materialDefinition.h 13 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. #ifndef _MATERIALDEFINITION_H_
  23. #define _MATERIALDEFINITION_H_
  24. #ifndef _BASEMATERIALDEFINITION_H_
  25. #include "materials/baseMaterialDefinition.h"
  26. #endif
  27. #ifndef _TDICTIONARY_H_
  28. #include "core/util/tDictionary.h"
  29. #endif
  30. #ifndef _GFXTEXTUREHANDLE_H_
  31. #include "gfx/gfxTextureHandle.h"
  32. #endif
  33. #ifndef _GFXSTRUCTS_H_
  34. #include "gfx/gfxStructs.h"
  35. #endif
  36. #ifndef _GFXCUBEMAP_H_
  37. #include "gfx/gfxCubemap.h"
  38. #endif
  39. #ifndef _DYNAMIC_CONSOLETYPES_H_
  40. #include "console/dynamicTypes.h"
  41. #endif
  42. #ifndef IMAGE_ASSET_H
  43. #include "T3D/assets/ImageAsset.h"
  44. #endif
  45. #ifndef _ASSET_PTR_H_
  46. #include "assets/assetPtr.h"
  47. #endif
  48. #ifndef SOUND_ASSET_H
  49. #include "T3D/assets/SoundAsset.h"
  50. #endif
  51. class CubemapData;
  52. class SFXTrack;
  53. struct SceneData;
  54. class FeatureSet;
  55. class FeatureType;
  56. class MaterialSoundProfile;
  57. class MaterialPhysicsProfile;
  58. /// The basic material definition.
  59. class Material : public BaseMaterialDefinition
  60. {
  61. typedef BaseMaterialDefinition Parent;
  62. public:
  63. static GFXCubemap* GetNormalizeCube();
  64. //-----------------------------------------------------------------------
  65. // Enums
  66. //-----------------------------------------------------------------------
  67. enum Constants
  68. {
  69. MAX_TEX_PER_PASS = 16, ///< Number of textures per pass
  70. MAX_STAGES = 4,
  71. NUM_EFFECT_COLOR_STAGES = 2, ///< Number of effect color definitions for transitioning effects.
  72. };
  73. enum TexType
  74. {
  75. NoTexture = 0,
  76. Standard = 1,
  77. Detail,
  78. Bump,
  79. DetailBump,
  80. Env,
  81. Cube,
  82. SGCube, // scene graph cube - probably dynamic
  83. Lightmap,
  84. ToneMapTex,
  85. Mask,
  86. BackBuff,
  87. ReflectBuff,
  88. Misc,
  89. DynamicLight,
  90. DynamicLightMask,
  91. PhotometricMask,
  92. NormalizeCube,
  93. TexTarget,
  94. AccuMap,
  95. };
  96. enum BlendOp
  97. {
  98. None = 0,
  99. Mul,
  100. PreMul,
  101. Add,
  102. AddAlpha, // add modulated with alpha channel
  103. Sub,
  104. LerpAlpha, // linear interpolation modulated with alpha channel
  105. ToneMap,
  106. NumBlendTypes
  107. };
  108. enum AnimType
  109. {
  110. Scroll = BIT(0),
  111. Rotate = BIT(1),
  112. Wave = BIT(2),
  113. Scale = BIT(3),
  114. Sequence = BIT(4),
  115. };
  116. enum WaveType
  117. {
  118. Sin = 0,
  119. Triangle,
  120. Square,
  121. };
  122. enum SourceChannelType
  123. {
  124. RedChannel = 0,
  125. GreenChannel,
  126. BlueChannel,
  127. AlphaChannel
  128. };
  129. class StageData
  130. {
  131. protected:
  132. ///
  133. typedef HashTable<const FeatureType*, GFXTexHandle> TextureTable;
  134. /// The sparse table of textures by feature index.
  135. /// @see getTex
  136. /// @see setTex
  137. TextureTable mTextures;
  138. /// The cubemap for this stage.
  139. GFXCubemap* mCubemap;
  140. public:
  141. StageData()
  142. : mCubemap(NULL)
  143. {
  144. }
  145. /// Returns the texture object or NULL if there is no
  146. /// texture entry for that feature type in the table.
  147. inline GFXTextureObject* getTex(const FeatureType& type) const
  148. {
  149. TextureTable::ConstIterator iter = mTextures.find(&type);
  150. if (iter == mTextures.end())
  151. return NULL;
  152. return iter->value.getPointer();
  153. }
  154. /// Assigns a texture object by feature type.
  155. inline void setTex(const FeatureType& type, GFXTextureObject* tex)
  156. {
  157. if (!tex)
  158. {
  159. TextureTable::Iterator iter = mTextures.find(&type);
  160. if (iter != mTextures.end())
  161. mTextures.erase(iter);
  162. return;
  163. }
  164. TextureTable::Iterator iter = mTextures.findOrInsert(&type);
  165. iter->value = tex;
  166. }
  167. /// Returns true if we have a valid texture assigned to
  168. /// any feature in the texture table.
  169. inline bool hasValidTex() const
  170. {
  171. TextureTable::ConstIterator iter = mTextures.begin();
  172. for (; iter != mTextures.end(); ++iter)
  173. {
  174. if (iter->value.isValid())
  175. return true;
  176. }
  177. return false;
  178. }
  179. /// Returns the active texture features.
  180. void getFeatureSet(FeatureSet* outFeatures) const;
  181. /// Returns the stage cubemap.
  182. GFXCubemap* getCubemap() const { return mCubemap; }
  183. /// Set the stage cubemap.
  184. void setCubemap(GFXCubemap* cubemap) { mCubemap = cubemap; }
  185. };
  186. public:
  187. //-----------------------------------------------------------------------
  188. // Data
  189. //-----------------------------------------------------------------------
  190. DECLARE_IMAGEASSET_ARRAY(Material, DiffuseMap, GFXStaticTextureSRGBProfile, MAX_STAGES)
  191. DECLARE_IMAGEASSET_ARRAY(Material, NormalMap, GFXNormalMapProfile, MAX_STAGES)
  192. DECLARE_IMAGEASSET_ARRAY(Material, DetailNormalMap, GFXNormalMapProfile, MAX_STAGES)
  193. DECLARE_IMAGEASSET_ARRAY(Material, OverlayMap, GFXStaticTextureProfile, MAX_STAGES)
  194. DECLARE_IMAGEASSET_ARRAY(Material, LightMap, GFXStaticTextureProfile, MAX_STAGES)
  195. DECLARE_IMAGEASSET_ARRAY(Material, ToneMap, GFXStaticTextureProfile, MAX_STAGES)
  196. DECLARE_IMAGEASSET_ARRAY(Material, DetailMap, GFXStaticTextureProfile, MAX_STAGES)
  197. DECLARE_IMAGEASSET_ARRAY(Material, ORMConfigMap, GFXStaticTextureProfile, MAX_STAGES)
  198. DECLARE_IMAGEASSET_ARRAY(Material, AOMap, GFXStaticTextureProfile, MAX_STAGES)
  199. DECLARE_IMAGEASSET_ARRAY(Material, RoughMap, GFXStaticTextureProfile, MAX_STAGES)
  200. DECLARE_IMAGEASSET_ARRAY(Material, MetalMap, GFXStaticTextureProfile, MAX_STAGES)
  201. DECLARE_IMAGEASSET_ARRAY(Material, GlowMap, GFXStaticTextureProfile, MAX_STAGES)
  202. bool mDiffuseMapSRGB[MAX_STAGES]; // SRGB diffuse
  203. bool mIsSRGb[MAX_STAGES]; // SRGB ORM
  204. U32 mAOChan[MAX_STAGES];
  205. bool mInvertRoughness[MAX_STAGES];
  206. U32 mRoughnessChan[MAX_STAGES];
  207. U32 mMetalChan[MAX_STAGES];
  208. F32 mGlowMul[MAX_STAGES];
  209. /// The strength scalar for the detail normal map.
  210. F32 mDetailNormalMapStrength[MAX_STAGES];
  211. bool mAccuEnabled[MAX_STAGES];
  212. F32 mAccuScale[MAX_STAGES];
  213. F32 mAccuDirection[MAX_STAGES];
  214. F32 mAccuStrength[MAX_STAGES];
  215. F32 mAccuCoverage[MAX_STAGES];
  216. F32 mAccuSpecular[MAX_STAGES];
  217. /// This color is the diffuse color of the material
  218. /// or if it has a texture it is multiplied against
  219. /// the diffuse texture color.
  220. LinearColorF mDiffuse[MAX_STAGES];
  221. F32 mRoughness[MAX_STAGES];
  222. F32 mMetalness[MAX_STAGES];
  223. bool mVertLit[MAX_STAGES];
  224. /// If true for a stage, vertex colors are multiplied
  225. /// against diffuse colors.
  226. bool mVertColor[MAX_STAGES];
  227. F32 mParallaxScale[MAX_STAGES];
  228. F32 mMinnaertConstant[MAX_STAGES];
  229. bool mSubSurface[MAX_STAGES];
  230. LinearColorF mSubSurfaceColor[MAX_STAGES];
  231. F32 mSubSurfaceRolloff[MAX_STAGES];
  232. /// The repetition scale of the detail texture
  233. /// over the base texture.
  234. Point2F mDetailScale[MAX_STAGES];
  235. U32 mAnimFlags[MAX_STAGES];
  236. Point2F mScrollDir[MAX_STAGES];
  237. F32 mScrollSpeed[MAX_STAGES];
  238. Point2F mScrollOffset[MAX_STAGES];
  239. F32 mRotSpeed[MAX_STAGES];
  240. Point2F mRotPivotOffset[MAX_STAGES];
  241. F32 mRotPos[MAX_STAGES];
  242. F32 mWavePos[MAX_STAGES];
  243. F32 mWaveFreq[MAX_STAGES];
  244. F32 mWaveAmp[MAX_STAGES];
  245. U32 mWaveType[MAX_STAGES];
  246. F32 mSeqFramePerSec[MAX_STAGES];
  247. F32 mSeqSegSize[MAX_STAGES];
  248. bool mGlow[MAX_STAGES]; // entire stage glows
  249. bool mReceiveShadows[MAX_STAGES];
  250. bool mIgnoreLighting[MAX_STAGES];
  251. Point2I mCellIndex[MAX_STAGES];
  252. Point2I mCellLayout[MAX_STAGES];
  253. U32 mCellSize[MAX_STAGES];
  254. bool mNormalMapAtlas[MAX_STAGES];
  255. /// Special array of UVs for imposter rendering.
  256. /// @see TSLastDetail
  257. Vector<RectF> mImposterUVs;
  258. /// Specual imposter rendering paramters.
  259. /// @see TSLastDetail
  260. Point4F mImposterLimits;
  261. /// If the stage should use anisotropic filtering.
  262. bool mUseAnisotropic[MAX_STAGES];
  263. bool mDoubleSided;
  264. String mCubemapName;
  265. CubemapData* mCubemapData;
  266. bool mDynamicCubemap;
  267. // Deferred Shading
  268. F32 mMatInfoFlags[MAX_STAGES];
  269. bool mTranslucent;
  270. BlendOp mTranslucentBlendOp;
  271. bool mTranslucentZWrite;
  272. /// A generic setting which tells the system to skip
  273. /// generation of shadows from this material.
  274. bool mCastShadows;
  275. bool mAlphaTest;
  276. U32 mAlphaRef;
  277. bool mPlanarReflection;
  278. bool mAutoGenerated;
  279. static bool sAllowTextureTargetAssignment;
  280. ///@{
  281. /// Behavioral properties.
  282. bool mShowFootprints; ///< If true, show footprints when walking on surface with this material. Defaults to false.
  283. bool mShowDust; ///< If true, show dust emitters (footpuffs, hover trails, etc) when on surface with this material. Defaults to false.
  284. /// Color to use for particle effects and such when located on this material.
  285. LinearColorF mEffectColor[NUM_EFFECT_COLOR_STAGES];
  286. /// Footstep sound to play when walking on surface with this material.
  287. /// Numeric ID of footstep sound defined on player datablock (0 == soft,
  288. /// 1 == hard, 2 == metal, 3 == snow).
  289. /// Defaults to -1 which deactivates default sound.
  290. /// @see mFootstepSoundCustom
  291. S32 mFootstepSoundId;
  292. S32 mImpactSoundId;
  293. S32 mImpactFXIndex;
  294. /// Sound effect to play when walking on surface with this material.
  295. /// If defined, overrides mFootstepSoundId.
  296. /// @see mFootstepSoundId
  297. DECLARE_SOUNDASSET(Material, CustomFootstepSound);
  298. DECLARE_ASSET_SETGET(Material, CustomFootstepSound);
  299. DECLARE_SOUNDASSET(Material, CustomImpactSound);
  300. DECLARE_ASSET_SETGET(Material, CustomImpactSound);
  301. F32 mFriction; ///< Friction coefficient when moving along surface.
  302. F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
  303. F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
  304. ///@}
  305. String mMapTo; // map Material to this texture name
  306. ///
  307. /// Material interface
  308. ///
  309. Material();
  310. /// Allocates and returns a BaseMatInstance for this material. Caller is responsible
  311. /// for freeing the instance
  312. BaseMatInstance* createMatInstance() override;
  313. bool isTranslucent() const override { return mTranslucent && mTranslucentBlendOp != Material::None; }
  314. bool isAlphatest() const override { return mAlphaTest; }
  315. bool isDoubleSided() const override { return mDoubleSided; }
  316. virtual bool isAutoGenerated() const { return mAutoGenerated; }
  317. virtual void setAutoGenerated(bool isAutoGenerated) { mAutoGenerated = isAutoGenerated; }
  318. bool isLightmapped() const override;
  319. bool castsShadows() const override { return mCastShadows; }
  320. const String& getPath() const { return mPath; }
  321. void flush();
  322. /// Re-initializes all the material instances
  323. /// that use this material.
  324. void reload();
  325. /// Called to update time based parameters for a material. Ensures
  326. /// that it only happens once per tick.
  327. void updateTimeBasedParams();
  328. // SimObject
  329. bool onAdd() override;
  330. void onRemove() override;
  331. void inspectPostApply() override;
  332. bool writeField(StringTableEntry fieldname, const char* value) override;
  333. //
  334. // ConsoleObject interface
  335. //
  336. static void initPersistFields();
  337. // Accumulation
  338. static bool _setAccuEnabled(void* object, const char* index, const char* data);
  339. DECLARE_CONOBJECT(Material);
  340. protected:
  341. // Per material animation parameters
  342. U32 mLastUpdateTime;
  343. String mPath;
  344. static EnumTable mAnimFlagTable;
  345. static EnumTable mBlendOpTable;
  346. static EnumTable mWaveTypeTable;
  347. /// Map this material to the texture specified
  348. /// in the "mapTo" data variable.
  349. virtual void _mapMaterial();
  350. private:
  351. static GFXCubemapHandle smNormalizeCube;
  352. };
  353. typedef Material::AnimType MaterialAnimType;
  354. typedef Material::BlendOp MaterialBlendOp;
  355. typedef Material::WaveType MaterialWaveType;
  356. typedef Material::SourceChannelType MaterialSourceChannelType;
  357. DefineBitfieldType(MaterialAnimType);
  358. DefineEnumType(MaterialBlendOp);
  359. DefineEnumType(MaterialWaveType);
  360. DefineEnumType(MaterialSourceChannelType);
  361. #endif // _MATERIALDEFINITION_H_