materialDefinition.cpp 30 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. mDiffuseMapSRGB[i] = true;
  102. mSmoothness[i] = 0.0f;
  103. mMetalness[i] = 0.0f;
  104. mPixelSpecular[i] = false;
  105. mIsSRGb[i] = false;
  106. mInvertSmoothness[i] = false;
  107. mSmoothnessChan[i] = 0;
  108. mAOChan[i] = 1;
  109. mMetalChan[i] = 2;
  110. mAccuEnabled[i] = false;
  111. mAccuScale[i] = 1.0f;
  112. mAccuDirection[i] = 1.0f;
  113. mAccuStrength[i] = 0.6f;
  114. mAccuCoverage[i] = 0.9f;
  115. mAccuSpecular[i] = 16.0f;
  116. mParallaxScale[i] = 0.0f;
  117. mVertLit[i] = false;
  118. mVertColor[ i ] = false;
  119. mGlow[i] = false;
  120. mEmissive[i] = false;
  121. mDetailScale[i].set( 2.0f, 2.0f );
  122. mDetailNormalMapStrength[i] = 1.0f;
  123. mMinnaertConstant[i] = -1.0f;
  124. mSubSurface[i] = false;
  125. mSubSurfaceColor[i].set( 1.0f, 0.2f, 0.2f, 1.0f );
  126. mSubSurfaceRolloff[i] = 0.2f;
  127. mAnimFlags[i] = 0;
  128. mScrollDir[i].set( 0.0f, 0.0f );
  129. mScrollSpeed[i] = 0.0f;
  130. mScrollOffset[i].set( 0.0f, 0.0f );
  131. mRotSpeed[i] = 0.0f;
  132. mRotPivotOffset[i].set( 0.0f, 0.0f );
  133. mRotPos[i] = 0.0f;
  134. mWavePos[i] = 0.0f;
  135. mWaveFreq[i] = 0.0f;
  136. mWaveAmp[i] = 0.0f;
  137. mWaveType[i] = 0;
  138. mSeqFramePerSec[i] = 0.0f;
  139. mSeqSegSize[i] = 0.0f;
  140. // Deferred Shading
  141. mMatInfoFlags[i] = 0.0f;
  142. mRoughMapFilename[i].clear();
  143. mAOMapFilename[i].clear();
  144. mMetalMapFilename[i].clear();
  145. }
  146. dMemset(mCellIndex, 0, sizeof(mCellIndex));
  147. dMemset(mCellLayout, 0, sizeof(mCellLayout));
  148. dMemset(mCellSize, 0, sizeof(mCellSize));
  149. dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
  150. dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
  151. // Deferred Shading : Metalness
  152. dMemset(mUseMetalness, 0, sizeof(mUseMetalness));
  153. mImposterLimits = Point4F::Zero;
  154. mDoubleSided = false;
  155. mTranslucent = false;
  156. mTranslucentBlendOp = LerpAlpha;
  157. mTranslucentZWrite = false;
  158. mAlphaTest = false;
  159. mAlphaRef = 1;
  160. mCastShadows = true;
  161. mCastDynamicShadows = false;
  162. mPlanarReflection = false;
  163. mCubemapData = NULL;
  164. mDynamicCubemap = NULL;
  165. mLastUpdateTime = 0;
  166. mAutoGenerated = false;
  167. mShowDust = false;
  168. mShowFootprints = true;
  169. dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
  170. mFootstepSoundId = -1; mImpactSoundId = -1;
  171. mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
  172. mFriction = 0.0;
  173. mDirectSoundOcclusion = 1.f;
  174. mReverbSoundOcclusion = 1.0;
  175. }
  176. void Material::initPersistFields()
  177. {
  178. addField("mapTo", TypeRealString, Offset(mMapTo, Material),
  179. "Used to map this material to the material name used by TSShape." );
  180. addArray( "Stages", MAX_STAGES );
  181. addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
  182. "This color is multiplied against the diffuse texture color. If no diffuse texture "
  183. "is present this is the material color." );
  184. addField("diffuseMap", TypeImageFilename, Offset(mDiffuseMapFilename, Material), MAX_STAGES,
  185. "The diffuse color texture map." );
  186. addField("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
  187. "Enable sRGB for the diffuse color texture map.");
  188. addField("overlayMap", TypeImageFilename, Offset(mOverlayMapFilename, Material), MAX_STAGES,
  189. "A secondary diffuse color texture map which will use the second texcoord of a mesh." );
  190. addField("lightMap", TypeImageFilename, Offset(mLightMapFilename, Material), MAX_STAGES,
  191. "The lightmap texture used with pureLight." );
  192. addField("toneMap", TypeImageFilename, Offset(mToneMapFilename, Material), MAX_STAGES,
  193. "The tonemap texture used with pureLight.");
  194. addField("detailMap", TypeImageFilename, Offset(mDetailMapFilename, Material), MAX_STAGES,
  195. "A typically greyscale detail texture additively blended into the material." );
  196. addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
  197. "The scale factor for the detail map." );
  198. addField( "normalMap", TypeImageFilename, Offset(mNormalMapFilename, Material), MAX_STAGES,
  199. "The normal map texture. You can use the DXTnm format only when per-pixel "
  200. "specular highlights are disabled, or a specular map is in use." );
  201. addField( "detailNormalMap", TypeImageFilename, Offset(mDetailNormalMapFilename, Material), MAX_STAGES,
  202. "A second normal map texture applied at the detail scale. You can use the DXTnm "
  203. "format only when per-pixel specular highlights are disabled." );
  204. addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
  205. "Used to scale the strength of the detail normal map when blended with the base normal map." );
  206. addField("smoothness", TypeF32, Offset(mSmoothness, Material), MAX_STAGES,
  207. "The degree of smoothness when not using a specularMap." );
  208. addField("metalness", TypeF32, Offset(mMetalness, Material), MAX_STAGES,
  209. "The degree of Metalness when not using a specularMap." );
  210. addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
  211. &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
  212. addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
  213. "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
  214. addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
  215. "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
  216. addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
  217. "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
  218. addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
  219. "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.");
  220. addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
  221. "Changes specularity to this value where the accumulated material is present.");
  222. addField("isSRGb", TypeBool, Offset(mIsSRGb, Material), MAX_STAGES,
  223. "Substance Designer Workaround.");
  224. addField("invertSmoothness", TypeBool, Offset(mInvertSmoothness, Material), MAX_STAGES,
  225. "Treat Smoothness as Roughness");
  226. addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
  227. "Prepacked specular map texture. The RGB channels of this texture provide per-pixel reference values for: "
  228. "smoothness (R), Ambient Occlusion (G), and metalness(B)");
  229. addField("roughMap", TypeImageFilename, Offset(mRoughMapFilename, Material), MAX_STAGES,
  230. "smoothness map. will be packed into the R channel of a packed 'specular' map");
  231. addField("smoothnessChan", TypeF32, Offset(mSmoothnessChan, Material), MAX_STAGES,
  232. "The input channel smoothness maps use.");
  233. addField("aoMap", TypeImageFilename, Offset(mAOMapFilename, Material), MAX_STAGES,
  234. "Ambient Occlusion map. will be packed into the G channel of a packed 'specular' map");
  235. addField("AOChan", TypeF32, Offset(mAOChan, Material), MAX_STAGES,
  236. "The input channel AO maps use.");
  237. addField("metalMap", TypeImageFilename, Offset(mMetalMapFilename, Material), MAX_STAGES,
  238. "Metalness map. will be packed into the B channel of a packed 'specular' map");
  239. addField("metalChan", TypeF32, Offset(mMetalChan, Material), MAX_STAGES,
  240. "The input channel metalness maps use.");
  241. addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
  242. "Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
  243. "this value is less than 0.4 else the effect breaks down." );
  244. addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
  245. "Use anisotropic filtering for the textures of this stage." );
  246. addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
  247. "If true the vertex color is used for lighting." );
  248. addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
  249. "If enabled, vertex colors are premultiplied with diffuse colors." );
  250. addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
  251. "The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
  252. addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
  253. "Enables the subsurface scattering approximation." );
  254. addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
  255. "The color used for the subsurface scattering approximation." );
  256. addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
  257. "The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
  258. addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
  259. "Enables rendering this material to the glow buffer." );
  260. addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
  261. "Enables emissive lighting for the material." );
  262. addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
  263. "Disables backface culling casing surfaces to be double sided. "
  264. "Note that the lighting on the backside will be a mirror of the front "
  265. "side of the surface." );
  266. addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
  267. "The types of animation to play on this material." );
  268. addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
  269. "The scroll direction in UV space when scroll animation is enabled." );
  270. addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
  271. "The speed to scroll the texture in UVs per second when scroll animation is enabled." );
  272. addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
  273. "The speed to rotate the texture in degrees per second when rotation animation is enabled." );
  274. addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
  275. "The piviot position in UV coordinates to center the rotation animation." );
  276. addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
  277. "The type of wave animation to perform when wave animation is enabled." );
  278. addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
  279. "The wave frequency when wave animation is enabled." );
  280. addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
  281. "The wave amplitude when wave animation is enabled." );
  282. addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
  283. "The number of frames per second for frame based sequence animations if greater than zero." );
  284. addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
  285. "The size of each frame in UV units for sequence animations." );
  286. // Texture atlasing
  287. addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
  288. "@internal" );
  289. addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
  290. "@internal");
  291. addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
  292. "@internal");
  293. addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
  294. "@internal");
  295. // For backwards compatibility.
  296. //
  297. // They point at the new 'map' fields, but reads always return
  298. // an empty string and writes only apply if the value is not empty.
  299. //
  300. addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
  301. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  302. "For backwards compatibility.\n@see diffuseMap\n" );
  303. addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
  304. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  305. "For backwards compatibility.\n@see detailMap\n");
  306. addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
  307. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  308. "For backwards compatibility.\n@see overlayMap\n");
  309. addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
  310. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  311. "For backwards compatibility.\n@see normalMap\n");
  312. addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
  313. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  314. "For backwards compatibility.\n@see diffuseColor\n");
  315. endArray( "Stages" );
  316. addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
  317. "If set to false the lighting system will not cast shadows from this material." );
  318. addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
  319. "If set to false the lighting system will not cast dynamic shadows from this material." );
  320. addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
  321. addField("translucent", TypeBool, Offset(mTranslucent, Material),
  322. "If true this material is translucent blended." );
  323. addField("translucentBlendOp", TYPEID< BlendOp >(), Offset(mTranslucentBlendOp, Material),
  324. "The type of blend operation to use when the material is translucent." );
  325. addField("translucentZWrite", TypeBool, Offset(mTranslucentZWrite, Material),
  326. "If enabled and the material is translucent it will write into the depth buffer." );
  327. addField("alphaTest", TypeBool, Offset(mAlphaTest, Material),
  328. "Enables alpha test when rendering the material.\n@see alphaRef\n" );
  329. addField("alphaRef", TypeS32, Offset(mAlphaRef, Material),
  330. "The alpha reference value for alpha testing. Must be between 0 to 255.\n@see alphaTest\n" );
  331. addField("cubemap", TypeRealString, Offset(mCubemapName, Material),
  332. "The name of a CubemapData for environment mapping." );
  333. addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
  334. "Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
  335. addGroup( "Behavioral" );
  336. addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
  337. "Whether to show player footprint decals on this material.\n\n"
  338. "@see PlayerData::decalData" );
  339. addField( "showDust", TypeBool, Offset( mShowDust, Material ),
  340. "Whether to emit dust particles from a shape moving over the material. This is, for example, used by "
  341. "vehicles or players to decide whether to show dust trails." );
  342. addField( "effectColor", TypeColorF, Offset( mEffectColor, Material ), NUM_EFFECT_COLOR_STAGES,
  343. "If #showDust is true, this is the set of colors to use for the ParticleData of the dust "
  344. "emitter.\n\n"
  345. "@see ParticleData::colors" );
  346. addField( "footstepSoundId", TypeS32, Offset( mFootstepSoundId, Material ),
  347. "What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.\n"
  348. "\n"
  349. "The IDs are:\n\n"
  350. "- 0: PlayerData::FootSoftSound\n"
  351. "- 1: PlayerData::FootHardSound\n"
  352. "- 2: PlayerData::FootMetalSound\n"
  353. "- 3: PlayerData::FootSnowSound\n"
  354. "- 4: PlayerData::FootShallowSound\n"
  355. "- 5: PlayerData::FootWadingSound\n"
  356. "- 6: PlayerData::FootUnderwaterSound\n"
  357. "- 7: PlayerData::FootBubblesSound\n"
  358. "- 8: PlayerData::movingBubblesSound\n"
  359. "- 9: PlayerData::waterBreathSound\n"
  360. "- 10: PlayerData::impactSoftSound\n"
  361. "- 11: PlayerData::impactHardSound\n"
  362. "- 12: PlayerData::impactMetalSound\n"
  363. "- 13: PlayerData::impactSnowSound\n"
  364. "- 14: PlayerData::impactWaterEasy\n"
  365. "- 15: PlayerData::impactWaterMedium\n"
  366. "- 16: PlayerData::impactWaterHard\n"
  367. "- 17: PlayerData::exitingWater\n" );
  368. addField( "customFootstepSound", TypeSFXTrackName, Offset( mFootstepSoundCustom, Material ),
  369. "The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
  370. "useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
  371. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  372. addField( "impactSoundId", TypeS32, Offset( mImpactSoundId, Material ),
  373. "What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  374. "than PlayerData::groundImpactMinSpeed.\n\n"
  375. "For a list of IDs, see #footstepSoundId" );
  376. addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ),
  377. "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
  378. "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
  379. "without having to rely on the PlayerData sound assignment.\n\n"
  380. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  381. //Deactivate these for the moment as they are not used.
  382. #if 0
  383. addField( "friction", TypeF32, Offset( mFriction, Material ) );
  384. addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) );
  385. addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) );
  386. #endif
  387. endGroup( "Behavioral" );
  388. Parent::initPersistFields();
  389. }
  390. bool Material::writeField( StringTableEntry fieldname, const char *value )
  391. {
  392. // Never allow the old field names to be written.
  393. if ( fieldname == StringTable->insert("baseTex") ||
  394. fieldname == StringTable->insert("detailTex") ||
  395. fieldname == StringTable->insert("overlayTex") ||
  396. fieldname == StringTable->insert("bumpTex") ||
  397. fieldname == StringTable->insert("envTex") ||
  398. fieldname == StringTable->insert("colorMultiply") )
  399. return false;
  400. return Parent::writeField( fieldname, value );
  401. }
  402. bool Material::onAdd()
  403. {
  404. if (Parent::onAdd() == false)
  405. return false;
  406. mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mCubemapName ) );
  407. if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 )
  408. {
  409. Con::errorf( "Invalid blend op in material: %s", getName() );
  410. mTranslucentBlendOp = LerpAlpha;
  411. }
  412. SimSet *matSet = MATMGR->getMaterialSet();
  413. if( matSet )
  414. matSet->addObject( (SimObject*)this );
  415. // save the current script path for texture lookup later
  416. const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
  417. String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
  418. if ( slash != String::NPos )
  419. mPath = scriptFile.substr( 0, slash + 1 );
  420. _mapMaterial();
  421. return true;
  422. }
  423. void Material::onRemove()
  424. {
  425. smNormalizeCube = NULL;
  426. Parent::onRemove();
  427. }
  428. void Material::inspectPostApply()
  429. {
  430. Parent::inspectPostApply();
  431. // Reload the material instances which
  432. // use this material.
  433. if ( isProperlyAdded() )
  434. reload();
  435. }
  436. bool Material::isLightmapped() const
  437. {
  438. bool ret = false;
  439. for( U32 i=0; i<MAX_STAGES; i++ )
  440. ret |= mLightMapFilename[i].isNotEmpty() || mToneMapFilename[i].isNotEmpty() || mVertLit[i];
  441. return ret;
  442. }
  443. void Material::updateTimeBasedParams()
  444. {
  445. U32 lastTime = MATMGR->getLastUpdateTime();
  446. F32 dt = MATMGR->getDeltaTime();
  447. if (mLastUpdateTime != lastTime)
  448. {
  449. for (U32 i = 0; i < MAX_STAGES; i++)
  450. {
  451. mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
  452. mRotPos[i] += mRotSpeed[i] * dt;
  453. mWavePos[i] += mWaveFreq[i] * dt;
  454. }
  455. mLastUpdateTime = lastTime;
  456. }
  457. }
  458. void Material::_mapMaterial()
  459. {
  460. if( String(getName()).isEmpty() )
  461. {
  462. Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" );
  463. return;
  464. }
  465. // If mapTo not defined in script, try to use the base texture name instead
  466. if( mMapTo.isEmpty() )
  467. {
  468. if ( mDiffuseMapFilename[0].isEmpty() )
  469. return;
  470. else
  471. {
  472. // extract filename from base texture
  473. if ( mDiffuseMapFilename[0].isNotEmpty() )
  474. {
  475. U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right);
  476. if (slashPos == String::NPos)
  477. // no '/' character, must be no path, just the filename
  478. mMapTo = mDiffuseMapFilename[0];
  479. else
  480. // use everything after the last slash
  481. mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1);
  482. }
  483. }
  484. }
  485. // add mapping
  486. MATMGR->mapMaterial(mMapTo,getName());
  487. }
  488. BaseMatInstance* Material::createMatInstance()
  489. {
  490. return new MatInstance(*this);
  491. }
  492. void Material::flush()
  493. {
  494. MATMGR->flushInstance( this );
  495. }
  496. void Material::reload()
  497. {
  498. MATMGR->reInitInstance( this );
  499. }
  500. void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const
  501. {
  502. TextureTable::ConstIterator iter = mTextures.begin();
  503. for ( ; iter != mTextures.end(); iter++ )
  504. {
  505. if ( iter->value.isValid() )
  506. outFeatures->addFeature( *iter->key );
  507. }
  508. }
  509. DefineConsoleMethod( Material, flush, void, (),,
  510. "Flushes all material instances that use this material." )
  511. {
  512. object->flush();
  513. }
  514. DefineConsoleMethod( Material, reload, void, (),,
  515. "Reloads all material instances that use this material." )
  516. {
  517. object->reload();
  518. }
  519. DefineConsoleMethod( Material, dumpInstances, void, (),,
  520. "Dumps a formatted list of the currently allocated material instances for this material to the console." )
  521. {
  522. MATMGR->dumpMaterialInstances( object );
  523. }
  524. DefineConsoleMethod( Material, getAnimFlags, const char*, (U32 id), , "" )
  525. {
  526. char * animFlags = Con::getReturnBuffer(512);
  527. if(object->mAnimFlags[ id ] & Material::Scroll)
  528. {
  529. if(dStrcmp( animFlags, "" ) == 0)
  530. dStrcpy( animFlags, "$Scroll", 512 );
  531. }
  532. if(object->mAnimFlags[ id ] & Material::Rotate)
  533. {
  534. if(dStrcmp( animFlags, "" ) == 0)
  535. dStrcpy( animFlags, "$Rotate", 512 );
  536. else
  537. dStrcat( animFlags, " | $Rotate", 512);
  538. }
  539. if(object->mAnimFlags[ id ] & Material::Wave)
  540. {
  541. if(dStrcmp( animFlags, "" ) == 0)
  542. dStrcpy( animFlags, "$Wave", 512 );
  543. else
  544. dStrcat( animFlags, " | $Wave", 512);
  545. }
  546. if(object->mAnimFlags[ id ] & Material::Scale)
  547. {
  548. if(dStrcmp( animFlags, "" ) == 0)
  549. dStrcpy( animFlags, "$Scale", 512 );
  550. else
  551. dStrcat( animFlags, " | $Scale", 512);
  552. }
  553. if(object->mAnimFlags[ id ] & Material::Sequence)
  554. {
  555. if(dStrcmp( animFlags, "" ) == 0)
  556. dStrcpy( animFlags, "$Sequence", 512 );
  557. else
  558. dStrcat( animFlags, " | $Sequence", 512);
  559. }
  560. return animFlags;
  561. }
  562. DefineConsoleMethod(Material, getFilename, const char*, (),, "Get filename of material")
  563. {
  564. SimObject *material = static_cast<SimObject *>(object);
  565. return material->getFilename();
  566. }
  567. DefineConsoleMethod( Material, isAutoGenerated, bool, (),,
  568. "Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
  569. {
  570. return object->isAutoGenerated();
  571. }
  572. DefineConsoleMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), ,
  573. "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
  574. {
  575. object->setAutoGenerated(isAutoGenerated);
  576. }
  577. DefineConsoleMethod(Material, getAutogeneratedFile, const char*, (), , "Get filename of autogenerated shader file")
  578. {
  579. SimObject *material = static_cast<SimObject *>(object);
  580. return material->getFilename();
  581. }
  582. // Accumulation
  583. bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
  584. {
  585. Material* mat = reinterpret_cast< Material* >( object );
  586. if ( index )
  587. {
  588. U32 i = dAtoui(index);
  589. mat->mAccuEnabled[i] = dAtob(data);
  590. AccumulationVolume::refreshVolumes();
  591. }
  592. return true;
  593. }