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. }
  136. dMemset(mCellIndex, 0, sizeof(mCellIndex));
  137. dMemset(mCellLayout, 0, sizeof(mCellLayout));
  138. dMemset(mCellSize, 0, sizeof(mCellSize));
  139. dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
  140. dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
  141. mImposterLimits = Point4F::Zero;
  142. mDoubleSided = false;
  143. mTranslucent = false;
  144. mTranslucentBlendOp = LerpAlpha;
  145. mTranslucentZWrite = false;
  146. mAlphaTest = false;
  147. mAlphaRef = 1;
  148. mCastShadows = true;
  149. mCastDynamicShadows = false;
  150. mPlanarReflection = false;
  151. mCubemapData = NULL;
  152. mDynamicCubemap = NULL;
  153. mLastUpdateTime = 0;
  154. mAutoGenerated = false;
  155. mShowDust = false;
  156. mShowFootprints = true;
  157. dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
  158. mFootstepSoundId = -1; mImpactSoundId = -1;
  159. mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
  160. mFriction = 0.0;
  161. mDirectSoundOcclusion = 1.f;
  162. mReverbSoundOcclusion = 1.0;
  163. }
  164. void Material::initPersistFields()
  165. {
  166. addField("mapTo", TypeRealString, Offset(mMapTo, Material),
  167. "Used to map this material to the material name used by TSShape." );
  168. addArray( "Stages", MAX_STAGES );
  169. addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
  170. "This color is multiplied against the diffuse texture color. If no diffuse texture "
  171. "is present this is the material color." );
  172. addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
  173. "The diffuse color texture map." );
  174. addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
  175. "A secondary diffuse color texture map which will use the second texcoord of a mesh." );
  176. addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
  177. "The lightmap texture used with pureLight." );
  178. addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
  179. "The tonemap texture used with pureLight.");
  180. addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
  181. "A typically greyscale detail texture additively blended into the material." );
  182. addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
  183. "The scale factor for the detail map." );
  184. addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
  185. "The normal map texture. You can use the DXTnm format only when per-pixel "
  186. "specular highlights are disabled, or a specular map is in use." );
  187. addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
  188. "A second normal map texture applied at the detail scale. You can use the DXTnm "
  189. "format only when per-pixel specular highlights are disabled." );
  190. addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
  191. "Used to scale the strength of the detail normal map when blended with the base normal map." );
  192. addField("specular", TypeColorF, Offset(mSpecular, Material), MAX_STAGES,
  193. "The color of the specular highlight when not using a specularMap." );
  194. addField("specularPower", TypeF32, Offset(mSpecularPower, Material), MAX_STAGES,
  195. "The hardness of the specular highlight when not using a specularMap." );
  196. addField("specularStrength", TypeF32, Offset(mSpecularStrength, Material), MAX_STAGES,
  197. "The strength of the specular highlight when not using a specularMap." );
  198. addField("pixelSpecular", TypeBool, Offset(mPixelSpecular, Material), MAX_STAGES,
  199. "This enables per-pixel specular highlights controlled by the alpha channel of the "
  200. "normal map texture. Note that if pixel specular is enabled the DXTnm format will not "
  201. "work with your normal map, unless you are also using a specular map." );
  202. addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
  203. &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
  204. addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
  205. "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
  206. addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
  207. "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
  208. addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
  209. "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
  210. addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
  211. "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.");
  212. addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
  213. "Changes specularity to this value where the accumulated material is present.");
  214. addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
  215. "The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. "
  216. "If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. "
  217. "This provides a per-pixel replacement for the 'specularPower' on the material" );
  218. addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
  219. "Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
  220. "this value is less than 0.4 else the effect breaks down." );
  221. addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
  222. "Use anisotropic filtering for the textures of this stage." );
  223. addField("envMap", TypeImageFilename, Offset(mEnvMapFilename, Material), MAX_STAGES,
  224. "The name of an environment map cube map to apply to this material." );
  225. addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
  226. "If true the vertex color is used for lighting." );
  227. addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
  228. "If enabled, vertex colors are premultiplied with diffuse colors." );
  229. addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
  230. "The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
  231. addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
  232. "Enables the subsurface scattering approximation." );
  233. addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
  234. "The color used for the subsurface scattering approximation." );
  235. addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
  236. "The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
  237. addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
  238. "Enables rendering this material to the glow buffer." );
  239. addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
  240. "Enables emissive lighting for the material." );
  241. addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
  242. "Disables backface culling casing surfaces to be double sided. "
  243. "Note that the lighting on the backside will be a mirror of the front "
  244. "side of the surface." );
  245. addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
  246. "The types of animation to play on this material." );
  247. addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
  248. "The scroll direction in UV space when scroll animation is enabled." );
  249. addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
  250. "The speed to scroll the texture in UVs per second when scroll animation is enabled." );
  251. addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
  252. "The speed to rotate the texture in degrees per second when rotation animation is enabled." );
  253. addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
  254. "The piviot position in UV coordinates to center the rotation animation." );
  255. addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
  256. "The type of wave animation to perform when wave animation is enabled." );
  257. addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
  258. "The wave frequency when wave animation is enabled." );
  259. addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
  260. "The wave amplitude when wave animation is enabled." );
  261. addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
  262. "The number of frames per second for frame based sequence animations if greater than zero." );
  263. addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
  264. "The size of each frame in UV units for sequence animations." );
  265. // Texture atlasing
  266. addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
  267. "@internal" );
  268. addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
  269. "@internal");
  270. addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
  271. "@internal");
  272. addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
  273. "@internal");
  274. // For backwards compatibility.
  275. //
  276. // They point at the new 'map' fields, but reads always return
  277. // an empty string and writes only apply if the value is not empty.
  278. //
  279. addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
  280. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  281. "For backwards compatibility.\n@see diffuseMap\n" );
  282. addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
  283. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  284. "For backwards compatibility.\n@see detailMap\n");
  285. addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
  286. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  287. "For backwards compatibility.\n@see overlayMap\n");
  288. addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
  289. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  290. "For backwards compatibility.\n@see normalMap\n");
  291. addProtectedField("envTex", TypeImageFilename, Offset(mEnvMapFilename, Material),
  292. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  293. "For backwards compatibility.\n@see envMap\n");
  294. addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
  295. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  296. "For backwards compatibility.\n@see diffuseColor\n");
  297. endArray( "Stages" );
  298. addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
  299. "If set to false the lighting system will not cast shadows from this material." );
  300. addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
  301. "If set to false the lighting system will not cast dynamic shadows from this material." );
  302. addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
  303. addField("translucent", TypeBool, Offset(mTranslucent, Material),
  304. "If true this material is translucent blended." );
  305. addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
  306. "The type of blend operation to use when the material is translucent." );
  307. addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
  308. "If enabled and the material is translucent it will write into the depth buffer." );
  309. addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
  310. "Enables alpha test when rendering the material.\n@see alphaRef\n" );
  311. addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
  312. "The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" );
  313. addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
  314. "The name of a CubemapData for environment mapping." );
  315. addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
  316. "Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
  317. addGroup( "Behavioral" );
  318. addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
  319. "Whether to show player footprint decals on this material.\n\n"
  320. "@see PlayerData::decalData" );
  321. addField( "showDust", TypeBool, Offset( mShowDust, Material ),
  322. "Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
  323. "vehicles or players to decide whether to show dust trails." );
  324. addField( "effectColor", TypeColorF, Offset( mEffectColor, Material ), NUM_EFFECT_COLOR_STAGES,
  325. "If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
  326. "emitter.\n\n"
  327. "@see ParticleData::colors" );
  328. addField( "footstepSoundId", TypeS32, Offset( mFootstepSoundId, Material ),
  329. "What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
  330. "\n"
  331. "The IDs are:\n\n"
  332. "- 0: PlayerData::FootSoftSound\n"
  333. "- 1: PlayerData::FootHardSound\n"
  334. "- 2: PlayerData::FootMetalSound\n"
  335. "- 3: PlayerData::FootSnowSound\n"
  336. "- 4: PlayerData::FootShallowSound\n"
  337. "- 5: PlayerData::FootWadingSound\n"
  338. "- 6: PlayerData::FootUnderwaterSound\n"
  339. "- 7: PlayerData::FootBubblesSound\n"
  340. "- 8: PlayerData::movingBubblesSound\n"
  341. "- 9: PlayerData::waterBreathSound\n"
  342. "- 10: PlayerData::impactSoftSound\n"
  343. "- 11: PlayerData::impactHardSound\n"
  344. "- 12: PlayerData::impactMetalSound\n"
  345. "- 13: PlayerData::impactSnowSound\n"
  346. "- 14: PlayerData::impactWaterEasy\n"
  347. "- 15: PlayerData::impactWaterMedium\n"
  348. "- 16: PlayerData::impactWaterHard\n"
  349. "- 17: PlayerData::exitingWater\n" );
  350. addField( "customFootstepSound", TypeSFXTrackName, Offset( mFootstepSoundCustom, Material ),
  351. "The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
  352. "useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
  353. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  354. addField( "impactSoundId", TypeS32, Offset( mImpactSoundId, Material ),
  355. "What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  356. "than PlayerData::groundImpactMinSpeed.\n\n"
  357. "For a list of IDs, see #footstepSoundId" );
  358. addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ),
  359. "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
  360. "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
  361. "without having to rely on the PlayerData sound assignment.\n\n"
  362. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  363. //Deactivate these for the moment as they are not used.
  364. #if 0
  365. addField( "friction", TypeF32, Offset( mFriction, Material ) );
  366. addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) );
  367. addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) );
  368. #endif
  369. endGroup( "Behavioral" );
  370. Parent::initPersistFields();
  371. }
  372. bool Material::writeField( StringTableEntry fieldname, const char *value )
  373. {
  374. // Never allow the old field names to be written.
  375. if ( fieldname == StringTable->insert("baseTex") ||
  376. fieldname == StringTable->insert("detailTex") ||
  377. fieldname == StringTable->insert("overlayTex") ||
  378. fieldname == StringTable->insert("bumpTex") ||
  379. fieldname == StringTable->insert("envTex") ||
  380. fieldname == StringTable->insert("colorMultiply") )
  381. return false;
  382. return Parent::writeField( fieldname, value );
  383. }
  384. bool Material::onAdd()
  385. {
  386. if (Parent::onAdd() == false)
  387. return false;
  388. mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mCubemapName ) );
  389. if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 )
  390. {
  391. Con::errorf( "Invalid blend op in material: %s", getName() );
  392. mTranslucentBlendOp = LerpAlpha;
  393. }
  394. SimSet *matSet = MATMGR->getMaterialSet();
  395. if( matSet )
  396. matSet->addObject( (SimObject*)this );
  397. // save the current script path for texture lookup later
  398. const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
  399. String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
  400. if ( slash != String::NPos )
  401. mPath = scriptFile.substr( 0, slash + 1 );
  402. _mapMaterial();
  403. return true;
  404. }
  405. void Material::onRemove()
  406. {
  407. smNormalizeCube = NULL;
  408. Parent::onRemove();
  409. }
  410. void Material::inspectPostApply()
  411. {
  412. Parent::inspectPostApply();
  413. // Reload the material instances which
  414. // use this material.
  415. if ( isProperlyAdded() )
  416. reload();
  417. }
  418. bool Material::isLightmapped() const
  419. {
  420. bool ret = false;
  421. for( U32 i=0; i<MAX_STAGES; i++ )
  422. ret |= mLightMapFilename[i].isNotEmpty() || mToneMapFilename[i].isNotEmpty() || mVertLit[i];
  423. return ret;
  424. }
  425. void Material::updateTimeBasedParams()
  426. {
  427. U32 lastTime = MATMGR->getLastUpdateTime();
  428. F32 dt = MATMGR->getDeltaTime();
  429. if (mLastUpdateTime != lastTime)
  430. {
  431. for (U32 i = 0; i < MAX_STAGES; i++)
  432. {
  433. mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
  434. mRotPos[i] += mRotSpeed[i] * dt;
  435. mWavePos[i] += mWaveFreq[i] * dt;
  436. }
  437. mLastUpdateTime = lastTime;
  438. }
  439. }
  440. void Material::_mapMaterial()
  441. {
  442. if( String(getName()).isEmpty() )
  443. {
  444. Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" );
  445. return;
  446. }
  447. // If mapTo not defined in script, try to use the base texture name instead
  448. if( mMapTo.isEmpty() )
  449. {
  450. if ( mDiffuseMapFilename[0].isEmpty() )
  451. return;
  452. else
  453. {
  454. // extract filename from base texture
  455. if ( mDiffuseMapFilename[0].isNotEmpty() )
  456. {
  457. U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right);
  458. if (slashPos == String::NPos)
  459. // no '/' character, must be no path, just the filename
  460. mMapTo = mDiffuseMapFilename[0];
  461. else
  462. // use everything after the last slash
  463. mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1);
  464. }
  465. }
  466. }
  467. // add mapping
  468. MATMGR->mapMaterial(mMapTo,getName());
  469. }
  470. BaseMatInstance* Material::createMatInstance()
  471. {
  472. return new MatInstance(*this);
  473. }
  474. void Material::flush()
  475. {
  476. MATMGR->flushInstance( this );
  477. }
  478. void Material::reload()
  479. {
  480. MATMGR->reInitInstance( this );
  481. }
  482. void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const
  483. {
  484. TextureTable::ConstIterator iter = mTextures.begin();
  485. for ( ; iter != mTextures.end(); iter++ )
  486. {
  487. if ( iter->value.isValid() )
  488. outFeatures->addFeature( *iter->key );
  489. }
  490. }
  491. DefineConsoleMethod( Material, flush, void, (),,
  492. "Flushes all material instances that use this material." )
  493. {
  494. object->flush();
  495. }
  496. DefineConsoleMethod( Material, reload, void, (),,
  497. "Reloads all material instances that use this material." )
  498. {
  499. object->reload();
  500. }
  501. DefineConsoleMethod( Material, dumpInstances, void, (),,
  502. "Dumps a formatted list of the currently allocated material instances for this material to the console." )
  503. {
  504. MATMGR->dumpMaterialInstances( object );
  505. }
  506. DefineConsoleMethod( Material, getAnimFlags, const char*, (U32 id), , "" )
  507. {
  508. char * animFlags = Con::getReturnBuffer(512);
  509. if(object->mAnimFlags[ id ] & Material::Scroll)
  510. {
  511. if(dStrcmp( animFlags, "" ) == 0)
  512. dStrcpy( animFlags, "$Scroll" );
  513. }
  514. if(object->mAnimFlags[ id ] & Material::Rotate)
  515. {
  516. if(dStrcmp( animFlags, "" ) == 0)
  517. dStrcpy( animFlags, "$Rotate" );
  518. else
  519. dStrcat( animFlags, " | $Rotate");
  520. }
  521. if(object->mAnimFlags[ id ] & Material::Wave)
  522. {
  523. if(dStrcmp( animFlags, "" ) == 0)
  524. dStrcpy( animFlags, "$Wave" );
  525. else
  526. dStrcat( animFlags, " | $Wave");
  527. }
  528. if(object->mAnimFlags[ id ] & Material::Scale)
  529. {
  530. if(dStrcmp( animFlags, "" ) == 0)
  531. dStrcpy( animFlags, "$Scale" );
  532. else
  533. dStrcat( animFlags, " | $Scale");
  534. }
  535. if(object->mAnimFlags[ id ] & Material::Sequence)
  536. {
  537. if(dStrcmp( animFlags, "" ) == 0)
  538. dStrcpy( animFlags, "$Sequence" );
  539. else
  540. dStrcat( animFlags, " | $Sequence");
  541. }
  542. return animFlags;
  543. }
  544. DefineConsoleMethod(Material, getFilename, const char*, (),, "Get filename of material")
  545. {
  546. SimObject *material = static_cast<SimObject *>(object);
  547. return material->getFilename();
  548. }
  549. DefineConsoleMethod( Material, isAutoGenerated, bool, (),,
  550. "Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
  551. {
  552. return object->isAutoGenerated();
  553. }
  554. DefineConsoleMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), ,
  555. "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
  556. {
  557. object->setAutoGenerated(isAutoGenerated);
  558. }
  559. // Accumulation
  560. bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
  561. {
  562. Material* mat = reinterpret_cast< Material* >( object );
  563. if ( index )
  564. {
  565. U32 i = dAtoui(index);
  566. mat->mAccuEnabled[i] = dAtob(data);
  567. AccumulationVolume::refreshVolumes();
  568. }
  569. return true;
  570. }