Files
stk-code_catmod/src/graphics/material.cpp
deveee ea2b34c52e Avoid bounce karts from edges in soccer field.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14428 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-11-14 19:03:35 +00:00

1513 lines
49 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2004 Steve Baker <sjbaker1@airmail.net>
// 2010 Steve Baker, Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/material.hpp"
#include <stdexcept>
#include <iostream>
#include "audio/sfx_base.hpp"
#include "audio/sfx_buffer.hpp"
#include "config/user_config.hpp"
#include "config/stk_config.hpp"
#include "guiengine/engine.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/particle_kind_manager.hpp"
#include "io/file_manager.hpp"
#include "io/xml_node.hpp"
#include "utils/string_utils.hpp"
#include "modes/world.hpp"
#include "tracks/track.hpp"
#include "utils/log.hpp"
#include <IGPUProgrammingServices.h>
#include <IMaterialRendererServices.h>
#include <ISceneNode.h>
#include <IShaderConstantSetCallBack.h>
using namespace irr::video;
const unsigned int UCLAMP = 1;
const unsigned int VCLAMP = 2;
//-----------------------------------------------------------------------------
class NormalMapProvider : public video::IShaderConstantSetCallBack
{
bool m_with_lightmap;
public:
LEAK_CHECK()
NormalMapProvider(bool withLightmap)
{
m_with_lightmap = withLightmap;
}
virtual void OnSetConstants(
irr::video::IMaterialRendererServices *services,
s32 userData)
{
s32 decaltex = 0;
services->setPixelShaderConstant("DecalTex", &decaltex, 1);
s32 bumptex = 1;
services->setPixelShaderConstant("BumpTex", &bumptex, 1);
s32 lightmapTex = (m_with_lightmap ? 2 : 0);
services->setPixelShaderConstant("LightMapTex", &lightmapTex, 1);
s32 hasLightMap = (m_with_lightmap ? 1 : 0);
services->setPixelShaderConstant("HasLightMap", &hasLightMap, 1);
// We could calculate light direction as coming from the sun (then we'd need to
// transform it into camera space). But I find that pretending light
// comes from the camera gives good results
const float lightdir[] = {0.1852f, -0.1852f, -0.9259f};
services->setVertexShaderConstant("lightdir", lightdir, 3);
}
};
//-----------------------------------------------------------------------------
class WaterShaderProvider : public video::IShaderConstantSetCallBack
{
float m_dx_1, m_dy_1, m_dx_2, m_dy_2;
float m_water_shader_speed_1;
float m_water_shader_speed_2;
bool m_fog;
public:
LEAK_CHECK()
void enableFog(bool enable)
{
m_fog = enable;
}
WaterShaderProvider(float water_shader_speed_1,
float water_shader_speed_2)
{
m_dx_1 = 0.0f;
m_dy_1 = 0.0f;
m_dx_2 = 0.0f;
m_dy_2 = 0.0f;
m_water_shader_speed_1 = water_shader_speed_1/100.0f;
m_water_shader_speed_2 = water_shader_speed_2/100.0f;
m_fog = false;
}
virtual void OnSetConstants(
irr::video::IMaterialRendererServices *services,
s32 userData)
{
m_dx_1 += GUIEngine::getLatestDt()*m_water_shader_speed_1;
m_dy_1 += GUIEngine::getLatestDt()*m_water_shader_speed_1;
m_dx_2 += GUIEngine::getLatestDt()*m_water_shader_speed_2;
m_dy_2 -= GUIEngine::getLatestDt()*m_water_shader_speed_2;
if (m_dx_1 > 1.0f) m_dx_1 -= 1.0f;
if (m_dy_1 > 1.0f) m_dy_1 -= 1.0f;
if (m_dx_2 > 1.0f) m_dx_2 -= 1.0f;
if (m_dy_2 < 0.0f) m_dy_2 += 1.0f;
s32 decaltex = 0;
services->setPixelShaderConstant("DecalTex", &decaltex, 1);
s32 bumptex = 1;
services->setPixelShaderConstant("BumpTex1", &bumptex, 1);
bumptex = 2;
services->setPixelShaderConstant("BumpTex2", &bumptex, 1);
// We could calculate light direction as coming from the sun (then we'd need to
// transform it into camera space). But I find that pretending light
// comes from the camera gives good results
const float lightdir[] = {-0.315f, 0.91f, -0.3f};
services->setVertexShaderConstant("lightdir", lightdir, 3);
services->setVertexShaderConstant("delta1", &m_dx_1, 2);
services->setVertexShaderConstant("delta2", &m_dx_2, 2);
if (m_fog)
{
Track* t = World::getWorld()->getTrack();
float fogStart = t->getFogStart();
services->setPixelShaderConstant("fogFrom", &fogStart, 1);
float fogEnd = t->getFogEnd();
services->setPixelShaderConstant("fogTo", &fogEnd, 1);
video::SColor fogColor = t->getFogColor();
float fogColorVec[] = {fogColor.getRed()/255.0f,
fogColor.getGreen()/255.0f,
fogColor.getBlue()/255.0f, 1.0f};
services->setVertexShaderConstant("fogColor", fogColorVec, 4);
}
}
};
//-----------------------------------------------------------------------------
// FIXME: refactor this hack to get per-instance properties, and apply the
// clean fix to all shaders why we're at it......
std::map<int, float> grass_shaders_times;
int grass_shaders_times_index = 0;
class GrassShaderProvider : public video::IShaderConstantSetCallBack
{
bool m_fog;
float m_angle;
float m_amplitude;
float m_speed;
public:
LEAK_CHECK()
GrassShaderProvider(float amplitude, float speed)
{
m_fog = false;
m_angle = 0.0f;
m_amplitude = amplitude;
m_speed = speed;
}
void enableFog(bool enable)
{
m_fog = enable;
}
void update(float dt)
{
m_angle += GUIEngine::getLatestDt()*m_speed;
if (m_angle > M_PI*2) m_angle -= M_PI*2;
}
virtual void OnSetConstants(irr::video::IMaterialRendererServices *services,
s32 userData)
{
grass_shaders_times[userData] += GUIEngine::getLatestDt()*m_speed;
if (grass_shaders_times[userData] > M_PI*2) grass_shaders_times[userData] -= M_PI*2;
services->setVertexShaderConstant("angle", &grass_shaders_times[userData], 1);
int fog = (m_fog ? 1 : 0);
services->setVertexShaderConstant("fog", &fog, 1);
s32 tex = 0;
services->setVertexShaderConstant("tex", &tex, 1);
services->setVertexShaderConstant("amplitude", &m_amplitude, 1);
if (m_fog)
{
Track* t = World::getWorld()->getTrack();
float fogStart = t->getFogStart();
services->setPixelShaderConstant("fogFrom", &fogStart, 1);
float fogEnd = t->getFogEnd();
services->setPixelShaderConstant("fogTo", &fogEnd, 1);
video::SColor fogColor = t->getFogColor();
float fogColorVec[] = {fogColor.getRed()/255.0f,
fogColor.getGreen()/255.0f,
fogColor.getBlue()/255.0f, 1.0f};
services->setVertexShaderConstant("fogColor", fogColorVec, 4);
}
}
};
//-----------------------------------------------------------------------------
#if 0
#pragma mark -
#endif
class SplattingProvider : public video::IShaderConstantSetCallBack
{
core::vector3df m_light_direction;
bool m_light_dir_calculated;
bool m_lightmap;
public:
LEAK_CHECK()
SplattingProvider(bool lightmap)
{
m_light_dir_calculated = false;
m_lightmap = lightmap;
}
virtual void OnSetConstants(
irr::video::IMaterialRendererServices *services,
s32 userData)
{
if (!m_light_dir_calculated)
{
m_light_dir_calculated = true;
m_light_direction = -World::getWorld()->getTrack()->getSunRotation().rotationToDirection();
}
s32 tex_layout = 1;
services->setPixelShaderConstant("tex_layout", &tex_layout, 1);
s32 tex_detail0 = 2;
services->setPixelShaderConstant("tex_detail0", &tex_detail0, 1);
s32 tex_detail1 = 3;
services->setPixelShaderConstant("tex_detail1", &tex_detail1, 1);
s32 tex_detail2 = 4;
services->setPixelShaderConstant("tex_detail2", &tex_detail2, 1);
s32 tex_detail3 = 5;
services->setPixelShaderConstant("tex_detail3", &tex_detail3, 1);
if (m_lightmap)
{
s32 tex_lightmap = 6;
services->setPixelShaderConstant("tex_lightmap", &tex_lightmap, 1);
}
services->setVertexShaderConstant("lightdir", &m_light_direction.X, 3);
}
};
//-----------------------------------------------------------------------------
#if 0
#pragma mark -
#endif
class SphereMapProvider: public video::IShaderConstantSetCallBack
{
core::vector3df m_light_direction;
public:
LEAK_CHECK()
SphereMapProvider()
{
m_light_direction = core::vector3df(-0.6f, -0.5f, -0.63f);
//m_light_direction = core::vector3df(-0.315f, 0.91f, -0.3f);
}
virtual void OnSetConstants(
irr::video::IMaterialRendererServices *services,
s32 userData)
{
s32 texture = 0;
services->setPixelShaderConstant("texture", &texture, 1);
services->setVertexShaderConstant("lightdir", &m_light_direction.X, 3);
}
};
//-----------------------------------------------------------------------------
#if 0
#pragma mark -
#endif
class BubbleEffectProvider : public video::IShaderConstantSetCallBack
{
irr::u32 initial_time;
float m_transparency;
bool m_is_visible;
public:
LEAK_CHECK()
BubbleEffectProvider()
{
initial_time = irr_driver->getDevice()->getTimer()->getRealTime();
m_transparency = 1.0f;
m_is_visible = true;
}
virtual void OnSetConstants(
irr::video::IMaterialRendererServices *services,
s32 userData)
{
if (m_is_visible && m_transparency < 1.0f)
{
m_transparency += GUIEngine::getLatestDt()*0.3f;
if (m_transparency > 1.0f) m_transparency = 1.0f;
}
else if (!m_is_visible && m_transparency > 0.0f)
{
m_transparency -= GUIEngine::getLatestDt()*0.3f;
if (m_transparency < 0.0f) m_transparency = 0.0f;
}
float time = (irr_driver->getDevice()->getTimer()->getRealTime() - initial_time) / 1000.0f;
services->setVertexShaderConstant("time", &time, 1);
services->setVertexShaderConstant("transparency", &m_transparency, 1);
}
void onMadeVisible()
{
m_is_visible = true;
}
void onHidden()
{
m_is_visible = false;
m_transparency = 0.0f;
}
void isInitiallyHidden()
{
m_is_visible = false;
m_transparency = 0.0f;
}
};
#if 0
#pragma mark -
#endif
//-----------------------------------------------------------------------------
/** Create a new material using the parameters specified in the xml file.
* \param node Node containing the parameters for this material.
* \param index Index in material_manager.
*/
Material::Material(const XMLNode *node, int index, bool deprecated)
{
m_deprecated = deprecated;
node->get("name", &m_texname);
if (m_texname=="")
{
throw std::runtime_error("[Material] No texture name specified "
"in file\n");
}
init(index);
bool b = false;
node->get("clampu", &b); if (b) m_clamp_tex |= UCLAMP; //blender 2.4 style
node->get("clampU", &b); if (b) m_clamp_tex |= UCLAMP; //blender 2.5 style
b = false;
node->get("clampv", &b); if (b) m_clamp_tex |= VCLAMP; //blender 2.4 style
node->get("clampV", &b); if (b) m_clamp_tex |= VCLAMP; //blender 2.5 style
node->get("transparency", &m_alpha_testing );
node->get("lightmap", &m_lightmap );
node->get("additive-lightmap",&m_additive_lightmap );
std::string s;
node->get("adjust-image", &s );
if(s=="premultiply")
m_adjust_image = ADJ_PREMUL;
else if (s=="divide")
m_adjust_image = ADJ_DIV;
else if (s=="" || s=="none")
m_adjust_image = ADJ_NONE;
else
printf("Incorrect adjust-image specification: '%s' - ignored.\n",
s.c_str());
node->get("alpha", &m_alpha_blending );
node->get("light", &m_lighting );
node->get("smooth-reflection",&m_smooth_reflection_shader);
node->get("high-adhesion", &m_high_tire_adhesion);
node->get("reset", &m_drive_reset );
// backwards compatibility
bool crash_reset = false;
node->get("crash-reset", &crash_reset );
if (crash_reset)
{
m_collision_reaction = RESCUE;
m_drive_reset = true; // if crash reset is enabled then drive reset should be too
}
std::string creaction;
node->get("collision-reaction", &creaction);
if (creaction == "reset")
{
m_collision_reaction = RESCUE;
}
else if (creaction == "push")
{
m_collision_reaction = PUSH_BACK;
}
else if (creaction == "push-soccer")
{
m_collision_reaction = PUSH_SOCCER_BALL;
}
else if (creaction.size() > 0)
{
fprintf(stderr, "[Material] WARNING: Unknown collision reaction '%s'\n", creaction.c_str());
}
node->get("below-surface", &m_below_surface );
node->get("falling-effect", &m_falling_effect );
// A terrain with falling effect has to force a reset
// when the kart is on it. So to make it easier for artists,
// force the reset flag in this case.
if(m_falling_effect)
m_drive_reset=true;
node->get("surface", &m_surface );
node->get("ignore", &m_ignore );
node->get("additive", &m_add );
node->get("max-speed", &m_max_speed_fraction);
node->get("slowdown-time", &m_slowdown_time );
node->get("backface-culling", &m_backface_culling );
node->get("disable-z-write", &m_disable_z_write );
node->get("fog", &m_fog );
node->get("mask", &m_mask );
node->get("water-splash", &m_water_splash );
node->get("jump", &m_is_jump_texture );
if (m_collision_reaction != NORMAL)
{
node->get("collision-particles", &m_collision_particles);
if (m_collision_particles.size() == 0)
{
// backwards compatibility
node->get("crash-reset-particles", &m_collision_particles);
}
}
s="";
node->get("graphical-effect", &s);
if (s == "water")
{
// For backwards compatibility only, eventually remove
m_water_splash = true;
}
else if (s == "bubble")
{
m_graphical_effect = GE_BUBBLE;
}
else if (s == "grass")
{
m_graphical_effect = GE_GRASS;
m_grass_speed = 1.5f;
m_grass_amplitude = 0.25f;
node->get("grass-speed", &m_grass_speed);
node->get("grass-amplitude", &m_grass_amplitude);
}
else if (s == "water_shader")
{
m_graphical_effect = GE_WATER_SHADER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
else if (s == "normal_map")
{
m_graphical_effect = GE_NORMAL_MAP;
node->get("normal-map", &m_normal_map_tex);
node->get("normal-light-map", &m_normal_map_shader_lightmap);
// TODO: add support for parallax and height maps?
/*
else if (node->get("normal-heightmap", &m_normal_map_tex))
{
m_is_heightmap = true;
m_normal_map = true;
}
else if (node->get("parallax-map", &m_normal_map_tex))
{
m_parallax_map = true;
m_parallax_height = 0.2f;
node->get("parallax-height", &m_parallax_height);
}
else if (node->get("parallax-heightmap", &m_normal_map_tex))
{
m_is_heightmap = true;
m_parallax_map = true;
m_parallax_height = 0.2f;
node->get("parallax-height", &m_parallax_height);
}
*/
}
else if (s == "spheremap")
{
m_graphical_effect = GE_SPHERE_MAP;
}
else if (s == "splatting")
{
m_graphical_effect = GE_SPLATTING;
node->get("splatting-texture-1", &m_splatting_texture_1);
node->get("splatting-texture-2", &m_splatting_texture_2);
node->get("splatting-texture-3", &m_splatting_texture_3);
node->get("splatting-texture-4", &m_splatting_texture_4);
node->get("splatting-lightmap", &m_splatting_lightmap);
}
else if (s == "none")
{
}
else if (s != "")
{
fprintf(stderr,
"Invalid graphical effect specification: '%s' - ignored.\n",
s.c_str());
}
else
{
m_graphical_effect = GE_NONE;
}
// BACKWARDS COMPATIBILITY, remove eventually
bool use_normal_map = false;
node->get("use-normal-map", &use_normal_map);
if (use_normal_map)
{
if (node->get("normal-map", &m_normal_map_tex))
{
m_graphical_effect = GE_NORMAL_MAP;
}
else
{
fprintf(stderr, "[Material] WARNING: could not find normal map image in materials.xml\n");
}
node->get("normal-light-map", &m_normal_map_shader_lightmap);
}
// BACKWARDS COMPATIBILITY, remove eventually
bool sphere_map = false;
node->get("sphere", &sphere_map );
if (sphere_map)
{
m_graphical_effect = GE_SPHERE_MAP;
}
if (node->get("compositing", &s))
{
if (s == "blend") m_alpha_blending = true;
else if (s == "test") m_alpha_testing = true;
else if (s == "additive") m_add = true;
else if (s == "coverage") m_alpha_to_coverage = true;
else if (s != "none")
fprintf(stderr,
"[Material] WARNING: Unknown compositing mode '%s'\n",
s.c_str());
}
bool water_shader = false;
node->get("water-shader", &water_shader);
if (water_shader)
{
// BACKWARDS COMPATIBILITY, eventually remove
m_graphical_effect = GE_WATER_SHADER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
// Terrain-specifc sound effect
const unsigned int children_count = node->getNumNodes();
for (unsigned int i=0; i<children_count; i++)
{
const XMLNode *child_node = node->getNode(i);
if (child_node->getName() == "sfx")
{
initCustomSFX(child_node);
}
else if (child_node->getName() == "particles")
{
initParticlesEffect(child_node);
}
else if (child_node->getName() == "zipper")
{
// Track version 4 uses a separate node:
m_zipper = true;
m_zipper_duration = 3.5f;
m_zipper_max_speed_increase = 15.0f;
m_zipper_fade_out_time = 3.0f;
m_zipper_speed_gain = 4.5f;
m_zipper_engine_force = 250;
child_node->get("duration", &m_zipper_duration );
child_node->get("fade-out-time", &m_zipper_fade_out_time );
child_node->get("max-speed-increase",&m_zipper_max_speed_increase);
child_node->get("speed-gain", &m_zipper_speed_gain );
child_node->get("sengine-force", &m_zipper_engine_force );
}
else
{
fprintf(stderr,
"[Material] WARNING: unknown node type '%s' for texture "
"'%s' - ignored.\n",
child_node->getName().c_str(), m_texname.c_str());
}
} // for i <node->getNumNodes()
install(/*is_full_path*/false);
} // Material
//-----------------------------------------------------------------------------
/** Create a standard material using the default settings for materials.
* \param fname Name of the texture file.
* \param index Unique index in material_manager.
* \param is_full_path If the fname contains the full path.
*/
Material::Material(const std::string& fname, int index, bool is_full_path,
bool complain_if_not_found)
{
m_deprecated = false;
m_texname = fname;
init(index);
install(is_full_path, complain_if_not_found);
} // Material
//-----------------------------------------------------------------------------
/** Inits all material data with the default settings.
* \param Index of this material in the material_manager index array.
*/
void Material::init(unsigned int index)
{
m_index = index;
m_clamp_tex = 0;
m_alpha_testing = false;
m_lightmap = false;
m_additive_lightmap = false;
m_adjust_image = ADJ_NONE;
m_alpha_blending = false;
m_lighting = true;
m_backface_culling = true;
m_smooth_reflection_shader = false;
m_high_tire_adhesion = false;
m_below_surface = false;
m_falling_effect = false;
m_surface = false;
m_ignore = false;
m_drive_reset = false;
m_collision_reaction = NORMAL;
m_add = false;
m_disable_z_write = false;
m_water_shader_speed_1 = 6.6667f;
m_water_shader_speed_2 = 4.0f;
m_fog = true;
m_max_speed_fraction = 1.0f;
m_slowdown_time = 1.0f;
m_sfx_name = "";
m_sfx_min_speed = 0.0f;
m_sfx_max_speed = 30;
m_sfx_min_pitch = 1.0f;
m_sfx_max_pitch = 1.0f;
m_graphical_effect = GE_NONE;
m_zipper = false;
m_zipper_duration = -1.0f;
m_zipper_fade_out_time = -1.0f;
m_zipper_max_speed_increase = -1.0f;
m_zipper_speed_gain = -1.0f;
m_zipper_engine_force = -1.0f;
m_parallax_map = false;
m_is_heightmap = false;
m_alpha_to_coverage = false;
m_water_splash = false;
m_is_jump_texture = false;
m_shaders.resize(SHADER_COUNT, NULL);
for (int n=0; n<EMIT_KINDS_COUNT; n++)
{
m_particles_effects[n] = NULL;
}
} // init
//-----------------------------------------------------------------------------
void Material::install(bool is_full_path, bool complain_if_not_found)
{
const std::string &full_path = is_full_path
? m_texname
: file_manager->getTextureFile(m_texname);
if (complain_if_not_found && full_path.size() == 0)
{
fprintf(stderr, "[Material] WARNING, cannot find texture '%s'\n", m_texname.c_str());
}
m_texture = irr_driver->getTexture(full_path,
isPreMul(),
isPreDiv(),
complain_if_not_found);
if (m_texture == NULL) return;
// now set the name to the basename, so that all tests work as expected
m_texname = StringUtils::getBasename(m_texname);
if (m_mask.size() > 0)
{
video::ITexture* tex = irr_driver->applyMask(m_texture, m_mask);
if (tex)
{
irr_driver->removeTexture(m_texture);
m_texture = tex;
}
else
{
fprintf(stderr, "Applying mask failed for '%s'!\n",
m_texname.c_str());
}
}
m_texture->grab();
} // install
//-----------------------------------------------------------------------------
Material::~Material()
{
if (m_texture != NULL)
{
m_texture->drop();
if(m_texture->getReferenceCount()==1)
irr_driver->removeTexture(m_texture);
}
for (unsigned int n=0; n<m_shaders.size(); n++)
{
if (m_shaders[n])
{
m_shaders[n]->drop();
}
}
for (std::map<scene::IMeshBuffer*, BubbleEffectProvider*>::iterator it = m_bubble_provider.begin();
it != m_bubble_provider.end(); it++)
{
it->second->drop();
}
// If a special sfx is installed (that isn't part of stk itself), the
// entry needs to be removed from the sfx_manager's mapping, since other
// tracks might use the same name.
if(m_sfx_name!="" && m_sfx_name==m_texname)
{
sfx_manager->deleteSFXMapping(m_sfx_name);
}
} // ~Material
//-----------------------------------------------------------------------------
/** Initialise the data structures for a custom sfx to be played when a
* kart is driving on that particular material.
* \param sfx The xml node containing the information for this sfx.
*/
void Material::initCustomSFX(const XMLNode *sfx)
{
std::string filename;
sfx->get("filename", &filename);
if (filename.empty())
{
fprintf(stderr, "[Material] WARNING: sfx node has no 'filename' "
"attribute, sound effect will be ignored\n");
return;
}
m_sfx_name = StringUtils::removeExtension(filename);
sfx->get("min-speed", &m_sfx_min_speed); // 2.4 style
sfx->get("min_speed", &m_sfx_min_speed); // 2.5 style
sfx->get("max-speed", &m_sfx_max_speed); // 2.4 style
sfx->get("max_speed", &m_sfx_max_speed); // 2.5 style
sfx->get("min-pitch", &m_sfx_min_pitch); // 2.4 style
sfx->get("min_pitch", &m_sfx_min_pitch); // 2.5 style
sfx->get("max-pitch", &m_sfx_max_pitch); // 2.4 style
sfx->get("max_pitch", &m_sfx_max_pitch); // 2.5 style
m_sfx_pitch_per_speed = (m_sfx_max_pitch - m_sfx_min_pitch)
/ (m_sfx_max_speed - m_sfx_min_speed);
if(!sfx_manager->soundExist(m_sfx_name))
{
// The directory for the track was added to the model search path
// so just misuse the getModelFile function
const std::string full_path = file_manager->getModelFile(filename);
SFXBuffer* buffer = sfx_manager->loadSingleSfx(sfx, full_path);
if (buffer != NULL)
{
buffer->setPositional(true);
}
}
} // initCustomSFX
//-----------------------------------------------------------------------------
void Material::initParticlesEffect(const XMLNode *node)
{
ParticleKindManager* pkm = ParticleKindManager::get();
std::string base;
node->get("base", &base);
if (base.size() < 1)
{
Log::warn("Material::initParticlesEffect"
"Invalid particle settings for material '%s'\n",
m_texname.c_str());
return;
}
ParticleKind* particles = NULL;
try
{
particles = pkm->getParticles(base.c_str());
if (particles == NULL)
{
Log::warn("Material::initParticlesEffect",
"Error loading particles '%s' for material '%s'\n",
base.c_str(), m_texname.c_str());
}
}
catch (...)
{
Log::warn("Material::initParticlesEffect",
"Cannot find particles '%s' for material '%s'\n",
base.c_str(), m_texname.c_str());
return;
}
std::vector<std::string> conditions;
node->get("condition", &conditions);
const int count = conditions.size();
if (count == 0)
{
fprintf(stderr, "[Material::initParticlesEffect] WARNING: Particles "
"'%s' for material '%s' are declared but not used "
"(no emission condition set)\n",
base.c_str(), m_texname.c_str());
}
for (int c=0; c<count; c++)
{
if (conditions[c] == "skid")
{
m_particles_effects[EMIT_ON_SKID] = particles;
}
else if (conditions[c] == "drive")
{
m_particles_effects[EMIT_ON_DRIVE] = particles;
}
else
{
fprintf(stderr, "[Material::initParticlesEffect] WARNING: Unknown "
"condition '%s' for material '%s'\n",
conditions[c].c_str(), m_texname.c_str());
}
}
} // initParticlesEffect
//-----------------------------------------------------------------------------
/** Adjusts the pitch of the given sfx depending on the given speed.
* \param sfx The sound effect to adjust.
* \param speed The speed of the kart.
* \param should_be_paused Pause for other reasons, i.e. kart is rescued.
*/
void Material::setSFXSpeed(SFXBase *sfx, float speed, bool should_be_paused) const
{
// Still make a sound when driving backwards on the material.
if (speed < 0) speed = -speed;
// If we paused it due to too low speed earlier, we can continue now.
if (sfx->getStatus() == SFXManager::SFX_PAUSED)
{
if (speed<m_sfx_min_speed || should_be_paused == 1) return;
// TODO: Do we first need to stop the sound completely so it
// starts over?
sfx->play();
}
else if (sfx->getStatus() == SFXManager::SFX_PLAYING)
{
if (speed<m_sfx_min_speed || should_be_paused == 1)
{
// Pausing it to differentiate with sounds that ended etc
sfx->pause();
return;
}
}
if (speed > m_sfx_max_speed)
{
sfx->speed(m_sfx_max_pitch);
return;
}
float f = m_sfx_pitch_per_speed*(speed-m_sfx_min_speed) + m_sfx_min_pitch;
sfx->speed(f);
} // setSFXSpeed
//-----------------------------------------------------------------------------
/** Sets the appropriate flags in an irrlicht SMaterial.
* \param material The irrlicht SMaterial which gets the flags set.
*/
void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* mb)
{
// !!======== This method is only called for materials that can be found in
// materials.xml, if you want to set flags for all surfaces, see
// 'MaterialManager::setAllMaterialFlags'
if (m_deprecated || (m->getTexture(0) != NULL && ((core::stringc)m->getTexture(0)->getName()).find("deprecated") != -1))
{
fprintf(stderr, "WARNING: track uses deprecated texture <%s>\n", m_texname.c_str());
}
int modes = 0;
if (m_alpha_testing)
{
m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
modes++;
}
if (m_alpha_to_coverage)
{
m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if (UserConfigParams::m_graphical_effects &&
irr_driver->getVideoDriver()->queryFeature(video::EVDF_ALPHA_TO_COVERAGE))
{
m->AntiAliasing = video::EAAM_QUALITY | video::EAAM_ALPHA_TO_COVERAGE;
}
modes++;
}
if (m_alpha_blending)
{
//m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// EMT_TRANSPARENT_ALPHA_CHANNEL does include vertex color alpha into
// account, which messes up fading in/out effects. So we use the more
// customizable EMT_ONETEXTURE_BLEND instead.
m->MaterialType = video::EMT_ONETEXTURE_BLEND ;
m->MaterialTypeParam =
pack_textureBlendFunc(video::EBF_SRC_ALPHA,
video::EBF_ONE_MINUS_SRC_ALPHA,
video::EMFN_MODULATE_1X,
video::EAS_TEXTURE | video::EAS_VERTEX_COLOR);
modes++;
}
if (m_smooth_reflection_shader)
{
if (UserConfigParams::m_pixel_shaders &&
irr_driver->isGLSL())
{
if (m_shaders[SHADER_SPHERE_MAP] == NULL)
{
m_shaders[SHADER_SPHERE_MAP] = new SphereMapProvider();
}
// Material and shaders
IGPUProgrammingServices* gpu =
irr_driver->getVideoDriver()->getGPUProgrammingServices();
s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
(file_manager->getShaderDir() + "spheremap.vert").c_str(),
"main", video::EVST_VS_2_0,
(file_manager->getShaderDir() + "spheremap.frag").c_str(),
"main", video::EPST_PS_2_0,
m_shaders[SHADER_SPHERE_MAP], video::EMT_SOLID_2_LAYER );
m->MaterialType = (E_MATERIAL_TYPE)material_type;
}
else
{
m->MaterialType = video::EMT_SPHERE_MAP;
// sphere map + alpha blending is a supported combination so in
// this case don't increase mode count
if (m_alpha_blending)
{
m->BlendOperation = video::EBO_ADD;
}
else
{
modes++;
}
}
}
if (m_graphical_effect == GE_SPHERE_MAP)
{
m->MaterialType = video::EMT_SPHERE_MAP;
// sphere map + alpha blending is a supported combination so in
// this case don't increase mode count
if (m_alpha_blending)
{
m->BlendOperation = video::EBO_ADD;
}
else
{
modes++;
}
}
#if !LIGHTMAP_VISUALISATION
if (m_lightmap)
{
m->MaterialType = video::EMT_LIGHTMAP;
modes++;
}
if (m_additive_lightmap)
{
m->MaterialType = video::EMT_LIGHTMAP_ADD;
modes++;
}
#endif
if (m_add)
{
//m->MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
// EMT_TRANSPARENT_ADD_COLOR does include vertex color alpha into
// account, which messes up fading in/out effects. So we use the
// more customizable EMT_ONETEXTURE_BLEND instead
m->MaterialType = video::EMT_ONETEXTURE_BLEND ;
m->MaterialTypeParam = pack_textureBlendFunc(video::EBF_SRC_ALPHA,
video::EBF_ONE,
video::EMFN_MODULATE_1X,
video::EAS_TEXTURE |
video::EAS_VERTEX_COLOR);
modes++;
}
if (m_graphical_effect == GE_NORMAL_MAP)
{
IVideoDriver* video_driver = irr_driver->getVideoDriver();
if (UserConfigParams::m_pixel_shaders &&
irr_driver->isGLSL())
{
ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
if (m_is_heightmap)
{
video_driver->makeNormalMapTexture( tex );
}
m->setTexture(1, tex);
bool with_lightmap = false;
if (m_normal_map_shader_lightmap.size() > 0)
{
ITexture* lm_tex = irr_driver->getTexture(m_normal_map_shader_lightmap);
m->setTexture(2, lm_tex);
with_lightmap = true;
}
if (with_lightmap)
{
if (m_shaders[SHADER_NORMAL_MAP_WITH_LIGHTMAP] == NULL)
{
m_shaders[SHADER_NORMAL_MAP_WITH_LIGHTMAP] =
new NormalMapProvider(true);
}
}
else
{
if (m_shaders[SHADER_NORMAL_MAP] == NULL)
{
m_shaders[SHADER_NORMAL_MAP] = new NormalMapProvider(false);
}
}
const char* vertex_shader = "normalmap.vert";
const char* pixel_shader = "normalmap.frag";
// Material and shaders
IGPUProgrammingServices* gpu =
video_driver->getGPUProgrammingServices();
s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
(file_manager->getShaderDir() + vertex_shader).c_str(),
"main", video::EVST_VS_2_0,
(file_manager->getShaderDir() + pixel_shader).c_str(),
"main", video::EPST_PS_2_0,
m_shaders[with_lightmap ? SHADER_NORMAL_MAP_WITH_LIGHTMAP
: SHADER_NORMAL_MAP],
video::EMT_SOLID_2_LAYER );
m->MaterialType = (E_MATERIAL_TYPE)material_type;
m->Lighting = false;
m->ZWriteEnable = true;
modes++;
}
else
{
// remove normal map texture so that it's not blended with the rest
m->setTexture(1, NULL);
}
}
if (m_parallax_map)
{
video::ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
if (m_is_heightmap)
{
irr_driver->getVideoDriver()->makeNormalMapTexture( tex );
}
m->setTexture(1, tex);
m->MaterialType = video::EMT_PARALLAX_MAP_SOLID;
m->MaterialTypeParam = m_parallax_height;
m->SpecularColor.set(0,0,0,0);
modes++;
}
if (m_graphical_effect == GE_SPLATTING)
{
if (irr_driver->supportsSplatting())
{
ITexture* tex = irr_driver->getTexture(m_splatting_texture_1);
m->setTexture(2, tex);
if (m_splatting_texture_2.size() > 0)
{
tex = irr_driver->getTexture(m_splatting_texture_2);
}
m->setTexture(3, tex);
if (m_splatting_texture_3.size() > 0)
{
tex = irr_driver->getTexture(m_splatting_texture_3);
}
m->setTexture(4, tex);
if (m_splatting_texture_4.size() > 0)
{
tex = irr_driver->getTexture(m_splatting_texture_4);
}
m->setTexture(5, tex);
if (m_splatting_lightmap.size() > 0)
{
tex = irr_driver->getTexture(m_splatting_lightmap);
}
m->setTexture(6, tex);
if (m_splatting_lightmap.size() > 0)
{
if (m_shaders[SHADER_SPLATTING_LIGHTMAP] == NULL)
{
m_shaders[SHADER_SPLATTING_LIGHTMAP] =
new SplattingProvider(true);
}
}
else
{
if (m_shaders[SHADER_SPLATTING] == NULL)
{
m_shaders[SHADER_SPLATTING] = new SplattingProvider(false);
}
}
// Material and shaders
IGPUProgrammingServices* gpu =
irr_driver->getVideoDriver()->getGPUProgrammingServices();
if (m_splatting_lightmap.size() > 0)
{
s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
(file_manager->getShaderDir()
+ "splatting_lightmap.vert").c_str(),
"main",video::EVST_VS_2_0,
(file_manager->getShaderDir()
+ "splatting_lightmap.frag").c_str(),
"main",video::EPST_PS_2_0,
m_shaders[SHADER_SPLATTING_LIGHTMAP],
video::EMT_SOLID );
m->MaterialType = (E_MATERIAL_TYPE)material_type;
}
else
{
s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
(file_manager->getShaderDir()
+ "splatting.vert").c_str(),
"main",video::EVST_VS_2_0,
(file_manager->getShaderDir()
+ "splatting.frag").c_str(),
"main",video::EPST_PS_2_0,
m_shaders[SHADER_SPLATTING], video::EMT_SOLID );
m->MaterialType = (E_MATERIAL_TYPE)material_type;
}
}
else
{
m->MaterialType = video::EMT_SOLID;
}
}
// Modify lightmap materials so that vertex colors are taken into account.
// But disable lighting because we assume all lighting is already part
// of the lightmap
if (m->MaterialType == video::EMT_LIGHTMAP)
{
m->MaterialType = video::EMT_LIGHTMAP_LIGHTING;
m->AmbientColor = video::SColor(255, 255, 255, 255);
m->DiffuseColor = video::SColor(255, 255, 255, 255);
m->EmissiveColor = video::SColor(255, 255, 255, 255);
m->SpecularColor = video::SColor(255, 255, 255, 255);
}
if (m_graphical_effect == GE_BUBBLE && mb != NULL)
{
IVideoDriver* video_driver = irr_driver->getVideoDriver();
if (UserConfigParams::m_pixel_shaders &&
irr_driver->isGLSL())
{
if (m_bubble_provider.find(mb) == m_bubble_provider.end())
{
m_bubble_provider[mb] = new BubbleEffectProvider();
}
// Material and shaders
IGPUProgrammingServices* gpu = video_driver->getGPUProgrammingServices();
s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
(file_manager->getShaderDir() + "bubble.vert").c_str(),
"main", video::EVST_VS_2_0,
(file_manager->getShaderDir() + "bubble.frag").c_str(),
"main", video::EPST_PS_2_0,
m_bubble_provider[mb],
(m_alpha_blending ? video::EMT_TRANSPARENT_ALPHA_CHANNEL
: video::EMT_SOLID) );
m->MaterialType = (E_MATERIAL_TYPE)material_type;
// alpha blending and bubble shading can work together so when both are enabled
// don't increment the 'modes' counter to not get the 'too many modes' warning
if (!m_alpha_blending)
{
modes++;
}
}
}
if (m_graphical_effect == GE_WATER_SHADER)
{
if (UserConfigParams::m_pixel_shaders &&
irr_driver->isGLSL())
{
if (m_shaders[SHADER_WATER] == NULL)
{
m_shaders[SHADER_WATER] =
new WaterShaderProvider(m_water_shader_speed_1,
m_water_shader_speed_2);
}
m->setTexture(1, irr_driver->getTexture(file_manager->getTextureFile("waternormals.jpg")));
m->setTexture(2, irr_driver->getTexture(file_manager->getTextureFile("waternormals2.jpg")));
bool fog = World::getWorld()->getTrack()->isFogEnabled();
const char* vertex_shader = (fog ? "water_fog.vert" : "water.vert");
const char* pixel_shader = (fog ? "water_fog.frag" : "water.frag");
((WaterShaderProvider*)m_shaders[SHADER_WATER])->enableFog(fog);
// Material and shaders
IGPUProgrammingServices* gpu =
irr_driver->getVideoDriver()->getGPUProgrammingServices();
s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
(file_manager->getShaderDir() + vertex_shader).c_str(),
"main", video::EVST_VS_2_0,
(file_manager->getShaderDir() + pixel_shader ).c_str(),
"main", video::EPST_PS_2_0,
m_shaders[SHADER_WATER],
video::EMT_TRANSPARENT_ALPHA_CHANNEL);
m->MaterialType = (E_MATERIAL_TYPE)material_type;
}
modes++;
}
if (m_graphical_effect == GE_GRASS)
{
if (UserConfigParams::m_pixel_shaders &&
irr_driver->isGLSL())
{
if (m_shaders[SHADER_GRASS] == NULL)
{
m_shaders[SHADER_GRASS] =
new GrassShaderProvider(m_grass_amplitude, m_grass_speed);
}
bool fog = World::getWorld()->getTrack()->isFogEnabled();
((GrassShaderProvider*)m_shaders[SHADER_GRASS])->enableFog(fog);
grass_shaders_times[grass_shaders_times_index] = (rand() % 500)/500.0f * M_PI * 2.0f;
// Material and shaders
IGPUProgrammingServices* gpu =
irr_driver->getVideoDriver()->getGPUProgrammingServices();
s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
(file_manager->getShaderDir() + "grass.vert").c_str(),
"main", video::EVST_VS_2_0,
(file_manager->getShaderDir() + "grass.frag").c_str(),
"main", video::EPST_PS_2_0,
m_shaders[SHADER_GRASS],
video::EMT_TRANSPARENT_ALPHA_CHANNEL,
grass_shaders_times_index);
m->MaterialType = (E_MATERIAL_TYPE)material_type;
grass_shaders_times_index++;
}
}
if (modes > 1)
{
std::cerr << "[Material::setMaterialProperties] More than one main "
"mode set for " << m_texname.c_str() << "\n";
}
if (m_disable_z_write)
{
m->ZWriteEnable = false;
}
if (!m_lighting)
{
//m->setFlag( video::EMF_LIGHTING, false );
m->AmbientColor = video::SColor(255, 255, 255, 255);
m->DiffuseColor = video::SColor(255, 255, 255, 255);
m->EmissiveColor = video::SColor(255, 255, 255, 255);
m->SpecularColor = video::SColor(255, 255, 255, 255);
}
#ifdef DEBUG
if(UserConfigParams::m_rendering_debug)
{
m->Shininess = 100.0f;
m->DiffuseColor = video::SColor(200, 255, 0, 0);
m->AmbientColor = video::SColor(200, 0, 0, 255);
m->SpecularColor = video::SColor(200, 0, 255, 0);
}
#endif
if (UserConfigParams::m_anisotropic > 0)
{
for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
{
m->TextureLayer[i].AnisotropicFilter =
UserConfigParams::m_anisotropic;
}
}
else if (UserConfigParams::m_trilinear)
{
m->setFlag(video::EMF_TRILINEAR_FILTER, true);
}
// UV clamping
if ( (m_clamp_tex & UCLAMP) != 0)
{
/**
//! Texture is clamped to the last pixel
ETC_CLAMP,
//! Texture is clamped to the edge pixel
ETC_CLAMP_TO_EDGE,
//! Texture is clamped to the border pixel (if exists)
ETC_CLAMP_TO_BORDER,
*/
for (unsigned int n=0; n<video::MATERIAL_MAX_TEXTURES; n++)
{
m->TextureLayer[n].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
}
}
if ( (m_clamp_tex & VCLAMP) != 0)
{
for (unsigned int n=0; n<video::MATERIAL_MAX_TEXTURES; n++)
{
m->TextureLayer[n].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
}
}
// Backface culling
if(!m_backface_culling)
m->setFlag(video::EMF_BACK_FACE_CULLING, false);
// Material color
m->ColorMaterial = video::ECM_DIFFUSE_AND_AMBIENT;
#ifdef DEBUG
if (UserConfigParams::m_rendering_debug)
{
m->ColorMaterial = video::ECM_NONE; // Override one above
}
#endif
//if (UserConfigParams::m_fullscreen_antialiasing)
// m->AntiAliasing = video::EAAM_LINE_SMOOTH;
} // setMaterialProperties
//-----------------------------------------------------------------------------
void Material::adjustForFog(scene::ISceneNode* parent, video::SMaterial *m,
bool use_fog) const
{
m->setFlag(video::EMF_FOG_ENABLE, m_fog && use_fog);
if (parent != NULL)
{
parent->setMaterialFlag(video::EMF_FOG_ENABLE, m_fog && use_fog);
}
} // adjustForFog
//-----------------------------------------------------------------------------
/** Callback from LOD nodes to create some effects */
void Material::onMadeVisible(scene::IMeshBuffer* who)
{
if (m_bubble_provider.find(who) != m_bubble_provider.end())
{
m_bubble_provider[who]->onMadeVisible();
}
}
//-----------------------------------------------------------------------------
/** Callback from LOD nodes to create some effects */
void Material::onHidden(scene::IMeshBuffer* who)
{
if (m_bubble_provider.find(who) != m_bubble_provider.end())
{
m_bubble_provider[who]->onHidden();
}
}
//-----------------------------------------------------------------------------
void Material::isInitiallyHidden(scene::IMeshBuffer* who)
{
if (m_bubble_provider.find(who) != m_bubble_provider.end())
{
m_bubble_provider[who]->isInitiallyHidden();
}
}
//-----------------------------------------------------------------------------