terrMaterial.cpp 6.1 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 "terrain/terrMaterial.h"
  24. #include "console/consoleTypes.h"
  25. #include "gfx/gfxTextureManager.h"
  26. #include "gfx/bitmap/gBitmap.h"
  27. IMPLEMENT_CONOBJECT( TerrainMaterial );
  28. ConsoleDocClass( TerrainMaterial,
  29. "@brief The TerrainMaterial class orginizes the material settings "
  30. "for a single terrain material layer.\n\n"
  31. "@note You should not be creating TerrainMaterials by hand in code. "
  32. "All TerrainMaterials should be created in the editors, as intended "
  33. "by the system.\n\n"
  34. "@tsexample\n"
  35. "// Created by the Terrain Painter tool in the World Editor\n"
  36. "new TerrainMaterial()\n"
  37. "{\n"
  38. " internalName = \"grass1\";\n"
  39. " diffuseMap = \"art/terrains/Test/grass1\";\n"
  40. " detailMap = \"art/terrains/Test/grass1_d\";\n"
  41. " detailSize = \"10\";\n"
  42. " isManaged = \"1\";\n"
  43. " detailBrightness = \"1\";\n"
  44. " Enabled = \"1\";\n"
  45. " diffuseSize = \"200\";\n"
  46. "};\n"
  47. "@endtsexample\n\n"
  48. "@see Materials\n"
  49. "@ingroup enviroMisc\n");
  50. TerrainMaterial::TerrainMaterial()
  51. : mSideProjection( false ),
  52. mDiffuseSize( 500.0f ),
  53. mDetailSize( 5.0f ),
  54. mDetailStrength( 1.0f ),
  55. mDetailDistance( 50.0f ),
  56. mParallaxScale( 0.0f )
  57. {
  58. }
  59. TerrainMaterial::~TerrainMaterial()
  60. {
  61. }
  62. void TerrainMaterial::initPersistFields()
  63. {
  64. addField( "diffuseMap", TypeStringFilename, Offset( mDiffuseMap, TerrainMaterial ), "Base texture for the material" );
  65. addField( "diffuseSize", TypeF32, Offset( mDiffuseSize, TerrainMaterial ), "Used to scale the diffuse map to the material square" );
  66. addField( "normalMap", TypeStringFilename, Offset( mNormalMap, TerrainMaterial ), "Bump map for the material" );
  67. addField( "detailMap", TypeStringFilename, Offset( mDetailMap, TerrainMaterial ), "Detail map for the material" );
  68. addField( "detailSize", TypeF32, Offset( mDetailSize, TerrainMaterial ), "Used to scale the detail map to the material square" );
  69. addField( "detailStrength", TypeF32, Offset( mDetailStrength, TerrainMaterial ), "Exponentially sharpens or lightens the detail map rendering on the material" );
  70. addField( "detailDistance", TypeF32, Offset( mDetailDistance, TerrainMaterial ), "Changes how far camera can see the detail map rendering on the material" );
  71. addField( "useSideProjection", TypeBool, Offset( mSideProjection, TerrainMaterial ),"Makes that terrain material project along the sides of steep "
  72. "slopes instead of projected downwards");
  73. addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
  74. "occlusion effect (aka parallax) to the terrain material" );
  75. Parent::initPersistFields();
  76. // Gotta call this at least once or it won't get created!
  77. Sim::getTerrainMaterialSet();
  78. }
  79. bool TerrainMaterial::onAdd()
  80. {
  81. if ( !Parent::onAdd() )
  82. return false;
  83. SimSet *set = Sim::getTerrainMaterialSet();
  84. // Make sure we have an internal name set.
  85. if ( !mInternalName || !mInternalName[0] )
  86. Con::warnf( "TerrainMaterial::onAdd() - No internal name set!" );
  87. else
  88. {
  89. SimObject *object = set->findObjectByInternalName( mInternalName );
  90. if ( object )
  91. Con::warnf( "TerrainMaterial::onAdd() - Internal name collision; '%s' already exists!", mInternalName );
  92. }
  93. set->addObject( this );
  94. return true;
  95. }
  96. TerrainMaterial* TerrainMaterial::getWarningMaterial()
  97. {
  98. return findOrCreate( NULL );
  99. }
  100. TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
  101. {
  102. SimSet *set = Sim::getTerrainMaterialSet();
  103. if ( !nameOrPath || !nameOrPath[0] )
  104. nameOrPath = "warning_material";
  105. // See if we can just find it.
  106. TerrainMaterial *mat = dynamic_cast<TerrainMaterial*>( set->findObjectByInternalName( StringTable->insert( nameOrPath ) ) );
  107. if ( mat )
  108. return mat;
  109. // We didn't find it... so see if its a path to a
  110. // file. If it is lets assume its the texture.
  111. if ( GBitmap::sFindFiles( nameOrPath, NULL ) )
  112. {
  113. mat = new TerrainMaterial();
  114. mat->setInternalName( nameOrPath );
  115. mat->mDiffuseMap = nameOrPath;
  116. mat->registerObject();
  117. Sim::getRootGroup()->addObject( mat );
  118. return mat;
  119. }
  120. // Ok... return a debug material then.
  121. mat = dynamic_cast<TerrainMaterial*>( set->findObjectByInternalName( StringTable->insert( "warning_material" ) ) );
  122. if ( !mat )
  123. {
  124. // This shouldn't happen.... the warning_texture should
  125. // have already been defined in script, but we put this
  126. // fallback here just in case it gets "lost".
  127. mat = new TerrainMaterial();
  128. mat->setInternalName( "warning_material" );
  129. mat->mDiffuseMap = GFXTextureManager::getWarningTexturePath();
  130. mat->mDiffuseSize = 500;
  131. mat->mDetailMap = GFXTextureManager::getWarningTexturePath();
  132. mat->mDetailSize = 5;
  133. mat->registerObject();
  134. Sim::getRootGroup()->addObject( mat );
  135. }
  136. return mat;
  137. }