materialDefinition.h 13 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. #ifndef _MATERIALDEFINITION_H_
  23. #define _MATERIALDEFINITION_H_
  24. #ifndef _BASEMATERIALDEFINITION_H_
  25. #include "materials/baseMaterialDefinition.h"
  26. #endif
  27. #ifndef _TDICTIONARY_H_
  28. #include "core/util/tDictionary.h"
  29. #endif
  30. #ifndef _GFXTEXTUREHANDLE_H_
  31. #include "gfx/gfxTextureHandle.h"
  32. #endif
  33. #ifndef _GFXSTRUCTS_H_
  34. #include "gfx/gfxStructs.h"
  35. #endif
  36. #ifndef _GFXCUBEMAP_H_
  37. #include "gfx/gfxCubemap.h"
  38. #endif
  39. #ifndef _DYNAMIC_CONSOLETYPES_H_
  40. #include "console/dynamicTypes.h"
  41. #endif
  42. #ifndef CUSTOMSHADERFEATURE_H
  43. #include "shaderGen/customShaderFeature.h"
  44. #endif
  45. #ifndef IMAGE_ASSET_H
  46. #include "T3D/assets/ImageAsset.h"
  47. #endif
  48. #ifndef _ASSET_PTR_H_
  49. #include "assets/assetPtr.h"
  50. #endif
  51. class CubemapData;
  52. class SFXTrack;
  53. struct SceneData;
  54. class FeatureSet;
  55. class FeatureType;
  56. class MaterialSoundProfile;
  57. class MaterialPhysicsProfile;
  58. class CustomShaderFeatureData;
  59. /// The basic material definition.
  60. class Material : public BaseMaterialDefinition
  61. {
  62. typedef BaseMaterialDefinition Parent;
  63. public:
  64. static GFXCubemap *GetNormalizeCube();
  65. //-----------------------------------------------------------------------
  66. // Enums
  67. //-----------------------------------------------------------------------
  68. enum Constants
  69. {
  70. MAX_TEX_PER_PASS = 8, ///< Number of textures per pass
  71. MAX_STAGES = 4,
  72. NUM_EFFECT_COLOR_STAGES = 2, ///< Number of effect color definitions for transitioning effects.
  73. };
  74. enum TexType
  75. {
  76. NoTexture = 0,
  77. Standard = 1,
  78. Detail,
  79. Bump,
  80. DetailBump,
  81. Env,
  82. Cube,
  83. SGCube, // scene graph cube - probably dynamic
  84. Lightmap,
  85. ToneMapTex,
  86. Mask,
  87. BackBuff,
  88. ReflectBuff,
  89. Misc,
  90. DynamicLight,
  91. DynamicLightMask,
  92. NormalizeCube,
  93. TexTarget,
  94. AccuMap,
  95. };
  96. enum BlendOp
  97. {
  98. None = 0,
  99. Mul,
  100. PreMul,
  101. Add,
  102. AddAlpha, // add modulated with alpha channel
  103. Sub,
  104. LerpAlpha, // linear interpolation modulated with alpha channel
  105. ToneMap,
  106. NumBlendTypes
  107. };
  108. enum AnimType
  109. {
  110. Scroll = 1,
  111. Rotate = 2,
  112. Wave = 4,
  113. Scale = 8,
  114. Sequence = 16,
  115. };
  116. enum WaveType
  117. {
  118. Sin = 0,
  119. Triangle,
  120. Square,
  121. };
  122. class StageData
  123. {
  124. protected:
  125. ///
  126. typedef HashTable<const FeatureType*,GFXTexHandle> TextureTable;
  127. /// The sparse table of textures by feature index.
  128. /// @see getTex
  129. /// @see setTex
  130. TextureTable mTextures;
  131. /// The cubemap for this stage.
  132. GFXCubemap *mCubemap;
  133. public:
  134. StageData()
  135. : mCubemap( NULL )
  136. {
  137. }
  138. /// Returns the texture object or NULL if there is no
  139. /// texture entry for that feature type in the table.
  140. inline GFXTextureObject* getTex( const FeatureType &type ) const
  141. {
  142. TextureTable::ConstIterator iter = mTextures.find( &type );
  143. if ( iter == mTextures.end() )
  144. return NULL;
  145. return iter->value.getPointer();
  146. }
  147. /// Assigns a texture object by feature type.
  148. inline void setTex( const FeatureType &type, GFXTextureObject *tex )
  149. {
  150. if ( !tex )
  151. {
  152. TextureTable::Iterator iter = mTextures.find( &type );
  153. if ( iter != mTextures.end() )
  154. mTextures.erase( iter );
  155. return;
  156. }
  157. TextureTable::Iterator iter = mTextures.findOrInsert( &type );
  158. iter->value = tex;
  159. }
  160. /// Returns true if we have a valid texture assigned to
  161. /// any feature in the texture table.
  162. inline bool hasValidTex() const
  163. {
  164. TextureTable::ConstIterator iter = mTextures.begin();
  165. for (; iter != mTextures.end(); ++iter)
  166. {
  167. if ( iter->value.isValid() )
  168. return true;
  169. }
  170. return false;
  171. }
  172. /// Returns the active texture features.
  173. void getFeatureSet( FeatureSet *outFeatures ) const;
  174. /// Returns the stage cubemap.
  175. GFXCubemap* getCubemap() const { return mCubemap; }
  176. /// Set the stage cubemap.
  177. void setCubemap( GFXCubemap *cubemap ) { mCubemap = cubemap; }
  178. };
  179. public:
  180. //-----------------------------------------------------------------------
  181. // Data
  182. //-----------------------------------------------------------------------
  183. DECLARE_TEXTUREARRAY(DiffuseMap, MAX_STAGES);
  184. bool mDiffuseMapSRGB[MAX_STAGES]; // SRGB diffuse
  185. DECLARE_TEXTUREARRAY(OverlayMap, MAX_STAGES);
  186. DECLARE_TEXTUREARRAY(LightMap, MAX_STAGES);;
  187. DECLARE_TEXTUREARRAY(ToneMap, MAX_STAGES);
  188. DECLARE_TEXTUREARRAY(DetailMap, MAX_STAGES);;
  189. DECLARE_TEXTUREARRAY(NormalMap, MAX_STAGES);
  190. DECLARE_TEXTUREARRAY(PBRConfigMap, MAX_STAGES);
  191. bool mIsSRGb[MAX_STAGES];
  192. DECLARE_TEXTUREARRAY(RoughMap, MAX_STAGES);
  193. bool mInvertSmoothness[MAX_STAGES];
  194. F32 mSmoothnessChan[MAX_STAGES];
  195. DECLARE_TEXTUREARRAY(AOMap, MAX_STAGES);
  196. F32 mAOChan[MAX_STAGES];
  197. DECLARE_TEXTUREARRAY(MetalMap, MAX_STAGES);
  198. F32 mMetalChan[MAX_STAGES];
  199. DECLARE_TEXTUREARRAY(GlowMap, MAX_STAGES);
  200. F32 mGlowMul[MAX_STAGES];
  201. /// A second normal map which repeats at the detail map
  202. /// scale and blended with the base normal map.
  203. DECLARE_TEXTUREARRAY(DetailNormalMap, MAX_STAGES);
  204. /// The strength scalar for the detail normal map.
  205. F32 mDetailNormalMapStrength[MAX_STAGES];
  206. bool mAccuEnabled[MAX_STAGES];
  207. F32 mAccuScale[MAX_STAGES];
  208. F32 mAccuDirection[MAX_STAGES];
  209. F32 mAccuStrength[MAX_STAGES];
  210. F32 mAccuCoverage[MAX_STAGES];
  211. F32 mAccuSpecular[MAX_STAGES];
  212. /// This color is the diffuse color of the material
  213. /// or if it has a texture it is multiplied against
  214. /// the diffuse texture color.
  215. LinearColorF mDiffuse[MAX_STAGES];
  216. F32 mSmoothness[MAX_STAGES];
  217. F32 mMetalness[MAX_STAGES];
  218. bool mVertLit[MAX_STAGES];
  219. /// If true for a stage, vertex colors are multiplied
  220. /// against diffuse colors.
  221. bool mVertColor[ MAX_STAGES ];
  222. F32 mParallaxScale[MAX_STAGES];
  223. F32 mMinnaertConstant[MAX_STAGES];
  224. bool mSubSurface[MAX_STAGES];
  225. LinearColorF mSubSurfaceColor[MAX_STAGES];
  226. F32 mSubSurfaceRolloff[MAX_STAGES];
  227. /// The repetition scale of the detail texture
  228. /// over the base texture.
  229. Point2F mDetailScale[MAX_STAGES];
  230. U32 mAnimFlags[MAX_STAGES];
  231. Point2F mScrollDir[MAX_STAGES];
  232. F32 mScrollSpeed[MAX_STAGES];
  233. Point2F mScrollOffset[MAX_STAGES];
  234. F32 mRotSpeed[MAX_STAGES];
  235. Point2F mRotPivotOffset[MAX_STAGES];
  236. F32 mRotPos[MAX_STAGES];
  237. F32 mWavePos[MAX_STAGES];
  238. F32 mWaveFreq[MAX_STAGES];
  239. F32 mWaveAmp[MAX_STAGES];
  240. U32 mWaveType[MAX_STAGES];
  241. F32 mSeqFramePerSec[MAX_STAGES];
  242. F32 mSeqSegSize[MAX_STAGES];
  243. bool mGlow[MAX_STAGES]; // entire stage glows
  244. bool mEmissive[MAX_STAGES];
  245. Point2I mCellIndex[MAX_STAGES];
  246. Point2I mCellLayout[MAX_STAGES];
  247. U32 mCellSize[MAX_STAGES];
  248. bool mNormalMapAtlas[MAX_STAGES];
  249. /// Special array of UVs for imposter rendering.
  250. /// @see TSLastDetail
  251. Vector<RectF> mImposterUVs;
  252. /// Specual imposter rendering paramters.
  253. /// @see TSLastDetail
  254. Point4F mImposterLimits;
  255. /// If the stage should use anisotropic filtering.
  256. bool mUseAnisotropic[MAX_STAGES];
  257. bool mDoubleSided;
  258. String mCubemapName;
  259. CubemapData* mCubemapData;
  260. bool mDynamicCubemap;
  261. // Deferred Shading
  262. F32 mMatInfoFlags[MAX_STAGES];
  263. bool mTranslucent;
  264. BlendOp mTranslucentBlendOp;
  265. bool mTranslucentZWrite;
  266. /// A generic setting which tells the system to skip
  267. /// generation of shadows from this material.
  268. bool mCastShadows;
  269. bool mAlphaTest;
  270. U32 mAlphaRef;
  271. bool mPlanarReflection;
  272. bool mAutoGenerated;
  273. static bool sAllowTextureTargetAssignment;
  274. ///@{
  275. /// Behavioral properties.
  276. bool mShowFootprints; ///< If true, show footprints when walking on surface with this material. Defaults to false.
  277. bool mShowDust; ///< If true, show dust emitters (footpuffs, hover trails, etc) when on surface with this material. Defaults to false.
  278. /// Color to use for particle effects and such when located on this material.
  279. LinearColorF mEffectColor[ NUM_EFFECT_COLOR_STAGES ];
  280. /// Footstep sound to play when walking on surface with this material.
  281. /// Numeric ID of footstep sound defined on player datablock (0 == soft,
  282. /// 1 == hard, 2 == metal, 3 == snow).
  283. /// Defaults to -1 which deactivates default sound.
  284. /// @see mFootstepSoundCustom
  285. S32 mFootstepSoundId;
  286. S32 mImpactSoundId;
  287. S32 mImpactFXIndex;
  288. /// Sound effect to play when walking on surface with this material.
  289. /// If defined, overrides mFootstepSoundId.
  290. /// @see mFootstepSoundId
  291. SFXTrack* mFootstepSoundCustom;
  292. SFXTrack* mImpactSoundCustom;
  293. F32 mFriction; ///< Friction coefficient when moving along surface.
  294. F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
  295. F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
  296. Vector<CustomShaderFeatureData*> mCustomShaderFeatures;
  297. ///@}
  298. String mMapTo; // map Material to this texture name
  299. ///
  300. /// Material interface
  301. ///
  302. Material();
  303. /// Allocates and returns a BaseMatInstance for this material. Caller is responsible
  304. /// for freeing the instance
  305. virtual BaseMatInstance* createMatInstance();
  306. virtual bool isTranslucent() const { return mTranslucent && mTranslucentBlendOp != Material::None; }
  307. virtual bool isAlphatest() const { return mAlphaTest; }
  308. virtual bool isDoubleSided() const { return mDoubleSided; }
  309. virtual bool isAutoGenerated() const { return mAutoGenerated; }
  310. virtual void setAutoGenerated(bool isAutoGenerated) { mAutoGenerated = isAutoGenerated; }
  311. virtual bool isLightmapped() const;
  312. virtual bool castsShadows() const { return mCastShadows; }
  313. const String &getPath() const { return mPath; }
  314. void flush();
  315. /// Re-initializes all the material instances
  316. /// that use this material.
  317. void reload();
  318. /// Called to update time based parameters for a material. Ensures
  319. /// that it only happens once per tick.
  320. void updateTimeBasedParams();
  321. // SimObject
  322. virtual bool onAdd();
  323. virtual void onRemove();
  324. virtual void inspectPostApply();
  325. virtual bool writeField( StringTableEntry fieldname, const char *value );
  326. static bool protectedSetCustomShaderFeature(void *object, const char *index, const char *data);
  327. static bool protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data);
  328. //
  329. // ConsoleObject interface
  330. //
  331. static void initPersistFields();
  332. // Accumulation
  333. static bool _setAccuEnabled( void *object, const char *index, const char *data );
  334. DECLARE_CONOBJECT(Material);
  335. protected:
  336. // Per material animation parameters
  337. U32 mLastUpdateTime;
  338. String mPath;
  339. static EnumTable mAnimFlagTable;
  340. static EnumTable mBlendOpTable;
  341. static EnumTable mWaveTypeTable;
  342. /// Map this material to the texture specified
  343. /// in the "mapTo" data variable.
  344. virtual void _mapMaterial();
  345. private:
  346. static GFXCubemapHandle smNormalizeCube;
  347. };
  348. typedef Material::AnimType MaterialAnimType;
  349. typedef Material::BlendOp MaterialBlendOp;
  350. typedef Material::WaveType MaterialWaveType;
  351. DefineBitfieldType( MaterialAnimType );
  352. DefineEnumType( MaterialBlendOp );
  353. DefineEnumType( MaterialWaveType );
  354. #endif // _MATERIALDEFINITION_H_