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 = 8, ///< 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. NormalizeCube,
  92. TexTarget,
  93. AccuMap,
  94. };
  95. enum BlendOp
  96. {
  97. None = 0,
  98. Mul,
  99. PreMul,
  100. Add,
  101. AddAlpha, // add modulated with alpha channel
  102. Sub,
  103. LerpAlpha, // linear interpolation modulated with alpha channel
  104. ToneMap,
  105. NumBlendTypes
  106. };
  107. enum AnimType
  108. {
  109. Scroll = 1,
  110. Rotate = 2,
  111. Wave = 4,
  112. Scale = 8,
  113. Sequence = 16,
  114. };
  115. enum WaveType
  116. {
  117. Sin = 0,
  118. Triangle,
  119. Square,
  120. };
  121. class StageData
  122. {
  123. protected:
  124. ///
  125. typedef HashTable<const FeatureType*, GFXTexHandle> TextureTable;
  126. /// The sparse table of textures by feature index.
  127. /// @see getTex
  128. /// @see setTex
  129. TextureTable mTextures;
  130. /// The cubemap for this stage.
  131. GFXCubemap* mCubemap;
  132. public:
  133. StageData()
  134. : mCubemap(NULL)
  135. {
  136. }
  137. /// Returns the texture object or NULL if there is no
  138. /// texture entry for that feature type in the table.
  139. inline GFXTextureObject* getTex(const FeatureType& type) const
  140. {
  141. TextureTable::ConstIterator iter = mTextures.find(&type);
  142. if (iter == mTextures.end())
  143. return NULL;
  144. return iter->value.getPointer();
  145. }
  146. /// Assigns a texture object by feature type.
  147. inline void setTex(const FeatureType& type, GFXTextureObject* tex)
  148. {
  149. if (!tex)
  150. {
  151. TextureTable::Iterator iter = mTextures.find(&type);
  152. if (iter != mTextures.end())
  153. mTextures.erase(iter);
  154. return;
  155. }
  156. TextureTable::Iterator iter = mTextures.findOrInsert(&type);
  157. iter->value = tex;
  158. }
  159. /// Returns true if we have a valid texture assigned to
  160. /// any feature in the texture table.
  161. inline bool hasValidTex() const
  162. {
  163. TextureTable::ConstIterator iter = mTextures.begin();
  164. for (; iter != mTextures.end(); ++iter)
  165. {
  166. if (iter->value.isValid())
  167. return true;
  168. }
  169. return false;
  170. }
  171. /// Returns the active texture features.
  172. void getFeatureSet(FeatureSet* outFeatures) const;
  173. /// Returns the stage cubemap.
  174. GFXCubemap* getCubemap() const { return mCubemap; }
  175. /// Set the stage cubemap.
  176. void setCubemap(GFXCubemap* cubemap) { mCubemap = cubemap; }
  177. };
  178. public:
  179. //-----------------------------------------------------------------------
  180. // Data
  181. //-----------------------------------------------------------------------
  182. DECLARE_IMAGEASSET_ARRAY(Material, DiffuseMap, MAX_STAGES);
  183. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, DiffuseMap);
  184. bool mDiffuseMapSRGB[MAX_STAGES]; // SRGB diffuse
  185. DECLARE_IMAGEASSET_ARRAY(Material, OverlayMap, MAX_STAGES);
  186. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, OverlayMap);
  187. DECLARE_IMAGEASSET_ARRAY(Material, LightMap, MAX_STAGES);
  188. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, LightMap);
  189. DECLARE_IMAGEASSET_ARRAY(Material, ToneMap, MAX_STAGES);
  190. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, ToneMap);
  191. DECLARE_IMAGEASSET_ARRAY(Material, DetailMap, MAX_STAGES);
  192. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, DetailMap);
  193. DECLARE_IMAGEASSET_ARRAY(Material, NormalMap, MAX_STAGES);
  194. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, NormalMap);
  195. DECLARE_IMAGEASSET_ARRAY(Material, ORMConfigMap, MAX_STAGES);
  196. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, ORMConfigMap);
  197. bool mIsSRGb[MAX_STAGES];
  198. DECLARE_IMAGEASSET_ARRAY(Material, AOMap, MAX_STAGES);
  199. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, AOMap);
  200. F32 mAOChan[MAX_STAGES];
  201. DECLARE_IMAGEASSET_ARRAY(Material, RoughMap, MAX_STAGES);
  202. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, RoughMap);
  203. bool mInvertRoughness[MAX_STAGES];
  204. F32 mRoughnessChan[MAX_STAGES];
  205. DECLARE_IMAGEASSET_ARRAY(Material, MetalMap, MAX_STAGES);
  206. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, MetalMap);
  207. F32 mMetalChan[MAX_STAGES];
  208. DECLARE_IMAGEASSET_ARRAY(Material, GlowMap, MAX_STAGES);
  209. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, GlowMap);
  210. F32 mGlowMul[MAX_STAGES];
  211. /// A second normal map which repeats at the detail map
  212. /// scale and blended with the base normal map.
  213. DECLARE_IMAGEASSET_ARRAY(Material, DetailNormalMap, MAX_STAGES);
  214. DECLARE_IMAGEASSET_ARRAY_SETGET(Material, DetailNormalMap);
  215. /// The strength scalar for the detail normal map.
  216. F32 mDetailNormalMapStrength[MAX_STAGES];
  217. bool mAccuEnabled[MAX_STAGES];
  218. F32 mAccuScale[MAX_STAGES];
  219. F32 mAccuDirection[MAX_STAGES];
  220. F32 mAccuStrength[MAX_STAGES];
  221. F32 mAccuCoverage[MAX_STAGES];
  222. F32 mAccuSpecular[MAX_STAGES];
  223. /// This color is the diffuse color of the material
  224. /// or if it has a texture it is multiplied against
  225. /// the diffuse texture color.
  226. LinearColorF mDiffuse[MAX_STAGES];
  227. F32 mRoughness[MAX_STAGES];
  228. F32 mMetalness[MAX_STAGES];
  229. bool mVertLit[MAX_STAGES];
  230. /// If true for a stage, vertex colors are multiplied
  231. /// against diffuse colors.
  232. bool mVertColor[MAX_STAGES];
  233. F32 mParallaxScale[MAX_STAGES];
  234. F32 mMinnaertConstant[MAX_STAGES];
  235. bool mSubSurface[MAX_STAGES];
  236. LinearColorF mSubSurfaceColor[MAX_STAGES];
  237. F32 mSubSurfaceRolloff[MAX_STAGES];
  238. /// The repetition scale of the detail texture
  239. /// over the base texture.
  240. Point2F mDetailScale[MAX_STAGES];
  241. U32 mAnimFlags[MAX_STAGES];
  242. Point2F mScrollDir[MAX_STAGES];
  243. F32 mScrollSpeed[MAX_STAGES];
  244. Point2F mScrollOffset[MAX_STAGES];
  245. F32 mRotSpeed[MAX_STAGES];
  246. Point2F mRotPivotOffset[MAX_STAGES];
  247. F32 mRotPos[MAX_STAGES];
  248. F32 mWavePos[MAX_STAGES];
  249. F32 mWaveFreq[MAX_STAGES];
  250. F32 mWaveAmp[MAX_STAGES];
  251. U32 mWaveType[MAX_STAGES];
  252. F32 mSeqFramePerSec[MAX_STAGES];
  253. F32 mSeqSegSize[MAX_STAGES];
  254. bool mGlow[MAX_STAGES]; // entire stage glows
  255. bool mEmissive[MAX_STAGES];
  256. Point2I mCellIndex[MAX_STAGES];
  257. Point2I mCellLayout[MAX_STAGES];
  258. U32 mCellSize[MAX_STAGES];
  259. bool mNormalMapAtlas[MAX_STAGES];
  260. /// Special array of UVs for imposter rendering.
  261. /// @see TSLastDetail
  262. Vector<RectF> mImposterUVs;
  263. /// Specual imposter rendering paramters.
  264. /// @see TSLastDetail
  265. Point4F mImposterLimits;
  266. /// If the stage should use anisotropic filtering.
  267. bool mUseAnisotropic[MAX_STAGES];
  268. bool mDoubleSided;
  269. String mCubemapName;
  270. CubemapData* mCubemapData;
  271. bool mDynamicCubemap;
  272. // Deferred Shading
  273. F32 mMatInfoFlags[MAX_STAGES];
  274. bool mTranslucent;
  275. BlendOp mTranslucentBlendOp;
  276. bool mTranslucentZWrite;
  277. /// A generic setting which tells the system to skip
  278. /// generation of shadows from this material.
  279. bool mCastShadows;
  280. bool mAlphaTest;
  281. U32 mAlphaRef;
  282. bool mPlanarReflection;
  283. bool mAutoGenerated;
  284. static bool sAllowTextureTargetAssignment;
  285. ///@{
  286. /// Behavioral properties.
  287. bool mShowFootprints; ///< If true, show footprints when walking on surface with this material. Defaults to false.
  288. bool mShowDust; ///< If true, show dust emitters (footpuffs, hover trails, etc) when on surface with this material. Defaults to false.
  289. /// Color to use for particle effects and such when located on this material.
  290. LinearColorF mEffectColor[NUM_EFFECT_COLOR_STAGES];
  291. /// Footstep sound to play when walking on surface with this material.
  292. /// Numeric ID of footstep sound defined on player datablock (0 == soft,
  293. /// 1 == hard, 2 == metal, 3 == snow).
  294. /// Defaults to -1 which deactivates default sound.
  295. /// @see mFootstepSoundCustom
  296. S32 mFootstepSoundId;
  297. S32 mImpactSoundId;
  298. S32 mImpactFXIndex;
  299. /// Sound effect to play when walking on surface with this material.
  300. /// If defined, overrides mFootstepSoundId.
  301. /// @see mFootstepSoundId
  302. DECLARE_SOUNDASSET(Material, CustomFootstepSound);
  303. DECLARE_ASSET_SETGET(Material, CustomFootstepSound);
  304. DECLARE_SOUNDASSET(Material, CustomImpactSound);
  305. DECLARE_ASSET_SETGET(Material, CustomImpactSound);
  306. F32 mFriction; ///< Friction coefficient when moving along surface.
  307. F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
  308. F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
  309. ///@}
  310. String mMapTo; // map Material to this texture name
  311. ///
  312. /// Material interface
  313. ///
  314. Material();
  315. /// Allocates and returns a BaseMatInstance for this material. Caller is responsible
  316. /// for freeing the instance
  317. virtual BaseMatInstance* createMatInstance();
  318. virtual bool isTranslucent() const { return mTranslucent && mTranslucentBlendOp != Material::None; }
  319. virtual bool isAlphatest() const { return mAlphaTest; }
  320. virtual bool isDoubleSided() const { return mDoubleSided; }
  321. virtual bool isAutoGenerated() const { return mAutoGenerated; }
  322. virtual void setAutoGenerated(bool isAutoGenerated) { mAutoGenerated = isAutoGenerated; }
  323. virtual bool isLightmapped() const;
  324. virtual bool castsShadows() const { return mCastShadows; }
  325. const String& getPath() const { return mPath; }
  326. void flush();
  327. /// Re-initializes all the material instances
  328. /// that use this material.
  329. void reload();
  330. /// Called to update time based parameters for a material. Ensures
  331. /// that it only happens once per tick.
  332. void updateTimeBasedParams();
  333. // SimObject
  334. virtual bool onAdd();
  335. virtual void onRemove();
  336. virtual void inspectPostApply();
  337. virtual bool writeField(StringTableEntry fieldname, const char* value);
  338. //
  339. // ConsoleObject interface
  340. //
  341. static void initPersistFields();
  342. // Accumulation
  343. static bool _setAccuEnabled(void* object, const char* index, const char* data);
  344. DECLARE_CONOBJECT(Material);
  345. protected:
  346. // Per material animation parameters
  347. U32 mLastUpdateTime;
  348. String mPath;
  349. static EnumTable mAnimFlagTable;
  350. static EnumTable mBlendOpTable;
  351. static EnumTable mWaveTypeTable;
  352. /// Map this material to the texture specified
  353. /// in the "mapTo" data variable.
  354. virtual void _mapMaterial();
  355. private:
  356. static GFXCubemapHandle smNormalizeCube;
  357. };
  358. typedef Material::AnimType MaterialAnimType;
  359. typedef Material::BlendOp MaterialBlendOp;
  360. typedef Material::WaveType MaterialWaveType;
  361. DefineBitfieldType(MaterialAnimType);
  362. DefineEnumType(MaterialBlendOp);
  363. DefineEnumType(MaterialWaveType);
  364. #endif // _MATERIALDEFINITION_H_