Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file). This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging. Here is what's left to do... Add serialization version converters to preserve prior prefab data. See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot. I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct. Test actors Lots more testing in general Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>monroegm-disable-blank-issue-2
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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namespace AZ
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{
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class ReflectContext;
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namespace RPI
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{
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//! Use by model assets to identify a logical material slot.
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//! Each slot has a unique ID, a name, and a default material. Each mesh in model will reference a single ModelMaterialSlot.
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//! Other classes like MeshFeatureProcessor and MaterialComponent can override the material associated with individual slots
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//! to alter the default appearance of the mesh.
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struct ModelMaterialSlot
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{
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AZ_TYPE_INFO(ModelMaterialSlot, "{0E88A62A-D83D-4C1B-8DE7-CE972B8124B5}");
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static void Reflect(AZ::ReflectContext* context);
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using StableId = uint32_t;
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static const StableId InvalidStableId = -1;
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//! This ID must have a consistent value when the asset is reprocessed by the asset pipeline, and must be unique within the ModelLodAsset.
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//! In practice, this set using the MaterialUid from SceneAPI. See ModelAssetBuilderComponent::CreateMesh.
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StableId m_stableId = InvalidStableId;
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Name m_displayName; //!< The name of the slot as displayed to the user in UI. (Using Name instead of string for fast copies)
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Data::Asset<MaterialAsset> m_defaultMaterialAsset{ Data::AssetLoadBehavior::PreLoad }; //!< The material that will be applied to this slot by default.
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};
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using ModelMaterialSlotMap = AZStd::unordered_map<ModelMaterialSlot::StableId, ModelMaterialSlot>;
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} //namespace RPI
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} // namespace AZ
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/RPI.Reflect/Model/ModelMaterialSlot.h>
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#include <AzCore/RTTI/ReflectContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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namespace AZ
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{
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namespace RPI
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{
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void ModelMaterialSlot::Reflect(AZ::ReflectContext* context)
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{
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if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<ModelMaterialSlot>()
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->Version(0)
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->Field("StableId", &ModelMaterialSlot::m_stableId)
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->Field("DisplayName", &ModelMaterialSlot::m_displayName)
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->Field("DefaultMaterialAsset", &ModelMaterialSlot::m_defaultMaterialAsset)
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;
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}
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}
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} // namespace RPI
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} // namespace AZ
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