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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "materials/customMaterialDefinition.h"
- #include "materials/materialManager.h"
- #include "console/consoleTypes.h"
- #include "materials/shaderData.h"
- #include "gfx/sim/cubemapData.h"
- #include "gfx/gfxCubemap.h"
- #include "gfx/sim/gfxStateBlockData.h"
- //****************************************************************************
- // Custom Material
- //****************************************************************************
- IMPLEMENT_CONOBJECT(CustomMaterial);
- ConsoleDocClass( CustomMaterial,
- "@brief Material object which provides more control over surface properties.\n\n"
- "CustomMaterials allow the user to specify their own shaders via the ShaderData datablock. "
- "Because CustomMaterials are derived from Materials, they can hold a lot of the same properties. "
- "It is up to the user to code how these properties are used.\n\n"
- "@tsexample\n"
- "singleton CustomMaterial( WaterBasicMat )\n"
- "{\n"
- " sampler[\"reflectMap\"] = \"$reflectbuff\";\n"
- " sampler[\"refractBuff\"] = \"$backbuff\";\n\n"
- " cubemap = NewLevelSkyCubemap;\n"
- " shader = WaterBasicShader;\n"
- " stateBlock = WaterBasicStateBlock;\n"
- " version = 2.0;\n"
- "};\n"
- "@endtsexample\n\n"
- "@see Material, GFXStateBlockData, ShaderData\n\n"
- "@ingroup Materials\n"
- );
- //----------------------------------------------------------------------------
- // Constructor
- //----------------------------------------------------------------------------
- CustomMaterial::CustomMaterial()
- {
- mFallback = NULL;
- mMaxTex = 0;
- mVersion = 1.1f;
- mTranslucent = false;
- dMemset( mFlags, 0, sizeof( mFlags ) );
- mShaderData = NULL;
- mRefract = false;
- mStateBlockData = NULL;
- mForwardLit = false;
- }
- //--------------------------------------------------------------------------
- // Init fields
- //--------------------------------------------------------------------------
- void CustomMaterial::initPersistFields()
- {
- addField("version", TypeF32, Offset(mVersion, CustomMaterial),
- "@brief Specifies pixel shader version for hardware.\n\n"
- "Valid pixel shader versions include 2.0, 3.0, etc. "
- "@note All features aren't compatible with all pixel shader versions.");
- addField("fallback", TYPEID< Material >(), Offset(mFallback, CustomMaterial),
- "@brief Alternate material for targeting lower end hardware.\n\n"
- "If the CustomMaterial requires a higher pixel shader version than the one "
- "it's using, it's fallback Material will be processed instead. "
- "If the fallback material wasn't defined, Torque 3D will assert and attempt to use a very "
- "basic material in it's place.\n\n");
- addField("shader", TypeRealString, Offset(mShaderDataName, CustomMaterial),
- "@brief Name of the ShaderData to use for this effect.\n\n");
- addField("stateBlock", TYPEID< GFXStateBlockData >(), Offset(mStateBlockData, CustomMaterial),
- "@brief Name of a GFXStateBlockData for this effect.\n\n");
- addField("target", TypeRealString, Offset(mOutputTarget, CustomMaterial),
- "@brief String identifier of this material's target texture.");
- addField("forwardLit", TypeBool, Offset(mForwardLit, CustomMaterial),
- "@brief Determines if the material should recieve lights in Basic Lighting. "
- "Has no effect in Advanced Lighting.\n\n");
- Parent::initPersistFields();
- }
- //--------------------------------------------------------------------------
- // On add - verify data settings
- //--------------------------------------------------------------------------
- bool CustomMaterial::onAdd()
- {
- if (Parent::onAdd() == false)
- return false;
- mShaderData = dynamic_cast<ShaderData*>(Sim::findObject( mShaderDataName ) );
- if(mShaderDataName.isNotEmpty() && mShaderData == NULL)
- {
- logError("Failed to find ShaderData %s", mShaderDataName.c_str());
- return false;
- }
-
- const char* samplerDecl = "sampler";
- S32 samplerDeclLen = dStrlen(samplerDecl);
- S32 i = 0;
- for (SimFieldDictionaryIterator itr(getFieldDictionary()); *itr; ++itr)
- {
- SimFieldDictionary::Entry* entry = *itr;
- if (dStrStartsWith(entry->slotName, samplerDecl))
- {
- if (i >= MAX_TEX_PER_PASS)
- {
- logError("Too many sampler declarations, you may only have %i", MAX_TEX_PER_PASS);
- return false;
- }
-
- if (dStrlen(entry->slotName) == samplerDeclLen)
- {
- logError("sampler declarations must have a sampler name, e.g. sampler[\"diffuseMap\"]");
- return false;
- }
-
- // Assert sampler names are defined on ShaderData
- S32 pos = -1;
- String samplerName = entry->slotName + samplerDeclLen;
- samplerName.insert(0, '$');
- mShaderData->hasSamplerDef(samplerName, pos);
-
- if(pos == -1)
- {
- const char *error = (avar("CustomMaterial(%s) bind sampler[%s] and is not present on ShaderData(%s)",
- getName(), samplerName.c_str(), mShaderDataName.c_str() ));
- Con::errorf(error);
- pos = i;
- #ifdef TORQUE_OPENGL
- GFXAssertFatal(0, error);
- continue;
- #endif
- }
- mSamplerNames[pos] = samplerName;
- mTexFilename[pos] = entry->value;
- ++i;
- }
- }
- return true;
- }
- //--------------------------------------------------------------------------
- // On remove
- //--------------------------------------------------------------------------
- void CustomMaterial::onRemove()
- {
- Parent::onRemove();
- }
- //--------------------------------------------------------------------------
- // Map this material to the texture specified in the "mapTo" data variable
- //--------------------------------------------------------------------------
- void CustomMaterial::_mapMaterial()
- {
- if( String(getName()).isEmpty() )
- {
- Con::warnf( "Unnamed Material! Could not map to: %s", mMapTo.c_str() );
- return;
- }
- if( mMapTo.isEmpty() )
- return;
- MATMGR->mapMaterial(mMapTo, getName());
- }
- const GFXStateBlockData* CustomMaterial::getStateBlockData() const
- {
- return mStateBlockData;
- }
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