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- //-----------------------------------------------------------------------------
- // 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 "terrain/terrMaterial.h"
- #include "console/consoleTypes.h"
- #include "gfx/gfxTextureManager.h"
- #include "gfx/bitmap/gBitmap.h"
- IMPLEMENT_CONOBJECT( TerrainMaterial );
- ConsoleDocClass( TerrainMaterial,
- "@brief The TerrainMaterial class orginizes the material settings "
- "for a single terrain material layer.\n\n"
- "@note You should not be creating TerrainMaterials by hand in code. "
- "All TerrainMaterials should be created in the editors, as intended "
- "by the system.\n\n"
- "@tsexample\n"
- "// Created by the Terrain Painter tool in the World Editor\n"
- "new TerrainMaterial()\n"
- "{\n"
- " internalName = \"grass1\";\n"
- " diffuseMap = \"art/terrains/Test/grass1\";\n"
- " detailMap = \"art/terrains/Test/grass1_d\";\n"
- " detailSize = \"10\";\n"
- " isManaged = \"1\";\n"
- " detailBrightness = \"1\";\n"
- " Enabled = \"1\";\n"
- " diffuseSize = \"200\";\n"
- "};\n"
- "@endtsexample\n\n"
- "@see Materials\n"
- "@ingroup enviroMisc\n");
- TerrainMaterial::TerrainMaterial()
- : mSideProjection( false ),
- mDiffuseSize( 500.0f ),
- mDetailSize( 5.0f ),
- mDetailStrength( 1.0f ),
- mDetailDistance( 50.0f ),
- mMacroSize( 200.0f ),
- mMacroStrength( 0.7f ),
- mMacroDistance( 500.0f ),
- mParallaxScale( 0.0f )
- {
- }
- TerrainMaterial::~TerrainMaterial()
- {
- }
- void TerrainMaterial::initPersistFields()
- {
- addField( "diffuseMap", TypeStringFilename, Offset( mDiffuseMap, TerrainMaterial ), "Base texture for the material" );
- addField( "diffuseSize", TypeF32, Offset( mDiffuseSize, TerrainMaterial ), "Used to scale the diffuse map to the material square" );
- addField( "normalMap", TypeStringFilename, Offset( mNormalMap, TerrainMaterial ), "Bump map for the material" );
-
- addField( "detailMap", TypeStringFilename, Offset( mDetailMap, TerrainMaterial ), "Detail map for the material" );
- addField( "detailSize", TypeF32, Offset( mDetailSize, TerrainMaterial ), "Used to scale the detail map to the material square" );
- addField( "detailStrength", TypeF32, Offset( mDetailStrength, TerrainMaterial ), "Exponentially sharpens or lightens the detail map rendering on the material" );
- addField( "detailDistance", TypeF32, Offset( mDetailDistance, TerrainMaterial ), "Changes how far camera can see the detail map rendering on the material" );
- addField( "useSideProjection", TypeBool, Offset( mSideProjection, TerrainMaterial ),"Makes that terrain material project along the sides of steep "
- "slopes instead of projected downwards");
- //Macro maps additions
- addField( "macroMap", TypeStringFilename, Offset( mMacroMap, TerrainMaterial ), "Macro map for the material" );
- addField( "macroSize", TypeF32, Offset( mMacroSize, TerrainMaterial ), "Used to scale the Macro map to the material square" );
- addField( "macroStrength", TypeF32, Offset( mMacroStrength, TerrainMaterial ), "Exponentially sharpens or lightens the Macro map rendering on the material" );
- addField( "macroDistance", TypeF32, Offset( mMacroDistance, TerrainMaterial ), "Changes how far camera can see the Macro map rendering on the material" );
- addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
- "occlusion effect (aka parallax) to the terrain material" );
- Parent::initPersistFields();
- // Gotta call this at least once or it won't get created!
- Sim::getTerrainMaterialSet();
- }
- bool TerrainMaterial::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- SimSet *set = Sim::getTerrainMaterialSet();
- // Make sure we have an internal name set.
- if ( !mInternalName || !mInternalName[0] )
- Con::warnf( "TerrainMaterial::onAdd() - No internal name set!" );
- else
- {
- SimObject *object = set->findObjectByInternalName( mInternalName );
- if ( object )
- Con::warnf( "TerrainMaterial::onAdd() - Internal name collision; '%s' already exists!", mInternalName );
- }
- set->addObject( this );
- return true;
- }
- TerrainMaterial* TerrainMaterial::getWarningMaterial()
- {
- return findOrCreate( NULL );
- }
- TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
- {
- SimSet *set = Sim::getTerrainMaterialSet();
-
- if ( !nameOrPath || !nameOrPath[0] )
- nameOrPath = "warning_material";
- // See if we can just find it.
- TerrainMaterial *mat = dynamic_cast<TerrainMaterial*>( set->findObjectByInternalName( StringTable->insert( nameOrPath ) ) );
- if ( mat )
- return mat;
- // We didn't find it... so see if its a path to a
- // file. If it is lets assume its the texture.
- if ( GBitmap::sFindFiles( nameOrPath, NULL ) )
- {
- mat = new TerrainMaterial();
- mat->setInternalName( nameOrPath );
- mat->mDiffuseMap = nameOrPath;
- mat->registerObject();
- Sim::getRootGroup()->addObject( mat );
- return mat;
- }
- // Ok... return a debug material then.
- mat = dynamic_cast<TerrainMaterial*>( set->findObjectByInternalName( StringTable->insert( "warning_material" ) ) );
- if ( !mat )
- {
- // This shouldn't happen.... the warning_texture should
- // have already been defined in script, but we put this
- // fallback here just in case it gets "lost".
- mat = new TerrainMaterial();
- mat->setInternalName( "warning_material" );
- mat->mDiffuseMap = GFXTextureManager::getWarningTexturePath();
- mat->mDiffuseSize = 500;
- mat->mDetailMap = GFXTextureManager::getWarningTexturePath();
- mat->mDetailSize = 5;
- mat->mMacroMap = GFXTextureManager::getWarningTexturePath();
- mat->mMacroSize = 200;
- mat->registerObject();
-
- Sim::getRootGroup()->addObject( mat );
- }
- return mat;
- }
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