tge/engine/ts/tsMaterialList.cc
2017-04-17 06:17:10 -06:00

317 lines
9.7 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "ts/tsShape.h"
TSMaterialList::TSMaterialList(U32 materialCount,
const char **materialNames,
const U32 * materialFlags,
const U32 * reflectanceMaps,
const U32 * bumpMaps,
const U32 * detailMaps,
const F32 * detailScales,
const F32 * reflectionAmounts)
: MaterialList(materialCount,materialNames),
mNamesTransformed(false)
{
VECTOR_SET_ASSOCIATION(mFlags);
VECTOR_SET_ASSOCIATION(mReflectanceMaps);
VECTOR_SET_ASSOCIATION(mBumpMaps);
VECTOR_SET_ASSOCIATION(mDetailMaps);
VECTOR_SET_ASSOCIATION(mLightMaps);
VECTOR_SET_ASSOCIATION(mDetailScales);
VECTOR_SET_ASSOCIATION(mReflectionAmounts);
allocate(getMaterialCount());
dMemcpy(mFlags.address(),materialFlags,getMaterialCount()*sizeof(U32));
dMemcpy(mReflectanceMaps.address(),reflectanceMaps,getMaterialCount()*sizeof(U32));
dMemcpy(mBumpMaps.address(),bumpMaps,getMaterialCount()*sizeof(U32));
dMemcpy(mDetailMaps.address(),detailMaps,getMaterialCount()*sizeof(U32));
for (U32 i = 0; i < getMaterialCount(); i++)
mLightMaps[i] = 0xFFFFFFFF;
dMemcpy(mDetailScales.address(),detailScales,getMaterialCount()*sizeof(F32));
dMemcpy(mReflectionAmounts.address(),reflectionAmounts,getMaterialCount()*sizeof(F32));
}
TSMaterialList::TSMaterialList(U32 materialCount,
const char **materialNames,
const U32 * materialFlags,
const U32 * reflectanceMaps,
const U32 * bumpMaps,
const U32 * detailMaps,
const U32 * lightMaps,
const F32 * detailScales,
const F32 * reflectionAmounts)
: MaterialList(materialCount,materialNames),
mNamesTransformed(false)
{
VECTOR_SET_ASSOCIATION(mFlags);
VECTOR_SET_ASSOCIATION(mReflectanceMaps);
VECTOR_SET_ASSOCIATION(mBumpMaps);
VECTOR_SET_ASSOCIATION(mDetailMaps);
VECTOR_SET_ASSOCIATION(mLightMaps);
VECTOR_SET_ASSOCIATION(mDetailScales);
VECTOR_SET_ASSOCIATION(mReflectionAmounts);
allocate(getMaterialCount());
dMemcpy(mFlags.address(),materialFlags,getMaterialCount()*sizeof(U32));
dMemcpy(mReflectanceMaps.address(),reflectanceMaps,getMaterialCount()*sizeof(U32));
dMemcpy(mBumpMaps.address(),bumpMaps,getMaterialCount()*sizeof(U32));
dMemcpy(mDetailMaps.address(),detailMaps,getMaterialCount()*sizeof(U32));
dMemcpy(mLightMaps.address(),lightMaps,getMaterialCount()*sizeof(U32));
dMemcpy(mDetailScales.address(),detailScales,getMaterialCount()*sizeof(F32));
dMemcpy(mReflectionAmounts.address(),reflectionAmounts,getMaterialCount()*sizeof(F32));
}
TSMaterialList::TSMaterialList()
: mNamesTransformed(false)
{
VECTOR_SET_ASSOCIATION(mFlags);
VECTOR_SET_ASSOCIATION(mReflectanceMaps);
VECTOR_SET_ASSOCIATION(mBumpMaps);
VECTOR_SET_ASSOCIATION(mDetailMaps);
VECTOR_SET_ASSOCIATION(mLightMaps);
VECTOR_SET_ASSOCIATION(mDetailScales);
VECTOR_SET_ASSOCIATION(mReflectionAmounts);
}
TSMaterialList::TSMaterialList(const TSMaterialList* pCopy)
: MaterialList(pCopy)
{
VECTOR_SET_ASSOCIATION(mFlags);
VECTOR_SET_ASSOCIATION(mReflectanceMaps);
VECTOR_SET_ASSOCIATION(mBumpMaps);
VECTOR_SET_ASSOCIATION(mDetailMaps);
VECTOR_SET_ASSOCIATION(mDetailScales);
VECTOR_SET_ASSOCIATION(mReflectionAmounts);
VECTOR_SET_ASSOCIATION(mLightMaps);
mFlags = pCopy->mFlags;
mReflectanceMaps = pCopy->mReflectanceMaps;
mBumpMaps = pCopy->mBumpMaps;
mDetailMaps = pCopy->mDetailMaps;
mLightMaps = pCopy->mLightMaps;
mDetailScales = pCopy->mDetailScales;
mReflectionAmounts = pCopy->mReflectionAmounts;
mNamesTransformed = pCopy->mNamesTransformed;
}
TSMaterialList::~TSMaterialList()
{
free();
}
void TSMaterialList::free()
{
// IflMaterials will duplicate names and textures found in other material slots
// (In particular, IflFrame material slots).
// Set the names to NULL now so our parent doesn't delete them twice.
// Texture handles should stay as is...
for (U32 i=0; i<getMaterialCount(); i++)
if (mFlags[i] & TSMaterialList::IflMaterial)
mMaterialNames[i] = NULL;
// these aren't found on our parent, clear them out here to keep in synch
mFlags.clear();
mReflectanceMaps.clear();
mBumpMaps.clear();
mDetailMaps.clear();
mLightMaps.clear();
mDetailScales.clear();
mReflectionAmounts.clear();
Parent::free();
}
void TSMaterialList::remap(U32 toIndex, U32 fromIndex)
{
AssertFatal(toIndex < size() && fromIndex < size(),"TSMaterial::remap");
// only remap texture handle...flags and maps should stay the same...
mMaterials[toIndex] = mMaterials[fromIndex];
mMaterialNames[toIndex] = mMaterialNames[fromIndex];
}
void TSMaterialList::push_back(const char * name, U32 flags, U32 rMap, U32 bMap, U32 dMap, F32 dScale, F32 emapAmount, U32 lMap)
{
Parent::push_back(name);
mFlags.push_back(flags);
if (rMap==0xFFFFFFFF)
mReflectanceMaps.push_back(getMaterialCount()-1);
else
mReflectanceMaps.push_back(rMap);
mBumpMaps.push_back(bMap);
mDetailMaps.push_back(dMap);
mLightMaps.push_back(lMap);
mDetailScales.push_back(dScale);
mReflectionAmounts.push_back(emapAmount);
}
void TSMaterialList::allocate(U32 sz)
{
mFlags.setSize(sz);
mReflectanceMaps.setSize(sz);
mBumpMaps.setSize(sz);
mDetailMaps.setSize(sz);
mLightMaps.setSize(sz);
mDetailScales.setSize(sz);
mReflectionAmounts.setSize(sz);
}
U32 TSMaterialList::getFlags(U32 index)
{
AssertFatal(index < getMaterialCount(),"TSMaterialList::getFlags: index out of range");
return mFlags[index];
}
void TSMaterialList::setFlags(U32 index, U32 value)
{
AssertFatal(index < getMaterialCount(),"TSMaterialList::getFlags: index out of range");
mFlags[index] = value;
}
void TSMaterialList::load(U32 index,const char* path)
{
AssertFatal(index < getMaterialCount(),"TSMaterialList::getFlags: index out of range");
if (mFlags[index] & TSMaterialList::NoMipMap)
mTextureType = BitmapTexture;
else if (mFlags[index] & TSMaterialList::MipMap_ZeroBorder)
mTextureType = ZeroBorderTexture;
else
mTextureType = MeshTexture;
Parent::load(index,path);
}
bool TSMaterialList::write(Stream & s)
{
if (!Parent::write(s))
return false;
U32 i;
for (i=0; i<getMaterialCount(); i++)
s.write(mFlags[i]);
for (i=0; i<getMaterialCount(); i++)
s.write(mReflectanceMaps[i]);
for (i=0; i<getMaterialCount(); i++)
s.write(mBumpMaps[i]);
for (i=0; i<getMaterialCount(); i++)
s.write(mDetailMaps[i]);
for (i=0; i<getMaterialCount(); i++)
s.write(mLightMaps[i]);
for (i=0; i<getMaterialCount(); i++)
s.write(mDetailScales[i]);
for (i=0; i<getMaterialCount(); i++)
s.write(mReflectionAmounts[i]);
return (s.getStatus() == Stream::Ok);
}
bool TSMaterialList::read(Stream & s)
{
if (!Parent::read(s))
return false;
allocate(getMaterialCount());
U32 i;
if (TSShape::smReadVersion<2)
{
for (i=0; i<getMaterialCount(); i++)
setFlags(i,S_Wrap|T_Wrap);
}
else
{
for (i=0; i<getMaterialCount(); i++)
s.read(&mFlags[i]);
}
if (TSShape::smReadVersion<5)
{
for (i=0; i<getMaterialCount(); i++)
{
mReflectanceMaps[i] = i;
mBumpMaps[i] = 0xFFFFFFFF;
mDetailMaps[i] = 0xFFFFFFFF;
mLightMaps[i] = 0xFFFFFFFF;
}
}
else
{
for (i=0; i<getMaterialCount(); i++)
s.read(&mReflectanceMaps[i]);
for (i=0; i<getMaterialCount(); i++)
s.read(&mBumpMaps[i]);
for (i=0; i<getMaterialCount(); i++)
s.read(&mDetailMaps[i]);
if (TSShape::smReadVersion>24)
{
for (i=0; i<getMaterialCount(); i++)
s.read(&mLightMaps[i]);
}
else
{
for (i=0; i<getMaterialCount(); i++)
mLightMaps[i] = 0xFFFFFFFF;
}
}
if (TSShape::smReadVersion>11)
{
for (i=0; i<getMaterialCount(); i++)
s.read(&mDetailScales[i]);
}
else
{
for (i=0; i<getMaterialCount(); i++)
mDetailScales[i] = 1.0f;
}
if (TSShape::smReadVersion>20)
{
for (i=0; i<getMaterialCount(); i++)
s.read(&mReflectionAmounts[i]);
}
else
{
for (i=0; i<getMaterialCount(); i++)
mReflectionAmounts[i] = 1.0f;
}
if (TSShape::smReadVersion<16)
{
// make sure emapping is off for translucent materials on old shapes
for (i=0; i<getMaterialCount(); i++)
if (mFlags[i] & TSMaterialList::Translucent)
mFlags[i] |= TSMaterialList::NeverEnvMap;
}
// get rid of name of any ifl material names
for (i=0; i<getMaterialCount(); i++)
{
const char * str = dStrrchr(mMaterialNames[i],'.');
if (mFlags[i] & TSMaterialList::IflMaterial ||
(TSShape::smReadVersion<6 && str && dStricmp(str,".ifl")==0))
{
delete [] mMaterialNames[i];
mMaterialNames[i] = NULL;
}
}
return (s.getStatus() == Stream::Ok);
}