materialDefinition.cpp 31 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. mInvertRoughness[i] = false;
  115. mRoughnessChan[i] = 0;
  116. mAOChan[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. INIT_IMAGEASSET_ARRAY(DiffuseMap, i);
  125. INIT_IMAGEASSET_ARRAY(OverlayMap, i);
  126. INIT_IMAGEASSET_ARRAY(LightMap, i);
  127. INIT_IMAGEASSET_ARRAY(ToneMap, i);
  128. INIT_IMAGEASSET_ARRAY(DetailMap, i);
  129. INIT_IMAGEASSET_ARRAY(NormalMap, i);
  130. INIT_IMAGEASSET_ARRAY(ORMConfigMap, i);
  131. INIT_IMAGEASSET_ARRAY(RoughMap, i);
  132. INIT_IMAGEASSET_ARRAY(AOMap, i);
  133. INIT_IMAGEASSET_ARRAY(MetalMap, i);
  134. INIT_IMAGEASSET_ARRAY(GlowMap, i);
  135. INIT_IMAGEASSET_ARRAY(DetailNormalMap, i);
  136. mParallaxScale[i] = 0.0f;
  137. mVertLit[i] = false;
  138. mVertColor[i] = false;
  139. mGlow[i] = false;
  140. mEmissive[i] = false;
  141. mDetailScale[i].set(2.0f, 2.0f);
  142. mDetailNormalMapStrength[i] = 1.0f;
  143. mMinnaertConstant[i] = -1.0f;
  144. mSubSurface[i] = false;
  145. mSubSurfaceColor[i].set(1.0f, 0.2f, 0.2f, 1.0f);
  146. mSubSurfaceRolloff[i] = 0.2f;
  147. mAnimFlags[i] = 0;
  148. mScrollDir[i].set(0.0f, 0.0f);
  149. mScrollSpeed[i] = 0.0f;
  150. mScrollOffset[i].set(0.0f, 0.0f);
  151. mRotSpeed[i] = 0.0f;
  152. mRotPivotOffset[i].set(0.0f, 0.0f);
  153. mRotPos[i] = 0.0f;
  154. mWavePos[i] = 0.0f;
  155. mWaveFreq[i] = 0.0f;
  156. mWaveAmp[i] = 0.0f;
  157. mWaveType[i] = 0;
  158. mSeqFramePerSec[i] = 0.0f;
  159. mSeqSegSize[i] = 0.0f;
  160. // Deferred Shading
  161. mMatInfoFlags[i] = 0.0f;
  162. mGlowMul[i] = 0.0f;
  163. }
  164. dMemset(mCellIndex, 0, sizeof(mCellIndex));
  165. dMemset(mCellLayout, 0, sizeof(mCellLayout));
  166. dMemset(mCellSize, 0, sizeof(mCellSize));
  167. dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
  168. dMemset(mUseAnisotropic, 1, sizeof(mUseAnisotropic));
  169. mImposterLimits = Point4F::Zero;
  170. mDoubleSided = false;
  171. mTranslucent = false;
  172. mTranslucentBlendOp = LerpAlpha;
  173. mTranslucentZWrite = false;
  174. mAlphaTest = false;
  175. mAlphaRef = 1;
  176. mCastShadows = true;
  177. mPlanarReflection = false;
  178. mCubemapData = NULL;
  179. mDynamicCubemap = NULL;
  180. mLastUpdateTime = 0;
  181. mAutoGenerated = false;
  182. mShowDust = false;
  183. mShowFootprints = true;
  184. dMemset(mEffectColor, 0, sizeof(mEffectColor));
  185. mFootstepSoundId = -1; mImpactSoundId = -1;
  186. mImpactFXIndex = -1;
  187. mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
  188. mFriction = 0.0;
  189. mDirectSoundOcclusion = 1.f;
  190. mReverbSoundOcclusion = 1.0;
  191. }
  192. void Material::initPersistFields()
  193. {
  194. addField("mapTo", TypeRealString, Offset(mMapTo, Material),
  195. "Used to map this material to the material name used by TSShape.");
  196. addArray("Stages", MAX_STAGES);
  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. INITPERSISTFIELD_IMAGEASSET_ARRAY(DiffuseMap, MAX_STAGES, Material, "Albedo");
  201. INITPERSISTFIELD_IMAGEASSET_ARRAY(OverlayMap, MAX_STAGES, Material, "Overlay");
  202. INITPERSISTFIELD_IMAGEASSET_ARRAY(LightMap, MAX_STAGES, Material, "LightMap");
  203. INITPERSISTFIELD_IMAGEASSET_ARRAY(ToneMap, MAX_STAGES, Material, "ToneMap");
  204. INITPERSISTFIELD_IMAGEASSET_ARRAY(DetailMap, MAX_STAGES, Material, "DetailMap");
  205. INITPERSISTFIELD_IMAGEASSET_ARRAY(NormalMap, MAX_STAGES, Material, "NormalMap");
  206. INITPERSISTFIELD_IMAGEASSET_ARRAY(ORMConfigMap, MAX_STAGES, Material, "AO|Roughness|metalness map");
  207. INITPERSISTFIELD_IMAGEASSET_ARRAY(RoughMap, MAX_STAGES, Material, "RoughMap (also needs MetalMap)");
  208. INITPERSISTFIELD_IMAGEASSET_ARRAY(AOMap, MAX_STAGES, Material, "AOMap");
  209. INITPERSISTFIELD_IMAGEASSET_ARRAY(MetalMap, MAX_STAGES, Material, "MetalMap (also needs RoughMap)");
  210. INITPERSISTFIELD_IMAGEASSET_ARRAY(GlowMap, MAX_STAGES, Material, "GlowMap (needs Albedo)");
  211. INITPERSISTFIELD_IMAGEASSET_ARRAY(DetailNormalMap, MAX_STAGES, Material, "DetailNormalMap");
  212. addField("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
  213. "Enable sRGB for the diffuse color texture map.");
  214. addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
  215. "The scale factor for the detail map.");
  216. addField("detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
  217. "Used to scale the strength of the detail normal map when blended with the base normal map.");
  218. addField("roughness", TypeF32, Offset(mRoughness, Material), MAX_STAGES,
  219. "The degree of roughness when not using a ORMConfigMap.");
  220. addField("metalness", TypeF32, Offset(mMetalness, Material), MAX_STAGES,
  221. "The degree of Metalness when not using a ORMConfigMap.");
  222. addField("glowMul", TypeF32, Offset(mGlowMul, Material), MAX_STAGES,
  223. "glow mask multiplier");
  224. addProtectedField("accuEnabled", TYPEID< bool >(), Offset(mAccuEnabled, Material),
  225. &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture.");
  226. addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
  227. "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
  228. addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
  229. "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
  230. addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
  231. "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
  232. addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
  233. "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.");
  234. addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
  235. "Changes specularity to this value where the accumulated material is present.");
  236. addField("isSRGb", TypeBool, Offset(mIsSRGb, Material), MAX_STAGES,
  237. "Substance Designer Workaround.");
  238. addField("invertRoughness", TypeBool, Offset(mInvertRoughness, Material), MAX_STAGES,
  239. "Treat Roughness as Roughness");
  240. addField("roughnessChan", TypeF32, Offset(mRoughnessChan, Material), MAX_STAGES,
  241. "The input channel roughness maps use.");
  242. addField("AOChan", TypeF32, Offset(mAOChan, Material), MAX_STAGES,
  243. "The input channel AO maps use.");
  244. addField("metalChan", TypeF32, Offset(mMetalChan, Material), MAX_STAGES,
  245. "The input channel metalness maps use.");
  246. addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
  247. "Enables rendering as glowing.");
  248. addField("parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
  249. "Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
  250. "this value is less than 0.4 else the effect breaks down.");
  251. addField("useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
  252. "Use anisotropic filtering for the textures of this stage.");
  253. addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
  254. "If true the vertex color is used for lighting.");
  255. addField("vertColor", TypeBool, Offset(mVertColor, Material), MAX_STAGES,
  256. "If enabled, vertex colors are premultiplied with diffuse colors.");
  257. addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
  258. "The Minnaert shading constant value. Must be greater than 0 to enable the effect.");
  259. addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
  260. "Enables the subsurface scattering approximation.");
  261. addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
  262. "The color used for the subsurface scattering approximation.");
  263. addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
  264. "The 0 to 1 rolloff factor used in the subsurface scattering approximation.");
  265. addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
  266. "Enables emissive lighting for the material.");
  267. addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
  268. "Disables backface culling casing surfaces to be double sided. "
  269. "Note that the lighting on the backside will be a mirror of the front "
  270. "side of the surface.");
  271. addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
  272. "The types of animation to play on this material.");
  273. addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
  274. "The scroll direction in UV space when scroll animation is enabled.");
  275. addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
  276. "The speed to scroll the texture in UVs per second when scroll animation is enabled.");
  277. addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
  278. "The speed to rotate the texture in degrees per second when rotation animation is enabled.");
  279. addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
  280. "The piviot position in UV coordinates to center the rotation animation.");
  281. addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
  282. "The type of wave animation to perform when wave animation is enabled.");
  283. addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
  284. "The wave frequency when wave animation is enabled.");
  285. addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
  286. "The wave amplitude when wave animation is enabled.");
  287. addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
  288. "The number of frames per second for frame based sequence animations if greater than zero.");
  289. addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
  290. "The size of each frame in UV units for sequence animations.");
  291. // Texture atlasing
  292. addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
  293. "@internal");
  294. addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
  295. "@internal");
  296. addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
  297. "@internal");
  298. addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
  299. "@internal");
  300. // For backwards compatibility.
  301. //
  302. // They point at the new 'map' fields, but reads always return
  303. // an empty string and writes only apply if the value is not empty.
  304. //
  305. addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapName, Material),
  306. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  307. "For backwards compatibility.\n@see diffuseMap\n", AbstractClassRep::FIELD_HideInInspectors);
  308. addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapName, Material),
  309. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  310. "For backwards compatibility.\n@see detailMap\n", AbstractClassRep::FIELD_HideInInspectors);
  311. addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapName, Material),
  312. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  313. "For backwards compatibility.\n@see overlayMap\n", AbstractClassRep::FIELD_HideInInspectors);
  314. addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapName, Material),
  315. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  316. "For backwards compatibility.\n@see normalMap\n", AbstractClassRep::FIELD_HideInInspectors);
  317. addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
  318. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  319. "For backwards compatibility.\n@see diffuseColor\n", AbstractClassRep::FIELD_HideInInspectors);
  320. endArray("Stages");
  321. addField("castShadows", TypeBool, Offset(mCastShadows, Material),
  322. "If set to false the lighting system will not cast shadows from this material.");
  323. addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal");
  324. addField("translucent", TypeBool, Offset(mTranslucent, Material),
  325. "If true this material is translucent blended.");
  326. addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
  327. "The type of blend operation to use when the material is translucent.");
  328. addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
  329. "If enabled and the material is translucent it will write into the depth buffer.");
  330. addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
  331. "Enables alpha test when rendering the material.\n@see alphaRef\n");
  332. addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
  333. "The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n");
  334. addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
  335. "The name of a CubemapData for environment mapping.");
  336. addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
  337. "Enables the material to use the dynamic cubemap from the ShapeBase object its applied to.");
  338. addGroup("Behavioral");
  339. addField("showFootprints", TypeBool, Offset(mShowFootprints, Material),
  340. "Whether to show player footprint decals on this material.\n\n"
  341. "@see PlayerData::decalData");
  342. addField("showDust", TypeBool, Offset(mShowDust, Material),
  343. "Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
  344. "vehicles or players to decide whether to show dust trails.");
  345. addField("effectColor", TypeColorF, Offset(mEffectColor, Material), NUM_EFFECT_COLOR_STAGES,
  346. "If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
  347. "emitter.\n\n"
  348. "@see ParticleData::colors");
  349. addField("footstepSoundId", TypeS32, Offset(mFootstepSoundId, Material),
  350. "What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
  351. "\n"
  352. "The IDs are:\n\n"
  353. "- 0: PlayerData::FootSoftSound\n"
  354. "- 1: PlayerData::FootHardSound\n"
  355. "- 2: PlayerData::FootMetalSound\n"
  356. "- 3: PlayerData::FootSnowSound\n"
  357. "- 4: PlayerData::FootShallowSound\n"
  358. "- 5: PlayerData::FootWadingSound\n"
  359. "- 6: PlayerData::FootUnderwaterSound\n"
  360. "- 7: PlayerData::FootBubblesSound\n"
  361. "- 8: PlayerData::movingBubblesSound\n"
  362. "- 9: PlayerData::waterBreathSound\n"
  363. "- 10: PlayerData::impactSoftSound\n"
  364. "- 11: PlayerData::impactHardSound\n"
  365. "- 12: PlayerData::impactMetalSound\n"
  366. "- 13: PlayerData::impactSnowSound\n"
  367. "- 14: PlayerData::impactWaterEasy\n"
  368. "- 15: PlayerData::impactWaterMedium\n"
  369. "- 16: PlayerData::impactWaterHard\n"
  370. "- 17: PlayerData::exitingWater\n");
  371. addField("customFootstepSound", TypeSFXTrackName, Offset(mFootstepSoundCustom, Material),
  372. "The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
  373. "useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
  374. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too.");
  375. addField("impactSoundId", TypeS32, Offset(mImpactSoundId, Material),
  376. "What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  377. "than PlayerData::groundImpactMinSpeed.\n\n"
  378. "For a list of IDs, see #footstepSoundId");
  379. addField("ImpactFXIndex", TypeS32, Offset(mImpactFXIndex, Material),
  380. "What FX to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  381. "than PlayerData::groundImpactMinSpeed.\n\n"
  382. "For a list of IDs, see #impactFXId");
  383. addField("customImpactSound", TypeSFXTrackName, Offset(mImpactSoundCustom, Material),
  384. "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
  385. "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
  386. "without having to rely on the PlayerData sound assignment.\n\n"
  387. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too.");
  388. //Deactivate these for the moment as they are not used.
  389. #if 0
  390. addField("friction", TypeF32, Offset(mFriction, Material));
  391. addField("directSoundOcclusion", TypeF32, Offset(mDirectSoundOcclusion, Material));
  392. addField("reverbSoundOcclusion", TypeF32, Offset(mReverbSoundOcclusion, Material));
  393. #endif
  394. endGroup("Behavioral");
  395. Parent::initPersistFields();
  396. }
  397. bool Material::writeField(StringTableEntry fieldname, const char* value)
  398. {
  399. // Never allow the old field names to be written.
  400. if (fieldname == StringTable->insert("baseTex") ||
  401. fieldname == StringTable->insert("detailTex") ||
  402. fieldname == StringTable->insert("overlayTex") ||
  403. fieldname == StringTable->insert("bumpTex") ||
  404. fieldname == StringTable->insert("envTex") ||
  405. fieldname == StringTable->insert("colorMultiply"))
  406. return false;
  407. return Parent::writeField(fieldname, value);
  408. }
  409. bool Material::onAdd()
  410. {
  411. if (Parent::onAdd() == false)
  412. return false;
  413. mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject(mCubemapName));
  414. if (mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0)
  415. {
  416. Con::errorf("Invalid blend op in material: %s", getName());
  417. mTranslucentBlendOp = LerpAlpha;
  418. }
  419. SimSet* matSet = MATMGR->getMaterialSet();
  420. if (matSet)
  421. matSet->addObject((SimObject*)this);
  422. // save the current script path for texture lookup later
  423. const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.tscript
  424. String::SizeType slash = scriptFile.find('/', scriptFile.length(), String::Right);
  425. if (slash != String::NPos)
  426. mPath = scriptFile.substr(0, slash + 1);
  427. //convert any non-assets we have
  428. /*for (U32 i = 0; i < MAX_STAGES; i++)
  429. {
  430. AUTOCONVERT_IMAGEASSET_ARRAY(DiffuseMap, i);
  431. AUTOCONVERT_IMAGEASSET_ARRAY(OverlayMap, i);
  432. AUTOCONVERT_IMAGEASSET_ARRAY(LightMap, i);
  433. AUTOCONVERT_IMAGEASSET_ARRAY(ToneMap, i);
  434. AUTOCONVERT_IMAGEASSET_ARRAY(DetailMap, i);
  435. AUTOCONVERT_IMAGEASSET_ARRAY(ORMConfigMap, i);
  436. AUTOCONVERT_IMAGEASSET_ARRAY(AOMap, i);
  437. AUTOCONVERT_IMAGEASSET_ARRAY(RoughMap, i);
  438. AUTOCONVERT_IMAGEASSET_ARRAY(MetalMap, i);
  439. AUTOCONVERT_IMAGEASSET_ARRAY(GlowMap, i);
  440. AUTOCONVERT_IMAGEASSET_ARRAY(DetailNormalMap, i);
  441. }
  442. //bind any assets we have
  443. for (U32 i = 0; i < MAX_STAGES; i++)
  444. {
  445. LOAD_IMAGEASSET_ARRAY(DiffuseMap, i);
  446. LOAD_IMAGEASSET_ARRAY(OverlayMap, i);
  447. LOAD_IMAGEASSET_ARRAY(LightMap, i);
  448. LOAD_IMAGEASSET_ARRAY(ToneMap, i);
  449. LOAD_IMAGEASSET_ARRAY(DetailMap, i);
  450. LOAD_IMAGEASSET_ARRAY(ORMConfigMap, i);
  451. LOAD_IMAGEASSET_ARRAY(AOMap, i);
  452. LOAD_IMAGEASSET_ARRAY(RoughMap, i);
  453. LOAD_IMAGEASSET_ARRAY(MetalMap, i);
  454. LOAD_IMAGEASSET_ARRAY(GlowMap, i);
  455. LOAD_IMAGEASSET_ARRAY(DetailNormalMap, i);
  456. }*/
  457. inspectPostApply();
  458. _mapMaterial();
  459. return true;
  460. }
  461. void Material::onRemove()
  462. {
  463. smNormalizeCube = NULL;
  464. Parent::onRemove();
  465. }
  466. void Material::inspectPostApply()
  467. {
  468. Parent::inspectPostApply();
  469. // Reload the material instances which
  470. // use this material.
  471. if (isProperlyAdded())
  472. reload();
  473. }
  474. bool Material::isLightmapped() const
  475. {
  476. bool ret = false;
  477. for (U32 i = 0; i < MAX_STAGES; i++)
  478. ret |= mLightMapName[i] != StringTable->EmptyString() || mToneMapName[i] != StringTable->EmptyString() || mVertLit[i];
  479. return ret;
  480. }
  481. void Material::updateTimeBasedParams()
  482. {
  483. U32 lastTime = MATMGR->getLastUpdateTime();
  484. F32 dt = MATMGR->getDeltaTime();
  485. if (mLastUpdateTime != lastTime)
  486. {
  487. for (U32 i = 0; i < MAX_STAGES; i++)
  488. {
  489. mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
  490. mScrollOffset[i].x = mWrapF(mScrollOffset[i].x, 0.0, 1.0);
  491. mScrollOffset[i].y = mWrapF(mScrollOffset[i].y, 0.0, 1.0);
  492. mRotPos[i] = mWrapF((mRotPos[i] + (mRotSpeed[i] * dt)), 0.0, 360.0);
  493. mWavePos[i] = mWrapF((mWavePos[i] + (mWaveFreq[i] * dt)), 0.0, 1.0);
  494. }
  495. mLastUpdateTime = lastTime;
  496. }
  497. }
  498. void Material::_mapMaterial()
  499. {
  500. if (String(getName()).isEmpty())
  501. {
  502. Con::warnf("[Material::mapMaterial] - Cannot map unnamed Material");
  503. return;
  504. }
  505. // If mapTo not defined in script, try to use the base texture name instead
  506. if (mMapTo.isEmpty())
  507. {
  508. if (mDiffuseMapName[0] == StringTable->EmptyString() && mDiffuseMapAsset->isNull())
  509. return;
  510. else
  511. {
  512. // extract filename from base texture
  513. if (mDiffuseMapName[0] != StringTable->EmptyString())
  514. {
  515. U32 slashPos = String(mDiffuseMapName[0]).find('/', 0, String::Right);
  516. if (slashPos == String::NPos)
  517. // no '/' character, must be no path, just the filename
  518. mMapTo = mDiffuseMapName[0];
  519. else
  520. // use everything after the last slash
  521. mMapTo = String(mDiffuseMapName[0]).substr(slashPos + 1, strlen(mDiffuseMapName[0]) - slashPos - 1);
  522. }
  523. else if (!mDiffuseMapAsset->isNull())
  524. {
  525. mMapTo = mDiffuseMapAsset[0]->getImageFileName();
  526. }
  527. }
  528. }
  529. // add mapping
  530. MATMGR->mapMaterial(mMapTo, getName());
  531. }
  532. BaseMatInstance* Material::createMatInstance()
  533. {
  534. return new MatInstance(*this);
  535. }
  536. void Material::flush()
  537. {
  538. MATMGR->flushInstance(this);
  539. }
  540. void Material::reload()
  541. {
  542. MATMGR->reInitInstance(this);
  543. }
  544. void Material::StageData::getFeatureSet(FeatureSet* outFeatures) const
  545. {
  546. TextureTable::ConstIterator iter = mTextures.begin();
  547. for (; iter != mTextures.end(); iter++)
  548. {
  549. if (iter->value.isValid())
  550. outFeatures->addFeature(*iter->key);
  551. }
  552. }
  553. DefineEngineMethod(Material, flush, void, (), ,
  554. "Flushes all material instances that use this material.")
  555. {
  556. object->flush();
  557. }
  558. DefineEngineMethod(Material, reload, void, (), ,
  559. "Reloads all material instances that use this material.")
  560. {
  561. object->reload();
  562. }
  563. DefineEngineMethod(Material, dumpInstances, void, (), ,
  564. "Dumps a formatted list of the currently allocated material instances for this material to the console.")
  565. {
  566. MATMGR->dumpMaterialInstances(object);
  567. }
  568. DefineEngineMethod(Material, getMaterialInstances, void, (GuiTreeViewCtrl* matTree), (nullAsType< GuiTreeViewCtrl*>()),
  569. "Dumps a formatted list of the currently allocated material instances for this material to the console.")
  570. {
  571. MATMGR->getMaterialInstances(object, matTree);
  572. }
  573. DefineEngineMethod(Material, getAnimFlags, const char*, (U32 id), , "")
  574. {
  575. char* animFlags = Con::getReturnBuffer(512);
  576. if (object->mAnimFlags[id] & Material::Scroll)
  577. {
  578. if (String::compare(animFlags, "") == 0)
  579. dStrcpy(animFlags, "$Scroll", 512);
  580. }
  581. if (object->mAnimFlags[id] & Material::Rotate)
  582. {
  583. if (String::compare(animFlags, "") == 0)
  584. dStrcpy(animFlags, "$Rotate", 512);
  585. else
  586. dStrcat(animFlags, " | $Rotate", 512);
  587. }
  588. if (object->mAnimFlags[id] & Material::Wave)
  589. {
  590. if (String::compare(animFlags, "") == 0)
  591. dStrcpy(animFlags, "$Wave", 512);
  592. else
  593. dStrcat(animFlags, " | $Wave", 512);
  594. }
  595. if (object->mAnimFlags[id] & Material::Scale)
  596. {
  597. if (String::compare(animFlags, "") == 0)
  598. dStrcpy(animFlags, "$Scale", 512);
  599. else
  600. dStrcat(animFlags, " | $Scale", 512);
  601. }
  602. if (object->mAnimFlags[id] & Material::Sequence)
  603. {
  604. if (String::compare(animFlags, "") == 0)
  605. dStrcpy(animFlags, "$Sequence", 512);
  606. else
  607. dStrcat(animFlags, " | $Sequence", 512);
  608. }
  609. return animFlags;
  610. }
  611. DefineEngineMethod(Material, getFilename, const char*, (), , "Get filename of material")
  612. {
  613. SimObject* material = static_cast<SimObject*>(object);
  614. return material->getFilename();
  615. }
  616. DefineEngineMethod(Material, isAutoGenerated, bool, (), ,
  617. "Returns true if this Material was automatically generated by MaterialList::mapMaterials()")
  618. {
  619. return object->isAutoGenerated();
  620. }
  621. DefineEngineMethod(Material, setAutoGenerated, void, (bool isAutoGenerated), ,
  622. "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated.")
  623. {
  624. object->setAutoGenerated(isAutoGenerated);
  625. }
  626. DefineEngineMethod(Material, getAutogeneratedFile, const char*, (), , "Get filename of autogenerated shader file")
  627. {
  628. SimObject* material = static_cast<SimObject*>(object);
  629. return material->getFilename();
  630. }
  631. // Accumulation
  632. bool Material::_setAccuEnabled(void* object, const char* index, const char* data)
  633. {
  634. Material* mat = reinterpret_cast<Material*>(object);
  635. if (index)
  636. {
  637. U32 i = dAtoui(index);
  638. mat->mAccuEnabled[i] = dAtob(data);
  639. AccumulationVolume::refreshVolumes();
  640. }
  641. return true;
  642. }
  643. //declare general get<entry>, get<entry>Asset and set<entry> methods
  644. //signatures are:
  645. //using DiffuseMap as an example
  646. //material.getDiffuseMap(%layer); //returns the raw file referenced
  647. //material.getDiffuseMapAsset(%layer); //returns the asset id
  648. //material.setDiffuseMap(%texture, %layer); //tries to set the asset and failing that attempts a flat file reference
  649. DEF_IMAGEASSET_ARRAY_BINDS(Material, DiffuseMap)
  650. DEF_IMAGEASSET_ARRAY_BINDS(Material, OverlayMap);
  651. DEF_IMAGEASSET_ARRAY_BINDS(Material, LightMap);
  652. DEF_IMAGEASSET_ARRAY_BINDS(Material, ToneMap);
  653. DEF_IMAGEASSET_ARRAY_BINDS(Material, DetailMap);
  654. DEF_IMAGEASSET_ARRAY_BINDS(Material, NormalMap);
  655. DEF_IMAGEASSET_ARRAY_BINDS(Material, ORMConfigMap);
  656. DEF_IMAGEASSET_ARRAY_BINDS(Material, RoughMap);
  657. DEF_IMAGEASSET_ARRAY_BINDS(Material, AOMap);
  658. DEF_IMAGEASSET_ARRAY_BINDS(Material, MetalMap);
  659. DEF_IMAGEASSET_ARRAY_BINDS(Material, GlowMap);
  660. DEF_IMAGEASSET_ARRAY_BINDS(Material, DetailNormalMap);