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too.");
  382. //Deactivate these for the moment as they are not used.
  383. #if 0
  384. addField("friction", TypeF32, Offset(mFriction, Material));
  385. addField("directSoundOcclusion", TypeF32, Offset(mDirectSoundOcclusion, Material));
  386. addField("reverbSoundOcclusion", TypeF32, Offset(mReverbSoundOcclusion, Material));
  387. #endif
  388. endGroup("Behavioral (All Layers)");
  389. // For backwards compatibility.
  390. //
  391. // They point at the new 'map' fields, but reads always return
  392. // an empty string and writes only apply if the value is not empty.
  393. //
  394. addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
  395. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  396. "For backwards compatibility.\n@see diffuseColor\n", 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. fieldname == StringTable->insert("internalName"))
  409. return false;
  410. return Parent::writeField(fieldname, value);
  411. }
  412. bool Material::onAdd()
  413. {
  414. if (Parent::onAdd() == false)
  415. return false;
  416. mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject(mCubemapName));
  417. if (mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0)
  418. {
  419. Con::errorf("Invalid blend op in material: %s", getName());
  420. mTranslucentBlendOp = PreMul;
  421. }
  422. SimSet* matSet = MATMGR->getMaterialSet();
  423. if (matSet)
  424. matSet->addObject((SimObject*)this);
  425. // save the current script path for texture lookup later
  426. const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.tscript
  427. String::SizeType slash = scriptFile.find('/', scriptFile.length(), String::Right);
  428. if (slash != String::NPos)
  429. mPath = scriptFile.substr(0, slash + 1);
  430. //convert any non-assets we have
  431. /*for (U32 i = 0; i < MAX_STAGES; i++)
  432. {
  433. AUTOCONVERT_IMAGEASSET_ARRAY(DiffuseMap, i);
  434. AUTOCONVERT_IMAGEASSET_ARRAY(OverlayMap, i);
  435. AUTOCONVERT_IMAGEASSET_ARRAY(LightMap, i);
  436. AUTOCONVERT_IMAGEASSET_ARRAY(ToneMap, i);
  437. AUTOCONVERT_IMAGEASSET_ARRAY(DetailMap, i);
  438. AUTOCONVERT_IMAGEASSET_ARRAY(ORMConfigMap, i);
  439. AUTOCONVERT_IMAGEASSET_ARRAY(AOMap, i);
  440. AUTOCONVERT_IMAGEASSET_ARRAY(RoughMap, i);
  441. AUTOCONVERT_IMAGEASSET_ARRAY(MetalMap, i);
  442. AUTOCONVERT_IMAGEASSET_ARRAY(GlowMap, i);
  443. AUTOCONVERT_IMAGEASSET_ARRAY(DetailNormalMap, i);
  444. }
  445. //bind any assets we have
  446. for (U32 i = 0; i < MAX_STAGES; i++)
  447. {
  448. LOAD_IMAGEASSET_ARRAY(DiffuseMap, i);
  449. LOAD_IMAGEASSET_ARRAY(OverlayMap, i);
  450. LOAD_IMAGEASSET_ARRAY(LightMap, i);
  451. LOAD_IMAGEASSET_ARRAY(ToneMap, i);
  452. LOAD_IMAGEASSET_ARRAY(DetailMap, i);
  453. LOAD_IMAGEASSET_ARRAY(ORMConfigMap, i);
  454. LOAD_IMAGEASSET_ARRAY(AOMap, i);
  455. LOAD_IMAGEASSET_ARRAY(RoughMap, i);
  456. LOAD_IMAGEASSET_ARRAY(MetalMap, i);
  457. LOAD_IMAGEASSET_ARRAY(GlowMap, i);
  458. LOAD_IMAGEASSET_ARRAY(DetailNormalMap, i);
  459. }*/
  460. inspectPostApply();
  461. _mapMaterial();
  462. return true;
  463. }
  464. void Material::onRemove()
  465. {
  466. smNormalizeCube = NULL;
  467. Parent::onRemove();
  468. }
  469. void Material::inspectPostApply()
  470. {
  471. Parent::inspectPostApply();
  472. // Reload the material instances which
  473. // use this material.
  474. if (isProperlyAdded())
  475. reload();
  476. }
  477. bool Material::isLightmapped() const
  478. {
  479. bool ret = false;
  480. for (U32 i = 0; i < MAX_STAGES; i++)
  481. ret |= mLightMapAsset[i].notNull() || mToneMapAsset[i].notNull() || mVertLit[i];
  482. return ret;
  483. }
  484. void Material::updateTimeBasedParams()
  485. {
  486. U32 lastTime = MATMGR->getLastUpdateTime();
  487. F32 dt = MATMGR->getDeltaTime();
  488. if (mLastUpdateTime != lastTime)
  489. {
  490. for (U32 i = 0; i < MAX_STAGES; i++)
  491. {
  492. mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
  493. mScrollOffset[i].x = mWrapF(mScrollOffset[i].x, 0.0, 1.0);
  494. mScrollOffset[i].y = mWrapF(mScrollOffset[i].y, 0.0, 1.0);
  495. mRotPos[i] = mWrapF((mRotPos[i] + (mRotSpeed[i] * dt)), 0.0, 360.0);
  496. mWavePos[i] = mWrapF((mWavePos[i] + (mWaveFreq[i] * dt)), 0.0, 1.0);
  497. }
  498. mLastUpdateTime = lastTime;
  499. }
  500. }
  501. void Material::_mapMaterial()
  502. {
  503. if (String(getName()).isEmpty())
  504. {
  505. Con::warnf("[Material::mapMaterial] - Cannot map unnamed Material");
  506. return;
  507. }
  508. // If mapTo not defined in script, try to use the base texture name instead
  509. if (mMapTo.isEmpty())
  510. {
  511. if (mDiffuseMapAsset->isNull())
  512. return;
  513. else if (mDiffuseMapAsset->notNull())
  514. {
  515. mMapTo = mDiffuseMapAsset[0]->getImageFile();
  516. }
  517. }
  518. // add mapping
  519. MATMGR->mapMaterial(mMapTo, getName());
  520. }
  521. BaseMatInstance* Material::createMatInstance()
  522. {
  523. return new MatInstance(*this);
  524. }
  525. void Material::flush()
  526. {
  527. MATMGR->flushInstance(this);
  528. }
  529. void Material::reload()
  530. {
  531. MATMGR->reInitInstance(this);
  532. }
  533. void Material::StageData::getFeatureSet(FeatureSet* outFeatures) const
  534. {
  535. TextureTable::ConstIterator iter = mTextures.begin();
  536. for (; iter != mTextures.end(); iter++)
  537. {
  538. if (iter->value.isValid())
  539. outFeatures->addFeature(*iter->key);
  540. }
  541. }
  542. DefineEngineMethod(Material, flush, void, (), ,
  543. "Flushes all material instances that use this material.")
  544. {
  545. object->flush();
  546. }
  547. DefineEngineMethod(Material, reload, void, (), ,
  548. "Reloads all material instances that use this material.")
  549. {
  550. object->reload();
  551. }
  552. DefineEngineMethod(Material, dumpInstances, void, (), ,
  553. "Dumps a formatted list of the currently allocated material instances for this material to the console.")
  554. {
  555. MATMGR->dumpMaterialInstances(object);
  556. }
  557. DefineEngineMethod(Material, getMaterialInstances, void, (GuiTreeViewCtrl* matTree), (nullAsType< GuiTreeViewCtrl*>()),
  558. "Dumps a formatted list of the currently allocated material instances for this material to the console.")
  559. {
  560. MATMGR->getMaterialInstances(object, matTree);
  561. }
  562. DefineEngineMethod(Material, getAnimFlags, const char*, (U32 id), , "")
  563. {
  564. char* animFlags = Con::getReturnBuffer(512);
  565. if (object->mAnimFlags[id] & Material::Scroll)
  566. {
  567. if (String::compare(animFlags, "") == 0)
  568. dStrcpy(animFlags, "$Scroll", 512);
  569. }
  570. if (object->mAnimFlags[id] & Material::Rotate)
  571. {
  572. if (String::compare(animFlags, "") == 0)
  573. dStrcpy(animFlags, "$Rotate", 512);
  574. else
  575. dStrcat(animFlags, " | $Rotate", 512);
  576. }
  577. if (object->mAnimFlags[id] & Material::Wave)
  578. {
  579. if (String::compare(animFlags, "") == 0)
  580. dStrcpy(animFlags, "$Wave", 512);
  581. else
  582. dStrcat(animFlags, " | $Wave", 512);
  583. }
  584. if (object->mAnimFlags[id] & Material::Scale)
  585. {
  586. if (String::compare(animFlags, "") == 0)
  587. dStrcpy(animFlags, "$Scale", 512);
  588. else
  589. dStrcat(animFlags, " | $Scale", 512);
  590. }
  591. if (object->mAnimFlags[id] & Material::Sequence)
  592. {
  593. if (String::compare(animFlags, "") == 0)
  594. dStrcpy(animFlags, "$Sequence", 512);
  595. else
  596. dStrcat(animFlags, " | $Sequence", 512);
  597. }
  598. return animFlags;
  599. }
  600. DefineEngineMethod(Material, setAnimFlags, void, (S32 id, const char *flags), (0, ""), "setAnimFlags")
  601. {
  602. object->mAnimFlags[id] = 0;
  603. if (String(flags).find("$Scroll") != String::NPos)
  604. object->mAnimFlags[id] |= Material::Scroll;
  605. if (String(flags).find("$Rotate") != String::NPos)
  606. object->mAnimFlags[id] |= Material::Rotate;
  607. if (String(flags).find("$Wave") != String::NPos)
  608. object->mAnimFlags[id] |= Material::Wave;
  609. if (String(flags).find("$Scale") != String::NPos)
  610. object->mAnimFlags[id] |= Material::Scale;
  611. if (String(flags).find("$Sequence") != String::NPos)
  612. object->mAnimFlags[id] |= Material::Sequence;
  613. //if we're still unset, see if they tried assigning a number
  614. if (object->mAnimFlags[id] == 0)
  615. object->mAnimFlags[id] = dAtoi(flags);
  616. //if we're *still* unset, make sure we've cleared all cases
  617. if (object->mAnimFlags[id] == 0)
  618. {
  619. object->mScrollOffset[id].set(0.0f, 0.0f);
  620. object->mRotPos[id] = 0.0f;
  621. object->mWavePos[id] = 0.0f;
  622. }
  623. }
  624. DefineEngineMethod(Material, getFilename, const char*, (), , "Get filename of material")
  625. {
  626. SimObject* material = static_cast<SimObject*>(object);
  627. return material->getFilename();
  628. }
  629. DefineEngineMethod(Material, isAutoGenerated, bool, (), ,
  630. "Returns true if this Material was automatically generated by MaterialList::mapMaterials()")
  631. {
  632. return object->isAutoGenerated();
  633. }
  634. DefineEngineMethod(Material, setAutoGenerated, void, (bool isAutoGenerated), ,
  635. "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated.")
  636. {
  637. object->setAutoGenerated(isAutoGenerated);
  638. }
  639. DefineEngineMethod(Material, getAutogeneratedFile, const char*, (), , "Get filename of autogenerated shader file")
  640. {
  641. SimObject* material = static_cast<SimObject*>(object);
  642. return material->getFilename();
  643. }
  644. // Accumulation
  645. bool Material::_setAccuEnabled(void* object, const char* index, const char* data)
  646. {
  647. Material* mat = reinterpret_cast<Material*>(object);
  648. if (index)
  649. {
  650. U32 i = dAtoui(index);
  651. mat->mAccuEnabled[i] = dAtob(data);
  652. AccumulationVolume::refreshVolumes();
  653. }
  654. return true;
  655. }
  656. //declare general get<entry>, get<entry>Asset and set<entry> methods
  657. //signatures are:
  658. //using DiffuseMap as an example
  659. //material.getDiffuseMap(%layer); //returns the raw file referenced
  660. //material.getDiffuseMapAsset(%layer); //returns the asset id
  661. //material.setDiffuseMap(%texture, %layer); //tries to set the asset and failing that attempts a flat file reference
  662. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, DiffuseMap, Material::Constants::MAX_STAGES)
  663. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, NormalMap, Material::Constants::MAX_STAGES)
  664. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, DetailNormalMap, Material::Constants::MAX_STAGES)
  665. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, OverlayMap, Material::Constants::MAX_STAGES)
  666. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, LightMap, Material::Constants::MAX_STAGES)
  667. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, ToneMap, Material::Constants::MAX_STAGES)
  668. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, DetailMap, Material::Constants::MAX_STAGES)
  669. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, ORMConfigMap, Material::Constants::MAX_STAGES)
  670. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, RoughMap, Material::Constants::MAX_STAGES)
  671. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, AOMap, Material::Constants::MAX_STAGES)
  672. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, MetalMap, Material::Constants::MAX_STAGES)
  673. DEF_IMAGEASSET_ARRAY_BINDS_REFACTOR(Material, GlowMap, Material::Constants::MAX_STAGES)