Merge branch 'main' of https://github.com/aws-lumberyard/o3de into cgalvan/DuplicateEntities

This commit is contained in:
Chris Galvan
2021-05-20 14:44:36 -05:00
83 changed files with 12605 additions and 717 deletions
@@ -43,6 +43,7 @@ set(GEM_DEPENDENCIES
Gem::GradientSignal
Gem::Vegetation
Gem::Atom_AtomBridge
Gem::AtomFont
Gem::NvCloth
Gem::Blast
Gem::AWSCore
@@ -55,6 +55,7 @@ set(GEM_DEPENDENCIES
Gem::Atom_RHI.Private
Gem::Atom_Feature_Common.Editor
Gem::Atom_AtomBridge.Editor
Gem::AtomFont
Gem::NvCloth.Editor
Gem::Blast.Editor
Gem::AWSCore.Editor
@@ -0,0 +1,97 @@
"""
All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
its licensors.
For complete copyright and license terms please see the LICENSE at the root of this
distribution (the "License"). All use of this software is governed by the License,
or, if provided, by the license below or the license accompanying this file. Do not
remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
"""
import pytest
import os
import logging
import ly_test_tools.log.log_monitor
from AWS.Windows.resource_mappings.resource_mappings import resource_mappings
from AWS.Windows.cdk.cdk import cdk
from AWS.common.aws_utils import aws_utils
from assetpipeline.ap_fixtures.asset_processor_fixture import asset_processor as asset_processor
AWS_PROJECT_NAME = 'AWS-AutomationTest'
AWS_CLIENT_AUTH_FEATURE_NAME = 'AWSClientAuth'
AWS_CLIENT_AUTH_DEFAULT_PROFILE_NAME = 'default'
GAME_LOG_NAME = 'Game.log'
logger = logging.getLogger(__name__)
@pytest.mark.SUITE_periodic
@pytest.mark.usefixtures('automatic_process_killer')
@pytest.mark.usefixtures('asset_processor')
@pytest.mark.usefixtures('workspace')
@pytest.mark.parametrize('project', ['AutomatedTesting'])
@pytest.mark.usefixtures('cdk')
@pytest.mark.parametrize('feature_name', [AWS_CLIENT_AUTH_FEATURE_NAME])
@pytest.mark.usefixtures('resource_mappings')
@pytest.mark.parametrize('resource_mappings_filename', ['aws_resource_mappings.json'])
@pytest.mark.usefixtures('aws_utils')
@pytest.mark.parametrize('region_name', ['us-west-2'])
@pytest.mark.parametrize('assume_role_arn', ['arn:aws:iam::645075835648:role/o3de-automation-tests'])
@pytest.mark.parametrize('session_name', ['o3de-Automation-session'])
class TestAWSClientAuthPasswordSignIn(object):
"""
Test class to verify AWS Cognito IDP Password sign in and Cognito Identity pool authenticated authorization.
"""
def test_password_signin_credentials(self,
launcher: pytest.fixture,
cdk: pytest.fixture,
resource_mappings: pytest.fixture,
workspace: pytest.fixture,
asset_processor: pytest.fixture,
aws_utils: pytest.fixture
):
"""
Setup: Deploys cdk and updates resource mapping file.
Tests: Sign up new test user, admin confirm the user, sign in and get aws credentials.
Verification: Log monitor looks for success credentials log.
"""
logger.info(f'Cdk stack names:\n{cdk.list()}')
stacks = cdk.deploy()
resource_mappings.populate_output_keys(stacks)
asset_processor.start()
asset_processor.wait_for_idle()
file_to_monitor = os.path.join(launcher.workspace.paths.project_log(), GAME_LOG_NAME)
log_monitor = ly_test_tools.log.log_monitor.LogMonitor(launcher=launcher, log_file_path=file_to_monitor)
launcher.args = ['+LoadLevel', 'AWS/ClientAuthPasswordSignUp']
with launcher.start(launch_ap=False):
result = log_monitor.monitor_log_for_lines(
expected_lines=['(Script) - Signup Success'],
unexpected_lines=['(Script) - Signup Fail'],
halt_on_unexpected=True,
)
assert result, 'Sign Up Success.'
launcher.stop()
cognito_idp = aws_utils.client('cognito-idp')
user_pool_id = resource_mappings.get_resource_name_id(f'{AWS_CLIENT_AUTH_FEATURE_NAME}.CognitoUserPoolId')
print(f'UserPoolId:{user_pool_id}')
cognito_idp.admin_confirm_sign_up(
UserPoolId=user_pool_id,
Username='test1'
)
launcher.args = ['+LoadLevel', 'AWS/ClientAuthPasswordSignIn']
with launcher.start(launch_ap=False):
result = log_monitor.monitor_log_for_lines(
expected_lines=['(Script) - SignIn Success', '(Script) - Success credentials'],
unexpected_lines=['(Script) - SignIn Fail', '(Script) - Fail credentials'],
halt_on_unexpected=True,
)
assert result, 'Sign in Success, fetched authenticated AWS temp credentials.'
@@ -39,6 +39,7 @@ class ResourceMappings:
self._region = region
self._feature_name = feature_name
self._account_id = account_id
self._resource_mappings = {}
assert os.path.exists(self._resource_mapping_file_path), \
f'Invalid resource mapping file path {self._resource_mapping_file_path}'
@@ -79,6 +80,7 @@ class ResourceMappings:
resource_mappings[AWS_RESOURCE_MAPPINGS_KEY][resource_key]['Name/ID'] = output.get('OutputValue',
'InvalidId')
self._resource_mappings = resource_mappings
with open(self._resource_mapping_file_path, 'w') as file_content:
json.dump(resource_mappings, file_content, indent=4)
@@ -103,6 +105,9 @@ class ResourceMappings:
self._region = ''
self._client = None
def get_resource_name_id(self, resource_key: str):
return self._resource_mappings[AWS_RESOURCE_MAPPINGS_KEY][resource_key]['Name/ID']
@pytest.fixture(scope='function')
def resource_mappings(
@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:43b1a23b62fe2ffa05545ac99524f40b6fff49d6e35925b9d6138c00d8082e86
size 9073
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,6 @@
<download name="ClientAuthPasswordSignIn" type="Map">
<index src="filelist.xml" dest="filelist.xml"/>
<files>
<file src="level.pak" dest="level.pak" size="DE5" md5="29bd2aae87e99a8fd026fe0cf8156071"/>
</files>
</download>
@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:f583e0b1b7016a11583383e6c6fcd29f9e796c1a9cd4b6ddb10f7dc91deec17a
size 3557
@@ -0,0 +1,12 @@
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:3b948461412d201b3a80abafa60e916f860e46e28109333fbd263a2d5fc53c5a
size 9103
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,6 @@
<download name="ClientAuthPasswordSignUp" type="Map">
<index src="filelist.xml" dest="filelist.xml"/>
<files>
<file src="level.pak" dest="level.pak" size="DE1" md5="0795859fc4ac009a50dd08ffabb03dec"/>
</files>
</download>
@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:8cdb456f6eb348be27249d80e9d2262e1e0bdabf2c1ff02c1a64a5609dcd823c
size 3553
@@ -0,0 +1,12 @@
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
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0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
@@ -0,0 +1,5 @@
{
"AWS":
{
}
}
@@ -89,6 +89,7 @@ namespace AzToolsFramework
AZStd::vector<AZ::Entity*> entities;
AZStd::vector<AZStd::unique_ptr<Instance>> instancePtrs;
AZStd::vector<Instance*> instances;
AZStd::unordered_map<Instance*, PrefabDom> nestedInstanceLinkPatchesMap;
// Retrieve all entities affected and identify Instances
if (!RetrieveAndSortPrefabEntitiesAndInstances(inputEntityList, commonRootEntityOwningInstance->get(), entities, instances))
@@ -109,6 +110,17 @@ namespace AzToolsFramework
{
AZStd::unique_ptr<Instance> outInstance = commonRootEntityOwningInstance->get().DetachNestedInstance(nestedInstance->GetInstanceAlias());
instancePtrs.emplace_back(AZStd::move(outInstance));
auto linkRef = m_prefabSystemComponentInterface->FindLink(nestedInstance->GetLinkId());
if (linkRef.has_value())
{
PrefabDom oldLinkPatches;
oldLinkPatches.CopyFrom(linkRef->get().GetLinkDom(), oldLinkPatches.GetAllocator());
nestedInstanceLinkPatchesMap.emplace(nestedInstance, AZStd::move(oldLinkPatches));
}
RemoveLink(outInstance, commonRootEntityOwningInstance->get().GetTemplateId(), undoBatch.GetUndoBatch());
}
@@ -135,6 +147,9 @@ namespace AzToolsFramework
AZ::EntityId containerEntityId = instanceToCreate->get().GetContainerEntityId();
// Apply the correct transform to the container for the new instance, and store the patch for use when creating the link.
PrefabDom patch = ApplyContainerTransformAndGeneratePatch(containerEntityId, commonRootEntityId, topLevelEntities);
// Parent the non-container top level entities to the container entity.
// Parenting the top level container entities will be done during the creation of links.
for (AZ::Entity* topLevelEntity : topLevelEntities)
@@ -154,35 +169,55 @@ namespace AzToolsFramework
instanceToCreate->get().GetNestedInstances([&](AZStd::unique_ptr<Instance>& nestedInstance) {
AZ_Assert(nestedInstance, "Invalid nested instance found in the new prefab created.");
EntityOptionalReference nestedInstanceContainerEntity = nestedInstance->GetContainerEntity();
AZ_Assert(
nestedInstanceContainerEntity, "Invalid container entity found for the nested instance used in prefab creation.");
AZ::EntityId parentId;
AZ::TransformBus::EventResult(
parentId, nestedInstanceContainerEntity->get().GetId(), &AZ::TransformBus::Events::GetParentId);
AZ::EntityId nestedInstanceContainerEntityId = nestedInstanceContainerEntity->get().GetId();
PrefabDom previousPatch;
auto entityIterator = AZStd::find_if(
entities.begin(), entities.end(), [parentId](AZ::Entity* entity) { return entity->GetId() == parentId; });
// If the previous parent entity of the nested instance is not part of the entities of the newly created prefab,
// then set the parent of the nested prefab as the container entity of the newly created prefab.
if (entityIterator == entities.end())
// Retrieve the previous patch if it exists
if (nestedInstanceLinkPatchesMap.contains(nestedInstance.get()))
{
parentId = containerEntityId;
previousPatch = AZStd::move(nestedInstanceLinkPatchesMap[nestedInstance.get()]);
}
// These link creations shouldn't be undone because that would put the template in a non-usable state if a user
// chooses to instantiate the template after undoing the creation.
CreateLink(
{&nestedInstanceContainerEntity->get()}, *nestedInstance, instanceToCreate->get().GetTemplateId(),
undoBatch.GetUndoBatch(), parentId, false);
CreateLink(*nestedInstance, instanceToCreate->get().GetTemplateId(), undoBatch.GetUndoBatch(), AZStd::move(previousPatch), false);
// If this nested instance's container is a top level entity in the new prefab, re-parent it and apply the change.
if (AZStd::find(topLevelEntities.begin(), topLevelEntities.end(), &nestedInstanceContainerEntity->get()) != topLevelEntities.end())
{
Prefab::PrefabDom containerEntityDomBefore;
m_instanceToTemplateInterface->GenerateDomForEntity(containerEntityDomBefore, *nestedInstanceContainerEntity);
AZ::TransformBus::Event(nestedInstanceContainerEntityId, &AZ::TransformBus::Events::SetParent, containerEntityId);
PrefabDom containerEntityDomAfter;
m_instanceToTemplateInterface->GenerateDomForEntity(containerEntityDomAfter, *nestedInstanceContainerEntity);
PrefabDom reparentPatch;
m_instanceToTemplateInterface->GeneratePatch(reparentPatch, containerEntityDomBefore, containerEntityDomAfter);
m_instanceToTemplateInterface->AppendEntityAliasToPatchPaths(reparentPatch, nestedInstanceContainerEntityId);
// Update the cache - this prevents these changes from being stored in the regular undo/redo nodes as a separate step
m_prefabUndoCache.Store(nestedInstanceContainerEntityId, AZStd::move(containerEntityDomAfter));
// Save these changes as patches to the link
PrefabUndoLinkUpdate* linkUpdate = aznew PrefabUndoLinkUpdate(AZStd::to_string(static_cast<AZ::u64>(nestedInstanceContainerEntityId)));
linkUpdate->SetParent(undoBatch.GetUndoBatch());
linkUpdate->Capture(reparentPatch, nestedInstance->GetLinkId());
linkUpdate->Redo();
}
});
// Create a link between the templates of the newly created instance and the instance it's being parented under.
CreateLink(
topLevelEntities, instanceToCreate->get(), commonRootEntityOwningInstance->get().GetTemplateId(),
undoBatch.GetUndoBatch(), commonRootEntityId);
instanceToCreate->get(), commonRootEntityOwningInstance->get().GetTemplateId(), undoBatch.GetUndoBatch(),
AZStd::move(patch));
for (AZ::Entity* topLevelEntity : topLevelEntities)
{
@@ -212,6 +247,40 @@ namespace AzToolsFramework
return AZ::Success();
}
PrefabDom PrefabPublicHandler::ApplyContainerTransformAndGeneratePatch(AZ::EntityId containerEntityId, AZ::EntityId parentEntityId, const EntityList& childEntities)
{
AZ::Entity* containerEntity = GetEntityById(containerEntityId);
AZ_Assert(containerEntity, "Invalid container entity passed to ApplyContainerTransformAndGeneratePatch.");
// Generate the transform for the container entity out of the top level entities, and set it
// This step needs to be done before anything is parented to the container, else children position will be wrong
Prefab::PrefabDom containerEntityDomBefore;
m_instanceToTemplateInterface->GenerateDomForEntity(containerEntityDomBefore, *containerEntity);
AZ::Vector3 containerEntityTranslation(AZ::Vector3::CreateZero());
AZ::Quaternion containerEntityRotation(AZ::Quaternion::CreateZero());
// Set container entity to be child of common root
AZ::TransformBus::Event(containerEntityId, &AZ::TransformBus::Events::SetParent, parentEntityId);
// Set the transform (translation, rotation) of the container entity
GenerateContainerEntityTransform(childEntities, containerEntityTranslation, containerEntityRotation);
AZ::TransformBus::Event(containerEntityId, &AZ::TransformBus::Events::SetLocalTranslation, containerEntityTranslation);
AZ::TransformBus::Event(containerEntityId, &AZ::TransformBus::Events::SetLocalRotationQuaternion, containerEntityRotation);
PrefabDom containerEntityDomAfter;
m_instanceToTemplateInterface->GenerateDomForEntity(containerEntityDomAfter, *containerEntity);
PrefabDom patch;
m_instanceToTemplateInterface->GeneratePatch(patch, containerEntityDomBefore, containerEntityDomAfter);
m_instanceToTemplateInterface->AppendEntityAliasToPatchPaths(patch, containerEntityId);
// Update the cache - this prevents these changes from being stored in the regular undo/redo nodes
m_prefabUndoCache.Store(containerEntityId, AZStd::move(containerEntityDomAfter));
return AZStd::move(patch);
}
PrefabOperationResult PrefabPublicHandler::InstantiatePrefab(
AZStd::string_view filePath, AZ::EntityId parent, const AZ::Vector3& position)
{
@@ -262,10 +331,10 @@ namespace AzToolsFramework
// Initialize Undo Batch object
ScopedUndoBatch undoBatch("Instantiate Prefab");
// Instantiate the Prefab
PrefabDom instanceToParentUnderDomBeforeCreate;
m_instanceToTemplateInterface->GenerateDomForInstance(instanceToParentUnderDomBeforeCreate, instanceToParentUnder->get());
// Instantiate the Prefab
auto instanceToCreate = prefabEditorEntityOwnershipInterface->InstantiatePrefab(relativePath, instanceToParentUnder);
if (!instanceToCreate)
@@ -277,11 +346,32 @@ namespace AzToolsFramework
PrefabUndoHelpers::UpdatePrefabInstance(
instanceToParentUnder->get(), "Update prefab instance", instanceToParentUnderDomBeforeCreate, undoBatch.GetUndoBatch());
CreateLink({}, instanceToCreate->get(), instanceToParentUnder->get().GetTemplateId(), undoBatch.GetUndoBatch(), parent);
// Create Link with correct container patches
AZ::EntityId containerEntityId = instanceToCreate->get().GetContainerEntityId();
AZ::Entity* containerEntity = GetEntityById(containerEntityId);
AZ_Assert(containerEntity, "Invalid container entity detected in InstantiatePrefab.");
// Apply position
Prefab::PrefabDom containerEntityDomBefore;
m_instanceToTemplateInterface->GenerateDomForEntity(containerEntityDomBefore, *containerEntity);
// Set container entity's parent
AZ::TransformBus::Event(containerEntityId, &AZ::TransformBus::Events::SetParent, parent);
// Set the position of the container entity
AZ::TransformBus::Event(containerEntityId, &AZ::TransformBus::Events::SetWorldTranslation, position);
PrefabDom containerEntityDomAfter;
m_instanceToTemplateInterface->GenerateDomForEntity(containerEntityDomAfter, *containerEntity);
// Generate patch to be stored in the link
PrefabDom patch;
m_instanceToTemplateInterface->GeneratePatch(patch, containerEntityDomBefore, containerEntityDomAfter);
m_instanceToTemplateInterface->AppendEntityAliasToPatchPaths(patch, containerEntityId);
CreateLink(instanceToCreate->get(), instanceToParentUnder->get().GetTemplateId(), undoBatch.GetUndoBatch(), AZStd::move(patch));
// Update the cache - this prevents these changes from being stored in the regular undo/redo nodes
m_prefabUndoCache.Store(containerEntityId, AZStd::move(containerEntityDomAfter));
}
return AZ::Success();
@@ -348,33 +438,9 @@ namespace AzToolsFramework
}
void PrefabPublicHandler::CreateLink(
const EntityList& topLevelEntities, Instance& sourceInstance, TemplateId targetTemplateId,
UndoSystem::URSequencePoint* undoBatch, AZ::EntityId commonRootEntityId, const bool isUndoRedoSupportNeeded)
Instance& sourceInstance, TemplateId targetTemplateId,
UndoSystem::URSequencePoint* undoBatch, PrefabDom patch, const bool isUndoRedoSupportNeeded)
{
AZ::EntityId containerEntityId = sourceInstance.GetContainerEntityId();
AZ::Entity* containerEntity = GetEntityById(containerEntityId);
Prefab::PrefabDom containerEntityDomBefore;
m_instanceToTemplateInterface->GenerateDomForEntity(containerEntityDomBefore, *containerEntity);
AZ::Vector3 containerEntityTranslation(AZ::Vector3::CreateZero());
AZ::Quaternion containerEntityRotation(AZ::Quaternion::CreateZero());
// Set the transform (translation, rotation) of the container entity
GenerateContainerEntityTransform(topLevelEntities, containerEntityTranslation, containerEntityRotation);
// Set container entity to be child of common root
AZ::TransformBus::Event(containerEntityId, &AZ::TransformBus::Events::SetParent, commonRootEntityId);
AZ::TransformBus::Event(containerEntityId, &AZ::TransformBus::Events::SetLocalTranslation, containerEntityTranslation);
AZ::TransformBus::Event(containerEntityId, &AZ::TransformBus::Events::SetLocalRotationQuaternion, containerEntityRotation);
PrefabDom containerEntityDomAfter;
m_instanceToTemplateInterface->GenerateDomForEntity(containerEntityDomAfter, *containerEntity);
PrefabDom patch;
m_instanceToTemplateInterface->GeneratePatch(patch, containerEntityDomBefore, containerEntityDomAfter);
m_instanceToTemplateInterface->AppendEntityAliasToPatchPaths(patch, containerEntityId);
LinkId linkId;
if (isUndoRedoSupportNeeded)
{
@@ -390,9 +456,6 @@ namespace AzToolsFramework
}
sourceInstance.SetLinkId(linkId);
// Update the cache - this prevents these changes from being stored in the regular undo/redo nodes
m_prefabUndoCache.Store(containerEntityId, AZStd::move(containerEntityDomAfter));
}
void PrefabPublicHandler::RemoveLink(
@@ -69,20 +69,32 @@ namespace AzToolsFramework
InstanceOptionalReference GetOwnerInstanceByEntityId(AZ::EntityId entityId) const;
bool EntitiesBelongToSameInstance(const EntityIdList& entityIds) const;
/**
* Applies the correct transform changes to the container entity based on the parent and child entities provided, and returns an appropriate patch.
* The container will be parented to parentId, moved to the average transform of the future direct children and its cache will be updated.
* This helper function won't support undo/redo, update the templates or create any links. All that needs to be done by the caller.
*
* \param containerEntityId The container to apply the changes to.
* \param parentEntityId The id of the entity the container should be parented to.
* \param childEntities A list of entities that will subsequently be parented to this container.
* \return The PrefabDom containing the patches that should be stored in the parent link.
*/
PrefabDom ApplyContainerTransformAndGeneratePatch(
AZ::EntityId containerEntityId, AZ::EntityId parentEntityId, const EntityList& childEntities);
/**
* Creates a link between the templates of an instance and its parent.
*
* \param topLevelEntities The list of entities that are immediate children to the container entity of the instance.
* \param sourceInstance The instance that corresponds to the source template of the link.
* \param targetInstance The id of the target template.
* \param undoBatch The undo batch to set as parent for this create link action.
* \param commonRootEntityId The id of the entity that the source instance should be parented under.
* \param patch The patch to store in the newly created link dom.
* \param isUndoRedoSupportNeeded The flag indicating whether the link should be created with undo/redo support or not.
*/
void CreateLink(
const EntityList& topLevelEntities, Instance& sourceInstance, TemplateId targetTemplateId,
UndoSystem::URSequencePoint* undoBatch, AZ::EntityId commonRootEntityId, const bool isUndoRedoSupportNeeded = true);
Instance& sourceInstance, TemplateId targetTemplateId, UndoSystem::URSequencePoint* undoBatch,
PrefabDom patch, const bool isUndoRedoSupportNeeded = true);
/**
* Removes the link between template of the sourceInstance and the template corresponding to targetTemplateId.
@@ -457,15 +457,6 @@ void EditorViewportWidget::Update()
return;
}
static bool sentOnWindowCreated = false;
if (!sentOnWindowCreated && windowHandle()->isActive())
{
sentOnWindowCreated = true;
AzFramework::WindowSystemNotificationBus::Broadcast(
&AzFramework::WindowSystemNotificationBus::Handler::OnWindowCreated,
reinterpret_cast<AzFramework::NativeWindowHandle>(winId()));
}
m_updatingCameraPosition = true;
if (!ed_useNewCameraSystem)
{
@@ -0,0 +1,3 @@
<svg width="24" height="24" viewBox="0 0 24 24" fill="none" xmlns="http://www.w3.org/2000/svg">
<path fill-rule="evenodd" clip-rule="evenodd" d="M12.1359 15.3956L19.6728 7.8125L21.087 9.22671L12 18.5245L12 18.5245L2.86273 9.27696L4.27695 7.86275L12.1359 15.3956Z" fill="white"/>
</svg>

After

Width:  |  Height:  |  Size: 286 B

@@ -0,0 +1,3 @@
<svg width="24" height="24" viewBox="0 0 24 24" fill="none" xmlns="http://www.w3.org/2000/svg">
<path fill-rule="evenodd" clip-rule="evenodd" d="M12.2732 10.1288L19.8101 17.7119L21.2243 16.2977L12.1373 6.99994L12.1373 6.99995L3 16.2475L4.41421 17.6617L12.2732 10.1288Z" fill="white"/>
</svg>

After

Width:  |  Height:  |  Size: 292 B

@@ -58,13 +58,6 @@ namespace O3DE::ProjectManager
hLayout->addWidget(m_gemListView);
hLayout->addWidget(m_gemInspector);
// Select the first entry after everything got correctly sized
QTimer::singleShot(100, [=]{
QModelIndex firstModelIndex = m_gemListView->model()->index(0,0);
m_gemListView->selectionModel()->select(firstModelIndex, QItemSelectionModel::ClearAndSelect);
});
}
QVector<GemInfo> GemCatalogScreen::GenerateTestData()
@@ -32,21 +32,36 @@ namespace O3DE::ProjectManager
{
switch (platform)
{
case O3DE::ProjectManager::GemInfo::Android:
case Android:
return "Android";
case O3DE::ProjectManager::GemInfo::iOS:
case iOS:
return "iOS";
case O3DE::ProjectManager::GemInfo::Linux:
case Linux:
return "Linux";
case O3DE::ProjectManager::GemInfo::macOS:
case macOS:
return "macOS";
case O3DE::ProjectManager::GemInfo::Windows:
case Windows:
return "Windows";
default:
return "<Unknown Platform>";
}
}
QString GemInfo::GetTypeString(Type type)
{
switch (type)
{
case Asset:
return "Asset";
case Code:
return "Code";
case Tool:
return "Tool";
default:
return "<Unknown Type>";
}
}
bool GemInfo::IsPlatformSupported(Platform platform) const
{
return (m_platforms & platform);
@@ -36,6 +36,16 @@ namespace O3DE::ProjectManager
Q_DECLARE_FLAGS(Platforms, Platform)
static QString GetPlatformString(Platform platform);
enum Type
{
Asset = 1 << 0,
Code = 1 << 1,
Tool = 1 << 2,
NumTypes = 3
};
Q_DECLARE_FLAGS(Types, Type)
static QString GetTypeString(Type type);
GemInfo() = default;
GemInfo(const QString& name, const QString& creator, const QString& summary, Platforms platforms, bool isAdded);
bool IsPlatformSupported(Platform platform) const;
@@ -50,6 +60,7 @@ namespace O3DE::ProjectManager
bool m_isAdded = false; //! Is the gem currently added and enabled in the project?
QString m_summary;
Platforms m_platforms;
Types m_types; //! Asset and/or Code and/or Tool
QStringList m_features;
QString m_directoryLink;
QString m_documentationLink;
@@ -62,3 +73,4 @@ namespace O3DE::ProjectManager
} // namespace O3DE::ProjectManager
Q_DECLARE_OPERATORS_FOR_FLAGS(O3DE::ProjectManager::GemInfo::Platforms)
Q_DECLARE_OPERATORS_FOR_FLAGS(O3DE::ProjectManager::GemInfo::Types)
@@ -10,7 +10,8 @@
*
*/
#include "GemModel.h"
#include <AzCore/std/string/string.h>
#include <GemCatalog/GemModel.h>
namespace O3DE::ProjectManager
{
@@ -32,8 +33,11 @@ namespace O3DE::ProjectManager
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setData(gemInfo.m_name, RoleName);
const QString uuidString = gemInfo.m_uuid.ToString<AZStd::string>().c_str();
item->setData(uuidString, RoleUuid);
item->setData(gemInfo.m_creator, RoleCreator);
item->setData(static_cast<int>(gemInfo.m_platforms), RolePlatforms);
item->setData(aznumeric_cast<int>(gemInfo.m_platforms), RolePlatforms);
item->setData(aznumeric_cast<int>(gemInfo.m_types), RoleTypes);
item->setData(gemInfo.m_summary, RoleSummary);
item->setData(gemInfo.m_isAdded, RoleIsAdded);
@@ -48,6 +52,8 @@ namespace O3DE::ProjectManager
item->setData(gemInfo.m_features, RoleFeatures);
appendRow(item);
m_uuidToNameMap[uuidString] = gemInfo.m_displayName;
}
void GemModel::Clear()
@@ -65,11 +71,21 @@ namespace O3DE::ProjectManager
return modelIndex.data(RoleCreator).toString();
}
QString GemModel::GetUuidString(const QModelIndex& modelIndex)
{
return modelIndex.data(RoleUuid).toString();
}
GemInfo::Platforms GemModel::GetPlatforms(const QModelIndex& modelIndex)
{
return static_cast<GemInfo::Platforms>(modelIndex.data(RolePlatforms).toInt());
}
GemInfo::Types GemModel::GetTypes(const QModelIndex& modelIndex)
{
return static_cast<GemInfo::Types>(modelIndex.data(RoleTypes).toInt());
}
QString GemModel::GetSummary(const QModelIndex& modelIndex)
{
return modelIndex.data(RoleSummary).toString();
@@ -90,9 +106,35 @@ namespace O3DE::ProjectManager
return modelIndex.data(RoleDocLink).toString();
}
AZ::Outcome<QString> GemModel::FindGemNameByUuidString(const QString& uuidString) const
{
const auto iterator = m_uuidToNameMap.find(uuidString);
if (iterator != m_uuidToNameMap.end())
{
return AZ::Success(iterator.value());
}
return AZ::Failure();
}
QStringList GemModel::GetDependingGems(const QModelIndex& modelIndex)
{
return modelIndex.data(RoleDependingGems).toStringList();
QStringList result = modelIndex.data(RoleDependingGems).toStringList();
if (result.isEmpty())
{
return {};
}
for (QString& dependingGemString : result)
{
AZ::Outcome<QString> gemNameOutcome = FindGemNameByUuidString(dependingGemString);
if (gemNameOutcome.IsSuccess())
{
dependingGemString = gemNameOutcome.GetValue();
}
}
return result;
}
QStringList GemModel::GetConflictingGems(const QModelIndex& modelIndex)
@@ -13,7 +13,8 @@
#pragma once
#if !defined(Q_MOC_RUN)
#include "GemInfo.h"
#include <AzCore/Outcome/Outcome.h>
#include <GemCatalog/GemInfo.h>
#include <QAbstractItemModel>
#include <QStandardItemModel>
#include <QItemSelectionModel>
@@ -33,14 +34,18 @@ namespace O3DE::ProjectManager
void AddGem(const GemInfo& gemInfo);
void Clear();
AZ::Outcome<QString> FindGemNameByUuidString(const QString& uuidString) const;
QStringList GetDependingGems(const QModelIndex& modelIndex);
static QString GetName(const QModelIndex& modelIndex);
static QString GetCreator(const QModelIndex& modelIndex);
static QString GetUuidString(const QModelIndex& modelIndex);
static GemInfo::Platforms GetPlatforms(const QModelIndex& modelIndex);
static GemInfo::Types GetTypes(const QModelIndex& modelIndex);
static QString GetSummary(const QModelIndex& modelIndex);
static bool IsAdded(const QModelIndex& modelIndex);
static QString GetDirectoryLink(const QModelIndex& modelIndex);
static QString GetDocLink(const QModelIndex& modelIndex);
static QStringList GetDependingGems(const QModelIndex& modelIndex);
static QStringList GetConflictingGems(const QModelIndex& modelIndex);
static QString GetVersion(const QModelIndex& modelIndex);
static QString GetLastUpdated(const QModelIndex& modelIndex);
@@ -51,6 +56,7 @@ namespace O3DE::ProjectManager
enum UserRole
{
RoleName = Qt::UserRole,
RoleUuid,
RoleCreator,
RolePlatforms,
RoleSummary,
@@ -63,8 +69,10 @@ namespace O3DE::ProjectManager
RoleLastUpdated,
RoleBinarySize,
RoleFeatures,
RoleTypes
};
QHash<QString, QString> m_uuidToNameMap;
QItemSelectionModel* m_selectionModel = nullptr;
};
} // namespace O3DE::ProjectManager
@@ -27,7 +27,12 @@ namespace O3DE::ProjectManager
void LinkLabel::mousePressEvent([[maybe_unused]] QMouseEvent* event)
{
QDesktopServices::openUrl(m_url);
if (m_url.isValid())
{
QDesktopServices::openUrl(m_url);
}
emit clicked();
}
void LinkLabel::enterEvent([[maybe_unused]] QEvent* event)
@@ -26,10 +26,16 @@ namespace O3DE::ProjectManager
class LinkLabel
: public QLabel
{
Q_OBJECT // AUTOMOC
public:
LinkLabel(const QString& text, const QUrl& url = {}, QWidget* parent = nullptr);
LinkLabel(const QString& text = {}, const QUrl& url = {}, QWidget* parent = nullptr);
void SetUrl(const QUrl& url);
signals:
void clicked();
private:
void mousePressEvent(QMouseEvent* event) override;
void enterEvent(QEvent* event) override;
@@ -426,7 +426,7 @@ namespace O3DE::ProjectManager
{
// required
gemInfo.m_name = Py_To_String(data["Name"]);
gemInfo.m_uuid = AZ::Uuid(Py_To_String(data["Uuid"]));
gemInfo.m_uuid = AZ::Uuid(Py_To_String(data["Uuid"]));
// optional
gemInfo.m_displayName = Py_To_String_Optional(data, "DisplayName", gemInfo.m_name);
@@ -437,7 +437,8 @@ namespace O3DE::ProjectManager
{
for (auto dependency : data["Dependencies"])
{
gemInfo.m_dependingGemUuids.push_back(Py_To_String(dependency["Uuid"]));
const AZ::Uuid uuid = Py_To_String(dependency["Uuid"]);
gemInfo.m_dependingGemUuids.push_back(uuid.ToString<AZStd::string>().c_str());
}
}
if (data.contains("Tags"))
@@ -9,6 +9,8 @@
<file>Resources/iOS.svg</file>
<file>Resources/Linux.svg</file>
<file>Resources/macOS.svg</file>
<file>Resources/ArrowDownLine.svg</file>
<file>Resources/ArrowUpLine.svg</file>
<file>Resources/Backgrounds/FirstTimeBackgroundImage.jpg</file>
</qresource>
</RCC>
@@ -76,7 +76,7 @@ class CognitoUserPool:
scope,
'CognitoUserPoolId',
description="Cognito User pool id",
value=self._user_pool.attr_provider_name)
value=self._user_pool.ref)
core.CfnOutput(
scope,
@@ -13,8 +13,14 @@
#pragma once
#include <AzCore/EBus/EBus.h>
#include <AzCore/Asset/AssetCommon.h>
#include <Atom/ImageProcessing/ImageObject.h>
namespace AssetBuilderSDK
{
struct JobProduct;
}
namespace ImageProcessingAtom
{
class ImageProcessingRequests
@@ -35,4 +41,39 @@ namespace ImageProcessingAtom
virtual IImageObjectPtr LoadImagePreview(const AZStd::string& filePath) = 0;
};
using ImageProcessingRequestBus = AZ::EBus<ImageProcessingRequests>;
class ImageBuilderRequests
: public AZ::EBusTraits
{
public:
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
/////////////////////////////////////////////////////////////////////////
//! Create an image object
virtual IImageObjectPtr CreateImage(
AZ::u32 width,
AZ::u32 height,
AZ::u32 maxMipCount,
EPixelFormat pixelFormat) = 0;
//! Convert an image and save its products to the specified folder
virtual AZStd::vector<AssetBuilderSDK::JobProduct> ConvertImageObject(
IImageObjectPtr imageObject,
const AZStd::string& presetName,
const AZStd::string& platformName,
const AZStd::string& outputDir,
const AZ::Data::AssetId& sourceAssetId,
const AZStd::string& sourceAssetName) = 0;
//! Return whether the specified platform is supported by the image builder
virtual bool DoesSupportPlatform(const AZStd::string& platformId) = 0;
//! Return whether the specified preset requires an image to be square and a power of 2
virtual bool IsPresetFormatSquarePow2(const AZStd::string& presetName, const AZStd::string& platformName) = 0;
};
using ImageBuilderRequestBus = AZ::EBus<ImageBuilderRequests>;
} // namespace ImageProcessingAtom
@@ -13,8 +13,6 @@
#include <AzCore/EBus/EBus.h>
class QString;
namespace ImageProcessingAtomEditor
{
class ImageProcessingEditorRequests
@@ -88,11 +88,13 @@ namespace ImageProcessingAtom
m_assetHandlers.emplace_back(AZ::RPI::MakeAssetHandler<AZ::RPI::StreamingImageAssetHandler>());
ImageProcessingRequestBus::Handler::BusConnect();
ImageBuilderRequestBus::Handler::BusConnect();
}
void BuilderPluginComponent::Deactivate()
{
ImageProcessingRequestBus::Handler::BusDisconnect();
ImageBuilderRequestBus::Handler::BusDisconnect();
m_imageBuilder.BusDisconnect();
BuilderSettingManager::DestroyInstance();
CPixelFormats::DestroyInstance();
@@ -146,6 +148,78 @@ namespace ImageProcessingAtom
return image;
}
IImageObjectPtr BuilderPluginComponent::CreateImage(
AZ::u32 width,
AZ::u32 height,
AZ::u32 maxMipCount,
EPixelFormat pixelFormat)
{
IImageObjectPtr image(IImageObject::CreateImage(width, height, maxMipCount, pixelFormat));
return image;
}
AZStd::vector<AssetBuilderSDK::JobProduct> BuilderPluginComponent::ConvertImageObject(
IImageObjectPtr imageObject,
const AZStd::string& presetName,
const AZStd::string& platformName,
const AZStd::string& outputDir,
const AZ::Data::AssetId& sourceAssetId,
const AZStd::string& sourceAssetName)
{
AZStd::vector<AssetBuilderSDK::JobProduct> outProducts;
AZStd::string_view presetFilePath;
const PresetSettings* preset = BuilderSettingManager::Instance()->GetPreset(presetName, platformName, &presetFilePath);
if (preset == nullptr)
{
AZ_Assert(false, "Cannot find preset with name %s.", presetName.c_str());
return outProducts;
}
AZStd::unique_ptr<ImageConvertProcessDescriptor> desc = AZStd::make_unique<ImageConvertProcessDescriptor>();
TextureSettings& textureSettings = desc->m_textureSetting;
textureSettings.m_preset = preset->m_uuid;
desc->m_inputImage = imageObject;
desc->m_presetSetting = *preset;
desc->m_isPreview = false;
desc->m_platform = platformName;
desc->m_filePath = presetFilePath;
desc->m_isStreaming = BuilderSettingManager::Instance()->GetBuilderSetting(platformName)->m_enableStreaming;
desc->m_imageName = sourceAssetName;
desc->m_outputFolder = outputDir;
desc->m_sourceAssetId = sourceAssetId;
// Create an image convert process
ImageConvertProcess process(AZStd::move(desc));
process.ProcessAll();
bool result = process.IsSucceed();
if (result)
{
process.GetAppendOutputProducts(outProducts);
}
return outProducts;
}
bool BuilderPluginComponent::DoesSupportPlatform(const AZStd::string& platformId)
{
return ImageProcessingAtom::BuilderSettingManager::Instance()->DoesSupportPlatform(platformId);
}
bool BuilderPluginComponent::IsPresetFormatSquarePow2(const AZStd::string& presetName, const AZStd::string& platformName)
{
AZStd::string_view filePath;
const PresetSettings* preset = BuilderSettingManager::Instance()->GetPreset(presetName, platformName, &filePath);
if (preset == nullptr)
{
AZ_Assert(false, "Cannot find preset with name %s.", presetName.c_str());
return false;
}
const PixelFormatInfo* info = CPixelFormats::GetInstance().GetPixelFormatInfo(preset->m_pixelFormat);
return info->bSquarePow2;
}
void ImageBuilderWorker::ShutDown()
{
// it is important to note that this will be called on a different thread than your process job thread
@@ -47,6 +47,7 @@ namespace ImageProcessingAtom
class BuilderPluginComponent
: public AZ::Component
, protected ImageProcessingRequestBus::Handler
, protected ImageBuilderRequestBus::Handler
{
public:
AZ_COMPONENT(BuilderPluginComponent, "{A227F803-D2E4-406E-93EC-121EF45A64A1}")
@@ -71,6 +72,24 @@ namespace ImageProcessingAtom
IImageObjectPtr LoadImagePreview(const AZStd::string& filePath) override;
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
// ImageBuilderRequestBus interface implementation
IImageObjectPtr CreateImage(
AZ::u32 width,
AZ::u32 height,
AZ::u32 maxMipCount,
EPixelFormat pixelFormat) override;
AZStd::vector<AssetBuilderSDK::JobProduct> ConvertImageObject(
IImageObjectPtr imageObject,
const AZStd::string& presetName,
const AZStd::string& platformName,
const AZStd::string& outputDir,
const AZ::Data::AssetId& sourceAssetId,
const AZStd::string& sourceAssetName) override;
bool DoesSupportPlatform(const AZStd::string& platformId) override;
bool IsPresetFormatSquarePow2(const AZStd::string& presetName, const AZStd::string& platformName) override;
////////////////////////////////////////////////////////////////////////
private:
BuilderPluginComponent(const BuilderPluginComponent&) = delete;
@@ -123,6 +123,12 @@ namespace AZ
m_windowHandle = m_nativeWindow->GetWindowHandle();
}
else
{
// Disable default scene creation for non-games projects
// This can be manually overridden via the DefaultWindowBus.
m_createDefaultScene = false;
}
AzFramework::AssetCatalogEventBus::Handler::BusConnect();
TickBus::Handler::BusConnect();
@@ -351,6 +357,17 @@ namespace AZ
scene->AddRenderPipeline(brdfTexturePipeline);
}
// Send notification when the scene and its pipeline are ready.
// Use the first created pipeline's scene as our default scene for now to allow
// consumers waiting on scene availability to initialize.
if (!m_defaultSceneReady)
{
m_defaultScene = scene;
Render::Bootstrap::NotificationBus::Broadcast(
&Render::Bootstrap::NotificationBus::Handler::OnBootstrapSceneReady, m_defaultScene.get());
m_defaultSceneReady = true;
}
return true;
}
@@ -364,9 +381,6 @@ namespace AZ
{
m_renderPipelineId = pipeline->GetId();
}
// Send notification when the scene and its pipeline are ready
Render::Bootstrap::NotificationBus::Broadcast(&Render::Bootstrap::NotificationBus::Handler::OnBootstrapSceneReady, m_defaultScene.get());
}
void BootstrapSystemComponent::DestroyDefaultScene()
@@ -125,6 +125,7 @@ namespace AZ
Data::Instance<RPI::AttachmentImage> m_brdfTexture;
bool m_createDefaultScene = true;
bool m_defaultSceneReady = false;
// Maps AZ scenes to RPI scene weak pointers to allow looking up a ScenePtr instead of a raw Scene*
AZStd::unordered_map<AzFramework::Scene*, AZStd::weak_ptr<AZ::RPI::Scene>> m_azSceneToAtomSceneMap;
@@ -35,16 +35,16 @@ end
function Process(context)
local isFeatureEnabled = context:GetMaterialPropertyValue_bool("detailLayerGroup.enableDetailLayer")
local blendMaskTexture = context:GetMaterialPropertyValue_image("detailLayerGroup.blendDetailMask")
local blendMaskTexture = context:GetMaterialPropertyValue_Image("detailLayerGroup.blendDetailMask")
local blendMaskTextureEnabled = context:GetMaterialPropertyValue_bool("detailLayerGroup.enableDetailMaskTexture")
context:SetShaderOptionValue_bool("o_detail_blendMask_useTexture", isFeatureEnabled and blendMaskTextureEnabled and blendMaskTexture ~= nil)
local baseColorDetailEnabled = context:GetMaterialPropertyValue_bool("detailLayerGroup.enableBaseColor")
local baseColorDetailTexture = context:GetMaterialPropertyValue_image("detailLayerGroup.baseColorDetailMap")
local baseColorDetailTexture = context:GetMaterialPropertyValue_Image("detailLayerGroup.baseColorDetailMap")
context:SetShaderOptionValue_bool("o_detail_baseColor_useTexture", isFeatureEnabled and baseColorDetailEnabled and baseColorDetailTexture ~= nil)
local normalDetailEnabled = context:GetMaterialPropertyValue_bool("detailLayerGroup.enableNormals")
local normalDetailTexture = context:GetMaterialPropertyValue_image("detailLayerGroup.normalDetailMap")
local normalDetailTexture = context:GetMaterialPropertyValue_Image("detailLayerGroup.normalDetailMap")
context:SetShaderOptionValue_bool("o_detail_normal_useTexture", isFeatureEnabled and normalDetailEnabled and normalDetailTexture ~= nil)
end
@@ -78,7 +78,7 @@ function ProcessEditor(context)
context:SetMaterialPropertyVisibility("detailUV.rotateDegrees", mainVisibility)
context:SetMaterialPropertyVisibility("detailUV.scale", mainVisibility)
local blendMaskTexture = context:GetMaterialPropertyValue_image("detailLayerGroup.blendDetailMask")
local blendMaskTexture = context:GetMaterialPropertyValue_Image("detailLayerGroup.blendDetailMask")
if(nil == blendMaskTexture) then
context:SetMaterialPropertyVisibility("detailLayerGroup.enableDetailMaskTexture", MaterialPropertyVisibility_Hidden)
context:SetMaterialPropertyVisibility("detailLayerGroup.blendDetailMaskUv", MaterialPropertyVisibility_Hidden)
@@ -65,8 +65,8 @@ function Process(context)
for i=1,MAX_WRINKLE_LAYER_COUNT do
if(i <= count) then
isBaseColorTextureMissing = isBaseColorEnabled and nil == context:GetMaterialPropertyValue_image("wrinkleLayers.baseColorMap" .. i)
isNormalTextureMissing = isNormalEnabled and nil == context:GetMaterialPropertyValue_image("wrinkleLayers.normalMap" .. i)
isBaseColorTextureMissing = isBaseColorEnabled and nil == context:GetMaterialPropertyValue_Image("wrinkleLayers.baseColorMap" .. i)
isNormalTextureMissing = isNormalEnabled and nil == context:GetMaterialPropertyValue_Image("wrinkleLayers.normalMap" .. i)
context:SetShaderOptionValue_bool("o_wrinkleLayers_baseColor_useTexture" .. i, not isBaseColorTextureMissing)
context:SetShaderOptionValue_bool("o_wrinkleLayers_normal_useTexture" .. i, not isNormalTextureMissing)
else
@@ -23,11 +23,6 @@
"displayName": "UVs",
"description": "Properties for configuring UV transforms for the entire material, including the blend masks."
},
{
"id": "subsurfaceScattering",
"displayName": "Subsurface Scattering",
"description": "Properties for configuring subsurface scattering effects."
},
{
// Note: this property group is used in the DiffuseGlobalIllumination pass, it is not read by the StandardPBR shader
"id": "irradiance",
@@ -204,7 +199,7 @@
"displayName": "Debug Draw Mode",
"description": "Enables various debug view features.",
"type": "Enum",
"enumValues": [ "None", "BlendMaskValues", "DepthMaps" ],
"enumValues": [ "None", "BlendSource", "DepthMaps" ],
"defaultValue": "None",
"connection": {
"type": "ShaderOption",
@@ -300,6 +295,28 @@
}
],
"blend": [
{
"id": "enableLayer2",
"displayName": "Enable Layer 2",
"description": "Whether to enable layer 2.",
"type": "Bool",
"defaultValue": false,
"connection": {
"type": "ShaderOption",
"id": "o_layer2_enabled"
}
},
{
"id": "enableLayer3",
"displayName": "Enable Layer 3",
"description": "Whether to enable layer 3.",
"type": "Bool",
"defaultValue": false,
"connection": {
"type": "ShaderOption",
"id": "o_layer3_enabled"
}
},
{
"id": "blendSource",
"displayName": "Blend Source",
@@ -467,183 +484,6 @@
"step": 0.1
}
],
"subsurfaceScattering": [
{
"id": "enableSubsurfaceScattering",
"displayName": "Subsurface Scattering",
"description": "Enable subsurface scattering feature, this will disable metallic and parallax mapping property due to incompatibility",
"type": "Bool",
"defaultValue": false,
"connection": {
"type": "ShaderOption",
"id": "o_enableSubsurfaceScattering"
}
},
{
"id": "subsurfaceScatterFactor",
"displayName": " Factor",
"description": "Strength factor for scaling percentage of subsurface scattering effect applied",
"type": "float",
"defaultValue": 1.0,
"min": 0.0,
"max": 1.0,
"connection": {
"type": "ShaderInput",
"id": "m_subsurfaceScatteringFactor"
}
},
{
"id": "influenceMap",
"displayName": " Influence Map",
"description": "Use texture map to control the strength of subsurface scattering",
"type": "Image",
"connection": {
"type": "ShaderInput",
"id": "m_subsurfaceScatteringInfluenceMap"
}
},
{
"id": "useInfluenceMap",
"displayName": " Use Influence Map",
"description": "Whether to use the texture map as influence mask.",
"type": "Bool",
"defaultValue": true
},
{
"id": "influenceMapUv",
"displayName": " UV",
"description": "Influence map UV set",
"type": "Enum",
"enumIsUv": true,
"defaultValue": "Tiled",
"connection": {
"type": "ShaderInput",
"id": "m_subsurfaceScatteringInfluenceMapUvIndex"
}
},
{
"id": "scatterColor",
"displayName": " Scatter color",
"description": "Color of volume light traveled through",
"type": "Color",
"defaultValue": [ 1.0, 0.27, 0.13 ]
},
{
"id": "scatterDistance",
"displayName": " Scatter distance",
"description": "How far light traveled inside the volume",
"type": "float",
"defaultValue": 8,
"min": 0.0,
"softMax": 20.0
},
{
"id": "quality",
"displayName": " Quality",
"description": "How much percent of sample will be used for each pixel, more samples improve quality and reduce artifacts, especially when the scatter distance is relatively large, but slow down computation time, 1.0 = full set 200 samples per pixel",
"type": "float",
"defaultValue": 0.4,
"min": 0.2,
"max": 1.0,
"connection": {
"type": "ShaderInput",
"id": "m_subsurfaceScatteringQuality"
}
},
{
"id": "transmissionMode",
"displayName": "Transmission",
"description": "Algorithm used for calculating transmission",
"type": "Enum",
"enumValues": [ "None", "ThickObject", "ThinObject" ],
"defaultValue": "None",
"connection": {
"type": "ShaderOption",
"id": "o_transmission_mode"
}
},
{
"id": "thickness",
"displayName": " Thickness",
"description": "Normalized global thickness, the maxima between this value (multiplied by thickness map if enabled) and thickness from shadow map (if applicable) will be used as final thickness of pixel",
"type": "float",
"defaultValue": 0.5,
"min": 0.0,
"max": 1.0
},
{
"id": "thicknessMap",
"displayName": " Thickness Map",
"description": "Use a greyscale texture for per pixel thickness",
"type": "Image",
"connection": {
"type": "ShaderInput",
"id": "m_transmissionThicknessMap"
}
},
{
"id": "useThicknessMap",
"displayName": " Use Thickness Map",
"description": "Whether to use the thickness map",
"type": "Bool",
"defaultValue": true
},
{
"id": "thicknessMapUv",
"displayName": " UV",
"description": "Thickness map UV set",
"type": "Enum",
"enumIsUv": true,
"defaultValue": "Tiled",
"connection": {
"type": "ShaderInput",
"id": "m_transmissionThicknessMapUvIndex"
}
},
{
"id": "transmissionTint",
"displayName": " Transmission Tint",
"description": "Color of the volume light travelling through",
"type": "Color",
"defaultValue": [ 1.0, 0.8, 0.6 ]
},
{
"id": "transmissionPower",
"displayName": " Power",
"description": "How much transmitted light scatter radially ",
"type": "float",
"defaultValue": 6.0,
"min": 0.0,
"softMax": 20.0
},
{
"id": "transmissionDistortion",
"displayName": " Distortion",
"description": "How much light direction distorted towards surface normal",
"type": "float",
"defaultValue": 0.1,
"min": 0.0,
"max": 1.0
},
{
"id": "transmissionAttenuation",
"displayName": " Attenuation",
"description": "How fast transmitted light fade with thickness",
"type": "float",
"defaultValue": 4.0,
"min": 0.0,
"softMax": 20.0
},
{
"id": "transmissionScale",
"displayName": " Scale",
"description": "Strength of transmission",
"type": "float",
"defaultValue": 3.0,
"min": 0.0,
"softMax": 20.0
}
],
"irradiance": [
// Note: this property group is used in the DiffuseGlobalIllumination pass, it is not read by the StandardPBR shader
{
@@ -2845,22 +2685,9 @@
}
},
{
// Preprocess & build parameter set for subsurface scattering and translucency
"type": "HandleSubsurfaceScatteringParameters",
"type": "Lua",
"args": {
"mode": "subsurfaceScattering.transmissionMode",
"scale" : "subsurfaceScattering.transmissionScale",
"power" : "subsurfaceScattering.transmissionPower",
"distortion" : "subsurfaceScattering.transmissionDistortion",
"attenuation" : "subsurfaceScattering.transmissionAttenuation",
"tintColor" : "subsurfaceScattering.transmissionTint",
"thickness" : "subsurfaceScattering.thickness",
"enabled": "subsurfaceScattering.enableSubsurfaceScattering",
"scatterDistanceColor" : "subsurfaceScattering.scatterColor",
"scatterDistanceIntensity" : "subsurfaceScattering.scatterDistance",
"scatterDistanceShaderInput" : "m_scatterDistance",
"parametersShaderInput" : "m_transmissionParams",
"tintThickenssShaderInput" : "m_transmissionTintThickness"
"file": "StandardMultilayerPBR_LayerEnable.lua"
}
},
{
@@ -2875,12 +2702,6 @@
"file": "StandardMultilayerPBR_Parallax.lua"
}
},
{
"type": "Lua",
"args": {
"file": "StandardPBR_SubsurfaceState.lua"
}
},
//##############################################################################################
// Layer 1 Functors
//##############################################################################################
@@ -42,7 +42,7 @@ COMMON_SRG_INPUTS_PARALLAX(prefix)
ShaderResourceGroup MaterialSrg : SRG_PerMaterial
{
Texture2D m_blendMaskTexture;
Texture2D m_blendMaskTexture;
uint m_blendMaskUvIndex;
// Auto-generate material SRG fields for common inputs for each layer
@@ -91,29 +91,14 @@ ShaderResourceGroup MaterialSrg : SRG_PerMaterial
MipFilter = Linear;
};
// Parameters for subsurface scattering
float m_subsurfaceScatteringFactor;
float m_subsurfaceScatteringQuality;
float3 m_scatterDistance;
Texture2D m_subsurfaceScatteringInfluenceMap;
uint m_subsurfaceScatteringInfluenceMapUvIndex;
// Parameters for transmission
// Elements of m_transmissionParams:
// Thick object mode: (attenuation coefficient, power, distortion, scale)
// Thin object mode: (float3 scatter distance, scale)
float4 m_transmissionParams;
// (float3 TintColor, thickness)
float4 m_transmissionTintThickness;
Texture2D m_transmissionThicknessMap;
uint m_transmissionThicknessMapUvIndex;
}
// ------ Shader Options ----------------------------------------
enum class DebugDrawMode { None, BlendMaskValues, DepthMaps };
option bool o_layer2_enabled;
option bool o_layer3_enabled;
enum class DebugDrawMode { None, BlendSource, DepthMaps };
option DebugDrawMode o_debugDrawMode;
enum class BlendMaskSource { TextureMap, VertexColors, Fallback };
@@ -127,6 +112,10 @@ option bool o_blendMask_isBound;
// ------ Blend Utilities ----------------------------------------
// This is mainly used to pass extra data to the GetDepth callback function during the parallax depth search.
// But since we have it, we use it in some other functions as well rather than passing it around.
static float3 s_blendMaskFromVertexStream;
//! Returns the BlendMaskSource that will actually be used when rendering (not necessarily the same BlendMaskSource specified by the user)
BlendMaskSource GetFinalBlendMaskSource()
{
@@ -151,40 +140,84 @@ BlendMaskSource GetFinalBlendMaskSource()
}
}
//! Return the final blend mask values to be used for rendering, based on the available data and configuration.
float3 GetBlendMaskValues(float2 uv, float3 vertexBlendMask)
//! Return the raw blend source values directly from the blend mask or vertex colors, depending on the available data and configuration.
//! layer1 is an implicit base layer
//! layer2 is weighted by r
//! layer3 is weighted by g
//! b is reserved for perhaps a dedicated puddle layer
float3 GetBlendSourceValues(float2 uv)
{
float3 blendMaskValues;
float3 blendSourceValues = float3(0,0,0);
switch(GetFinalBlendMaskSource())
if(o_layer2_enabled || o_layer3_enabled)
{
case BlendMaskSource::TextureMap:
blendMaskValues = MaterialSrg::m_blendMaskTexture.Sample(MaterialSrg::m_sampler, uv).rgb;
break;
case BlendMaskSource::VertexColors:
blendMaskValues = vertexBlendMask;
break;
case BlendMaskSource::Fallback:
blendMaskValues = float3(1,1,1);
break;
switch(GetFinalBlendMaskSource())
{
case BlendMaskSource::TextureMap:
blendSourceValues = MaterialSrg::m_blendMaskTexture.Sample(MaterialSrg::m_sampler, uv).rgb;
break;
case BlendMaskSource::VertexColors:
blendSourceValues = s_blendMaskFromVertexStream;
break;
}
if(!o_layer2_enabled)
{
blendSourceValues.r = 0.0;
}
if(!o_layer3_enabled)
{
blendSourceValues.g = 0.0;
}
}
blendMaskValues = blendMaskValues / (blendMaskValues.r + blendMaskValues.g + blendMaskValues.b);
return blendMaskValues;
return blendSourceValues;
}
float BlendLayers(float layer1, float layer2, float layer3, float3 blendMaskValues)
//! Return the final blend mask values to be used for rendering, based on the available data and configuration.
//! @return The blend weights for each layer.
//! Even though layer1 not explicitly specified in the blend source data, it is explicitly included with the returned values.
//! layer1 = r
//! layer2 = g
//! layer3 = b
float3 GetBlendWeights(float2 uv)
{
return dot(float3(layer1, layer2, layer3), blendMaskValues);
float3 blendWeights;
if(o_layer2_enabled || o_layer3_enabled)
{
float3 blendSourceValues = GetBlendSourceValues(uv);
// Calculate blend weights such that multiplying and adding them with layer data is equivalent
// to lerping between each layer.
// final = lerp(final, layer1, blendWeights.r)
// final = lerp(final, layer2, blendWeights.g)
// final = lerp(final, layer3, blendWeights.b)
blendWeights.b = blendSourceValues.g;
blendWeights.g = (1.0 - blendSourceValues.g) * blendSourceValues.r;
blendWeights.r = (1.0 - blendSourceValues.g) * (1.0 - blendSourceValues.r);
}
else
{
blendWeights = float3(1,0,0);
}
return blendWeights;
}
float2 BlendLayers(float2 layer1, float2 layer2, float2 layer3, float3 blendMaskValues)
float BlendLayers(float layer1, float layer2, float layer3, float3 blendWeights)
{
return layer1 * blendMaskValues.r + layer2 * blendMaskValues.g + layer3 * blendMaskValues.b;
return dot(float3(layer1, layer2, layer3), blendWeights);
}
float3 BlendLayers(float3 layer1, float3 layer2, float3 layer3, float3 blendMaskValues)
float2 BlendLayers(float2 layer1, float2 layer2, float2 layer3, float3 blendWeights)
{
return layer1 * blendMaskValues.r + layer2 * blendMaskValues.g + layer3 * blendMaskValues.b;
return layer1 * blendWeights.r + layer2 * blendWeights.g + layer3 * blendWeights.b;
}
float3 BlendLayers(float3 layer1, float3 layer2, float3 layer3, float3 blendWeights)
{
return layer1 * blendWeights.r + layer2 * blendWeights.g + layer3 * blendWeights.b;
}
// ------ Parallax Utilities ----------------------------------------
@@ -203,16 +236,6 @@ bool ShouldHandleParallaxInDepthShaders()
return ShouldHandleParallax() && o_parallax_enablePixelDepthOffset;
}
// These static values are used to pass extra data to the GetDepth callback function during the parallax depth search.
static float3 s_blendMaskFromVertexStream;
//! Setup static variables that are needed by the GetDepth callback function
//! @param vertexBlendMask the blend mask values from the vertex input stream.
void GetDepth_Setup(float3 vertexBlendMask)
{
s_blendMaskFromVertexStream = vertexBlendMask;
}
// Callback function for ParallaxMapping.azsli
DepthResult GetDepth(float2 uv, float2 uv_ddx, float2 uv_ddy)
{
@@ -231,7 +254,7 @@ DepthResult GetDepth(float2 uv, float2 uv_ddx, float2 uv_ddy)
layerDepthValues.r -= MaterialSrg::m_layer1_m_depthOffset;
}
if(o_layer2_o_useDepthMap)
if(o_layer2_enabled && o_layer2_o_useDepthMap)
{
float2 layerUv = uv;
if(MaterialSrg::m_parallaxUvIndex == 0)
@@ -244,7 +267,7 @@ DepthResult GetDepth(float2 uv, float2 uv_ddx, float2 uv_ddy)
layerDepthValues.g -= MaterialSrg::m_layer2_m_depthOffset;
}
if(o_layer3_o_useDepthMap)
if(o_layer3_enabled && o_layer3_o_useDepthMap)
{
float2 layerUv = uv;
if(MaterialSrg::m_parallaxUvIndex == 0)
@@ -260,8 +283,8 @@ DepthResult GetDepth(float2 uv, float2 uv_ddx, float2 uv_ddy)
// Note, when the blend source is BlendMaskSource::VertexColors, parallax will not be able to blend correctly between layers. It will end up using the same blend mask values
// for every UV position when searching for the intersection. This leads to smearing artifacts at the transition point, but these won't be so noticeable as long as
// you have a small depth factor relative to the size of the blend transition.
float3 blendMaskValues = GetBlendMaskValues(uv, s_blendMaskFromVertexStream);
float3 blendWeights = GetBlendWeights(uv);
float depth = BlendLayers(layerDepthValues.r, layerDepthValues.g, layerDepthValues.b, blendMaskValues);
float depth = BlendLayers(layerDepthValues.r, layerDepthValues.g, layerDepthValues.b, blendWeights);
return DepthResultAbsolute(depth);
}
@@ -108,7 +108,7 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1);
GetDepth_Setup(IN.m_blendMask);
s_blendMaskFromVertexStream = IN.m_blendMask;
float depth;
@@ -55,7 +55,6 @@ DEFINE_LAYER_OPTIONS(o_layer1_)
DEFINE_LAYER_OPTIONS(o_layer2_)
DEFINE_LAYER_OPTIONS(o_layer3_)
#include "MaterialInputs/SubsurfaceInput.azsli"
#include "MaterialInputs/TransmissionInput.azsli"
#include "StandardMultilayerPBR_Common.azsli"
@@ -127,6 +126,181 @@ VSOutput ForwardPassVS(VSInput IN)
return OUT;
}
//! Collects all the raw Standard material inputs for a single layer. See ProcessStandardMaterialInputs().
struct StandardMaterialInputs
{
COMMON_SRG_INPUTS_BASE_COLOR()
COMMON_SRG_INPUTS_ROUGHNESS()
COMMON_SRG_INPUTS_METALLIC()
COMMON_SRG_INPUTS_SPECULAR_F0()
COMMON_SRG_INPUTS_NORMAL()
COMMON_SRG_INPUTS_CLEAR_COAT()
COMMON_SRG_INPUTS_OCCLUSION()
COMMON_SRG_INPUTS_EMISSIVE()
// Note parallax is omitted here because that requires special handling.
bool m_normal_useTexture;
bool m_baseColor_useTexture;
bool m_metallic_useTexture;
bool m_specularF0_useTexture;
bool m_roughness_useTexture;
bool m_emissiveEnabled;
bool m_emissive_useTexture;
bool m_diffuseOcclusion_useTexture;
bool m_specularOcclusion_useTexture;
bool m_clearCoatEnabled;
bool m_clearCoat_factor_useTexture;
bool m_clearCoat_roughness_useTexture;
bool m_clearCoat_normal_useTexture;
TextureBlendMode m_baseColorTextureBlendMode;
float2 m_vertexUv[UvSetCount];
float3x3 m_uvMatrix;
float m_normal;
float3 m_tangents[UvSetCount];
float3 m_bitangents[UvSetCount];
sampler m_sampler;
bool m_isFrontFace;
};
//! Holds the final processed material inputs, after all flags have been checked, textures have been sampled, factors have been applied, etc.
//! This data is ready to be copied into a Surface and/or LightingData struct for the lighting system to consume.
class ProcessedMaterialInputs
{
float3 m_normalTS; //!< Normal in tangent-space
float3 m_baseColor;
float3 m_specularF0Factor;
float m_metallic;
float m_roughness;
float3 m_emissiveLighting;
float m_diffuseAmbientOcclusion;
float m_specularOcclusion;
ClearCoatSurfaceData m_clearCoat;
void InitializeToZero()
{
m_normalTS = float3(0,0,0);
m_baseColor = float3(0,0,0);
m_specularF0Factor = float3(0,0,0);
m_metallic = 0.0f;
m_roughness = 0.0f;
m_emissiveLighting = float3(0,0,0);
m_diffuseAmbientOcclusion = 0;
m_specularOcclusion = 0;
m_clearCoat.InitializeToZero();
}
};
//! Processes the set of Standard material inputs for a single layer.
//! The FILL_STANDARD_MATERIAL_INPUTS() macro below can be used to fill the StandardMaterialInputs struct.
ProcessedMaterialInputs ProcessStandardMaterialInputs(StandardMaterialInputs inputs)
{
ProcessedMaterialInputs result;
float2 transformedUv[UvSetCount];
transformedUv[0] = mul(inputs.m_uvMatrix, float3(inputs.m_vertexUv[0], 1.0)).xy;
transformedUv[1] = inputs.m_vertexUv[1];
float3x3 normalUvMatrix = inputs.m_normalMapUvIndex == 0 ? inputs.m_uvMatrix : CreateIdentity3x3();
result.m_normalTS = GetNormalInputTS(inputs.m_normalMap, inputs.m_sampler, transformedUv[inputs.m_normalMapUvIndex], inputs.m_flipNormalX, inputs.m_flipNormalY, normalUvMatrix, inputs.m_normal_useTexture, inputs.m_normalFactor);
float3 sampledBaseColor = GetBaseColorInput(inputs.m_baseColorMap, inputs.m_sampler, transformedUv[inputs.m_baseColorMapUvIndex], inputs.m_baseColor.rgb, inputs.m_baseColor_useTexture);
result.m_baseColor = BlendBaseColor(sampledBaseColor, inputs.m_baseColor.rgb, inputs.m_baseColorFactor, inputs.m_baseColorTextureBlendMode, inputs.m_baseColor_useTexture);
result.m_specularF0Factor = GetSpecularInput(inputs.m_specularF0Map, inputs.m_sampler, transformedUv[inputs.m_specularF0MapUvIndex], inputs.m_specularF0Factor, inputs.m_specularF0_useTexture);
result.m_metallic = GetMetallicInput(inputs.m_metallicMap, inputs.m_sampler, transformedUv[inputs.m_metallicMapUvIndex], inputs.m_metallicFactor, inputs.m_metallic_useTexture);
result.m_roughness = GetRoughnessInput(inputs.m_roughnessMap, MaterialSrg::m_sampler, transformedUv[inputs.m_roughnessMapUvIndex], inputs.m_roughnessFactor, inputs.m_roughnessLowerBound, inputs.m_roughnessUpperBound, inputs.m_roughness_useTexture);
result.m_emissiveLighting = GetEmissiveInput(inputs.m_emissiveMap, inputs.m_sampler, transformedUv[inputs.m_emissiveMapUvIndex], inputs.m_emissiveIntensity, inputs.m_emissiveColor.rgb, inputs.m_emissiveEnabled, inputs.m_emissive_useTexture);
result.m_diffuseAmbientOcclusion = GetOcclusionInput(inputs.m_diffuseOcclusionMap, inputs.m_sampler, transformedUv[inputs.m_diffuseOcclusionMapUvIndex], inputs.m_diffuseOcclusionFactor, inputs.m_diffuseOcclusion_useTexture);
result.m_specularOcclusion = GetOcclusionInput(inputs.m_specularOcclusionMap, MaterialSrg::m_sampler, transformedUv[inputs.m_specularOcclusionMapUvIndex], inputs.m_specularOcclusionFactor, inputs.m_specularOcclusion_useTexture);
result.m_clearCoat.InitializeToZero();
if(inputs.m_clearCoatEnabled)
{
float3x3 clearCoatUvMatrix = inputs.m_clearCoatNormalMapUvIndex == 0 ? inputs.m_uvMatrix : CreateIdentity3x3();
GetClearCoatInputs(inputs.m_clearCoatInfluenceMap, transformedUv[inputs.m_clearCoatInfluenceMapUvIndex], inputs.m_clearCoatFactor, inputs.m_clearCoat_factor_useTexture,
inputs.m_clearCoatRoughnessMap, transformedUv[inputs.m_clearCoatRoughnessMapUvIndex], inputs.m_clearCoatRoughness, inputs.m_clearCoat_roughness_useTexture,
inputs.m_clearCoatNormalMap, transformedUv[inputs.m_clearCoatNormalMapUvIndex], inputs.m_normal, inputs.m_clearCoat_normal_useTexture, inputs.m_clearCoatNormalStrength,
clearCoatUvMatrix, inputs.m_tangents[inputs.m_clearCoatNormalMapUvIndex], inputs.m_bitangents[inputs.m_clearCoatNormalMapUvIndex],
inputs.m_sampler, inputs.m_isFrontFace,
result.m_clearCoat.factor, result.m_clearCoat.roughness, result.m_clearCoat.normal);
}
return result;
}
//! Fills a StandardMaterialInputs struct with data from the MaterialSrg, shader options, and local vertex data.
#define FILL_STANDARD_MATERIAL_INPUTS(inputs, srgLayerPrefix, optionsLayerPrefix, blendWeight) \
inputs.m_sampler = MaterialSrg::m_sampler; \
inputs.m_vertexUv = IN.m_uv; \
inputs.m_uvMatrix = srgLayerPrefix##m_uvMatrix; \
inputs.m_normal = IN.m_normal; \
inputs.m_tangents = tangents; \
inputs.m_bitangents = bitangents; \
inputs.m_isFrontFace = isFrontFace; \
\
inputs.m_normalMapUvIndex = srgLayerPrefix##m_normalMapUvIndex; \
inputs.m_normalMap = srgLayerPrefix##m_normalMap; \
inputs.m_flipNormalX = srgLayerPrefix##m_flipNormalX; \
inputs.m_flipNormalY = srgLayerPrefix##m_flipNormalY; \
inputs.m_normal_useTexture = optionsLayerPrefix##o_normal_useTexture; \
inputs.m_normalFactor = srgLayerPrefix##m_normalFactor * blendWeight; \
inputs.m_baseColorMap = srgLayerPrefix##m_baseColorMap; \
inputs.m_baseColorMapUvIndex = srgLayerPrefix##m_baseColorMapUvIndex; \
inputs.m_baseColor = srgLayerPrefix##m_baseColor; \
inputs.m_baseColor_useTexture = optionsLayerPrefix##o_baseColor_useTexture; \
inputs.m_baseColorFactor = srgLayerPrefix##m_baseColorFactor; \
inputs.m_baseColorTextureBlendMode = optionsLayerPrefix##o_baseColorTextureBlendMode; \
inputs.m_metallicMap = srgLayerPrefix##m_metallicMap; \
inputs.m_metallicMapUvIndex = srgLayerPrefix##m_metallicMapUvIndex; \
inputs.m_metallicFactor = srgLayerPrefix##m_metallicFactor; \
inputs.m_metallic_useTexture = optionsLayerPrefix##o_metallic_useTexture; \
inputs.m_specularF0Map = srgLayerPrefix##m_specularF0Map; \
inputs.m_specularF0MapUvIndex = srgLayerPrefix##m_specularF0MapUvIndex; \
inputs.m_specularF0Factor = srgLayerPrefix##m_specularF0Factor; \
inputs.m_specularF0_useTexture = optionsLayerPrefix##o_specularF0_useTexture; \
inputs.m_roughnessMap = srgLayerPrefix##m_roughnessMap; \
inputs.m_roughnessMapUvIndex = srgLayerPrefix##m_roughnessMapUvIndex; \
inputs.m_roughnessFactor = srgLayerPrefix##m_roughnessFactor; \
inputs.m_roughnessLowerBound = srgLayerPrefix##m_roughnessLowerBound; \
inputs.m_roughnessUpperBound = srgLayerPrefix##m_roughnessUpperBound; \
inputs.m_roughness_useTexture = optionsLayerPrefix##o_roughness_useTexture; \
\
inputs.m_emissiveMap = srgLayerPrefix##m_emissiveMap; \
inputs.m_emissiveMapUvIndex = srgLayerPrefix##m_emissiveMapUvIndex; \
inputs.m_emissiveIntensity = srgLayerPrefix##m_emissiveIntensity; \
inputs.m_emissiveColor = srgLayerPrefix##m_emissiveColor; \
inputs.m_emissiveEnabled = optionsLayerPrefix##o_emissiveEnabled; \
inputs.m_emissive_useTexture = optionsLayerPrefix##o_emissive_useTexture; \
\
inputs.m_diffuseOcclusionMap = srgLayerPrefix##m_diffuseOcclusionMap; \
inputs.m_diffuseOcclusionMapUvIndex = srgLayerPrefix##m_diffuseOcclusionMapUvIndex; \
inputs.m_diffuseOcclusionFactor = srgLayerPrefix##m_diffuseOcclusionFactor; \
inputs.m_diffuseOcclusion_useTexture = optionsLayerPrefix##o_diffuseOcclusion_useTexture; \
\
inputs.m_specularOcclusionMap = srgLayerPrefix##m_specularOcclusionMap; \
inputs.m_specularOcclusionMapUvIndex = srgLayerPrefix##m_specularOcclusionMapUvIndex; \
inputs.m_specularOcclusionFactor = srgLayerPrefix##m_specularOcclusionFactor; \
inputs.m_specularOcclusion_useTexture = optionsLayerPrefix##o_specularOcclusion_useTexture; \
\
inputs.m_clearCoatEnabled = o_clearCoat_feature_enabled && optionsLayerPrefix##o_clearCoat_enabled; \
inputs.m_clearCoatInfluenceMap = srgLayerPrefix##m_clearCoatInfluenceMap; \
inputs.m_clearCoatInfluenceMapUvIndex = srgLayerPrefix##m_clearCoatInfluenceMapUvIndex; \
inputs.m_clearCoatFactor = srgLayerPrefix##m_clearCoatFactor; \
inputs.m_clearCoat_factor_useTexture = optionsLayerPrefix##o_clearCoat_factor_useTexture; \
inputs.m_clearCoatRoughnessMap = srgLayerPrefix##m_clearCoatRoughnessMap; \
inputs.m_clearCoatRoughnessMapUvIndex = srgLayerPrefix##m_clearCoatRoughnessMapUvIndex; \
inputs.m_clearCoatRoughness = srgLayerPrefix##m_clearCoatRoughness; \
inputs.m_clearCoat_roughness_useTexture = optionsLayerPrefix##o_clearCoat_roughness_useTexture; \
inputs.m_clearCoatNormalMap = srgLayerPrefix##m_clearCoatNormalMap; \
inputs.m_clearCoatNormalMapUvIndex = srgLayerPrefix##m_clearCoatNormalMapUvIndex; \
inputs.m_clearCoat_normal_useTexture = optionsLayerPrefix##o_clearCoat_normal_useTexture; \
inputs.m_clearCoatNormalStrength = srgLayerPrefix##m_clearCoatNormalStrength;
// ---------- Pixel Shader ----------
@@ -134,6 +308,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
{
depthNDC = IN.m_position.z;
s_blendMaskFromVertexStream = IN.m_blendMask;
// ------- Tangents & Bitangets -------
// We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space.
@@ -156,15 +332,14 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// ------- Debug Modes -------
if(o_debugDrawMode == DebugDrawMode::BlendMaskValues)
if(o_debugDrawMode == DebugDrawMode::BlendSource)
{
float3 blendMaskValues = GetBlendMaskValues(IN.m_uv[MaterialSrg::m_blendMaskUvIndex], IN.m_blendMask);
return DebugOutput(blendMaskValues);
float3 blendSource = GetBlendSourceValues(IN.m_uv[MaterialSrg::m_blendMaskUvIndex]);
return DebugOutput(blendSource);
}
if(o_debugDrawMode == DebugDrawMode::DepthMaps)
{
GetDepth_Setup(IN.m_blendMask);
float depth = GetNormalizedDepth(-MaterialSrg::m_displacementMax, -MaterialSrg::m_displacementMin, IN.m_uv[MaterialSrg::m_parallaxUvIndex], float2(0,0), float2(0,0));
return DebugOutput(float3(depth,depth,depth));
}
@@ -173,11 +348,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
bool displacementIsClipped = false;
// Parallax mapping's non uniform uv transformations break screen space subsurface scattering, disable it when subsurface scatteirng is enabled
if(ShouldHandleParallax())
{
GetDepth_Setup(IN.m_blendMask);
float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3();
@@ -198,108 +370,86 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
}
}
Surface surface;
surface.position = IN.m_worldPosition;
// ------- Setup the per-layer UV transforms -------
float2 uvLayer1[UvSetCount];
float2 uvLayer2[UvSetCount];
float2 uvLayer3[UvSetCount];
// Only UV0 will be applied transforms from each layer.
uvLayer1[0] = mul(MaterialSrg::m_layer1_m_uvMatrix, float3(IN.m_uv[0], 1.0)).xy;
uvLayer2[0] = mul(MaterialSrg::m_layer2_m_uvMatrix, float3(IN.m_uv[0], 1.0)).xy;
uvLayer3[0] = mul(MaterialSrg::m_layer3_m_uvMatrix, float3(IN.m_uv[0], 1.0)).xy;
uvLayer1[1] = IN.m_uv[1];
uvLayer2[1] = IN.m_uv[1];
uvLayer3[1] = IN.m_uv[1];
// ------- Calculate Layer Blend Mask Values -------
// Now that any parallax has been calculated, we calculate the blend factors for any layers that are impacted by the parallax.
float3 blendMaskValues = GetBlendMaskValues(IN.m_uv[MaterialSrg::m_blendMaskUvIndex], IN.m_blendMask);
float3 blendWeights = GetBlendWeights(IN.m_uv[MaterialSrg::m_blendMaskUvIndex]);
// ------- Normal -------
// ------- Layer 1 (base layer) -----------
ProcessedMaterialInputs lightingInputLayer1;
{
StandardMaterialInputs inputs;
FILL_STANDARD_MATERIAL_INPUTS(inputs, MaterialSrg::m_layer1_, o_layer1_, blendWeights.r)
lightingInputLayer1 = ProcessStandardMaterialInputs(inputs);
}
float3 layer1_normalFactor = MaterialSrg::m_layer1_m_normalFactor * blendMaskValues.r;
float3 layer2_normalFactor = MaterialSrg::m_layer2_m_normalFactor * blendMaskValues.g;
float3 layer3_normalFactor = MaterialSrg::m_layer3_m_normalFactor * blendMaskValues.b;
float3x3 layer1_uvMatrix = MaterialSrg::m_layer1_m_normalMapUvIndex == 0 ? MaterialSrg::m_layer1_m_uvMatrix : CreateIdentity3x3();
float3x3 layer2_uvMatrix = MaterialSrg::m_layer2_m_normalMapUvIndex == 0 ? MaterialSrg::m_layer2_m_uvMatrix : CreateIdentity3x3();
float3x3 layer3_uvMatrix = MaterialSrg::m_layer3_m_normalMapUvIndex == 0 ? MaterialSrg::m_layer3_m_uvMatrix : CreateIdentity3x3();
float3 layer1_normalTS = GetNormalInputTS(MaterialSrg::m_layer1_m_normalMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_normalMapUvIndex], MaterialSrg::m_layer1_m_flipNormalX, MaterialSrg::m_layer1_m_flipNormalY, layer1_uvMatrix, o_layer1_o_normal_useTexture, layer1_normalFactor);
float3 layer2_normalTS = GetNormalInputTS(MaterialSrg::m_layer2_m_normalMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_normalMapUvIndex], MaterialSrg::m_layer2_m_flipNormalX, MaterialSrg::m_layer2_m_flipNormalY, layer2_uvMatrix, o_layer2_o_normal_useTexture, layer2_normalFactor);
float3 layer3_normalTS = GetNormalInputTS(MaterialSrg::m_layer3_m_normalMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_normalMapUvIndex], MaterialSrg::m_layer3_m_flipNormalX, MaterialSrg::m_layer3_m_flipNormalY, layer3_uvMatrix, o_layer3_o_normal_useTexture, layer3_normalFactor);
// ----------- Layer 2 -----------
ProcessedMaterialInputs lightingInputLayer2;
if(o_layer2_enabled)
{
StandardMaterialInputs inputs;
FILL_STANDARD_MATERIAL_INPUTS(inputs, MaterialSrg::m_layer2_, o_layer2_, blendWeights.g)
lightingInputLayer2 = ProcessStandardMaterialInputs(inputs);
}
else
{
lightingInputLayer2.InitializeToZero();
}
float3 normalTS = ReorientTangentSpaceNormal(layer1_normalTS, layer2_normalTS);
normalTS = ReorientTangentSpaceNormal(normalTS, layer3_normalTS);
// ----------- Layer 3 -----------
ProcessedMaterialInputs lightingInputLayer3;
if(o_layer3_enabled)
{
StandardMaterialInputs inputs;
FILL_STANDARD_MATERIAL_INPUTS(inputs, MaterialSrg::m_layer3_, o_layer3_, blendWeights.b)
lightingInputLayer3 = ProcessStandardMaterialInputs(inputs);
}
else
{
lightingInputLayer3.InitializeToZero();
}
// ------- Combine all layers ---------
Surface surface;
surface.position = IN.m_worldPosition;
surface.transmission.InitializeToZero();
// ------- Combine Normals ---------
float3 normalTS = lightingInputLayer1.m_normalTS;
if(o_layer2_enabled)
{
normalTS = ReorientTangentSpaceNormal(normalTS, lightingInputLayer2.m_normalTS);
}
if(o_layer3_enabled)
{
normalTS = ReorientTangentSpaceNormal(normalTS, lightingInputLayer3.m_normalTS);
}
// [GFX TODO][ATOM-14591]: This will only work if the normal maps all use the same UV stream. We would need to add support for having them in different UV streams.
surface.normal = normalize(TangentSpaceToWorld(normalTS, IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex]));
// ------- Base Color -------
float2 layer1_baseColorUv = uvLayer1[MaterialSrg::m_layer1_m_baseColorMapUvIndex];
float2 layer2_baseColorUv = uvLayer2[MaterialSrg::m_layer2_m_baseColorMapUvIndex];
float2 layer3_baseColorUv = uvLayer3[MaterialSrg::m_layer3_m_baseColorMapUvIndex];
// ------- Combine Albedo, roughness, specular, roughness ---------
float3 layer1_sampledColor = GetBaseColorInput(MaterialSrg::m_layer1_m_baseColorMap, MaterialSrg::m_sampler, layer1_baseColorUv, MaterialSrg::m_layer1_m_baseColor.rgb, o_layer1_o_baseColor_useTexture);
float3 layer2_sampledColor = GetBaseColorInput(MaterialSrg::m_layer2_m_baseColorMap, MaterialSrg::m_sampler, layer2_baseColorUv, MaterialSrg::m_layer2_m_baseColor.rgb, o_layer2_o_baseColor_useTexture);
float3 layer3_sampledColor = GetBaseColorInput(MaterialSrg::m_layer3_m_baseColorMap, MaterialSrg::m_sampler, layer3_baseColorUv, MaterialSrg::m_layer3_m_baseColor.rgb, o_layer3_o_baseColor_useTexture);
float3 layer1_baseColor = BlendBaseColor(layer1_sampledColor, MaterialSrg::m_layer1_m_baseColor.rgb, MaterialSrg::m_layer1_m_baseColorFactor, o_layer1_o_baseColorTextureBlendMode, o_layer1_o_baseColor_useTexture);
float3 layer2_baseColor = BlendBaseColor(layer2_sampledColor, MaterialSrg::m_layer2_m_baseColor.rgb, MaterialSrg::m_layer2_m_baseColorFactor, o_layer2_o_baseColorTextureBlendMode, o_layer2_o_baseColor_useTexture);
float3 layer3_baseColor = BlendBaseColor(layer3_sampledColor, MaterialSrg::m_layer3_m_baseColor.rgb, MaterialSrg::m_layer3_m_baseColorFactor, o_layer3_o_baseColorTextureBlendMode, o_layer3_o_baseColor_useTexture);
float3 baseColor = BlendLayers(layer1_baseColor, layer2_baseColor, layer3_baseColor, blendMaskValues);
float3 baseColor = BlendLayers(lightingInputLayer1.m_baseColor, lightingInputLayer2.m_baseColor, lightingInputLayer3.m_baseColor, blendWeights);
float3 specularF0Factor = BlendLayers(lightingInputLayer1.m_specularF0Factor, lightingInputLayer2.m_specularF0Factor, lightingInputLayer3.m_specularF0Factor, blendWeights);
float3 metallic = BlendLayers(lightingInputLayer1.m_metallic, lightingInputLayer2.m_metallic, lightingInputLayer3.m_metallic, blendWeights);
if(o_parallax_highlightClipping && displacementIsClipped)
{
ApplyParallaxClippingHighlight(baseColor);
}
// ------- Metallic -------
float metallic = 0;
if(!o_enableSubsurfaceScattering) // If subsurface scattering is enabled skip texture lookup for metallic, as this quantity won't be used anyway
{
float layer1_metallic = GetMetallicInput(MaterialSrg::m_layer1_m_metallicMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_metallicMapUvIndex], MaterialSrg::m_layer1_m_metallicFactor, o_layer1_o_metallic_useTexture);
float layer2_metallic = GetMetallicInput(MaterialSrg::m_layer2_m_metallicMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_metallicMapUvIndex], MaterialSrg::m_layer2_m_metallicFactor, o_layer2_o_metallic_useTexture);
float layer3_metallic = GetMetallicInput(MaterialSrg::m_layer3_m_metallicMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_metallicMapUvIndex], MaterialSrg::m_layer3_m_metallicFactor, o_layer3_o_metallic_useTexture);
metallic = BlendLayers(layer1_metallic, layer2_metallic, layer3_metallic, blendMaskValues);
}
// ------- Specular -------
float layer1_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer1_m_specularF0Map, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularF0MapUvIndex], MaterialSrg::m_layer1_m_specularF0Factor, o_layer1_o_specularF0_useTexture);
float layer2_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer2_m_specularF0Map, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_specularF0MapUvIndex], MaterialSrg::m_layer2_m_specularF0Factor, o_layer2_o_specularF0_useTexture);
float layer3_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer3_m_specularF0Map, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularF0MapUvIndex], MaterialSrg::m_layer3_m_specularF0Factor, o_layer3_o_specularF0_useTexture);
float specularF0Factor = BlendLayers(layer1_specularF0Factor, layer2_specularF0Factor, layer3_specularF0Factor, blendMaskValues);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// ------- Roughness -------
float layer1_roughness = GetRoughnessInput(MaterialSrg::m_layer1_m_roughnessMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_roughnessMapUvIndex], MaterialSrg::m_layer1_m_roughnessFactor, MaterialSrg::m_layer1_m_roughnessLowerBound, MaterialSrg::m_layer1_m_roughnessUpperBound, o_layer1_o_roughness_useTexture);
float layer2_roughness = GetRoughnessInput(MaterialSrg::m_layer2_m_roughnessMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_roughnessMapUvIndex], MaterialSrg::m_layer2_m_roughnessFactor, MaterialSrg::m_layer2_m_roughnessLowerBound, MaterialSrg::m_layer2_m_roughnessUpperBound, o_layer2_o_roughness_useTexture);
float layer3_roughness = GetRoughnessInput(MaterialSrg::m_layer3_m_roughnessMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_roughnessMapUvIndex], MaterialSrg::m_layer3_m_roughnessFactor, MaterialSrg::m_layer3_m_roughnessLowerBound, MaterialSrg::m_layer3_m_roughnessUpperBound, o_layer3_o_roughness_useTexture);
surface.roughnessLinear = BlendLayers(layer1_roughness, layer2_roughness, layer3_roughness, blendMaskValues);
surface.roughnessLinear = BlendLayers(lightingInputLayer1.m_roughness, lightingInputLayer2.m_roughness, lightingInputLayer3.m_roughness, blendWeights);
surface.CalculateRoughnessA();
// ------- Subsurface -------
float2 subsurfaceUv = IN.m_uv[MaterialSrg::m_subsurfaceScatteringInfluenceMapUvIndex];
float surfaceScatteringFactor = GetSubsurfaceInput(MaterialSrg::m_subsurfaceScatteringInfluenceMap, MaterialSrg::m_sampler, subsurfaceUv, MaterialSrg::m_subsurfaceScatteringFactor);
// ------- Transmission -------
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Lighting Data -------
// ------- Init and Combine Lighting Data -------
LightingData lightingData;
// Light iterator
@@ -308,88 +458,22 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// Directional light shadow coordinates
lightingData.shadowCoords = IN.m_shadowCoords;
// ------- Emissive -------
float3 layer1_emissive = GetEmissiveInput(MaterialSrg::m_layer1_m_emissiveMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_emissiveMapUvIndex], MaterialSrg::m_layer1_m_emissiveIntensity, MaterialSrg::m_layer1_m_emissiveColor.rgb, o_layer1_o_emissiveEnabled, o_layer1_o_emissive_useTexture);
float3 layer2_emissive = GetEmissiveInput(MaterialSrg::m_layer2_m_emissiveMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_emissiveMapUvIndex], MaterialSrg::m_layer2_m_emissiveIntensity, MaterialSrg::m_layer2_m_emissiveColor.rgb, o_layer2_o_emissiveEnabled, o_layer2_o_emissive_useTexture);
float3 layer3_emissive = GetEmissiveInput(MaterialSrg::m_layer3_m_emissiveMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_emissiveMapUvIndex], MaterialSrg::m_layer3_m_emissiveIntensity, MaterialSrg::m_layer3_m_emissiveColor.rgb, o_layer3_o_emissiveEnabled, o_layer3_o_emissive_useTexture);
lightingData.emissiveLighting = BlendLayers(layer1_emissive, layer2_emissive, layer3_emissive, blendMaskValues);
lightingData.emissiveLighting = BlendLayers(lightingInputLayer1.m_emissiveLighting, lightingInputLayer2.m_emissiveLighting, lightingInputLayer3.m_emissiveLighting, blendWeights);
lightingData.specularOcclusion = BlendLayers(lightingInputLayer1.m_specularOcclusion, lightingInputLayer2.m_specularOcclusion, lightingInputLayer3.m_specularOcclusion, blendWeights);
lightingData.diffuseAmbientOcclusion = BlendLayers(lightingInputLayer1.m_diffuseAmbientOcclusion, lightingInputLayer2.m_diffuseAmbientOcclusion, lightingInputLayer3.m_diffuseAmbientOcclusion, blendWeights);
// ------- Occlusion -------
float layer1_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer1_m_diffuseOcclusionFactor, o_layer1_o_diffuseOcclusion_useTexture);
float layer2_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer2_m_diffuseOcclusionFactor, o_layer2_o_diffuseOcclusion_useTexture);
float layer3_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer3_m_diffuseOcclusionFactor, o_layer3_o_diffuseOcclusion_useTexture);
lightingData.diffuseAmbientOcclusion = BlendLayers(layer1_diffuseAmbientOcclusion, layer2_diffuseAmbientOcclusion, layer3_diffuseAmbientOcclusion, blendMaskValues);
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
float layer1_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer1_m_specularOcclusionFactor, o_layer1_o_specularOcclusion_useTexture);
float layer2_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer2_m_specularOcclusionFactor, o_layer2_o_specularOcclusion_useTexture);
float layer3_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer3_m_specularOcclusionFactor, o_layer3_o_specularOcclusion_useTexture);
lightingData.specularOcclusion = BlendLayers(layer1_specularOcclusion, layer2_specularOcclusion, layer3_specularOcclusion, blendMaskValues);
// ------- Clearcoat -------
// ------- Combine Clearcoat -------
if(o_clearCoat_feature_enabled)
{
// --- Layer 1 ---
float layer1_clearCoatFactor = 0.0f;
float layer1_clearCoatRoughness = 0.0f;
float3 layer1_clearCoatNormal = float3(0.0, 0.0, 0.0);
if(o_layer1_o_clearCoat_enabled)
{
float3x3 layer1_uvMatrix = MaterialSrg::m_layer1_m_clearCoatNormalMapUvIndex == 0 ? MaterialSrg::m_layer1_m_uvMatrix : CreateIdentity3x3();
GetClearCoatInputs(MaterialSrg::m_layer1_m_clearCoatInfluenceMap, uvLayer1[MaterialSrg::m_layer1_m_clearCoatInfluenceMapUvIndex], MaterialSrg::m_layer1_m_clearCoatFactor, o_layer1_o_clearCoat_factor_useTexture,
MaterialSrg::m_layer1_m_clearCoatRoughnessMap, uvLayer1[MaterialSrg::m_layer1_m_clearCoatRoughnessMapUvIndex], MaterialSrg::m_layer1_m_clearCoatRoughness, o_layer1_o_clearCoat_roughness_useTexture,
MaterialSrg::m_layer1_m_clearCoatNormalMap, uvLayer1[MaterialSrg::m_layer1_m_clearCoatNormalMapUvIndex], IN.m_normal, o_layer1_o_clearCoat_normal_useTexture, MaterialSrg::m_layer1_m_clearCoatNormalStrength,
layer1_uvMatrix, tangents[MaterialSrg::m_layer1_m_clearCoatNormalMapUvIndex], bitangents[MaterialSrg::m_layer1_m_clearCoatNormalMapUvIndex],
MaterialSrg::m_sampler, isFrontFace,
layer1_clearCoatFactor, layer1_clearCoatRoughness, layer1_clearCoatNormal);
}
// --- Layer 2 ---
float layer2_clearCoatFactor = 0.0f;
float layer2_clearCoatRoughness = 0.0f;
float3 layer2_clearCoatNormal = float3(0.0, 0.0, 0.0);
if(o_layer2_o_clearCoat_enabled)
{
float3x3 layer2_uvMatrix = MaterialSrg::m_layer2_m_clearCoatNormalMapUvIndex == 0 ? MaterialSrg::m_layer2_m_uvMatrix : CreateIdentity3x3();
GetClearCoatInputs(MaterialSrg::m_layer2_m_clearCoatInfluenceMap, uvLayer2[MaterialSrg::m_layer2_m_clearCoatInfluenceMapUvIndex], MaterialSrg::m_layer2_m_clearCoatFactor, o_layer2_o_clearCoat_factor_useTexture,
MaterialSrg::m_layer2_m_clearCoatRoughnessMap, uvLayer2[MaterialSrg::m_layer2_m_clearCoatRoughnessMapUvIndex], MaterialSrg::m_layer2_m_clearCoatRoughness, o_layer2_o_clearCoat_roughness_useTexture,
MaterialSrg::m_layer2_m_clearCoatNormalMap, uvLayer2[MaterialSrg::m_layer2_m_clearCoatNormalMapUvIndex], IN.m_normal, o_layer2_o_clearCoat_normal_useTexture, MaterialSrg::m_layer2_m_clearCoatNormalStrength,
layer2_uvMatrix, tangents[MaterialSrg::m_layer2_m_clearCoatNormalMapUvIndex], bitangents[MaterialSrg::m_layer2_m_clearCoatNormalMapUvIndex],
MaterialSrg::m_sampler, isFrontFace,
layer2_clearCoatFactor, layer2_clearCoatRoughness, layer2_clearCoatNormal);
}
// --- Layer 3 ---
float layer3_clearCoatFactor = 0.0f;
float layer3_clearCoatRoughness = 0.0f;
float3 layer3_clearCoatNormal = float3(0.0, 0.0, 0.0);
if(o_layer3_o_clearCoat_enabled)
{
float3x3 layer3_uvMatrix = MaterialSrg::m_layer3_m_clearCoatNormalMapUvIndex == 0 ? MaterialSrg::m_layer3_m_uvMatrix : CreateIdentity3x3();
GetClearCoatInputs(MaterialSrg::m_layer3_m_clearCoatInfluenceMap, uvLayer3[MaterialSrg::m_layer3_m_clearCoatInfluenceMapUvIndex], MaterialSrg::m_layer3_m_clearCoatFactor, o_layer3_o_clearCoat_factor_useTexture,
MaterialSrg::m_layer3_m_clearCoatRoughnessMap, uvLayer3[MaterialSrg::m_layer3_m_clearCoatRoughnessMapUvIndex], MaterialSrg::m_layer3_m_clearCoatRoughness, o_layer3_o_clearCoat_roughness_useTexture,
MaterialSrg::m_layer3_m_clearCoatNormalMap, uvLayer3[MaterialSrg::m_layer3_m_clearCoatNormalMapUvIndex], IN.m_normal, o_layer3_o_clearCoat_normal_useTexture, MaterialSrg::m_layer3_m_clearCoatNormalStrength,
layer3_uvMatrix, tangents[MaterialSrg::m_layer3_m_clearCoatNormalMapUvIndex], bitangents[MaterialSrg::m_layer3_m_clearCoatNormalMapUvIndex],
MaterialSrg::m_sampler, isFrontFace,
layer3_clearCoatFactor, layer3_clearCoatRoughness, layer3_clearCoatNormal);
}
// --- Blend Layers ---
surface.clearCoat.factor = BlendLayers(layer1_clearCoatFactor, layer2_clearCoatFactor, layer3_clearCoatFactor, blendMaskValues);
surface.clearCoat.roughness = BlendLayers(layer1_clearCoatRoughness, layer2_clearCoatRoughness, layer3_clearCoatRoughness, blendMaskValues);
surface.clearCoat.factor = BlendLayers(lightingInputLayer1.m_clearCoat.factor, lightingInputLayer2.m_clearCoat.factor, lightingInputLayer3.m_clearCoat.factor, blendWeights);
surface.clearCoat.roughness = BlendLayers(lightingInputLayer1.m_clearCoat.roughness, lightingInputLayer2.m_clearCoat.roughness, lightingInputLayer3.m_clearCoat.roughness, blendWeights);
// [GFX TODO][ATOM-14592] This is not the right way to blend the normals. We need to use ReorientTangentSpaceNormal(), and that requires GetClearCoatInputs() to return the normal in TS instead of WS.
surface.clearCoat.normal = BlendLayers(layer1_clearCoatNormal, layer2_clearCoatNormal, layer3_clearCoatNormal, blendMaskValues);
surface.clearCoat.normal = BlendLayers(lightingInputLayer1.m_clearCoat.normal, lightingInputLayer2.m_clearCoat.normal, lightingInputLayer3.m_clearCoat.normal, blendWeights);
surface.clearCoat.normal = normalize(surface.clearCoat.normal);
// manipulate base layer f0 if clear coat is enabled
@@ -409,11 +493,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// Clear coat layer has fixed IOR = 1.5 and transparent => F0 = (1.5 - 1)^2 / (1.5 + 1)^2 = 0.04
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// ------- Multiscatter -------
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Lighting Calculation -------
// Apply Decals
@@ -426,17 +506,14 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
lightingData.FinalizeLighting(0);
const float alpha = 1.0;
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
// Pack factor and quality, drawback: because of precision limit of float16 cannot represent exact 1, maximum representable value is 0.9961
uint factorAndQuality = dot(round(float2(saturate(surfaceScatteringFactor), MaterialSrg::m_subsurfaceScatteringQuality) * 255), float2(256, 1));
lightingOutput.m_diffuseColor.w = factorAndQuality * (o_enableSubsurfaceScattering ? 1.0 : -1.0);
lightingOutput.m_diffuseColor.w = -1; // Disable subsurface scattering
return lightingOutput;
}
@@ -0,0 +1,49 @@
--------------------------------------------------------------------------------------
--
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
-- its licensors.
--
-- For complete copyright and license terms please see the LICENSE at the root of this
-- distribution (the "License"). All use of this software is governed by the License,
-- or, if provided, by the license below or the license accompanying this file. Do not
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
--
--
----------------------------------------------------------------------------------------------------
-- This functor hides the properties for disabled material layers.
function GetMaterialPropertyDependencies()
return {
"blend.enableLayer2",
"blend.enableLayer3"
}
end
function SetLayerVisibility(context, layerNamePrefix, isVisible)
local visibility = MaterialPropertyGroupVisibility_Enabled
if(not isVisible) then
visibility = MaterialPropertyGroupVisibility_Hidden
end
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "baseColor", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "metallic", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "roughness", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "specularF0", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "normal", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "clearCoat", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "occlusion", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "emissive", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "parallax", visibility)
context:SetMaterialPropertyGroupVisibility(layerNamePrefix .. "uv", visibility)
end
function ProcessEditor(context)
local enableLayer2 = context:GetMaterialPropertyValue_bool("blend.enableLayer2")
local enableLayer3 = context:GetMaterialPropertyValue_bool("blend.enableLayer3")
SetLayerVisibility(context, "layer2_", context:GetMaterialPropertyValue_bool("blend.enableLayer2"))
SetLayerVisibility(context, "layer3_", context:GetMaterialPropertyValue_bool("blend.enableLayer3"))
end
@@ -24,7 +24,7 @@ end
function Process(context)
local enable = context:GetMaterialPropertyValue_bool("parallax.enable")
local textureMap = context:GetMaterialPropertyValue_image("parallax.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("parallax.textureMap")
context:SetShaderOptionValue_bool("o_useDepthMap", enable and textureMap ~= nil)
end
@@ -37,7 +37,7 @@ function ProcessEditor(context)
context:SetMaterialPropertyVisibility("parallax.textureMap", MaterialPropertyVisibility_Hidden)
end
local textureMap = context:GetMaterialPropertyValue_image("parallax.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("parallax.textureMap")
local visibility = MaterialPropertyVisibility_Enabled
if(not enable or textureMap == nil) then
visibility = MaterialPropertyVisibility_Hidden
@@ -107,7 +107,7 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) };
PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1);
GetDepth_Setup(IN.m_blendMask);
s_blendMaskFromVertexStream = IN.m_blendMask;
float depthNDC;
@@ -34,7 +34,7 @@ function GetShaderOptionDependencies()
end
function UpdateUseTextureState(context, clearCoatEnabled, textureMapPropertyName, useTexturePropertyName, shaderOptionName)
local textureMap = context:GetMaterialPropertyValue_image(textureMapPropertyName)
local textureMap = context:GetMaterialPropertyValue_Image(textureMapPropertyName)
local useTextureMap = context:GetMaterialPropertyValue_bool(useTexturePropertyName)
context:SetShaderOptionValue_bool(shaderOptionName, clearCoatEnabled and useTextureMap and textureMap ~= nil)
end
@@ -50,7 +50,7 @@ end
-- Note this logic matches that of the UseTextureFunctor class.
function UpdateTextureDependentPropertyVisibility(context, textureMapPropertyName, useTexturePropertyName, uvPropertyName)
local textureMap = context:GetMaterialPropertyValue_image(textureMapPropertyName)
local textureMap = context:GetMaterialPropertyValue_Image(textureMapPropertyName)
local useTexture = context:GetMaterialPropertyValue_bool(useTexturePropertyName)
if(textureMap == nil) then
@@ -22,7 +22,7 @@ end
function Process(context)
local enable = context:GetMaterialPropertyValue_bool("emissive.enable")
local textureMap = context:GetMaterialPropertyValue_image("emissive.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("emissive.textureMap")
local useTextureMap = context:GetMaterialPropertyValue_bool("emissive.useTexture")
context:SetShaderOptionValue_bool("o_emissiveEnabled", enable)
@@ -47,7 +47,7 @@ function ProcessEditor(context)
context:SetMaterialPropertyVisibility("emissive.textureMapUv", mainVisibility)
if(enable) then
local textureMap = context:GetMaterialPropertyValue_image("emissive.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("emissive.textureMap")
local useTextureMap = context:GetMaterialPropertyValue_bool("emissive.useTexture")
if(textureMap == nil) then
@@ -90,7 +90,7 @@ function ProcessEditor(context)
context:SetMaterialPropertyVisibility("opacity.textureMap", MaterialPropertyVisibility_Hidden)
context:SetMaterialPropertyVisibility("opacity.textureMapUv", MaterialPropertyVisibility_Hidden)
else
local textureMap = context:GetMaterialPropertyValue_image("opacity.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("opacity.textureMap")
if(nil == textureMap) then
context:SetMaterialPropertyVisibility("opacity.textureMapUv", MaterialPropertyVisibility_Disabled)
@@ -22,7 +22,7 @@ end
function Process(context)
local enable = context:GetMaterialPropertyValue_bool("parallax.enable")
local textureMap = context:GetMaterialPropertyValue_image("parallax.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("parallax.textureMap")
context:SetShaderOptionValue_bool("o_parallax_feature_enabled", enable)
context:SetShaderOptionValue_bool("o_useDepthMap", enable and textureMap ~= nil)
end
@@ -36,7 +36,7 @@ function ProcessEditor(context)
context:SetMaterialPropertyVisibility("parallax.textureMap", MaterialPropertyVisibility_Hidden)
end
local textureMap = context:GetMaterialPropertyValue_image("parallax.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("parallax.textureMap")
local visibility = MaterialPropertyVisibility_Enabled
if(not enable or textureMap == nil) then
visibility = MaterialPropertyVisibility_Hidden
@@ -21,13 +21,13 @@ function GetShaderOptionDependencies()
end
function Process(context)
local textureMap = context:GetMaterialPropertyValue_image("roughness.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("roughness.textureMap")
local useTexture = context:GetMaterialPropertyValue_bool("roughness.useTexture")
context:SetShaderOptionValue_bool("o_roughness_useTexture", useTexture and textureMap ~= nil)
end
function ProcessEditor(context)
local textureMap = context:GetMaterialPropertyValue_image("roughness.textureMap")
local textureMap = context:GetMaterialPropertyValue_Image("roughness.textureMap")
local useTexture = context:GetMaterialPropertyValue_bool("roughness.useTexture")
if(nil == textureMap) then
@@ -35,7 +35,7 @@ TransmissionMode_ThickObject = 1
TransmissionMode_ThinObject = 2
function UpdateUseTextureState(context, subsurfaceScatteringEnabled, textureMapPropertyName, useTexturePropertyName, shaderOptionName)
local textureMap = context:GetMaterialPropertyValue_image(textureMapPropertyName)
local textureMap = context:GetMaterialPropertyValue_Image(textureMapPropertyName)
local useTextureMap = context:GetMaterialPropertyValue_bool(useTexturePropertyName)
context:SetShaderOptionValue_bool(shaderOptionName, subsurfaceScatteringEnabled and useTextureMap and textureMap ~= nil)
end
@@ -53,7 +53,7 @@ function UpdateTextureDependentPropertyVisibility(context, featureEnabled, textu
context:SetMaterialPropertyVisibility(useTexturePropertyName, MaterialPropertyVisibility_Hidden)
context:SetMaterialPropertyVisibility(uvPropertyName, MaterialPropertyVisibility_Hidden)
else
local textureMap = context:GetMaterialPropertyValue_image(textureMapPropertyName)
local textureMap = context:GetMaterialPropertyValue_Image(textureMapPropertyName)
local useTextureMap = context:GetMaterialPropertyValue_bool(useTexturePropertyName)
if(textureMap == nil) then
@@ -43,7 +43,6 @@ class Surface
};
// Specular Anti-Aliasing technique from this paper:
// http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
void Surface::ApplySpecularAA()
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:f74ffab6ee15906158d27cbd2e5556e8fcdfd7820c0d0fd4b403de8a7af81662
size 5651
oid sha256:6660fa05dbf1e90298472fb41d99fff80a80de64ee88d17af4d0df3bdafb1ff6
size 52877
@@ -77,12 +77,16 @@ namespace AZ
}
};
// If PBR material properties aren't in use, fall back to legacy properties. Don't do that if some PBR material properties are set, though.
bool anyPBRInUse = false;
handleTexture("specularF0", SceneAPI::DataTypes::IMaterialData::TextureMapType::Specular);
handleTexture("normal", SceneAPI::DataTypes::IMaterialData::TextureMapType::Normal);
AZStd::optional<bool> useColorMap = materialData.GetUseColorMap();
// If the useColorMap property exists, this is a PBR material and the color should be set to baseColor.
if (useColorMap.has_value())
{
anyPBRInUse = true;
handleTexture("baseColor", SceneAPI::DataTypes::IMaterialData::TextureMapType::BaseColor);
}
else
@@ -97,17 +101,19 @@ namespace AZ
AZStd::optional<AZ::Vector3> baseColor = materialData.GetBaseColor();
if (baseColor.has_value())
{
anyPBRInUse = true;
sourceData.m_properties["baseColor"]["color"].m_value = toColor(baseColor.value());
}
sourceData.m_properties["opacity"]["factor"].m_value = materialData.GetOpacity();
auto applyOptionalPropertiesFunc = [&sourceData](const auto& propertyGroup, const auto& propertyName, const auto& propertyOptional)
auto applyOptionalPropertiesFunc = [&sourceData, &anyPBRInUse](const auto& propertyGroup, const auto& propertyName, const auto& propertyOptional)
{
// Only set PBR settings if they were specifically set in the scene's data.
// Otherwise, leave them unset so the data driven default properties are used.
if (propertyOptional.has_value())
{
anyPBRInUse = true;
sourceData.m_properties[propertyGroup][propertyName].m_value = propertyOptional.value();
}
};
@@ -127,6 +133,13 @@ namespace AZ
handleTexture("ambientOcclusion", SceneAPI::DataTypes::IMaterialData::TextureMapType::AmbientOcclusion);
applyOptionalPropertiesFunc("ambientOcclusion", "useTexture", materialData.GetUseAOMap());
if (!anyPBRInUse)
{
// If it doesn't have the useColorMap property, then it's a non-PBR material and the baseColor
// texture needs to be set to the diffuse color.
sourceData.m_properties["baseColor"]["color"].m_value = toColor(materialData.GetDiffuseColor());
}
return true;
}
@@ -329,6 +329,8 @@ namespace AZ
bool SetMaterialPropertySoftMaxValue(const char* name, Type value);
bool SetMaterialPropertyDescription(const char* name, const char* description);
bool SetMaterialPropertyGroupVisibility(const char* name, MaterialPropertyGroupVisibility visibility);
private:
@@ -0,0 +1,100 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/RTTI/TypeInfo.h>
#include <AzCore/RTTI/ReflectContext.h>
#include <Atom/RPI.Reflect/Material/MaterialPropertyValue.h>
namespace AZ
{
namespace RPI
{
// Normally we wouldn't want editor-related code mixed in with runtime code, but
// since this data can be modified dynamically, keeping it in the runtime makes
// the overall material functor design simpler and more user-friendly.
//! Visibility for each material property.
//! If the data field is empty, use default as editable.
enum class MaterialPropertyVisibility : uint32_t
{
Enabled, //!< The property is visible and editable
Disabled, //!< The property is visible but non-editable
Hidden, //!< The property is invisible
Default = Enabled
};
struct MaterialPropertyRange
{
MaterialPropertyRange() = default;
MaterialPropertyRange(
const MaterialPropertyValue& max,
const MaterialPropertyValue& min,
const MaterialPropertyValue& softMax,
const MaterialPropertyValue& softMin
)
: m_max(max)
, m_min(min)
, m_softMax(softMax)
, m_softMin(softMin)
{}
MaterialPropertyValue m_max;
MaterialPropertyValue m_min;
MaterialPropertyValue m_softMax;
MaterialPropertyValue m_softMin;
};
//! Used by material functors to dynamically control property metadata in tools.
//! For example, show/hide a property based on some other 'enable' flag property.
struct MaterialPropertyDynamicMetadata
{
AZ_TYPE_INFO(MaterialPropertyDynamicMetadata, "{A89F215F-3235-499F-896C-9E63ACC1D657}");
AZ::RPI::MaterialPropertyVisibility m_visibility;
AZStd::string m_description;
AZ::RPI::MaterialPropertyRange m_propertyRange;
};
//! Visibility for each material property group.
enum class MaterialPropertyGroupVisibility : uint32_t
{
// Note it's helpful to keep these values aligned with MaterialPropertyVisibility in part because in lua it would be easy to accidentally use
// MaterialPropertyVisibility instead of MaterialPropertyGroupVisibility resulting in sneaky bugs. Also, if the enums end up being the same in
// the future, we could just merge them into one.
Enabled, //!< The property is visible and editable
//Disabled, //!< The property is visible but non-editable (reserved for possible future use, to match MaterialPropertyVisibility)
Hidden=2, //!< The property is invisible
Default = Enabled
};
//! Used by material functors to dynamically control property group metadata in tools.
//! For example, show/hide an entire property group based on some 'enable' flag property.
struct MaterialPropertyGroupDynamicMetadata
{
AZ_TYPE_INFO(MaterialPropertyGroupDynamicMetadata, "{F94009F7-48A3-4CE0-AF64-D5A86890ACD4}");
AZ::RPI::MaterialPropertyGroupVisibility m_visibility;
};
void ReflectMaterialDynamicMetadata(ReflectContext* context);
} // namespace RPI
AZ_TYPE_INFO_SPECIALIZE(RPI::MaterialPropertyVisibility, "{318B43A2-79E3-4502-8FD0-5815209EA123}");
AZ_TYPE_INFO_SPECIALIZE(RPI::MaterialPropertyGroupVisibility, "{B803958B-DE64-4FBF-AC00-CF781611BE37}");
} // namespace AZ
@@ -18,6 +18,7 @@
#include <Atom/RPI.Reflect/Material/ShaderCollection.h>
#include <Atom/RPI.Reflect/Material/MaterialPropertyDescriptor.h>
#include <Atom/RPI.Reflect/Material/MaterialPropertyValue.h>
#include <Atom/RPI.Reflect/Material/MaterialDynamicMetadata.h>
namespace AZ
{
@@ -147,6 +148,8 @@ namespace AZ
public:
const MaterialPropertyDynamicMetadata* GetMaterialPropertyMetadata(const Name& propertyName) const;
const MaterialPropertyDynamicMetadata* GetMaterialPropertyMetadata(const MaterialPropertyIndex& index) const;
const MaterialPropertyGroupDynamicMetadata* GetMaterialPropertyGroupMetadata(const Name& propertyName) const;
//! Get the property value. The type must be one of those in MaterialPropertyValue.
//! Otherwise, a compile error will be reported.
@@ -178,6 +181,8 @@ namespace AZ
bool SetMaterialPropertySoftMaxValue(const Name& propertyName, const MaterialPropertyValue& max);
bool SetMaterialPropertySoftMaxValue(const MaterialPropertyIndex& index, const MaterialPropertyValue& max);
bool SetMaterialPropertyGroupVisibility(const Name& propertyGroupName, MaterialPropertyGroupVisibility visibility);
// [GFX TODO][ATOM-4168] Replace the workaround for unlink-able RPI.Public classes in MaterialFunctor
// const AZStd::vector<AZStd::any>&, AZStd::unordered_map<MaterialPropertyIndex, Image*>&, RHI::ConstPtr<MaterialPropertiesLayout>
@@ -185,18 +190,23 @@ namespace AZ
EditorContext(
const AZStd::vector<MaterialPropertyValue>& propertyValues,
RHI::ConstPtr<MaterialPropertiesLayout> materialPropertiesLayout,
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata>& metadata,
AZStd::unordered_set<Name>& outChangedProperties,
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata>& propertyMetadata,
AZStd::unordered_map<Name, MaterialPropertyGroupDynamicMetadata>& propertyGroupMetadata,
AZStd::unordered_set<Name>& updatedPropertiesOut,
AZStd::unordered_set<Name>& updatedPropertyGroupsOut,
const MaterialPropertyFlags* materialPropertyDependencies
);
private:
AZStd::list_iterator<AZStd::pair<AZ::Name, AZ::RPI::MaterialPropertyDynamicMetadata>> QueryMaterialMetadata(const Name& propertyName) const;
MaterialPropertyDynamicMetadata* QueryMaterialPropertyMetadata(const Name& propertyName) const;
MaterialPropertyGroupDynamicMetadata* QueryMaterialPropertyGroupMetadata(const Name& propertyGroupName) const;
const AZStd::vector<MaterialPropertyValue>& m_materialPropertyValues;
RHI::ConstPtr<MaterialPropertiesLayout> m_materialPropertiesLayout;
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata>& m_metadata;
AZStd::unordered_set<Name>& m_outChangedProperties;
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata>& m_propertyMetadata;
AZStd::unordered_map<Name, MaterialPropertyGroupDynamicMetadata>& m_propertyGroupMetadata;
AZStd::unordered_set<Name>& m_updatedPropertiesOut;
AZStd::unordered_set<Name>& m_updatedPropertyGroupsOut;
const MaterialPropertyFlags* m_materialPropertyDependencies = nullptr;
};
@@ -81,52 +81,6 @@ namespace AZ
AZStd::string GetMaterialPropertyDataTypeString(AZ::TypeId typeId);
//! Visibility for each material property.
//! If the data field is empty, use default as editable.
enum class MaterialPropertyVisibility : uint32_t
{
Enabled, //< The property is visible and editable
Disabled, //< The property is visible but non-editable
Hidden, //< The property is invisible
Default = Enabled
};
struct MaterialPropertyRange
{
MaterialPropertyRange() = default;
MaterialPropertyRange(
const MaterialPropertyValue& max,
const MaterialPropertyValue& min,
const MaterialPropertyValue& softMax,
const MaterialPropertyValue& softMin
)
: m_max(max)
, m_min(min)
, m_softMax(softMax)
, m_softMin(softMin)
{}
MaterialPropertyValue m_max;
MaterialPropertyValue m_min;
MaterialPropertyValue m_softMax;
MaterialPropertyValue m_softMin;
};
//! Used by material functors to dynamically control property metadata in tools.
//! For example, show/hide a property based on some other 'enable' flag property.
//! Normally we wouldn't want editor-related code mixed in with runtime code, but
//! since this data can be modified dynamically, keeping it in the runtime makes
//! the overall material functor design simpler and more user-friendly.
struct MaterialPropertyDynamicMetadata
{
AZ_TYPE_INFO(MaterialPropertyDynamicMetadata, "{A89F215F-3235-499F-896C-9E63ACC1D657}");
AZ::RPI::MaterialPropertyVisibility m_visibility;
AZStd::string m_description;
AZ::RPI::MaterialPropertyRange m_propertyRange;
};
//! A material property is any data input to a material, like a bool, float, Vector, Image, Buffer, etc.
//! This descriptor defines a single input property, including it's name ID, and how it maps
//! to the shader system.
@@ -171,7 +125,6 @@ namespace AZ
} // namespace RPI
AZ_TYPE_INFO_SPECIALIZE(RPI::MaterialPropertyOutputType, "{42A6E5E8-0FE6-4D7B-884A-1F478E4ADD97}");
AZ_TYPE_INFO_SPECIALIZE(RPI::MaterialPropertyVisibility, "{318B43A2-79E3-4502-8FD0-5815209EA123}");
AZ_TYPE_INFO_SPECIALIZE(RPI::MaterialPropertyDataType, "{3D903D5C-C6AA-452E-A2F8-8948D30833FF}");
} // namespace AZ
@@ -32,6 +32,7 @@ namespace AZ
MaterialPropertiesLayout::Reflect(context);
MaterialFunctor::Reflect(context);
LuaMaterialFunctor::Reflect(context);
ReflectMaterialDynamicMetadata(context);
}
void MaterialSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
@@ -63,6 +63,7 @@ namespace AZ
behaviorContext->Class<Image>();
MaterialPropertyDescriptor::Reflect(behaviorContext);
ReflectMaterialDynamicMetadata(behaviorContext);
LuaMaterialFunctorRenderStates::Reflect(behaviorContext);
LuaMaterialFunctorShaderItem::Reflect(behaviorContext);
@@ -255,7 +256,7 @@ namespace AZ
// Specialize for type Image* because that will be more intuitive within Lua.
// The script can then check the result for nil without calling "get()".
// For example, "GetMaterialPropertyValue_image(name) == nil" rather than "GetMaterialPropertyValue_image(name):get() == nil"
// For example, "GetMaterialPropertyValue_Image(name) == nil" rather than "GetMaterialPropertyValue_Image(name):get() == nil"
template<>
Image* LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(const char* name) const
{
@@ -278,7 +279,7 @@ namespace AZ
->Method("GetMaterialPropertyValue_Vector3", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Vector3>)
->Method("GetMaterialPropertyValue_Vector4", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Vector4>)
->Method("GetMaterialPropertyValue_Color", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Color>)
->Method("GetMaterialPropertyValue_image", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Image*>)
->Method("GetMaterialPropertyValue_Image", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Image*>)
->Method("SetShaderConstant_bool", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<bool>)
->Method("SetShaderConstant_int", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<int32_t>)
->Method("SetShaderConstant_uint", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<uint32_t>)
@@ -436,7 +437,7 @@ namespace AZ
->Method("GetMaterialPropertyValue_Vector3", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Vector3>)
->Method("GetMaterialPropertyValue_Vector4", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Vector4>)
->Method("GetMaterialPropertyValue_Color", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Color>)
->Method("GetMaterialPropertyValue_image", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Image*>)
->Method("GetMaterialPropertyValue_Image", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Image*>)
->Method("SetMaterialPropertyVisibility", &LuaMaterialFunctorEditorContext::SetMaterialPropertyVisibility)
->Method("SetMaterialPropertyDescription", &LuaMaterialFunctorEditorContext::SetMaterialPropertyDescription)
->Method("SetMaterialPropertyMinValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue<int32_t>)
@@ -451,6 +452,7 @@ namespace AZ
->Method("SetMaterialPropertySoftMaxValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue<int32_t>)
->Method("SetMaterialPropertySoftMaxValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue<uint32_t>)
->Method("SetMaterialPropertySoftMaxValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue<float>)
->Method("SetMaterialPropertyGroupVisibility", &LuaMaterialFunctorEditorContext::SetMaterialPropertyGroupVisibility)
;
}
@@ -524,6 +526,15 @@ namespace AZ
return m_editorContextImpl->SetMaterialPropertySoftMaxValue(index, value);
}
bool LuaMaterialFunctorEditorContext::SetMaterialPropertyGroupVisibility(const char* name, MaterialPropertyGroupVisibility visibility)
{
if (m_editorContextImpl)
{
return m_editorContextImpl->SetMaterialPropertyGroupVisibility(Name{m_propertyNamePrefix + name}, visibility);
}
return false;
}
bool LuaMaterialFunctorEditorContext::SetMaterialPropertyVisibility(const char* name, MaterialPropertyVisibility visibility)
{
@@ -0,0 +1,50 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Atom/RPI.Reflect/Material/MaterialDynamicMetadata.h>
#include <AzCore/RTTI/BehaviorContext.h>
namespace AZ
{
namespace RPI
{
void ReflectMaterialDynamicMetadata(ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Enum<MaterialPropertyVisibility>()
->Value("Enabled", MaterialPropertyVisibility::Enabled)
->Value("Disabled", MaterialPropertyVisibility::Disabled)
->Value("Hidden", MaterialPropertyVisibility::Hidden)
;
serializeContext->Enum<MaterialPropertyGroupVisibility>()
->Value("Enabled", MaterialPropertyGroupVisibility::Enabled)
->Value("Hidden", MaterialPropertyGroupVisibility::Hidden)
;
}
if (auto* behaviorContext = azrtti_cast<BehaviorContext*>(context))
{
behaviorContext
->Enum<(int)MaterialPropertyVisibility::Enabled>("MaterialPropertyVisibility_Enabled")
->Enum<(int)MaterialPropertyVisibility::Disabled>("MaterialPropertyVisibility_Disabled")
->Enum<(int)MaterialPropertyVisibility::Hidden>("MaterialPropertyVisibility_Hidden");
behaviorContext
->Enum<(int)MaterialPropertyGroupVisibility::Enabled>("MaterialPropertyGroupVisibility_Enabled")
->Enum<(int)MaterialPropertyGroupVisibility::Hidden>("MaterialPropertyGroupVisibility_Hidden");
}
}
} // namespace RPI
} // namespace AZ
@@ -142,25 +142,24 @@ namespace AZ
MaterialFunctor::EditorContext::EditorContext(
const AZStd::vector<MaterialPropertyValue>& propertyValues,
RHI::ConstPtr<MaterialPropertiesLayout> materialPropertiesLayout,
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata>& metadata,
AZStd::unordered_set<Name>& outChangedProperties,
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata>& propertyMetadata,
AZStd::unordered_map<Name, MaterialPropertyGroupDynamicMetadata>& propertyGroupMetadata,
AZStd::unordered_set<Name>& updatedPropertiesOut,
AZStd::unordered_set<Name>& updatedPropertyGroupsOut,
const MaterialPropertyFlags* materialPropertyDependencies
)
: m_materialPropertyValues(propertyValues)
, m_materialPropertiesLayout(materialPropertiesLayout)
, m_metadata(metadata)
, m_outChangedProperties(outChangedProperties)
, m_propertyMetadata(propertyMetadata)
, m_propertyGroupMetadata(propertyGroupMetadata)
, m_updatedPropertiesOut(updatedPropertiesOut)
, m_updatedPropertyGroupsOut(updatedPropertyGroupsOut)
, m_materialPropertyDependencies(materialPropertyDependencies)
{}
const MaterialPropertyDynamicMetadata* MaterialFunctor::EditorContext::GetMaterialPropertyMetadata(const Name& propertyName) const
{
auto it = QueryMaterialMetadata(propertyName);
if (it == m_metadata.end())
{
return nullptr;
}
return &(it->second);
return QueryMaterialPropertyMetadata(propertyName);
}
const MaterialPropertyDynamicMetadata* MaterialFunctor::EditorContext::GetMaterialPropertyMetadata(const MaterialPropertyIndex& index) const
@@ -168,19 +167,41 @@ namespace AZ
const Name& name = m_materialPropertiesLayout->GetPropertyDescriptor(index)->GetName();
return GetMaterialPropertyMetadata(name);
}
bool MaterialFunctor::EditorContext::SetMaterialPropertyVisibility(const Name& propertyName, MaterialPropertyVisibility visibility)
const MaterialPropertyGroupDynamicMetadata* MaterialFunctor::EditorContext::GetMaterialPropertyGroupMetadata(const Name& propertyName) const
{
auto it = QueryMaterialMetadata(propertyName);
if (it == m_metadata.end())
return QueryMaterialPropertyGroupMetadata(propertyName);
}
bool MaterialFunctor::EditorContext::SetMaterialPropertyGroupVisibility(const Name& propertyGroupName, MaterialPropertyGroupVisibility visibility)
{
MaterialPropertyGroupDynamicMetadata* metadata = QueryMaterialPropertyGroupMetadata(propertyGroupName);
if (!metadata)
{
return false;
}
MaterialPropertyVisibility originValue = it->second.m_visibility;
it->second.m_visibility = visibility;
if (originValue != visibility)
if (metadata->m_visibility != visibility)
{
m_outChangedProperties.insert(propertyName);
metadata->m_visibility = visibility;
m_updatedPropertyGroupsOut.insert(propertyGroupName);
}
return true;
}
bool MaterialFunctor::EditorContext::SetMaterialPropertyVisibility(const Name& propertyName, MaterialPropertyVisibility visibility)
{
MaterialPropertyDynamicMetadata* metadata = QueryMaterialPropertyMetadata(propertyName);
if (!metadata)
{
return false;
}
if (metadata->m_visibility != visibility)
{
metadata->m_visibility = visibility;
m_updatedPropertiesOut.insert(propertyName);
}
return true;
@@ -194,17 +215,16 @@ namespace AZ
bool MaterialFunctor::EditorContext::SetMaterialPropertyDescription(const Name& propertyName, AZStd::string description)
{
auto it = QueryMaterialMetadata(propertyName);
if (it == m_metadata.end())
MaterialPropertyDynamicMetadata* metadata = QueryMaterialPropertyMetadata(propertyName);
if (!metadata)
{
return false;
}
AZStd::string origin = it->second.m_description;
it->second.m_description = description;
if (origin != description)
if (metadata->m_description != description)
{
m_outChangedProperties.insert(propertyName);
metadata->m_description = description;
m_updatedPropertiesOut.insert(propertyName);
}
return true;
@@ -218,18 +238,16 @@ namespace AZ
bool MaterialFunctor::EditorContext::SetMaterialPropertyMinValue(const Name& propertyName, const MaterialPropertyValue& min)
{
auto it = QueryMaterialMetadata(propertyName);
if (it == m_metadata.end())
MaterialPropertyDynamicMetadata* metadata = QueryMaterialPropertyMetadata(propertyName);
if (!metadata)
{
return false;
}
MaterialPropertyValue origin = it->second.m_propertyRange.m_min;
it->second.m_propertyRange.m_min = min;
if(origin != min)
if(metadata->m_propertyRange.m_min != min)
{
m_outChangedProperties.insert(propertyName);
metadata->m_propertyRange.m_min = min;
m_updatedPropertiesOut.insert(propertyName);
}
return true;
@@ -243,18 +261,16 @@ namespace AZ
bool MaterialFunctor::EditorContext::SetMaterialPropertyMaxValue(const Name& propertyName, const MaterialPropertyValue& max)
{
auto it = QueryMaterialMetadata(propertyName);
if (it == m_metadata.end())
MaterialPropertyDynamicMetadata* metadata = QueryMaterialPropertyMetadata(propertyName);
if (!metadata)
{
return false;
}
MaterialPropertyValue origin = it->second.m_propertyRange.m_max;
it->second.m_propertyRange.m_max = max;
if (origin != max)
if (metadata->m_propertyRange.m_max != max)
{
m_outChangedProperties.insert(propertyName);
metadata->m_propertyRange.m_max = max;
m_updatedPropertiesOut.insert(propertyName);
}
return true;
@@ -268,18 +284,16 @@ namespace AZ
bool MaterialFunctor::EditorContext::SetMaterialPropertySoftMinValue(const Name& propertyName, const MaterialPropertyValue& min)
{
auto it = QueryMaterialMetadata(propertyName);
if (it == m_metadata.end())
MaterialPropertyDynamicMetadata* metadata = QueryMaterialPropertyMetadata(propertyName);
if (!metadata)
{
return false;
}
MaterialPropertyValue origin = it->second.m_propertyRange.m_softMin;
it->second.m_propertyRange.m_softMin = min;
if (origin != min)
if (metadata->m_propertyRange.m_softMin != min)
{
m_outChangedProperties.insert(propertyName);
metadata->m_propertyRange.m_softMin = min;
m_updatedPropertiesOut.insert(propertyName);
}
return true;
@@ -293,18 +307,16 @@ namespace AZ
bool MaterialFunctor::EditorContext::SetMaterialPropertySoftMaxValue(const Name& propertyName, const MaterialPropertyValue& max)
{
auto it = QueryMaterialMetadata(propertyName);
if (it == m_metadata.end())
MaterialPropertyDynamicMetadata* metadata = QueryMaterialPropertyMetadata(propertyName);
if (!metadata)
{
return false;
}
MaterialPropertyValue origin = it->second.m_propertyRange.m_softMax;
it->second.m_propertyRange.m_softMax = max;
if (origin != max)
if (metadata->m_propertyRange.m_softMax != max)
{
m_outChangedProperties.insert(propertyName);
metadata->m_propertyRange.m_softMax = max;
m_updatedPropertiesOut.insert(propertyName);
}
return true;
@@ -316,15 +328,26 @@ namespace AZ
return SetMaterialPropertySoftMaxValue(name, max);
}
AZStd::list_iterator<AZStd::pair<AZ::Name, AZ::RPI::MaterialPropertyDynamicMetadata>> MaterialFunctor::EditorContext::QueryMaterialMetadata(const Name& propertyName) const
MaterialPropertyDynamicMetadata* MaterialFunctor::EditorContext::QueryMaterialPropertyMetadata(const Name& propertyName) const
{
auto it = m_metadata.find(propertyName);
if (it == m_metadata.end())
auto it = m_propertyMetadata.find(propertyName);
if (it == m_propertyMetadata.end())
{
AZ_Error("MaterialFunctor", false, "Couldn't find metadata for material property: %s.", propertyName.GetCStr());
}
return it;
return &it->second;
}
MaterialPropertyGroupDynamicMetadata* MaterialFunctor::EditorContext::QueryMaterialPropertyGroupMetadata(const Name& propertyGroupName) const
{
auto it = m_propertyGroupMetadata.find(propertyGroupName);
if (it == m_propertyGroupMetadata.end())
{
AZ_Error("MaterialFunctor", false, "Couldn't find metadata for material property group: %s.", propertyGroupName.GetCStr());
}
return &it->second;
}
template<typename Type>
@@ -124,12 +124,6 @@ namespace AZ
->Value(ToString(MaterialPropertyOutputType::ShaderOption), MaterialPropertyOutputType::ShaderOption)
;
serializeContext->Enum<MaterialPropertyVisibility>()
->Value("Enabled", MaterialPropertyVisibility::Enabled)
->Value("Disabled", MaterialPropertyVisibility::Disabled)
->Value("Hidden", MaterialPropertyVisibility::Hidden)
;
serializeContext->Enum<MaterialPropertyDataType>()
->Value(ToString(MaterialPropertyDataType::Invalid), MaterialPropertyDataType::Invalid)
->Value(ToString(MaterialPropertyDataType::Bool), MaterialPropertyDataType::Bool)
@@ -153,14 +147,6 @@ namespace AZ
;
}
if (auto* behaviorContext = azrtti_cast<BehaviorContext*>(context))
{
behaviorContext
->Enum<(int)MaterialPropertyVisibility::Enabled>("MaterialPropertyVisibility_Enabled")
->Enum<(int)MaterialPropertyVisibility::Disabled>("MaterialPropertyVisibility_Disabled")
->Enum<(int)MaterialPropertyVisibility::Hidden>("MaterialPropertyVisibility_Hidden");
}
MaterialPropertyIndex::Reflect(context);
}
@@ -748,12 +748,15 @@ namespace UnitTest
MaterialPropertyDataType::UInt, "general.mode",
MaterialPropertyDataType::Float, "general.value",
functorScript);
AZStd::unordered_set<AZ::Name> changedPropertyNames;
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata> propertyDynamicMetadata;
propertyDynamicMetadata[Name{"general.mode"}] = {};
propertyDynamicMetadata[Name{"general.value"}] = {};
AZStd::unordered_set<AZ::Name> changedPropertyGroupNames;
AZStd::unordered_map<Name, MaterialPropertyGroupDynamicMetadata> propertyGroupDynamicMetadata;
propertyGroupDynamicMetadata[Name{"general"}] = {};
Ptr<MaterialFunctor> functor = testData.GetMaterialTypeAsset()->GetMaterialFunctors()[0];
@@ -761,7 +764,9 @@ namespace UnitTest
testData.GetMaterial()->GetPropertyValues(),
testData.GetMaterial()->GetMaterialPropertiesLayout(),
propertyDynamicMetadata,
propertyGroupDynamicMetadata,
changedPropertyNames,
changedPropertyGroupNames,
&functor->GetMaterialPropertyDependencies()
);
@@ -814,10 +819,13 @@ namespace UnitTest
functorScript);
AZStd::unordered_set<AZ::Name> changedPropertyNames;
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata> propertyDynamicMetadata;
propertyDynamicMetadata[Name{"general.units"}] = {};
propertyDynamicMetadata[Name{"general.distance"}] = {};
AZStd::unordered_set<AZ::Name> changedPropertyGroupNames;
AZStd::unordered_map<Name, MaterialPropertyGroupDynamicMetadata> propertyGroupDynamicMetadata;
propertyGroupDynamicMetadata[Name{"general"}] = {};
Ptr<MaterialFunctor> functor = testData.GetMaterialTypeAsset()->GetMaterialFunctors()[0];
@@ -825,7 +833,9 @@ namespace UnitTest
testData.GetMaterial()->GetPropertyValues(),
testData.GetMaterial()->GetMaterialPropertiesLayout(),
propertyDynamicMetadata,
propertyGroupDynamicMetadata,
changedPropertyNames,
changedPropertyGroupNames,
&functor->GetMaterialPropertyDependencies()
);
@@ -845,6 +855,66 @@ namespace UnitTest
EXPECT_EQ(-100.0f, propertyDynamicMetadata[Name{"general.distance"}].m_propertyRange.m_softMin.GetValue<float>());
EXPECT_EQ(100.0f, propertyDynamicMetadata[Name{"general.distance"}].m_propertyRange.m_softMax.GetValue<float>());
}
TEST_F(LuaMaterialFunctorTests, LuaMaterialFunctor_EditorContext_SetMaterialPropertyGroupVisibility)
{
using namespace AZ::RPI;
const char* functorScript =
R"(
function GetMaterialPropertyDependencies()
return { "general.mode" }
end
function ProcessEditor(context)
local mode = context:GetMaterialPropertyValue_uint("general.mode")
if (mode == 1) then
context:SetMaterialPropertyGroupVisibility("otherGroup", MaterialPropertyGroupVisibility_Enabled)
else
context:SetMaterialPropertyGroupVisibility("otherGroup", MaterialPropertyGroupVisibility_Hidden)
end
end
)";
TestMaterialData testData;
testData.Setup(
MaterialPropertyDataType::UInt, "general.mode",
MaterialPropertyDataType::Float, "otherGroup.value",
functorScript);
AZStd::unordered_set<AZ::Name> changedPropertyNames;
AZStd::unordered_map<Name, MaterialPropertyDynamicMetadata> propertyDynamicMetadata;
propertyDynamicMetadata[Name{"general.mode"}] = {};
propertyDynamicMetadata[Name{"otherGroup.value"}] = {};
AZStd::unordered_set<AZ::Name> changedPropertyGroupNames;
AZStd::unordered_map<Name, MaterialPropertyGroupDynamicMetadata> propertyGroupDynamicMetadata;
propertyGroupDynamicMetadata[Name{"general"}] = {};
propertyGroupDynamicMetadata[Name{"otherGroup"}] = {};
Ptr<MaterialFunctor> functor = testData.GetMaterialTypeAsset()->GetMaterialFunctors()[0];
AZ::RPI::MaterialFunctor::EditorContext context = AZ::RPI::MaterialFunctor::EditorContext(
testData.GetMaterial()->GetPropertyValues(),
testData.GetMaterial()->GetMaterialPropertiesLayout(),
propertyDynamicMetadata,
propertyGroupDynamicMetadata,
changedPropertyNames,
changedPropertyGroupNames,
&functor->GetMaterialPropertyDependencies()
);
testData.GetMaterial()->SetPropertyValue(testData.GetMaterialPropertyIndex(), MaterialPropertyValue{0u});
functor->Process(context);
EXPECT_EQ(MaterialPropertyGroupVisibility::Enabled, propertyGroupDynamicMetadata[Name{"general"}].m_visibility);
EXPECT_EQ(MaterialPropertyGroupVisibility::Hidden, propertyGroupDynamicMetadata[Name{"otherGroup"}].m_visibility);
testData.GetMaterial()->SetPropertyValue(testData.GetMaterialPropertyIndex(), MaterialPropertyValue{1u});
functor->Process(context);
EXPECT_EQ(MaterialPropertyGroupVisibility::Enabled, propertyGroupDynamicMetadata[Name{"general"}].m_visibility);
EXPECT_EQ(MaterialPropertyGroupVisibility::Enabled, propertyGroupDynamicMetadata[Name{"otherGroup"}].m_visibility);
}
TEST_F(LuaMaterialFunctorTests, LuaMaterialFunctor_RuntimeContext_SetRenderStates)
{
@@ -29,6 +29,7 @@ namespace JsonSerializationTests
{
AZ::RPI::MaterialTypeSourceData::Reflect(context.get());
AZ::RPI::MaterialPropertyDescriptor::Reflect(context.get());
AZ::RPI::ReflectMaterialDynamicMetadata(context.get());
}
void Reflect(AZStd::unique_ptr<AZ::JsonRegistrationContext>& context)
@@ -55,6 +55,7 @@ set(FILES
Include/Atom/RPI.Reflect/Material/MaterialAsset.h
Include/Atom/RPI.Reflect/Material/MaterialAssetCreatorCommon.h
Include/Atom/RPI.Reflect/Material/MaterialAssetCreator.h
Include/Atom/RPI.Reflect/Material/MaterialDynamicMetadata.h
Include/Atom/RPI.Reflect/Material/MaterialPropertyDescriptor.h
Include/Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h
Include/Atom/RPI.Reflect/Material/MaterialPropertyValue.h
@@ -140,6 +141,7 @@ set(FILES
Source/RPI.Reflect/Material/MaterialAssetCreatorCommon.cpp
Source/RPI.Reflect/Material/MaterialAssetCreator.cpp
Source/RPI.Reflect/Material/LuaMaterialFunctor.cpp
Source/RPI.Reflect/Material/MaterialDynamicMetadata.cpp
Source/RPI.Reflect/Material/MaterialPropertyDescriptor.cpp
Source/RPI.Reflect/Material/MaterialPropertiesLayout.cpp
Source/RPI.Reflect/Material/MaterialTypeAsset.cpp
@@ -4,6 +4,10 @@
"parentMaterial": "",
"propertyLayoutVersion": 3,
"properties": {
"blend": {
"enableLayer2": true,
"enableLayer3": true
},
"layer1_baseColor": {
"color": [
0.3495536744594574,
@@ -134,8 +138,14 @@
"enable": true
},
"uv": {
"offsetU": -0.2800000011920929,
"rotateDegrees": 39.599998474121097
"center": [
0.10000000149011612,
0.20000000298023225
],
"offsetU": 0.23000000417232514,
"offsetV": -0.23999999463558198,
"rotateDegrees": 39.599998474121097,
"scale": 1.100000023841858
}
}
}
}
@@ -0,0 +1,11 @@
{
"description": "",
"materialType": "Materials/Types/StandardMultilayerPBR.materialtype",
"parentMaterial": "TestData/Materials/StandardMultilayerPbrTestCases/001_ManyFeatures.material",
"propertyLayoutVersion": 3,
"properties": {
"blend": {
"enableLayer2": false
}
}
}
@@ -0,0 +1,11 @@
{
"description": "",
"materialType": "Materials/Types/StandardMultilayerPBR.materialtype",
"parentMaterial": "TestData/Materials/StandardMultilayerPbrTestCases/001_ManyFeatures.material",
"propertyLayoutVersion": 3,
"properties": {
"blend": {
"enableLayer3": false
}
}
}
@@ -4,6 +4,10 @@
"parentMaterial": "",
"propertyLayoutVersion": 3,
"properties": {
"blend": {
"enableLayer2": true,
"enableLayer3": true
},
"layer1_baseColor": {
"textureMap": "TestData/Textures/cc0/bark1_col.jpg"
},
@@ -30,6 +34,7 @@
"layer2_parallax": {
"enable": true,
"factor": 0.05299999937415123,
"offset": -0.024000000208616258,
"textureMap": "TestData/Textures/cc0/Rock030_2K_Displacement.jpg"
},
"layer2_roughness": {
@@ -49,4 +54,4 @@
"pdo": true
}
}
}
}
@@ -5,7 +5,7 @@
"propertyLayoutVersion": 3,
"properties": {
"general": {
"debugDrawMode": "BlendMaskValues"
"debugDrawMode": "BlendSource"
}
}
}
@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:053a7cd73b37c815900f87abd524830e6f23eee75d3b72fb866e86498d528159
size 36156
@@ -38,8 +38,8 @@ namespace AtomToolsFramework
Count
};
// Configures the initial state, data type, attributes, and values that describe
// the dynamic property and how it is presented
//! Configures the initial state, data type, attributes, and values that describe
//! the dynamic property and how it is presented
struct DynamicPropertyConfig
{
AZ_TYPE_INFO(DynamicPropertyConfig, "{9CA40E92-7F03-42BE-B6AA-51F30EE5796C}");
@@ -98,7 +98,7 @@ namespace AtomToolsFramework
//! Returns true if the property has a valid value.
bool IsValid() const;
//! Returns the ID of the property.
//! Returns the ID of the property.
const AZ::Name GetId() const;
//! Returns the current property visibility.
@@ -44,6 +44,17 @@ namespace AtomToolsFramework
const AZStd::string& groupDescription,
QWidget* groupWidget) = 0;
//! Sets the visibility of a specific property group. This impacts both the header and the widget.
virtual void SetGroupVisible(const AZStd::string& groupNameId, bool visible) = 0;
//! Returns whether a specific property is visible.
//! Note this follows the same rules as QWidget::isVisible(), meaning a group could be not visible due to the widget's parents being not visible.
virtual bool IsGroupVisible(const AZStd::string& groupNameId) const = 0;
//! Returns whether a specific property is explicitly hidden.
//! Note this follows the same rules as QWidget::isHidden(), meaning a group that is hidden will not become visible automatically when the parent becomes visible.
virtual bool IsGroupHidden(const AZStd::string& groupNameId) const = 0;
//! Calls Refresh for a specific InspectorGroupWidget, allowing for non-destructive UI changes
virtual void RefreshGroup(const AZStd::string& groupNameId) = 0;
@@ -57,6 +57,10 @@ namespace AtomToolsFramework
const AZStd::string& groupDescription,
QWidget* groupWidget) override;
void SetGroupVisible(const AZStd::string& groupNameId, bool visible) override;
bool IsGroupVisible(const AZStd::string& groupNameId) const override;
bool IsGroupHidden(const AZStd::string& groupNameId) const override;
void RefreshGroup(const AZStd::string& groupNameId) override;
void RebuildGroup(const AZStd::string& groupNameId) override;
@@ -79,6 +83,13 @@ namespace AtomToolsFramework
private:
QVBoxLayout* m_layout = nullptr;
QScopedPointer<Ui::InspectorWidget> m_ui;
AZStd::unordered_map<AZStd::string, AZStd::pair<InspectorGroupHeaderWidget*, QWidget*>> m_groups;
struct GroupWidgetPair
{
InspectorGroupHeaderWidget* m_header;
QWidget* m_panel;
};
AZStd::unordered_map<AZStd::string, GroupWidgetPair> m_groups;
};
} // namespace AtomToolsFramework
@@ -74,7 +74,7 @@ namespace AtomToolsFramework
groupWidget->setParent(m_ui->m_propertyContent);
m_layout->addWidget(groupWidget);
m_groups[groupNameId] = AZStd::make_pair(groupHeader, groupWidget);
m_groups[groupNameId] = {groupHeader, groupWidget};
connect(groupHeader, &InspectorGroupHeaderWidget::clicked, this, [this, groupNameId](QMouseEvent* event) {
OnHeaderClicked(groupNameId, event);
@@ -91,6 +91,38 @@ namespace AtomToolsFramework
CollapseGroup(groupNameId);
}
}
void InspectorWidget::SetGroupVisible(const AZStd::string& groupNameId, bool visible)
{
auto groupItr = m_groups.find(groupNameId);
if (groupItr != m_groups.end())
{
groupItr->second.m_header->setVisible(visible);
groupItr->second.m_panel->setVisible(visible && groupItr->second.m_header->IsExpanded());
}
}
bool InspectorWidget::IsGroupVisible(const AZStd::string& groupNameId) const
{
auto groupItr = m_groups.find(groupNameId);
if (groupItr != m_groups.end())
{
return groupItr->second.m_header->isVisible();
}
return false;
}
bool InspectorWidget::IsGroupHidden(const AZStd::string& groupNameId) const
{
auto groupItr = m_groups.find(groupNameId);
if (groupItr != m_groups.end())
{
return groupItr->second.m_header->isHidden();
}
return false;
}
void InspectorWidget::RefreshGroup(const AZStd::string& groupNameId)
{
@@ -129,8 +161,8 @@ namespace AtomToolsFramework
auto groupItr = m_groups.find(groupNameId);
if (groupItr != m_groups.end())
{
groupItr->second.first->SetExpanded(true);
groupItr->second.second->setVisible(true);
groupItr->second.m_header->SetExpanded(true);
groupItr->second.m_panel->setVisible(true);
}
}
@@ -139,23 +171,23 @@ namespace AtomToolsFramework
auto groupItr = m_groups.find(groupNameId);
if (groupItr != m_groups.end())
{
groupItr->second.first->SetExpanded(false);
groupItr->second.second->setVisible(false);
groupItr->second.m_header->SetExpanded(false);
groupItr->second.m_panel->setVisible(false);
}
}
bool InspectorWidget::IsGroupExpanded(const AZStd::string& groupNameId) const
{
auto groupItr = m_groups.find(groupNameId);
return groupItr != m_groups.end() ? groupItr->second.first->IsExpanded() : false;
return groupItr != m_groups.end() ? groupItr->second.m_header->IsExpanded() : false;
}
void InspectorWidget::ExpandAll()
{
for (auto& groupPair : m_groups)
{
groupPair.second.first->SetExpanded(true);
groupPair.second.second->setVisible(true);
groupPair.second.m_header->SetExpanded(true);
groupPair.second.m_panel->setVisible(true);
}
}
@@ -163,8 +195,8 @@ namespace AtomToolsFramework
{
for (auto& groupPair : m_groups)
{
groupPair.second.first->SetExpanded(false);
groupPair.second.second->setVisible(false);
groupPair.second.m_header->SetExpanded(false);
groupPair.second.m_panel->setVisible(false);
}
}
@@ -18,6 +18,7 @@
#include <AzCore/std/any.h>
#include <AtomToolsFramework/DynamicProperty/DynamicProperty.h>
#include <AtomToolsFramework/DynamicProperty/DynamicPropertyGroup.h>
namespace MaterialEditor
{
@@ -77,6 +78,12 @@ namespace MaterialEditor
//! @param documentId unique id of material document for which the notification is sent
//! @param property object containing the property value and configuration that was modified
virtual void OnDocumentPropertyConfigModified([[maybe_unused]] const AZ::Uuid& documentId, [[maybe_unused]] const AtomToolsFramework::DynamicProperty& property) {}
//! Signal that the property group visibility has been changed.
//! @param documentId unique id of material document for which the notification is sent
//! @param groupId id of the group that changed
//! @param visible whether the property group is visible
virtual void OnDocumentPropertyGroupVisibilityChanged([[maybe_unused]] const AZ::Uuid& documentId, [[maybe_unused]] const AZ::Name& groupId, [[maybe_unused]] bool visible) {}
};
using MaterialDocumentNotificationBus = AZ::EBus<MaterialDocumentNotifications>;
@@ -19,6 +19,7 @@
#include <AzCore/std/any.h>
#include <AtomToolsFramework/DynamicProperty/DynamicProperty.h>
#include <AtomToolsFramework/DynamicProperty/DynamicPropertyGroup.h>
namespace AZ
{
@@ -67,6 +68,10 @@ namespace MaterialEditor
//! Returns a property object
//! If the document is not open or the id can't be found, an invalid property is returned.
virtual const AtomToolsFramework::DynamicProperty& GetProperty(const AZ::Name& propertyFullName) const = 0;
//! Returns whether a property group is visible
//! If the document is not open or the id can't be found, returns false.
virtual bool IsPropertyGroupVisible(const AZ::Name& propertyGroupFullName) const = 0;
//! Modify material property value
virtual void SetPropertyValue(const AZ::Name& propertyFullName, const AZStd::any& value) = 0;
@@ -117,6 +117,24 @@ namespace MaterialEditor
const AtomToolsFramework::DynamicProperty& property = it->second;
return property;
}
bool MaterialDocument::IsPropertyGroupVisible(const AZ::Name& propertyGroupFullName) const
{
if (!IsOpen())
{
AZ_Error("MaterialDocument", false, "Material document is not open.");
return false;
}
const auto it = m_propertyGroupVisibility.find(propertyGroupFullName);
if (it == m_propertyGroupVisibility.end())
{
AZ_Error("MaterialDocument", false, "Material document property group could not be found: '%s'.", propertyGroupFullName.GetCStr());
return false;
}
return it->second;
}
void MaterialDocument::SetPropertyValue(const AZ::Name& propertyFullName, const AZStd::any& value)
{
@@ -153,8 +171,12 @@ namespace MaterialEditor
Recompile();
AZStd::unordered_set<Name> changedPropertyNames = RunEditorMaterialFunctors(dirtyFlags);
for (const Name& changedPropertyName : changedPropertyNames)
EditorMaterialFunctorResult result = RunEditorMaterialFunctors(dirtyFlags);
for (const Name& changedPropertyGroupName : result.m_updatedPropertyGroups)
{
MaterialDocumentNotificationBus::Broadcast(&MaterialDocumentNotificationBus::Events::OnDocumentPropertyGroupVisibilityChanged, m_id, changedPropertyGroupName, IsPropertyGroupVisible(changedPropertyGroupName));
}
for (const Name& changedPropertyName : result.m_updatedProperties)
{
MaterialDocumentNotificationBus::Broadcast(&MaterialDocumentNotificationBus::Events::OnDocumentPropertyConfigModified, m_id, GetProperty(changedPropertyName));
}
@@ -782,6 +804,12 @@ namespace MaterialEditor
return true;
});
// Populate the property group visibility map
for (MaterialTypeSourceData::GroupDefinition& group : m_materialTypeSourceData.GetGroupDefinitionsInDisplayOrder())
{
m_propertyGroupVisibility[AZ::Name{group.m_nameId}] = true;
}
// Adding properties for material type and parent as part of making dynamic
// properties and the inspector more general purpose.
// This allows the read only properties to appear in the inspector like any
@@ -914,16 +942,26 @@ namespace MaterialEditor
}
}
AZStd::unordered_set<AZ::Name> MaterialDocument::RunEditorMaterialFunctors(AZ::RPI::MaterialPropertyFlags dirtyFlags)
MaterialDocument::EditorMaterialFunctorResult MaterialDocument::RunEditorMaterialFunctors(AZ::RPI::MaterialPropertyFlags dirtyFlags)
{
AZStd::unordered_set<AZ::Name> changedPropertyNames;
EditorMaterialFunctorResult result;
AZStd::unordered_map<AZ::Name, AZ::RPI::MaterialPropertyDynamicMetadata> propertyDynamicMetadata;
AZStd::unordered_map<AZ::Name, AZ::RPI::MaterialPropertyGroupDynamicMetadata> propertyGroupDynamicMetadata;
for (auto& propertyPair : m_properties)
{
AtomToolsFramework::DynamicProperty& property = propertyPair.second;
AtomToolsFramework::ConvertToPropertyMetaData(propertyDynamicMetadata[property.GetId()], property.GetConfig());
}
for (auto& groupPair : m_propertyGroupVisibility)
{
AZ::RPI::MaterialPropertyGroupDynamicMetadata& metadata = propertyGroupDynamicMetadata[AZ::Name{groupPair.first}];
bool visible = groupPair.second;
metadata.m_visibility = visible ?
AZ::RPI::MaterialPropertyGroupVisibility::Enabled : AZ::RPI::MaterialPropertyGroupVisibility::Hidden;
}
for (AZ::RPI::Ptr<AZ::RPI::MaterialFunctor>& functor : m_editorFunctors)
{
const AZ::RPI::MaterialPropertyFlags& materialPropertyDependencies = functor->GetMaterialPropertyDependencies();
@@ -935,7 +973,9 @@ namespace MaterialEditor
m_materialInstance->GetPropertyValues(),
m_materialInstance->GetMaterialPropertiesLayout(),
propertyDynamicMetadata,
changedPropertyNames,
propertyGroupDynamicMetadata,
result.m_updatedProperties,
result.m_updatedPropertyGroups,
&materialPropertyDependencies
);
functor->Process(context);
@@ -950,7 +990,13 @@ namespace MaterialEditor
property.SetConfig(propertyConfig);
}
return changedPropertyNames;
for (auto& updatedPropertyGroup : result.m_updatedPropertyGroups)
{
bool visible = propertyGroupDynamicMetadata[updatedPropertyGroup].m_visibility == AZ::RPI::MaterialPropertyGroupVisibility::Enabled;
m_propertyGroupVisibility[updatedPropertyGroup] = visible;
}
return result;
}
} // namespace MaterialEditor
@@ -56,6 +56,7 @@ namespace MaterialEditor
const AZ::RPI::MaterialTypeSourceData* GetMaterialTypeSourceData() const override;
const AZStd::any& GetPropertyValue(const AZ::Name& propertyFullName) const override;
const AtomToolsFramework::DynamicProperty& GetProperty(const AZ::Name& propertyFullName) const override;
bool IsPropertyGroupVisible(const AZ::Name& propertyGroupFullName) const override;
void SetPropertyValue(const AZ::Name& propertyFullName, const AZStd::any& value) override;
bool Open(AZStd::string_view loadPath) override;
bool Rebuild() override;
@@ -79,11 +80,14 @@ namespace MaterialEditor
// Predicate for evaluating properties
using PropertyFilterFunction = AZStd::function<bool(const AtomToolsFramework::DynamicProperty&)>;
// Map of documenmt's property
// Map of document's properties
using PropertyMap = AZStd::unordered_map<AZ::Name, AtomToolsFramework::DynamicProperty>;
// Map of raw property values for undo/redo comparison and storage
using PropertyValueMap = AZStd::unordered_map<AZ::Name, AZStd::any>;
// Map of document's property group visibility flags
using PropertyGroupVisibilityMap = AZStd::unordered_map<AZ::Name, bool>;
// Function to be bound for undo and redo
using UndoRedoFunction = AZStd::function<void()>;
@@ -119,10 +123,16 @@ namespace MaterialEditor
void RestorePropertyValues(const PropertyValueMap& propertyValues);
struct EditorMaterialFunctorResult
{
AZStd::unordered_set<AZ::Name> m_updatedProperties;
AZStd::unordered_set<AZ::Name> m_updatedPropertyGroups;
};
// Run editor material functor to update editor metadata.
// @param dirtyFlags indicates which properties have changed, and thus which MaterialFunctors need to be run.
// @return names for the set of properties that have been changed or need update.
AZStd::unordered_set<AZ::Name> RunEditorMaterialFunctors(AZ::RPI::MaterialPropertyFlags dirtyFlags);
// @return names for the set of properties and groups that have been changed or need update.
EditorMaterialFunctorResult RunEditorMaterialFunctors(AZ::RPI::MaterialPropertyFlags dirtyFlags);
// Unique id of this material document
AZ::Uuid m_id = AZ::Uuid::CreateRandom();
@@ -153,6 +163,9 @@ namespace MaterialEditor
// Collection of all material's properties
PropertyMap m_properties;
// Collection of all material's property groups
PropertyGroupVisibilityMap m_propertyGroupVisibility;
// Material functors that run in editor. See MaterialFunctor.h for details.
AZStd::vector<AZ::RPI::Ptr<AZ::RPI::MaterialFunctor>> m_editorFunctors;
@@ -175,7 +188,7 @@ namespace MaterialEditor
int m_undoHistoryIndex = 0;
AZStd::any m_invalidValue;
AtomToolsFramework::DynamicProperty m_invalidProperty;
};
} // namespace MaterialEditor
@@ -198,6 +198,11 @@ namespace MaterialEditor
&group, &group, group.TYPEINFO_Uuid(), this, this, GetGroupSaveStateKey(groupNameId),
[this](const auto source, const auto target) { return CompareInstanceNodeProperties(source, target); });
AddGroup(groupNameId, groupDisplayName, groupDescription, propertyGroupWidget);
bool isGroupVisible = false;
MaterialDocumentRequestBus::EventResult(
isGroupVisible, m_documentId, &MaterialDocumentRequestBus::Events::IsPropertyGroupVisible, AZ::Name{groupNameId});
SetGroupVisible(groupNameId, isGroupVisible);
}
}
@@ -221,8 +226,7 @@ namespace MaterialEditor
}
}
void MaterialInspector::OnDocumentPropertyConfigModified(
const AZ::Uuid& documentId, const AtomToolsFramework::DynamicProperty& property)
void MaterialInspector::OnDocumentPropertyConfigModified(const AZ::Uuid&, const AtomToolsFramework::DynamicProperty& property)
{
for (auto& groupPair : m_groups)
{
@@ -234,20 +238,23 @@ namespace MaterialEditor
if (reflectedProperty.GetVisibility() != property.GetVisibility())
{
reflectedProperty.SetConfig(property.GetConfig());
AtomToolsFramework::InspectorRequestBus::Event(
documentId, &AtomToolsFramework::InspectorRequestBus::Events::RebuildGroup, groupPair.first);
RebuildGroup(groupPair.first);
}
else
{
reflectedProperty.SetConfig(property.GetConfig());
AtomToolsFramework::InspectorRequestBus::Event(
documentId, &AtomToolsFramework::InspectorRequestBus::Events::RefreshGroup, groupPair.first);
RefreshGroup(groupPair.first);
}
return;
}
}
}
}
void MaterialInspector::OnDocumentPropertyGroupVisibilityChanged(const AZ::Uuid&, const AZ::Name& groupId, bool visible)
{
SetGroupVisible(groupId.GetStringView(), visible);
}
void MaterialInspector::BeforePropertyModified(AzToolsFramework::InstanceDataNode* pNode)
{
@@ -60,6 +60,7 @@ namespace MaterialEditor
void OnDocumentOpened(const AZ::Uuid& documentId) override;
void OnDocumentPropertyValueModified(const AZ::Uuid& documentId, const AtomToolsFramework::DynamicProperty& property) override;
void OnDocumentPropertyConfigModified(const AZ::Uuid& documentId, const AtomToolsFramework::DynamicProperty& property) override;
void OnDocumentPropertyGroupVisibilityChanged(const AZ::Uuid& documentId, const AZ::Name& groupId, bool visible) override;
// AzToolsFramework::IPropertyEditorNotify overrides...
void BeforePropertyModified(AzToolsFramework::InstanceDataNode* pNode) override;
@@ -296,15 +296,20 @@ namespace AZ
void MaterialPropertyInspector::RunEditorMaterialFunctors()
{
AZStd::unordered_set<AZ::Name> changedPropertyNames;
AZStd::unordered_set<AZ::Name> changedPropertyGroupNames;
// Convert editor property configuration data into material property meta data so that it can be used to execute functors
AZStd::unordered_map<AZ::Name, AZ::RPI::MaterialPropertyDynamicMetadata> propertyDynamicMetadata;
for (auto& group : m_groups)
AZStd::unordered_map<AZ::Name, AZ::RPI::MaterialPropertyGroupDynamicMetadata> propertyGroupDynamicMetadata;
for (auto& groupPair : m_groups)
{
for (auto& property : group.second.m_properties)
{
AtomToolsFramework::ConvertToPropertyMetaData(propertyDynamicMetadata[property.GetId()], property.GetConfig());
}
AZ::RPI::MaterialPropertyGroupDynamicMetadata& metadata = propertyGroupDynamicMetadata[AZ::Name{groupPair.first}];
// It's significant that we check IsGroupHidden rather than IsGroupVisisble, because it follows the same rules as QWidget::isHidden().
// We don't care whether the widget and all its parents are visible, we only care about whether the group was hidden within the context
// of the material property inspector.
metadata.m_visibility = IsGroupHidden(groupPair.first) ?
AZ::RPI::MaterialPropertyGroupVisibility::Hidden : AZ::RPI::MaterialPropertyGroupVisibility::Enabled;
}
for (AZ::RPI::Ptr<AZ::RPI::MaterialFunctor>& functor : m_editorFunctors)
@@ -318,7 +323,9 @@ namespace AZ
m_materialInstance->GetPropertyValues(),
m_materialInstance->GetMaterialPropertiesLayout(),
propertyDynamicMetadata,
propertyGroupDynamicMetadata,
changedPropertyNames,
changedPropertyGroupNames,
&materialPropertyDependencies
);
functor->Process(context);
@@ -327,9 +334,16 @@ namespace AZ
m_dirtyPropertyFlags.reset();
// Apply any changes to material property meta data back to the editor property configurations
for (auto& group : m_groups)
for (auto& groupPair : m_groups)
{
for (auto& property : group.second.m_properties)
AZ::Name groupName{groupPair.first};
if (changedPropertyGroupNames.find(groupName) != changedPropertyGroupNames.end())
{
SetGroupVisible(groupPair.first, propertyGroupDynamicMetadata[groupName].m_visibility == AZ::RPI::MaterialPropertyGroupVisibility::Enabled);
}
for (auto& property : groupPair.second.m_properties)
{
AtomToolsFramework::DynamicPropertyConfig propertyConfig = property.GetConfig();