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. #include "gui/controls/guiTreeViewCtrl.h"
  38. IMPLEMENT_CONOBJECT( Material );
  39. ConsoleDocClass( Material,
  40. "@brief A material in Torque 3D is a data structure that describes a surface.\n\n"
  41. "It contains many different types of information for rendering properties. "
  42. "Torque 3D generates shaders from Material definitions. The shaders are compiled "
  43. "at runtime and output into the example/shaders directory. Any errors or warnings "
  44. "generated from compiling the procedurally generated shaders are output to the console "
  45. "as well as the output window in the Visual C IDE.\n\n"
  46. "@tsexample\n"
  47. "singleton Material(DECAL_scorch)\n"
  48. "{\n"
  49. " baseTex[0] = \"./scorch_decal.png\";\n"
  50. " vertColor[ 0 ] = true;\n\n"
  51. " translucent = true;\n"
  52. " translucentBlendOp = None;\n"
  53. " translucentZWrite = true;\n"
  54. " alphaTest = true;\n"
  55. " alphaRef = 84;\n"
  56. "};\n"
  57. "@endtsexample\n\n"
  58. "@see Rendering\n"
  59. "@see ShaderData\n"
  60. "@ingroup GFX\n");
  61. ImplementBitfieldType( MaterialAnimType,
  62. "The type of animation effect to apply to this material.\n"
  63. "@ingroup GFX\n\n")
  64. { Material::Scroll, "Scroll", "Scroll the material along the X/Y axis.\n" },
  65. { Material::Rotate, "Rotate" , "Rotate the material around a point.\n"},
  66. { Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n"},
  67. { Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
  68. { Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
  69. EndImplementBitfieldType;
  70. ImplementEnumType( MaterialBlendOp,
  71. "The type of graphical blending operation to apply to this material\n"
  72. "@ingroup GFX\n\n")
  73. { Material::None, "None", "Disable blending for this material." },
  74. { Material::Mul, "Mul", "Multiplicative blending." },
  75. { Material::PreMul, "PreMul", "Premultiplied alpha." },
  76. { Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
  77. { Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
  78. { Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
  79. { Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
  80. EndImplementEnumType;
  81. ImplementEnumType( MaterialWaveType,
  82. "When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.\n"
  83. "@ingroup GFX\n")
  84. { Material::Sin, "Sin", "Warps the material along a curved Sin Wave." },
  85. { Material::Triangle, "Triangle", "Warps the material along a sharp Triangle Wave." },
  86. { 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." },
  87. EndImplementEnumType;
  88. #define initMapSlot(name,id) m##name##Filename[id] = String::EmptyString; m##name##AssetId[id] = StringTable->EmptyString(); m##name##Asset[id] = NULL;
  89. #define bindMapSlot(name,id) if (m##name##AssetId[id] != String::EmptyString) m##name##Asset[id] = m##name##AssetId[id];
  90. bool Material::sAllowTextureTargetAssignment = false;
  91. GFXCubemap * Material::GetNormalizeCube()
  92. {
  93. if(smNormalizeCube)
  94. return smNormalizeCube;
  95. smNormalizeCube = GFX->createCubemap();
  96. smNormalizeCube->initNormalize(64);
  97. return smNormalizeCube;
  98. }
  99. GFXCubemapHandle Material::smNormalizeCube;
  100. Material::Material()
  101. {
  102. for( U32 i=0; i<MAX_STAGES; i++ )
  103. {
  104. mDiffuse[i].set( 1.0f, 1.0f, 1.0f, 1.0f );
  105. mDiffuseMapSRGB[i] = true;
  106. mSmoothness[i] = 0.0f;
  107. mMetalness[i] = 0.0f;
  108. mIsSRGb[i] = true;
  109. mInvertSmoothness[i] = false;
  110. mSmoothnessChan[i] = 0;
  111. mAOChan[i] = 1;
  112. mMetalChan[i] = 2;
  113. mAccuEnabled[i] = false;
  114. mAccuScale[i] = 1.0f;
  115. mAccuDirection[i] = 1.0f;
  116. mAccuStrength[i] = 0.6f;
  117. mAccuCoverage[i] = 0.9f;
  118. mAccuSpecular[i] = 16.0f;
  119. initMapSlot(DiffuseMap, i);
  120. initMapSlot(OverlayMap, i);
  121. initMapSlot(LightMap, i);
  122. initMapSlot(ToneMap, i);
  123. initMapSlot(DetailMap, i);
  124. initMapSlot(NormalMap, i);
  125. initMapSlot(PBRConfigMap, i);
  126. initMapSlot(RoughMap, i);
  127. initMapSlot(AOMap, i);
  128. initMapSlot(MetalMap, i);
  129. initMapSlot(GlowMap, i);
  130. initMapSlot(DetailNormalMap, i);
  131. mParallaxScale[i] = 0.0f;
  132. mVertLit[i] = false;
  133. mVertColor[ i ] = false;
  134. mGlow[i] = false;
  135. mEmissive[i] = false;
  136. mDetailScale[i].set( 2.0f, 2.0f );
  137. mDetailNormalMapStrength[i] = 1.0f;
  138. mMinnaertConstant[i] = -1.0f;
  139. mSubSurface[i] = false;
  140. mSubSurfaceColor[i].set( 1.0f, 0.2f, 0.2f, 1.0f );
  141. mSubSurfaceRolloff[i] = 0.2f;
  142. mAnimFlags[i] = 0;
  143. mScrollDir[i].set( 0.0f, 0.0f );
  144. mScrollSpeed[i] = 0.0f;
  145. mScrollOffset[i].set( 0.0f, 0.0f );
  146. mRotSpeed[i] = 0.0f;
  147. mRotPivotOffset[i].set( 0.0f, 0.0f );
  148. mRotPos[i] = 0.0f;
  149. mWavePos[i] = 0.0f;
  150. mWaveFreq[i] = 0.0f;
  151. mWaveAmp[i] = 0.0f;
  152. mWaveType[i] = 0;
  153. mSeqFramePerSec[i] = 0.0f;
  154. mSeqSegSize[i] = 0.0f;
  155. // Deferred Shading
  156. mMatInfoFlags[i] = 0.0f;
  157. mGlowMul[i] = 0.0f;
  158. }
  159. dMemset(mCellIndex, 0, sizeof(mCellIndex));
  160. dMemset(mCellLayout, 0, sizeof(mCellLayout));
  161. dMemset(mCellSize, 0, sizeof(mCellSize));
  162. dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
  163. dMemset(mUseAnisotropic, 1, sizeof(mUseAnisotropic));
  164. mImposterLimits = Point4F::Zero;
  165. mDoubleSided = false;
  166. mTranslucent = false;
  167. mTranslucentBlendOp = LerpAlpha;
  168. mTranslucentZWrite = false;
  169. mAlphaTest = false;
  170. mAlphaRef = 1;
  171. mCastShadows = true;
  172. mPlanarReflection = false;
  173. mCubemapData = NULL;
  174. mDynamicCubemap = NULL;
  175. mLastUpdateTime = 0;
  176. mAutoGenerated = false;
  177. mShowDust = false;
  178. mShowFootprints = true;
  179. dMemset( mEffectColor, 0, sizeof( mEffectColor ) );
  180. mFootstepSoundId = -1; mImpactSoundId = -1;
  181. mImpactFXIndex = -1;
  182. mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
  183. mFriction = 0.0;
  184. mDirectSoundOcclusion = 1.f;
  185. mReverbSoundOcclusion = 1.0;
  186. }
  187. void Material::initPersistFields()
  188. {
  189. addField("mapTo", TypeRealString, Offset(mMapTo, Material),
  190. "Used to map this material to the material name used by TSShape." );
  191. addArray( "Stages", MAX_STAGES );
  192. addField("diffuseColor", TypeColorF, Offset(mDiffuse, Material), MAX_STAGES,
  193. "This color is multiplied against the diffuse texture color. If no diffuse texture "
  194. "is present this is the material color." );
  195. scriptBindMapArraySlot(DiffuseMap, MAX_STAGES, Material);
  196. scriptBindMapArraySlot(OverlayMap, MAX_STAGES, Material);
  197. scriptBindMapArraySlot(LightMap, MAX_STAGES, Material);
  198. scriptBindMapArraySlot(ToneMap, MAX_STAGES, Material);
  199. scriptBindMapArraySlot(DetailMap, MAX_STAGES, Material);
  200. scriptBindMapArraySlot(NormalMap, MAX_STAGES, Material);
  201. scriptBindMapArraySlot(PBRConfigMap, MAX_STAGES, Material);
  202. scriptBindMapArraySlot(RoughMap, MAX_STAGES, Material);
  203. scriptBindMapArraySlot(AOMap, MAX_STAGES, Material);
  204. scriptBindMapArraySlot(MetalMap, MAX_STAGES, Material);
  205. scriptBindMapArraySlot(GlowMap, MAX_STAGES, Material);
  206. scriptBindMapArraySlot(DetailNormalMap, MAX_STAGES, Material);
  207. addField("diffuseMapSRGB", TypeBool, Offset(mDiffuseMapSRGB, Material), MAX_STAGES,
  208. "Enable sRGB for the diffuse color texture map.");
  209. addField("detailScale", TypePoint2F, Offset(mDetailScale, Material), MAX_STAGES,
  210. "The scale factor for the detail map." );
  211. addField( "detailNormalMapStrength", TypeF32, Offset(mDetailNormalMapStrength, Material), MAX_STAGES,
  212. "Used to scale the strength of the detail normal map when blended with the base normal map." );
  213. addField("smoothness", TypeF32, Offset(mSmoothness, Material), MAX_STAGES,
  214. "The degree of smoothness when not using a PBRConfigMap." );
  215. addField("metalness", TypeF32, Offset(mMetalness, Material), MAX_STAGES,
  216. "The degree of Metalness when not using a PBRConfigMap." );
  217. addField("glowMul", TypeF32, Offset(mGlowMul, Material), MAX_STAGES,
  218. "glow mask multiplier");
  219. addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
  220. &_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
  221. addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
  222. "The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
  223. addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
  224. "The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
  225. addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
  226. "The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
  227. addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
  228. "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.");
  229. addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
  230. "Changes specularity to this value where the accumulated material is present.");
  231. addField("isSRGb", TypeBool, Offset(mIsSRGb, Material), MAX_STAGES,
  232. "Substance Designer Workaround.");
  233. addField("invertSmoothness", TypeBool, Offset(mInvertSmoothness, Material), MAX_STAGES,
  234. "Treat Smoothness as Roughness");
  235. addField("smoothnessChan", TypeF32, Offset(mSmoothnessChan, Material), MAX_STAGES,
  236. "The input channel smoothness maps use.");
  237. addField("AOChan", TypeF32, Offset(mAOChan, Material), MAX_STAGES,
  238. "The input channel AO maps use.");
  239. addField("metalChan", TypeF32, Offset(mMetalChan, Material), MAX_STAGES,
  240. "The input channel metalness maps use.");
  241. addField("glowMul", TypeF32, Offset(mGlowMul, Material), MAX_STAGES,
  242. "The input channel metalness maps use.");
  243. addField("glow", TypeBool, Offset(mGlow, Material), MAX_STAGES,
  244. "Enables rendering as glowing.");
  245. addField( "parallaxScale", TypeF32, Offset(mParallaxScale, Material), MAX_STAGES,
  246. "Enables parallax mapping and defines the scale factor for the parallax effect. Typically "
  247. "this value is less than 0.4 else the effect breaks down." );
  248. addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
  249. "Use anisotropic filtering for the textures of this stage." );
  250. addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
  251. "If true the vertex color is used for lighting." );
  252. addField( "vertColor", TypeBool, Offset( mVertColor, Material ), MAX_STAGES,
  253. "If enabled, vertex colors are premultiplied with diffuse colors." );
  254. addField("minnaertConstant", TypeF32, Offset(mMinnaertConstant, Material), MAX_STAGES,
  255. "The Minnaert shading constant value. Must be greater than 0 to enable the effect." );
  256. addField("subSurface", TypeBool, Offset(mSubSurface, Material), MAX_STAGES,
  257. "Enables the subsurface scattering approximation." );
  258. addField("subSurfaceColor", TypeColorF, Offset(mSubSurfaceColor, Material), MAX_STAGES,
  259. "The color used for the subsurface scattering approximation." );
  260. addField("subSurfaceRolloff", TypeF32, Offset(mSubSurfaceRolloff, Material), MAX_STAGES,
  261. "The 0 to 1 rolloff factor used in the subsurface scattering approximation." );
  262. addField("emissive", TypeBool, Offset(mEmissive, Material), MAX_STAGES,
  263. "Enables emissive lighting for the material." );
  264. addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
  265. "Disables backface culling casing surfaces to be double sided. "
  266. "Note that the lighting on the backside will be a mirror of the front "
  267. "side of the surface." );
  268. addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
  269. "The types of animation to play on this material." );
  270. addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,
  271. "The scroll direction in UV space when scroll animation is enabled." );
  272. addField("scrollSpeed", TypeF32, Offset(mScrollSpeed, Material), MAX_STAGES,
  273. "The speed to scroll the texture in UVs per second when scroll animation is enabled." );
  274. addField("rotSpeed", TypeF32, Offset(mRotSpeed, Material), MAX_STAGES,
  275. "The speed to rotate the texture in degrees per second when rotation animation is enabled." );
  276. addField("rotPivotOffset", TypePoint2F, Offset(mRotPivotOffset, Material), MAX_STAGES,
  277. "The piviot position in UV coordinates to center the rotation animation." );
  278. addField("waveType", TYPEID< WaveType >(), Offset(mWaveType, Material), MAX_STAGES,
  279. "The type of wave animation to perform when wave animation is enabled." );
  280. addField("waveFreq", TypeF32, Offset(mWaveFreq, Material), MAX_STAGES,
  281. "The wave frequency when wave animation is enabled." );
  282. addField("waveAmp", TypeF32, Offset(mWaveAmp, Material), MAX_STAGES,
  283. "The wave amplitude when wave animation is enabled." );
  284. addField("sequenceFramePerSec", TypeF32, Offset(mSeqFramePerSec, Material), MAX_STAGES,
  285. "The number of frames per second for frame based sequence animations if greater than zero." );
  286. addField("sequenceSegmentSize", TypeF32, Offset(mSeqSegSize, Material), MAX_STAGES,
  287. "The size of each frame in UV units for sequence animations." );
  288. // Texture atlasing
  289. addField("cellIndex", TypePoint2I, Offset(mCellIndex, Material), MAX_STAGES,
  290. "@internal" );
  291. addField("cellLayout", TypePoint2I, Offset(mCellLayout, Material), MAX_STAGES,
  292. "@internal");
  293. addField("cellSize", TypeS32, Offset(mCellSize, Material), MAX_STAGES,
  294. "@internal");
  295. addField("bumpAtlas", TypeBool, Offset(mNormalMapAtlas, Material), MAX_STAGES,
  296. "@internal");
  297. // For backwards compatibility.
  298. //
  299. // They point at the new 'map' fields, but reads always return
  300. // an empty string and writes only apply if the value is not empty.
  301. //
  302. addProtectedField("baseTex", TypeImageFilename, Offset(mDiffuseMapFilename, Material),
  303. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  304. "For backwards compatibility.\n@see diffuseMap\n" );
  305. addProtectedField("detailTex", TypeImageFilename, Offset(mDetailMapFilename, Material),
  306. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  307. "For backwards compatibility.\n@see detailMap\n");
  308. addProtectedField("overlayTex", TypeImageFilename, Offset(mOverlayMapFilename, Material),
  309. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  310. "For backwards compatibility.\n@see overlayMap\n");
  311. addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
  312. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  313. "For backwards compatibility.\n@see normalMap\n");
  314. addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
  315. defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
  316. "For backwards compatibility.\n@see diffuseColor\n");
  317. endArray( "Stages" );
  318. addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
  319. "If set to false the lighting system will not cast 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("ImpactFXIndex", TypeS32, Offset(mImpactFXIndex, Material),
  377. "What FX to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
  378. "than PlayerData::groundImpactMinSpeed.\n\n"
  379. "For a list of IDs, see #impactFXId");
  380. addField( "customImpactSound", TypeSFXTrackName, Offset( mImpactSoundCustom, Material ),
  381. "The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
  382. "If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
  383. "without having to rely on the PlayerData sound assignment.\n\n"
  384. "@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too." );
  385. //Deactivate these for the moment as they are not used.
  386. #if 0
  387. addField( "friction", TypeF32, Offset( mFriction, Material ) );
  388. addField( "directSoundOcclusion", TypeF32, Offset( mDirectSoundOcclusion, Material ) );
  389. addField( "reverbSoundOcclusion", TypeF32, Offset( mReverbSoundOcclusion, Material ) );
  390. #endif
  391. endGroup( "Behavioral" );
  392. Parent::initPersistFields();
  393. }
  394. bool Material::writeField( StringTableEntry fieldname, const char *value )
  395. {
  396. // Never allow the old field names to be written.
  397. if ( fieldname == StringTable->insert("baseTex") ||
  398. fieldname == StringTable->insert("detailTex") ||
  399. fieldname == StringTable->insert("overlayTex") ||
  400. fieldname == StringTable->insert("bumpTex") ||
  401. fieldname == StringTable->insert("envTex") ||
  402. fieldname == StringTable->insert("colorMultiply") )
  403. return false;
  404. return Parent::writeField( fieldname, value );
  405. }
  406. bool Material::onAdd()
  407. {
  408. if (Parent::onAdd() == false)
  409. return false;
  410. mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mCubemapName ) );
  411. if( mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0 )
  412. {
  413. Con::errorf( "Invalid blend op in material: %s", getName() );
  414. mTranslucentBlendOp = LerpAlpha;
  415. }
  416. SimSet *matSet = MATMGR->getMaterialSet();
  417. if( matSet )
  418. matSet->addObject( (SimObject*)this );
  419. // save the current script path for texture lookup later
  420. const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
  421. String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
  422. if ( slash != String::NPos )
  423. mPath = scriptFile.substr( 0, slash + 1 );
  424. /*
  425. //bind any assets we have
  426. for (U32 i = 0; i < MAX_STAGES; i++)
  427. {
  428. if (mDiffuseMapAssetId[i] != StringTable->EmptyString())
  429. {
  430. mDiffuseMapAsset[0] = mDiffuseMapAssetId[0];
  431. }
  432. }
  433. */
  434. for (U32 i = 0; i < MAX_STAGES; i++)
  435. {
  436. bindMapSlot(DiffuseMap, i);
  437. bindMapSlot(OverlayMap, i);
  438. bindMapSlot(LightMap, i);
  439. bindMapSlot(ToneMap, i);
  440. bindMapSlot(DetailMap, i);
  441. bindMapSlot(PBRConfigMap, i);
  442. bindMapSlot(RoughMap, i);
  443. bindMapSlot(AOMap, i);
  444. bindMapSlot(MetalMap, i);
  445. bindMapSlot(GlowMap, i);
  446. bindMapSlot(DetailNormalMap, i);
  447. }
  448. _mapMaterial();
  449. return true;
  450. }
  451. void Material::onRemove()
  452. {
  453. smNormalizeCube = NULL;
  454. Parent::onRemove();
  455. }
  456. void Material::inspectPostApply()
  457. {
  458. Parent::inspectPostApply();
  459. // Reload the material instances which
  460. // use this material.
  461. if ( isProperlyAdded() )
  462. reload();
  463. }
  464. bool Material::isLightmapped() const
  465. {
  466. bool ret = false;
  467. for( U32 i=0; i<MAX_STAGES; i++ )
  468. ret |= mLightMapFilename[i].isNotEmpty() || mToneMapFilename[i].isNotEmpty() || mVertLit[i];
  469. return ret;
  470. }
  471. void Material::updateTimeBasedParams()
  472. {
  473. U32 lastTime = MATMGR->getLastUpdateTime();
  474. F32 dt = MATMGR->getDeltaTime();
  475. if (mLastUpdateTime != lastTime)
  476. {
  477. for (U32 i = 0; i < MAX_STAGES; i++)
  478. {
  479. mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
  480. mRotPos[i] += mRotSpeed[i] * dt;
  481. mWavePos[i] += mWaveFreq[i] * dt;
  482. }
  483. mLastUpdateTime = lastTime;
  484. }
  485. }
  486. void Material::_mapMaterial()
  487. {
  488. if( String(getName()).isEmpty() )
  489. {
  490. Con::warnf( "[Material::mapMaterial] - Cannot map unnamed Material" );
  491. return;
  492. }
  493. // If mapTo not defined in script, try to use the base texture name instead
  494. if( mMapTo.isEmpty() )
  495. {
  496. if ( mDiffuseMapFilename[0].isEmpty() && mDiffuseMapAsset->isNull())
  497. return;
  498. else
  499. {
  500. // extract filename from base texture
  501. if ( mDiffuseMapFilename[0].isNotEmpty() )
  502. {
  503. U32 slashPos = mDiffuseMapFilename[0].find('/',0,String::Right);
  504. if (slashPos == String::NPos)
  505. // no '/' character, must be no path, just the filename
  506. mMapTo = mDiffuseMapFilename[0];
  507. else
  508. // use everything after the last slash
  509. mMapTo = mDiffuseMapFilename[0].substr(slashPos+1, mDiffuseMapFilename[0].length() - slashPos - 1);
  510. }
  511. else if (!mDiffuseMapAsset->isNull())
  512. {
  513. mMapTo = mDiffuseMapAsset[0]->getImageFileName();
  514. }
  515. }
  516. }
  517. // add mapping
  518. MATMGR->mapMaterial(mMapTo,getName());
  519. }
  520. BaseMatInstance* Material::createMatInstance()
  521. {
  522. return new MatInstance(*this);
  523. }
  524. void Material::flush()
  525. {
  526. MATMGR->flushInstance( this );
  527. }
  528. void Material::reload()
  529. {
  530. MATMGR->reInitInstance( this );
  531. }
  532. void Material::StageData::getFeatureSet( FeatureSet *outFeatures ) const
  533. {
  534. TextureTable::ConstIterator iter = mTextures.begin();
  535. for ( ; iter != mTextures.end(); iter++ )
  536. {
  537. if ( iter->value.isValid() )
  538. outFeatures->addFeature( *iter->key );
  539. }
  540. }
  541. DefineEngineMethod( Material, flush, void, (),,
  542. "Flushes all material instances that use this material." )
  543. {
  544. object->flush();
  545. }
  546. DefineEngineMethod( Material, reload, void, (),,
  547. "Reloads all material instances that use this material." )
  548. {
  549. object->reload();
  550. }
  551. DefineEngineMethod( Material, dumpInstances, void, (),,
  552. "Dumps a formatted list of the currently allocated material instances for this material to the console." )
  553. {
  554. MATMGR->dumpMaterialInstances( object );
  555. }
  556. DefineEngineMethod(Material, getMaterialInstances, void, (GuiTreeViewCtrl* matTree), (nullAsType< GuiTreeViewCtrl*>()),
  557. "Dumps a formatted list of the currently allocated material instances for this material to the console.")
  558. {
  559. MATMGR->getMaterialInstances(object, matTree);
  560. }
  561. DefineEngineMethod( Material, getAnimFlags, const char*, (U32 id), , "" )
  562. {
  563. char * animFlags = Con::getReturnBuffer(512);
  564. if(object->mAnimFlags[ id ] & Material::Scroll)
  565. {
  566. if(dStrcmp( animFlags, "" ) == 0)
  567. dStrcpy( animFlags, "$Scroll", 512 );
  568. }
  569. if(object->mAnimFlags[ id ] & Material::Rotate)
  570. {
  571. if(dStrcmp( animFlags, "" ) == 0)
  572. dStrcpy( animFlags, "$Rotate", 512 );
  573. else
  574. dStrcat( animFlags, " | $Rotate", 512);
  575. }
  576. if(object->mAnimFlags[ id ] & Material::Wave)
  577. {
  578. if(dStrcmp( animFlags, "" ) == 0)
  579. dStrcpy( animFlags, "$Wave", 512 );
  580. else
  581. dStrcat( animFlags, " | $Wave", 512);
  582. }
  583. if(object->mAnimFlags[ id ] & Material::Scale)
  584. {
  585. if(dStrcmp( animFlags, "" ) == 0)
  586. dStrcpy( animFlags, "$Scale", 512 );
  587. else
  588. dStrcat( animFlags, " | $Scale", 512);
  589. }
  590. if(object->mAnimFlags[ id ] & Material::Sequence)
  591. {
  592. if(dStrcmp( animFlags, "" ) == 0)
  593. dStrcpy( animFlags, "$Sequence", 512 );
  594. else
  595. dStrcat( animFlags, " | $Sequence", 512);
  596. }
  597. return animFlags;
  598. }
  599. DefineEngineMethod(Material, getFilename, const char*, (),, "Get filename of material")
  600. {
  601. SimObject *material = static_cast<SimObject *>(object);
  602. return material->getFilename();
  603. }
  604. DefineEngineMethod( Material, isAutoGenerated, bool, (),,
  605. "Returns true if this Material was automatically generated by MaterialList::mapMaterials()" )
  606. {
  607. return object->isAutoGenerated();
  608. }
  609. DefineEngineMethod( Material, setAutoGenerated, void, (bool isAutoGenerated), ,
  610. "setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
  611. {
  612. object->setAutoGenerated(isAutoGenerated);
  613. }
  614. DefineEngineMethod(Material, getAutogeneratedFile, const char*, (), , "Get filename of autogenerated shader file")
  615. {
  616. SimObject *material = static_cast<SimObject *>(object);
  617. return material->getFilename();
  618. }
  619. // Accumulation
  620. bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
  621. {
  622. Material* mat = reinterpret_cast< Material* >( object );
  623. if ( index )
  624. {
  625. U32 i = dAtoui(index);
  626. mat->mAccuEnabled[i] = dAtob(data);
  627. AccumulationVolume::refreshVolumes();
  628. }
  629. return true;
  630. }