materialDefinition.cpp 29 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. IMPLEMENT_CONOBJECT( Material );
  38. ConsoleDocClass( Material,
  39. "@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
  40. "It contains many different types of information for rendering properties. "
  41. "Torque 3D generates shaders from Material definitions. The shaders are compiled "
  42. "at runtime and output into the example/shaders directory. Any errors or warnings "
  43. "generated from compiling the procedurally generated shaders are output to the console "
  44. "as well as the output window in the Visual C IDE.\n\n"
  45. "@tsexample\n"
  46. "singleton Material(DECAL_scorch)\n"
  47. "{\n"
  48. " baseTex[0] = \"./scorch_decal.png\";\n"
  49. " vertColor[ 0 ] = true;\n\n"
  50. " translucent = true;\n"
  51. " translucentBlendOp = None;\n"
  52. " translucentZWrite = true;\n"
  53. " alphaTest = true;\n"
  54. " alphaRef = 84;\n"
  55. "};\n"
  56. "@endtsexample\n\n"
  57. "@see Rendering\n"
  58. "@see ShaderData\n"
  59. "@ingroup GFX\n");
  60. ImplementBitfieldType( MaterialAnimType,
  61. "The type of animation effect to apply to this material.\n"
  62. "@ingroup GFX\n\n")
  63. { Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n" },
  64. { Material::Rotate, "Rotate" , "Rotate the material around a point.\n"},
  65. { Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n"},
  66. { Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
  67. { Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
  68. EndImplementBitfieldType;
  69. ImplementEnumType( MaterialBlendOp,
  70. "The type of graphical blending operation to apply to this material\n"
  71. "@ingroup GFX\n\n")
  72. { Material::None, "None", "Disable blending for this material." },
  73. { Material::Mul, "Mul", "Multiplicative blending." },
  74. { Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
  75. { Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
  76. { Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
  77. { Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
  78. EndImplementEnumType;
  79. ImplementEnumType( MaterialWaveType,
  80. "When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
  81. "@ingroup GFX\n")
  82. { Material::Sin, "Sin", "Warps the material along a curved Sin Wave." },
  83. { Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
  84. { 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." },
  85. EndImplementEnumType;
  86. bool Material::sAllowTextureTargetAssignment = false;
  87. GFXCubemap * Material::GetNormalizeCube()
  88. {
  89. if(smNormalizeCube)
  90. return smNormalizeCube;
  91. smNormalizeCube = GFX->createCubemap();
  92. smNormalizeCube->initNormalize(64);
  93. return smNormalizeCube;
  94. }
  95. GFXCubemapHandle Material::smNormalizeCube;
  96. Material::Material()
  97. {
  98. for( U32 i=0; i<MAX_STAGES; i++ )
  99. {
  100. mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
  101. mSpecular[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
  102. mSpecularPower[i] = 8.0f;
  103. mSpecularStrength[i] = 1.0f;
  104. mPixelSpecular[i] = false;
  105. mAccuEnabled[i] = false;
  106. mAccuScale[i] = 1.0f;
  107. mAccuDirection[i] = 1.0f;
  108. mAccuStrength[i] = 0.6f;
  109. mAccuCoverage[i] = 0.9f;
  110. mAccuSpecular[i] = 16.0f;
  111. mParallaxScale[i] = 0.0f;
  112. mVertLit[i] = false;
  113. mVertColor[ i ] = false;
  114. mGlow[i] = false;
  115. mEmissive[i] = false;
  116. mDetailScale[i].set( 2.0f, 2.0f );
  117. mDetailNormalMapStrength[i] = 1.0f;
  118. mMinnaertConstant[i] = -1.0f;
  119. mSubSurface[i] = false;
  120. mSubSurfaceColor[i].set( 1.0f, 0.2f, 0.2f, 1.0f );
  121. mSubSurfaceRolloff[i] = 0.2f;
  122. mAnimFlags[i] = 0;
  123. mScrollDir[i].set( 0.0f, 0.0f );
  124. mScrollSpeed[i] = 0.0f;
  125. mScrollOffset[i].set( 0.0f, 0.0f );
  126. mRotSpeed[i] = 0.0f;
  127. mRotPivotOffset[i].set( 0.0f, 0.0f );
  128. mRotPos[i] = 0.0f;
  129. mWavePos[i] = 0.0f;
  130. mWaveFreq[i] = 0.0f;
  131. mWaveAmp[i] = 0.0f;
  132. mWaveType[i] = 0;
  133. mSeqFramePerSec[i] = 0.0f;
  134. mSeqSegSize[i] = 0.0f;
  135. // Deferred Shading
  136. mMatInfoFlags[i] = 0.0f;
  137. }
  138. dMemset(mCellIndex, 0, sizeof(mCellIndex));
  139. dMemset(mCellLayout, 0, sizeof(mCellLayout));
  140. dMemset(mCellSize, 0, sizeof(mCellSize));
  141. dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
  142. dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
  143. // Deferred Shading : Metalness
  144. dMemset(mUseMetalness, 0, sizeof(mUseMetalness));
  145. mImposterLimits = Point4F::Zero;
  146. mDoubleSided = false;
  147. mTranslucent = false;
  148. mTranslucentBlendOp = LerpAlpha;
  149. mTranslucentZWrite = false;
  150. mAlphaTest = false;
  151. mAlphaRef = 1;
  152. mCastShadows = true;
  153. mCastDynamicShadows = false;
  154. mPlanarReflection = false;
  155. mCubemapData = NULL;
  156. mDynamicCubemap = NULL;
  157. mLastUpdateTime = 0;
  158. mAutoGenerated = false;
  159. mShowDust = false;
  160. mShowFootprints = true;
  161. dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
  162. mFootstepSoundId = -1; mImpactSoundId = -1;
  163. mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
  164. mFriction = 0.0;
  165. mDirectSoundOcclusion = 1.f;
  166. mReverbSoundOcclusion = 1.0;
  167. }
  168. void Material::initPersistFields()
  169. {
  170. addField("mapTo", TypeRealString, Offset(mMapTo, Material),
  171. "Used to map this material to the material name used by TSShape." );
  172. addArray( "Stages", MAX_STAGES );
  173. addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
  174. "This color is multiplied against the diffuse texture color. If no diffuse texture "
  175. "is present this is the material color." );
  176. addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
  177. "The diffuse color texture map." );
  178. addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
  179. "A secondary diffuse color texture map which will use the second texcoord of a mesh." );
  180. addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
  181. "The lightmap texture used with pureLight." );
  182. addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
  183. "The tonemap texture used with pureLight.");
  184. addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
  185. "A typically greyscale detail texture additively blended into the material." );
  186. addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
  187. "The scale factor for the detail map." );
  188. addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
  189. "The normal map texture. You can use the DXTnm format only when per-pixel "
  190. "specular highlights are disabled, or a specular map is in use." );
  191. addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
  192. "A second normal map texture applied at the detail scale. You can use the DXTnm "
  193. "format only when per-pixel specular highlights are disabled." );
  194. addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
  195. "Used to scale the strength of the detail normal map when blended with the base normal map." );
  196. addField("specular", TypeColorF, Offset(mSpecular, Material), MAX_STAGES,
  197. "The color of the specular highlight when not using a specularMap." );
  198. addField("specularPower", TypeF32, Offset(mSpecularPower, Material), MAX_STAGES,
  199. "The hardness of the specular highlight when not using a specularMap." );
  200. addField("specularStrength", TypeF32, Offset(mSpecularStrength, Material), MAX_STAGES,
  201. "The strength of the specular highlight when not using a specularMap." );
  202. addField("pixelSpecular", TypeBool, Offset(mPixelSpecular, Material), MAX_STAGES,
  203. "This enables per-pixel specular highlights controlled by the alpha channel of the "
  204. "normal map texture. Note that if pixel specular is enabled the DXTnm format will not "
  205. "work with your normal map, unless you are also using a specular map." );
  206. addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
  207. &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
  208. addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
  209. "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
  210. addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
  211. "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
  212. addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
  213. "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
  214. addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
  215. "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.");
  216. addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
  217. "Changes specularity to this value where the accumulated material is present.");
  218. addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
  219. "The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. "
  220. "If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. "
  221. "This provides a per-pixel replacement for the 'specularPower' on the material" );
  222. addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
  223. "Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
  224. "this value is less than 0.4 else the effect breaks down." );
  225. addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
  226. "Use anisotropic filtering for the textures of this stage." );
  227. addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
  228. "If true the vertex color is used for lighting." );
  229. addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
  230. "If enabled, vertex colors are premultiplied with diffuse colors." );
  231. addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
  232. "The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
  233. addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
  234. "Enables the subsurface scattering approximation." );
  235. addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
  236. "The color used for the subsurface scattering approximation." );
  237. addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
  238. "The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
  239. addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
  240. "Enables rendering this material to the glow buffer." );
  241. addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
  242. "Enables emissive lighting for the material." );
  243. addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
  244. "Disables backface culling casing surfaces to be double sided. "
  245. "Note that the lighting on the backside will be a mirror of the front "
  246. "side of the surface." );
  247. addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
  248. "The types of animation to play on this material." );
  249. addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
  250. "The scroll direction in UV space when scroll animation is enabled." );
  251. addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
  252. "The speed to scroll the texture in UVs per second when scroll animation is enabled." );
  253. addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
  254. "The speed to rotate the texture in degrees per second when rotation animation is enabled." );
  255. addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
  256. "The piviot position in UV coordinates to center the rotation animation." );
  257. addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
  258. "The type of wave animation to perform when wave animation is enabled." );
  259. addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
  260. "The wave frequency when wave animation is enabled." );
  261. addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
  262. "The wave amplitude when wave animation is enabled." );
  263. addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
  264. "The number of frames per second for frame based sequence animations if greater than zero." );
  265. addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
  266. "The size of each frame in UV units for sequence animations." );
  267. // Texture atlasing
  268. addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
  269. "@internal" );
  270. addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
  271. "@internal");
  272. addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
  273. "@internal");
  274. addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
  275. "@internal");
  276. // For backwards compatibility.
  277. //
  278. // They point at the new 'map' fields, but reads always return
  279. // an empty string and writes only apply if the value is not empty.
  280. //
  281. addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
  282. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  283. "For backwards compatibility.\n@see diffuseMap\n" );
  284. addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
  285. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  286. "For backwards compatibility.\n@see detailMap\n");
  287. addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
  288. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  289. "For backwards compatibility.\n@see overlayMap\n");
  290. addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
  291. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  292. "For backwards compatibility.\n@see normalMap\n");
  293. addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
  294. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  295. "For backwards compatibility.\n@see diffuseColor\n");
  296. endArray( "Stages" );
  297. addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
  298. "If set to false the lighting system will not cast shadows from this material." );
  299. addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
  300. "If set to false the lighting system will not cast dynamic shadows from this material." );
  301. addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
  302. addField("translucent", TypeBool, Offset(mTranslucent, Material),
  303. "If true this material is translucent blended." );
  304. addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
  305. "The type of blend operation to use when the material is translucent." );
  306. addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
  307. "If enabled and the material is translucent it will write into the depth buffer." );
  308. addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
  309. "Enables alpha test when rendering the material.\n@see alphaRef\n" );
  310. addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
  311. "The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" );
  312. addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
  313. "The name of a CubemapData for environment mapping." );
  314. addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
  315. "Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
  316. addGroup( "Behavioral" );
  317. addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
  318. "Whether to show player footprint decals on this material.\n\n"
  319. "@see PlayerData::decalData" );
  320. addField( "showDust", TypeBool, Offset( mShowDust, Material ),
  321. "Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
  322. "vehicles or players to decide whether to show dust trails." );
  323. addField( "effectColor", TypeColorF, Offset( mEffectColor, Material ), NUM_EFFECT_COLOR_STAGES,
  324. "If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
  325. "emitter.\n\n"
  326. "@see ParticleData::colors" );
  327. addField( "footstepSoundId", TypeS32, Offset( mFootstepSoundId, Material ),
  328. "What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
  329. "\n"
  330. "The IDs are:\n\n"
  331. "- 0: PlayerData::FootSoftSound\n"
  332. "- 1: PlayerData::FootHardSound\n"
  333. "- 2: PlayerData::FootMetalSound\n"
  334. "- 3: PlayerData::FootSnowSound\n"
  335. "- 4: PlayerData::FootShallowSound\n"
  336. "- 5: PlayerData::FootWadingSound\n"
  337. "- 6: PlayerData::FootUnderwaterSound\n"
  338. "- 7: PlayerData::FootBubblesSound\n"
  339. "- 8: PlayerData::movingBubblesSound\n"
  340. "- 9: PlayerData::waterBreathSound\n"
  341. "- 10: PlayerData::impactSoftSound\n"
  342. "- 11: PlayerData::impactHardSound\n"
  343. "- 12: PlayerData::impactMetalSound\n"
  344. "- 13: PlayerData::impactSnowSound\n"
  345. "- 14: PlayerData::impactWaterEasy\n"
  346. "- 15: PlayerData::impactWaterMedium\n"
  347. "- 16: PlayerData::impactWaterHard\n"
  348. "- 17: PlayerData::exitingWater\n" );
  349. addField( "customFootstepSound", TypeSFXTrackName, Offset( mFootstepSoundCustom, Material ),
  350. "The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
  351. "useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
  352. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  353. addField( "impactSoundId", TypeS32, Offset( mImpactSoundId, Material ),
  354. "What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  355. "than PlayerData::groundImpactMinSpeed.\n\n"
  356. "For a list of IDs, see #footstepSoundId" );
  357. addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ),
  358. "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
  359. "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
  360. "without having to rely on the PlayerData sound assignment.\n\n"
  361. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  362. //Deactivate these for the moment as they are not used.
  363. #if 0
  364. addField( "friction", TypeF32, Offset( mFriction, Material ) );
  365. addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) );
  366. addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) );
  367. #endif
  368. endGroup( "Behavioral" );
  369. Parent::initPersistFields();
  370. }
  371. bool Material::writeField( StringTableEntry fieldname, const char *value )
  372. {
  373. // Never allow the old field names to be written.
  374. if ( fieldname == StringTable->insert("baseTex") ||
  375. fieldname == StringTable->insert("detailTex") ||
  376. fieldname == StringTable->insert("overlayTex") ||
  377. fieldname == StringTable->insert("bumpTex") ||
  378. fieldname == StringTable->insert("envTex") ||
  379. fieldname == StringTable->insert("colorMultiply") )
  380. return false;
  381. return Parent::writeField( fieldname, value );
  382. }
  383. bool Material::onAdd()
  384. {
  385. if (Parent::onAdd() == false)
  386. return false;
  387. mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mCubemapName ) );
  388. if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 )
  389. {
  390. Con::errorf( "Invalid blend op in material: %s", getName() );
  391. mTranslucentBlendOp = LerpAlpha;
  392. }
  393. SimSet *matSet = MATMGR->getMaterialSet();
  394. if( matSet )
  395. matSet->addObject( (SimObject*)this );
  396. // save the current script path for texture lookup later
  397. const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
  398. String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
  399. if ( slash != String::NPos )
  400. mPath = scriptFile.substr( 0, slash + 1 );
  401. _mapMaterial();
  402. return true;
  403. }
  404. void Material::onRemove()
  405. {
  406. smNormalizeCube = NULL;
  407. Parent::onRemove();
  408. }
  409. void Material::inspectPostApply()
  410. {
  411. Parent::inspectPostApply();
  412. // Reload the material instances which
  413. // use this material.
  414. if ( isProperlyAdded() )
  415. reload();
  416. }
  417. bool Material::isLightmapped() const
  418. {
  419. bool ret = false;
  420. for( U32 i=0; i<MAX_STAGES; i++ )
  421. ret |= mLightMapFilename[i].isNotEmpty() || mToneMapFilename[i].isNotEmpty() || mVertLit[i];
  422. return ret;
  423. }
  424. void Material::updateTimeBasedParams()
  425. {
  426. U32 lastTime = MATMGR->getLastUpdateTime();
  427. F32 dt = MATMGR->getDeltaTime();
  428. if (mLastUpdateTime != lastTime)
  429. {
  430. for (U32 i = 0; i < MAX_STAGES; i++)
  431. {
  432. mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
  433. mRotPos[i] += mRotSpeed[i] * dt;
  434. mWavePos[i] += mWaveFreq[i] * dt;
  435. }
  436. mLastUpdateTime = lastTime;
  437. }
  438. }
  439. void Material::_mapMaterial()
  440. {
  441. if( String(getName()).isEmpty() )
  442. {
  443. Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" );
  444. return;
  445. }
  446. // If mapTo not defined in script, try to use the base texture name instead
  447. if( mMapTo.isEmpty() )
  448. {
  449. if ( mDiffuseMapFilename[0].isEmpty() )
  450. return;
  451. else
  452. {
  453. // extract filename from base texture
  454. if ( mDiffuseMapFilename[0].isNotEmpty() )
  455. {
  456. U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right);
  457. if (slashPos == String::NPos)
  458. // no '/' character, must be no path, just the filename
  459. mMapTo = mDiffuseMapFilename[0];
  460. else
  461. // use everything after the last slash
  462. mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1);
  463. }
  464. }
  465. }
  466. // add mapping
  467. MATMGR->mapMaterial(mMapTo,getName());
  468. }
  469. BaseMatInstance* Material::createMatInstance()
  470. {
  471. return new MatInstance(*this);
  472. }
  473. void Material::flush()
  474. {
  475. MATMGR->flushInstance( this );
  476. }
  477. void Material::reload()
  478. {
  479. MATMGR->reInitInstance( this );
  480. }
  481. void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const
  482. {
  483. TextureTable::ConstIterator iter = mTextures.begin();
  484. for ( ; iter != mTextures.end(); iter++ )
  485. {
  486. if ( iter->value.isValid() )
  487. outFeatures->addFeature( *iter->key );
  488. }
  489. }
  490. DefineConsoleMethod( Material, flush, void, (),,
  491. "Flushes all material instances that use this material." )
  492. {
  493. object->flush();
  494. }
  495. DefineConsoleMethod( Material, reload, void, (),,
  496. "Reloads all material instances that use this material." )
  497. {
  498. object->reload();
  499. }
  500. DefineConsoleMethod( Material, dumpInstances, void, (),,
  501. "Dumps a formatted list of the currently allocated material instances for this material to the console." )
  502. {
  503. MATMGR->dumpMaterialInstances( object );
  504. }
  505. DefineConsoleMethod( Material, getAnimFlags, const char*, (U32 id), , "" )
  506. {
  507. char * animFlags = Con::getReturnBuffer(512);
  508. if(object->mAnimFlags[ id ] & Material::Scroll)
  509. {
  510. if(dStrcmp( animFlags, "" ) == 0)
  511. dStrcpy( animFlags, "$Scroll" );
  512. }
  513. if(object->mAnimFlags[ id ] & Material::Rotate)
  514. {
  515. if(dStrcmp( animFlags, "" ) == 0)
  516. dStrcpy( animFlags, "$Rotate" );
  517. else
  518. dStrcat( animFlags, " | $Rotate");
  519. }
  520. if(object->mAnimFlags[ id ] & Material::Wave)
  521. {
  522. if(dStrcmp( animFlags, "" ) == 0)
  523. dStrcpy( animFlags, "$Wave" );
  524. else
  525. dStrcat( animFlags, " | $Wave");
  526. }
  527. if(object->mAnimFlags[ id ] & Material::Scale)
  528. {
  529. if(dStrcmp( animFlags, "" ) == 0)
  530. dStrcpy( animFlags, "$Scale" );
  531. else
  532. dStrcat( animFlags, " | $Scale");
  533. }
  534. if(object->mAnimFlags[ id ] & Material::Sequence)
  535. {
  536. if(dStrcmp( animFlags, "" ) == 0)
  537. dStrcpy( animFlags, "$Sequence" );
  538. else
  539. dStrcat( animFlags, " | $Sequence");
  540. }
  541. return animFlags;
  542. }
  543. DefineConsoleMethod(Material, getFilename, const char*, (),, "Get filename of material")
  544. {
  545. SimObject *material = static_cast<SimObject *>(object);
  546. return material->getFilename();
  547. }
  548. DefineConsoleMethod( Material, isAutoGenerated, bool, (),,
  549. "Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
  550. {
  551. return object->isAutoGenerated();
  552. }
  553. DefineConsoleMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), ,
  554. "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
  555. {
  556. object->setAutoGenerated(isAutoGenerated);
  557. }
  558. // Accumulation
  559. bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
  560. {
  561. Material* mat = reinterpret_cast< Material* >( object );
  562. if ( index )
  563. {
  564. U32 i = dAtoui(index);
  565. mat->mAccuEnabled[i] = dAtob(data);
  566. AccumulationVolume::refreshVolumes();
  567. }
  568. return true;
  569. }