Added support for deeply nested material property groups.
The main addition here is the MaterialNameContext class which represents the concept of a namespace for properties, shader options, and SRG fields. This concept was already somewhat supported in LuaMaterialFunctor through bespoke "prefix" fields, but I have generalized it be available for all material functors. Note that I have not yet updated the other material functor types to ensure they take advantage of this feature, that will be in another commit. Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
This commit is contained in:
@@ -41,7 +41,10 @@ namespace AZ
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// Calls a lua function that returns a list of strings.
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Outcome<AZStd::vector<Name>, void> GetNameListFromLuaScript(AZ::ScriptContext& scriptContext, const char* luaFunctionName) const;
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FunctorResult CreateFunctor(const AZStd::string& materialTypeSourceFilePath, const MaterialPropertiesLayout* propertiesLayout) const;
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FunctorResult CreateFunctor(
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const AZStd::string& materialTypeSourceFilePath,
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const MaterialPropertiesLayout* propertiesLayout,
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const MaterialNameContext* materialNameContext) const;
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// Only one of these should have data
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AZStd::string m_luaSourceFile;
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@@ -31,6 +31,7 @@ namespace AZ
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class MaterialPropertiesLayout;
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class ShaderOptionGroupLayout;
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class JsonMaterialFunctorSourceDataSerializer;
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class MaterialNameContext;
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//! This is an abstract base class for initializing MaterialFunctor objects.
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//! Material functors provide custom logic and calculations to configure shaders, render states, and more.
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@@ -54,11 +55,17 @@ namespace AZ
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struct RuntimeContext
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{
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public:
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RuntimeContext(const AZStd::string& materialTypeFilePath, const MaterialPropertiesLayout* materialPropertiesLayout, const RHI::ShaderResourceGroupLayout* shaderResourceGroupLayout, const ShaderCollection* shaderCollection)
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RuntimeContext(
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const AZStd::string& materialTypeFilePath,
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const MaterialPropertiesLayout* materialPropertiesLayout,
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const RHI::ShaderResourceGroupLayout* shaderResourceGroupLayout,
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const ShaderCollection* shaderCollection,
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const MaterialNameContext* materialNameContext)
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: m_materialTypeFilePath(materialTypeFilePath)
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, m_materialPropertiesLayout(materialPropertiesLayout)
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, m_shaderResourceGroupLayout(shaderResourceGroupLayout)
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, m_shaderCollection(shaderCollection)
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, m_materialNameContext(materialNameContext)
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{}
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const AZStd::string& GetMaterialTypeSourceFilePath() const { return m_materialTypeFilePath; }
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@@ -66,6 +73,10 @@ namespace AZ
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const MaterialPropertiesLayout* GetMaterialPropertiesLayout() const;
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const RHI::ShaderResourceGroupLayout* GetShaderResourceGroupLayout() const;
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//! Find the index of a ShaderResourceGroup input. This will automatically apply the MaterialNameContext.
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RHI::ShaderInputConstantIndex FindShaderInputConstantIndex(Name inputName) const;
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RHI::ShaderInputImageIndex FindShaderInputImageIndex(Name inputName) const;
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//! Returns the number of shaders available in this material type.
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AZStd::size_t GetShaderCount() const;
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@@ -77,16 +88,18 @@ namespace AZ
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AZStd::vector<AZ::Name> GetShaderTags() const;
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//! Find a property's index by its name. It will report error and return a Null index if it fails.
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MaterialPropertyIndex FindMaterialPropertyIndex(const Name& propertyName) const;
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//! This will also automatically apply the MaterialNameContext.
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MaterialPropertyIndex FindMaterialPropertyIndex(Name propertyId) const;
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//! Find a shader option index using an option name from the shader by index or tag.
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//! This will also automatically apply the MaterialNameContext.
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//! @param shaderIndex index into the material type's list of shader options
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//! @param shaderTag tag name to index into the material type's list of shader options
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//! @param optionName the name of the option to find
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//! @param reportErrors if true, report an error message when if the option name was not found.
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//! @return the found index, or an empty handle if the option could not be found
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ShaderOptionIndex FindShaderOptionIndex(AZStd::size_t shaderIndex, const Name& optionName, bool reportErrors = true) const;
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ShaderOptionIndex FindShaderOptionIndex(const AZ::Name& shaderTag, const Name& optionName, bool reportErrors = true) const;
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ShaderOptionIndex FindShaderOptionIndex(AZStd::size_t shaderIndex, Name optionName, bool reportErrors = true) const;
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ShaderOptionIndex FindShaderOptionIndex(const AZ::Name& shaderTag, Name optionName, bool reportErrors = true) const;
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//! Return true if a shaderIndex is within the range of the number of shaders defined in this material.
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//! And also report an error message if the index is invalid.
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@@ -96,19 +109,32 @@ namespace AZ
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//! And also report an error message if shaderTag is invalid.
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bool CheckShaderTagValid(const AZ::Name& shaderTag) const;
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//! Returns the name context for the functor.
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//! It acts like a namespace for any names that the MaterialFunctorSourceData might reference. The namespace
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//! is automatically applied by the other relevant functions of this RuntimeContext class.
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//! Not that by default the MaterialNameContext is not saved as part of the final MaterialFunctor class
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//! (most CreateFunctor() implementations should convert names to indexes anyway) but CreateFunctor() can
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//! copy it to the created MaterialFunctor for use at runtime if needed.
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const MaterialNameContext* GetNameContext() const { return m_materialNameContext; }
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private:
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const AZStd::string m_materialTypeFilePath;
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const MaterialPropertiesLayout* m_materialPropertiesLayout;
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const RHI::ShaderResourceGroupLayout* m_shaderResourceGroupLayout;
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const ShaderCollection* m_shaderCollection;
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const MaterialNameContext* m_materialNameContext;
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};
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struct EditorContext
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{
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public:
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EditorContext(const AZStd::string& materialTypeFilePath, const MaterialPropertiesLayout* materialPropertiesLayout)
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EditorContext(
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const AZStd::string& materialTypeFilePath,
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const MaterialPropertiesLayout* materialPropertiesLayout,
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const MaterialNameContext* materialNameContext)
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: m_materialTypeFilePath(materialTypeFilePath)
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, m_materialPropertiesLayout(materialPropertiesLayout)
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, m_materialNameContext(materialNameContext)
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{}
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const AZStd::string& GetMaterialTypeSourceFilePath() const { return m_materialTypeFilePath; }
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@@ -116,11 +142,21 @@ namespace AZ
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const MaterialPropertiesLayout* GetMaterialPropertiesLayout() const;
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//! Find a property's index by its name. It will report error and return a Null index if it fails.
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MaterialPropertyIndex FindMaterialPropertyIndex(const Name& propertyName) const;
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//! This will also automatically apply the MaterialNameContext.
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MaterialPropertyIndex FindMaterialPropertyIndex(Name propertyId) const;
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//! Returns the name context for the functor.
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//! It acts like a namespace for any names that the MaterialFunctorSourceData might reference. The namespace
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//! is automatically applied by the other relevant functions of this RuntimeContext class.
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//! Not that by default the MaterialNameContext is not saved as part of the final MaterialFunctor class
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//! (most CreateFunctor() implementations should convert names to indexes anyway) but CreateFunctor() can
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//! copy it to the created MaterialFunctor for use at runtime if needed.
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const MaterialNameContext* GetNameContext() const { return m_materialNameContext; }
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private:
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const AZStd::string m_materialTypeFilePath;
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const MaterialPropertiesLayout* m_materialPropertiesLayout;
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const MaterialNameContext* m_materialNameContext;
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};
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//! Creates a fully initialized MaterialFunctor object that is ready to be serialized to the cache.
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@@ -22,9 +22,14 @@ namespace AZ
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//! The groups are optional, in which case the full property ID will just be like "propertyName".
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class MaterialPropertyId
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{
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public:
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public:
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//! Returns whether the name is a valid C-style identifier
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static bool IsValidName(AZStd::string_view name);
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static bool IsValidName(const AZ::Name& name);
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//! Returns whether the name is a valid C-style identifier, and reports errors if it is not.
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static bool CheckIsValidName(AZStd::string_view name);
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static bool CheckIsValidName(const AZ::Name& name);
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//! Creates a MaterialPropertyId from a full name string like "groupA.groupB.[...].propertyName" or just "propertyName".
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//! Also checks the name for validity.
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@@ -158,6 +158,8 @@ namespace AZ
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AZStd::string m_name;
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AZStd::string m_displayName;
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AZStd::string m_description;
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AZStd::string m_shaderInputsPrefix; //!< The name of all SRG inputs under this group will get this prefix.
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AZStd::string m_shaderOptionsPrefix; //!< The name of all shader options under this group will get this prefix.
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PropertyList m_properties;
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AZStd::vector<AZStd::unique_ptr<PropertyGroup>> m_propertyGroups;
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AZStd::vector<Ptr<MaterialFunctorSourceDataHolder>> m_materialFunctorSourceData;
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@@ -282,7 +284,7 @@ namespace AZ
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//! Call back function type used with the enumeration functions.
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//! Return false to terminate the traversal.
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using EnumeratePropertyGroupsCallback = AZStd::function<bool(
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const AZStd::string&, // The property ID context (i.e. "levelA.levelB.")
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const MaterialNameContext&, // The name context used to scope properties and shader connections (i.e. "levelA.levelB.")
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const PropertyGroup* // the next property group in the tree
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)>;
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@@ -293,7 +295,7 @@ namespace AZ
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//! Call back function type used with the numeration functions.
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//! Return false to terminate the traversal.
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using EnumeratePropertiesCallback = AZStd::function<bool(
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const AZStd::string&, // The property ID context (i.e. "levelA.levelB."
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const MaterialNameContext&, // The name context used to scope properties and shader connections (i.e. "levelA.levelB.")
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const PropertyDefinition* // the property definition object
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)>;
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@@ -316,10 +318,12 @@ namespace AZ
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PropertyDefinition* FindProperty(AZStd::span<AZStd::string_view> parsedPropertyId, AZStd::span<AZStd::unique_ptr<PropertyGroup>> inPropertyGroupList);
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// Function overloads for recursion, returns false to indicate that recursion should end.
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bool EnumeratePropertyGroups(const EnumeratePropertyGroupsCallback& callback, AZStd::string propertyIdContext, const AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& inPropertyGroupList) const;
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bool EnumerateProperties(const EnumeratePropertiesCallback& callback, AZStd::string propertyIdContext, const AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& inPropertyGroupList) const;
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bool EnumeratePropertyGroups(const EnumeratePropertyGroupsCallback& callback, MaterialNameContext materialNameContext, const AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& inPropertyGroupList) const;
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bool EnumerateProperties(const EnumeratePropertiesCallback& callback, MaterialNameContext materialNameContext, const AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& inPropertyGroupList) const;
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static MaterialNameContext ExtendNameContext(MaterialNameContext nameContext, const MaterialTypeSourceData::PropertyGroup& propertyGroup);
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//! Recursively populates a material asset with properties from the tree of material property groups.
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//! Recursively populates a material type asset with properties from the tree of material property groups.
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//! @param materialTypeSourceFilePath path to the material type file that is being processed, used to look up relative paths
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//! @param propertyIdContext the accumulated prefix that should be applied to any property names encountered in the current @propertyGroup
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//! @param propertyGroup the current PropertyGroup that is being processed
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@@ -327,7 +331,7 @@ namespace AZ
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bool BuildPropertyList(
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const AZStd::string& materialTypeSourceFilePath,
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MaterialTypeAssetCreator& materialTypeAssetCreator,
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AZStd::vector<AZStd::string>& propertyIdContext,
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MaterialNameContext materialNameContext,
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const MaterialTypeSourceData::PropertyGroup* propertyGroup) const;
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//! Construct a complete list of group definitions, including implicit groups, arranged in the same order as the source data.
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@@ -10,6 +10,7 @@
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#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
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#include <Atom/RPI.Reflect/Material/MaterialPropertyDescriptor.h>
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#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
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#include <Atom/RHI.Reflect/Limits.h>
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namespace UnitTest
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@@ -60,12 +61,8 @@ namespace AZ
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AZStd::unique_ptr<AZ::BehaviorContext> m_sriptBehaviorContext;
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AZStd::unique_ptr<AZ::ScriptContext> m_scriptContext;
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// These are prefix strings that will be applied to every name lookup in the lua functor.
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// This allows the lua script to be reused in different contexts.
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AZStd::string m_propertyNamePrefix;
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AZStd::string m_srgNamePrefix;
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AZStd::string m_optionsNamePrefix;
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MaterialNameContext m_materialNameContext;
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enum class ScriptStatus
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{
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Uninitialized,
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@@ -84,15 +81,11 @@ namespace AZ
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explicit LuaMaterialFunctorCommonContext(MaterialFunctor::RuntimeContext* runtimeContextImpl,
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const MaterialPropertyFlags* materialPropertyDependencies,
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const AZStd::string& propertyNamePrefix,
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const AZStd::string& srgNamePrefix,
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const AZStd::string& optionsNamePrefix);
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const MaterialNameContext &materialNameContext);
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explicit LuaMaterialFunctorCommonContext(MaterialFunctor::EditorContext* editorContextImpl,
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const MaterialPropertyFlags* materialPropertyDependencies,
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const AZStd::string& propertyNamePrefix,
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const AZStd::string& srgNamePrefix,
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const AZStd::string& optionsNamePrefix);
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const MaterialNameContext &materialNameContext);
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//! Returns false if PSO changes are not allowed, and may report errors or warnings
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bool CheckPsoChangesAllowed();
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@@ -112,11 +105,7 @@ namespace AZ
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AZStd::string GetMaterialPropertyDependenciesString() const;
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// These are prefix strings that will be applied to every name lookup in the lua functor.
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// This allows the lua script to be reused in different contexts.
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const AZStd::string& m_propertyNamePrefix;
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const AZStd::string& m_srgNamePrefix;
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const AZStd::string& m_optionsNamePrefix;
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const MaterialNameContext &m_materialNameContext;
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private:
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@@ -284,9 +273,7 @@ namespace AZ
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explicit LuaMaterialFunctorRuntimeContext(MaterialFunctor::RuntimeContext* runtimeContextImpl,
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const MaterialPropertyFlags* materialPropertyDependencies,
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const AZStd::string& propertyNamePrefix,
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const AZStd::string& srgNamePrefix,
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const AZStd::string& optionsNamePrefix);
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const MaterialNameContext &materialNameContext);
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template<typename Type>
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Type GetMaterialPropertyValue(const char* name) const;
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@@ -324,9 +311,7 @@ namespace AZ
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explicit LuaMaterialFunctorEditorContext(MaterialFunctor::EditorContext* editorContextImpl,
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const MaterialPropertyFlags* materialPropertyDependencies,
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const AZStd::string& propertyNamePrefix,
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const AZStd::string& srgNamePrefix,
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const AZStd::string& optionsNamePrefix);
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const MaterialNameContext &materialNameContext);
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template<typename Type>
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Type GetMaterialPropertyValue(const char* name) const;
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@@ -49,8 +49,8 @@ namespace AZ
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//! MaterialFunctor objects provide custom logic and calculations to configure shaders, render states,
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//! editor metadata, and more.
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//! Atom will provide an implementation of this class that uses a script to define the custom logic
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//! for a convenient workflow. Clients may also provide their own custom hard-coded implementations
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//! Atom provides a LuaMaterialFunctor subclass that uses a script to define the custom logic
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//! for a convenient workflow. Developers may also provide their own custom hard-coded implementations
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//! as an optimization rather than taking the scripted approach.
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//! Any custom subclasses of MaterialFunctor will also need a corresponding MaterialFunctorSourceData subclass
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//! to create the functor at build-time. Depending on the builder context, clients can choose to create a runtime
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@@ -0,0 +1,59 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/std/string/string.h>
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namespace AZ
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{
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class ReflectContext;
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class Name;
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namespace RPI
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{
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//! This acts like a namespace description for various types of identifiers that appear in .materialtype files.
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//! When reusable property groups are nested inside other property groups, they usually need alternate naming
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//! to connect to the appropriate shader inputs. For example, a baseColor property group inside a "layer1" group
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//! needs to connect to "m_layer1_baseColor_texture" and the same property definition is repeated inside a "layer2"
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//! group where it connects to "m_layer2_baseColor_texture". This data structure provides the name context, like
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//! "m_layer1_" or "m_layer2_".
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class MaterialNameContext
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{
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public:
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AZ_TYPE_INFO(MaterialNameContext, "{AAC9BB28-F463-455D-8467-F877E50E1FA7}")
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static void Reflect(ReflectContext* context);
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MaterialNameContext() = default;
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//! Extends the name context to a deeper property group.
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void ExtendPropertyIdContext(AZStd::string_view nameContext, bool insertDelimiter=true);
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void ExtendSrgInputContext(AZStd::string_view nameContext);
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void ExtendShaderOptionContext(AZStd::string_view nameContext);
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//! Applies the name context to a given leaf name.
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bool ContextualizeProperty(Name& propertyName) const;
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bool ContextualizeSrgInput(Name& srgInputName) const;
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bool ContextualizeShaderOption(Name& shaderOptionName) const;
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//! Returns true if there is some non-default name context.
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bool HasContextForProperties() const { return !m_propertyIdContext.empty(); }
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bool HasContextForSrgInputs() const { return !m_srgInputNameContext.empty(); }
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bool HasContextForShaderOptions() const { return !m_shaderOptionNameContext.empty(); }
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//! Returns true if the name context is empty.
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bool IsDefault() const;
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private:
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AZStd::string m_propertyIdContext;
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AZStd::string m_srgInputNameContext;
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AZStd::string m_shaderOptionNameContext;
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};
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} // namespace RPI
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} // namespace AZ
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@@ -51,7 +51,7 @@ namespace AZ
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{
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AssetBuilderSDK::AssetBuilderDesc materialBuilderDescriptor;
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materialBuilderDescriptor.m_name = JobKey;
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materialBuilderDescriptor.m_version = 117; // new material type file format
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materialBuilderDescriptor.m_version = 122; // nested property layers
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materialBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern("*.material", AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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materialBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern("*.materialtype", AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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materialBuilderDescriptor.m_busId = azrtti_typeid<MaterialBuilder>();
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@@ -269,7 +269,7 @@ namespace AZ
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response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
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}
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AZ::Data::Asset<MaterialTypeAsset> CreateMaterialTypeAsset(AZStd::string_view materialTypeSourceFilePath, const rapidjson::Value& json)
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AZ::Data::Asset<MaterialTypeAsset> CreateMaterialTypeAsset(AZStd::string_view materialTypeSourceFilePath, rapidjson::Document& json)
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{
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auto materialType = MaterialUtils::LoadMaterialTypeSourceData(materialTypeSourceFilePath, &json);
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@@ -115,16 +115,26 @@ namespace AZ
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RPI::LuaMaterialFunctorSourceData::FunctorResult LuaMaterialFunctorSourceData::CreateFunctor(
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const AZStd::string& materialTypeSourceFilePath,
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const MaterialPropertiesLayout* propertiesLayout
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const MaterialPropertiesLayout* propertiesLayout,
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const MaterialNameContext* materialNameContext
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) const
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{
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using namespace RPI;
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RPI::Ptr<LuaMaterialFunctor> functor = aznew LuaMaterialFunctor;
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functor->m_propertyNamePrefix = m_propertyNamePrefix;
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functor->m_srgNamePrefix = m_srgNamePrefix;
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functor->m_optionsNamePrefix = m_optionsNamePrefix;
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if (materialNameContext->IsDefault())
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{
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// This is a legacy feature that was used for a while to support reusing the same functor for multiple layers in StandardMultilayerPbr.materialtype.
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// Now that we have support for nested property groups, this functionality is only supported for functors at the top level, for backward compatibility.
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functor->m_materialNameContext.ExtendPropertyIdContext(m_propertyNamePrefix, false);
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functor->m_materialNameContext.ExtendSrgInputContext(m_srgNamePrefix);
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functor->m_materialNameContext.ExtendShaderOptionContext(m_optionsNamePrefix);
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}
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else
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{
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functor->m_materialNameContext = *materialNameContext;
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}
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if (!m_luaScript.empty() && !m_luaSourceFile.empty())
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{
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@@ -205,14 +215,16 @@ namespace AZ
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{
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return CreateFunctor(
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||||
context.GetMaterialTypeSourceFilePath(),
|
||||
context.GetMaterialPropertiesLayout());
|
||||
context.GetMaterialPropertiesLayout(),
|
||||
context.GetNameContext());
|
||||
}
|
||||
|
||||
RPI::LuaMaterialFunctorSourceData::FunctorResult LuaMaterialFunctorSourceData::CreateFunctor(const EditorContext& context) const
|
||||
{
|
||||
return CreateFunctor(
|
||||
context.GetMaterialTypeSourceFilePath(),
|
||||
context.GetMaterialPropertiesLayout());
|
||||
context.GetMaterialPropertiesLayout(),
|
||||
context.GetNameContext());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
|
||||
#include <Atom/RPI.Reflect/Material/ShaderCollection.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
#include <AzCore/Serialization/SerializeContext.h>
|
||||
#include <AzCore/Serialization/Json/RegistrationContext.h>
|
||||
|
||||
@@ -66,17 +67,20 @@ namespace AZ
|
||||
return m_shaderResourceGroupLayout;
|
||||
}
|
||||
|
||||
MaterialPropertyIndex MaterialFunctorSourceData::RuntimeContext::FindMaterialPropertyIndex(const Name& propertyName) const
|
||||
MaterialPropertyIndex MaterialFunctorSourceData::RuntimeContext::FindMaterialPropertyIndex(Name propertyId) const
|
||||
{
|
||||
MaterialPropertyIndex propertyIndex = m_materialPropertiesLayout->FindPropertyIndex(propertyName);
|
||||
m_materialNameContext->ContextualizeProperty(propertyId);
|
||||
MaterialPropertyIndex propertyIndex = m_materialPropertiesLayout->FindPropertyIndex(propertyId);
|
||||
|
||||
AZ_Error("MaterialFunctorSourceData", propertyIndex.IsValid(), "Could not find property '%s'.", propertyName.GetCStr());
|
||||
AZ_Error("MaterialFunctorSourceData", propertyIndex.IsValid(), "Could not find property '%s'.", propertyId.GetCStr());
|
||||
|
||||
return propertyIndex;
|
||||
}
|
||||
|
||||
ShaderOptionIndex MaterialFunctorSourceData::RuntimeContext::FindShaderOptionIndex(AZStd::size_t shaderIndex, const Name& optionName, bool reportErrors) const
|
||||
ShaderOptionIndex MaterialFunctorSourceData::RuntimeContext::FindShaderOptionIndex(AZStd::size_t shaderIndex, Name optionName, bool reportErrors) const
|
||||
{
|
||||
m_materialNameContext->ContextualizeShaderOption(optionName);
|
||||
|
||||
const ShaderOptionGroupLayout* shaderOptionGroupLayout = GetShaderOptionGroupLayout(shaderIndex);
|
||||
|
||||
if (shaderOptionGroupLayout)
|
||||
@@ -92,8 +96,10 @@ namespace AZ
|
||||
return ShaderOptionIndex();
|
||||
}
|
||||
|
||||
AZ::RPI::ShaderOptionIndex MaterialFunctorSourceData::RuntimeContext::FindShaderOptionIndex(const AZ::Name& shaderTag, const Name& optionName, bool reportErrors /*= true*/) const
|
||||
AZ::RPI::ShaderOptionIndex MaterialFunctorSourceData::RuntimeContext::FindShaderOptionIndex(const AZ::Name& shaderTag, Name optionName, bool reportErrors /*= true*/) const
|
||||
{
|
||||
m_materialNameContext->ContextualizeShaderOption(optionName);
|
||||
|
||||
const ShaderOptionGroupLayout* shaderOptionGroupLayout = GetShaderOptionGroupLayout(shaderTag);
|
||||
|
||||
if (shaderOptionGroupLayout)
|
||||
@@ -122,19 +128,33 @@ namespace AZ
|
||||
AZ_Error("MaterialFunctorSourceData", valid, "Shader tag '%s' is invalid", shaderTag.GetCStr());
|
||||
return valid;
|
||||
}
|
||||
|
||||
RHI::ShaderInputConstantIndex MaterialFunctorSourceData::RuntimeContext::FindShaderInputConstantIndex(Name inputName) const
|
||||
{
|
||||
m_materialNameContext->ContextualizeSrgInput(inputName);
|
||||
return m_shaderResourceGroupLayout->FindShaderInputConstantIndex(inputName);
|
||||
}
|
||||
|
||||
RHI::ShaderInputImageIndex MaterialFunctorSourceData::RuntimeContext::FindShaderInputImageIndex(Name inputName) const
|
||||
{
|
||||
m_materialNameContext->ContextualizeSrgInput(inputName);
|
||||
return m_shaderResourceGroupLayout->FindShaderInputImageIndex(inputName);
|
||||
}
|
||||
|
||||
const MaterialPropertiesLayout* MaterialFunctorSourceData::EditorContext::GetMaterialPropertiesLayout() const
|
||||
{
|
||||
return m_materialPropertiesLayout;
|
||||
}
|
||||
|
||||
MaterialPropertyIndex MaterialFunctorSourceData::EditorContext::FindMaterialPropertyIndex(const Name& propertyName) const
|
||||
MaterialPropertyIndex MaterialFunctorSourceData::EditorContext::FindMaterialPropertyIndex(Name propertyId) const
|
||||
{
|
||||
MaterialPropertyIndex propertyIndex = m_materialPropertiesLayout->FindPropertyIndex(propertyName);
|
||||
m_materialNameContext->ContextualizeProperty(propertyId);
|
||||
MaterialPropertyIndex propertyIndex = m_materialPropertiesLayout->FindPropertyIndex(propertyId);
|
||||
|
||||
AZ_Error("MaterialFunctorSourceData", propertyIndex.IsValid(), "Could not find property '%s'", propertyName.GetCStr());
|
||||
AZ_Error("MaterialFunctorSourceData", propertyIndex.IsValid(), "Could not find property '%s'", propertyId.GetCStr());
|
||||
|
||||
return propertyIndex;
|
||||
}
|
||||
|
||||
} // namespace RPI
|
||||
} // namespace AZ
|
||||
|
||||
@@ -25,11 +25,29 @@ namespace AZ
|
||||
return IsValidName(name.GetStringView());
|
||||
}
|
||||
|
||||
bool MaterialPropertyId::CheckIsValidName(AZStd::string_view name)
|
||||
{
|
||||
if (IsValidName(name))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
AZ_Error("MaterialPropertyId", false, "'%.*s' is not a valid identifier", AZ_STRING_ARG(name));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool MaterialPropertyId::CheckIsValidName(const AZ::Name& name)
|
||||
{
|
||||
return CheckIsValidName(name.GetStringView());
|
||||
}
|
||||
|
||||
bool MaterialPropertyId::IsValid() const
|
||||
{
|
||||
return !m_fullName.IsEmpty();
|
||||
}
|
||||
|
||||
|
||||
MaterialPropertyId MaterialPropertyId::Parse(AZStd::string_view fullPropertyId)
|
||||
{
|
||||
AZStd::vector<AZStd::string> tokens;
|
||||
@@ -94,14 +112,14 @@ namespace AZ
|
||||
{
|
||||
if (!IsValidName(name))
|
||||
{
|
||||
AZ_Error("MaterialPropertyId", false, "'%s' is not a valid identifier.", name.c_str());
|
||||
AZ_Error("MaterialPropertyId", false, "Group name '%s' is not a valid identifier.", name.c_str());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!IsValidName(propertyName))
|
||||
{
|
||||
AZ_Error("MaterialPropertyId", false, "'%.*s' is not a valid identifier.", AZ_STRING_ARG(propertyName));
|
||||
AZ_Error("MaterialPropertyId", false, "Property name '%.*s' is not a valid identifier.", AZ_STRING_ARG(propertyName));
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
#include <Atom/RPI.Reflect/Material/MaterialTypeAssetCreator.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialVersionUpdate.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
|
||||
#include <AzCore/Serialization/SerializeContext.h>
|
||||
#include <AzCore/Serialization/Json/RegistrationContext.h>
|
||||
@@ -89,10 +90,12 @@ namespace AZ
|
||||
;
|
||||
|
||||
serializeContext->Class<PropertyGroup>()
|
||||
->Version(1)
|
||||
->Version(2)
|
||||
->Field("name", &PropertyGroup::m_name)
|
||||
->Field("displayName", &PropertyGroup::m_displayName)
|
||||
->Field("description", &PropertyGroup::m_description)
|
||||
->Field("shaderInputsPrefix", &PropertyGroup::m_shaderInputsPrefix)
|
||||
->Field("shaderOptionsPrefix", &PropertyGroup::m_shaderOptionsPrefix)
|
||||
->Field("properties", &PropertyGroup::m_properties)
|
||||
->Field("propertyGroups", &PropertyGroup::m_propertyGroups)
|
||||
->Field("functors", &PropertyGroup::m_materialFunctorSourceData)
|
||||
@@ -134,22 +137,21 @@ namespace AZ
|
||||
|
||||
/*static*/ MaterialTypeSourceData::PropertyGroup* MaterialTypeSourceData::PropertyGroup::AddPropertyGroup(AZStd::string_view name, AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& toPropertyGroupList)
|
||||
{
|
||||
if (!MaterialPropertyId::CheckIsValidName(name))
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto iter = AZStd::find_if(toPropertyGroupList.begin(), toPropertyGroupList.end(), [name](const AZStd::unique_ptr<PropertyGroup>& existingPropertyGroup)
|
||||
{
|
||||
return existingPropertyGroup->m_name == name;
|
||||
});
|
||||
|
||||
|
||||
if (iter != toPropertyGroupList.end())
|
||||
{
|
||||
AZ_Error("Material source data", false, "PropertyGroup named '%.*s' already exists", AZ_STRING_ARG(name));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!MaterialPropertyId::IsValidName(name))
|
||||
{
|
||||
AZ_Error("Material source data", false, "'%.*s' is not a valid identifier", AZ_STRING_ARG(name));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
toPropertyGroupList.push_back(AZStd::make_unique<PropertyGroup>());
|
||||
toPropertyGroupList.back()->m_name = name;
|
||||
@@ -158,6 +160,11 @@ namespace AZ
|
||||
|
||||
MaterialTypeSourceData::PropertyDefinition* MaterialTypeSourceData::PropertyGroup::AddProperty(AZStd::string_view name)
|
||||
{
|
||||
if (!MaterialPropertyId::CheckIsValidName(name))
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto propertyIter = AZStd::find_if(m_properties.begin(), m_properties.end(), [name](const AZStd::unique_ptr<PropertyDefinition>& existingProperty)
|
||||
{
|
||||
return existingProperty->GetName() == name;
|
||||
@@ -180,12 +187,6 @@ namespace AZ
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!MaterialPropertyId::IsValidName(name))
|
||||
{
|
||||
AZ_Error("Material source data", false, "'%.*s' is not a valid identifier", AZ_STRING_ARG(name));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
m_properties.emplace_back(AZStd::make_unique<PropertyDefinition>(name));
|
||||
return m_properties.back().get();
|
||||
}
|
||||
@@ -265,10 +266,10 @@ namespace AZ
|
||||
|
||||
if (!subPath.empty())
|
||||
{
|
||||
const MaterialTypeSourceData::PropertyGroup* propertySubset = FindPropertyGroup(subPath, propertyGroup->m_propertyGroups);
|
||||
if (propertySubset)
|
||||
const MaterialTypeSourceData::PropertyGroup* propertySubgroup = FindPropertyGroup(subPath, propertyGroup->m_propertyGroups);
|
||||
if (propertySubgroup)
|
||||
{
|
||||
return propertySubset;
|
||||
return propertySubgroup;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -376,18 +377,18 @@ namespace AZ
|
||||
return parts;
|
||||
}
|
||||
|
||||
bool MaterialTypeSourceData::EnumeratePropertyGroups(const EnumeratePropertyGroupsCallback& callback, AZStd::string propertyIdContext, const AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& inPropertyGroupList) const
|
||||
bool MaterialTypeSourceData::EnumeratePropertyGroups(const EnumeratePropertyGroupsCallback& callback, MaterialNameContext materialNameContext, const AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& inPropertyGroupList) const
|
||||
{
|
||||
for (auto& propertyGroup : inPropertyGroupList)
|
||||
{
|
||||
if (!callback(propertyIdContext, propertyGroup.get()))
|
||||
if (!callback(materialNameContext, propertyGroup.get()))
|
||||
{
|
||||
return false; // Stop processing
|
||||
}
|
||||
|
||||
MaterialNameContext materialNameContext2 = ExtendNameContext(materialNameContext, *propertyGroup);
|
||||
|
||||
const AZStd::string propertyIdContext2 = propertyIdContext + propertyGroup->m_name + ".";
|
||||
|
||||
if (!EnumeratePropertyGroups(callback, propertyIdContext2, propertyGroup->m_propertyGroups))
|
||||
if (!EnumeratePropertyGroups(callback, materialNameContext2, propertyGroup->m_propertyGroups))
|
||||
{
|
||||
return false; // Stop processing
|
||||
}
|
||||
@@ -406,22 +407,21 @@ namespace AZ
|
||||
return EnumeratePropertyGroups(callback, {}, m_propertyLayout.m_propertyGroups);
|
||||
}
|
||||
|
||||
bool MaterialTypeSourceData::EnumerateProperties(const EnumeratePropertiesCallback& callback, AZStd::string propertyIdContext, const AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& inPropertyGroupList) const
|
||||
bool MaterialTypeSourceData::EnumerateProperties(const EnumeratePropertiesCallback& callback, MaterialNameContext materialNameContext, const AZStd::vector<AZStd::unique_ptr<PropertyGroup>>& inPropertyGroupList) const
|
||||
{
|
||||
|
||||
for (auto& propertyGroup : inPropertyGroupList)
|
||||
{
|
||||
const AZStd::string propertyIdContext2 = propertyIdContext + propertyGroup->m_name + ".";
|
||||
MaterialNameContext materialNameContext2 = ExtendNameContext(materialNameContext, *propertyGroup);
|
||||
|
||||
for (auto& property : propertyGroup->m_properties)
|
||||
{
|
||||
if (!callback(propertyIdContext2, property.get()))
|
||||
if (!callback(materialNameContext2, property.get()))
|
||||
{
|
||||
return false; // Stop processing
|
||||
}
|
||||
}
|
||||
|
||||
if (!EnumerateProperties(callback, propertyIdContext2, propertyGroup->m_propertyGroups))
|
||||
if (!EnumerateProperties(callback, materialNameContext2, propertyGroup->m_propertyGroups))
|
||||
{
|
||||
return false; // Stop processing
|
||||
}
|
||||
@@ -483,7 +483,7 @@ namespace AZ
|
||||
enumValues.push_back(uvNamePair.second);
|
||||
}
|
||||
|
||||
EnumerateProperties([&enumValues](const AZStd::string&, const MaterialTypeSourceData::PropertyDefinition* property)
|
||||
EnumerateProperties([&enumValues](const MaterialNameContext&, const MaterialTypeSourceData::PropertyDefinition* property)
|
||||
{
|
||||
if (property->m_dataType == AZ::RPI::MaterialPropertyDataType::Enum && property->m_enumIsUv)
|
||||
{
|
||||
@@ -529,24 +529,40 @@ namespace AZ
|
||||
return groupDefinitions;
|
||||
}
|
||||
|
||||
MaterialNameContext MaterialTypeSourceData::ExtendNameContext(MaterialNameContext nameContext, const MaterialTypeSourceData::PropertyGroup& propertyGroup)
|
||||
{
|
||||
MaterialNameContext materialNameContext2 = nameContext;
|
||||
materialNameContext2.ExtendPropertyIdContext(propertyGroup.m_name);
|
||||
materialNameContext2.ExtendShaderOptionContext(propertyGroup.m_shaderOptionsPrefix);
|
||||
materialNameContext2.ExtendSrgInputContext(propertyGroup.m_shaderInputsPrefix);
|
||||
return materialNameContext2;
|
||||
}
|
||||
|
||||
bool MaterialTypeSourceData::BuildPropertyList(
|
||||
const AZStd::string& materialTypeSourceFilePath,
|
||||
MaterialTypeAssetCreator& materialTypeAssetCreator,
|
||||
AZStd::vector<AZStd::string>& propertyIdContext,
|
||||
MaterialNameContext materialNameContext,
|
||||
const MaterialTypeSourceData::PropertyGroup* propertyGroup) const
|
||||
{
|
||||
{
|
||||
if (!MaterialPropertyId::CheckIsValidName(propertyGroup->m_name))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
materialNameContext = ExtendNameContext(materialNameContext, *propertyGroup);
|
||||
|
||||
for (const AZStd::unique_ptr<PropertyDefinition>& property : propertyGroup->m_properties)
|
||||
{
|
||||
// Register the property...
|
||||
|
||||
MaterialPropertyId propertyId{propertyIdContext, property->GetName()};
|
||||
|
||||
if (!propertyId.IsValid())
|
||||
if (!MaterialPropertyId::CheckIsValidName(property->GetName()))
|
||||
{
|
||||
// MaterialPropertyId reports an error message
|
||||
return false;
|
||||
}
|
||||
|
||||
Name propertyId{property->GetName()};
|
||||
materialNameContext.ContextualizeProperty(propertyId);
|
||||
|
||||
auto propertyGroupIter = AZStd::find_if(propertyGroup->GetPropertyGroups().begin(), propertyGroup->GetPropertyGroups().end(),
|
||||
[&property](const AZStd::unique_ptr<PropertyGroup>& existingPropertyGroup)
|
||||
{
|
||||
@@ -572,18 +588,23 @@ namespace AZ
|
||||
{
|
||||
case MaterialPropertyOutputType::ShaderInput:
|
||||
{
|
||||
materialTypeAssetCreator.ConnectMaterialPropertyToShaderInput(Name{output.m_fieldName});
|
||||
Name fieldName{output.m_fieldName};
|
||||
materialNameContext.ContextualizeSrgInput(fieldName);
|
||||
materialTypeAssetCreator.ConnectMaterialPropertyToShaderInput(fieldName);
|
||||
break;
|
||||
}
|
||||
case MaterialPropertyOutputType::ShaderOption:
|
||||
{
|
||||
Name fieldName{output.m_fieldName};
|
||||
materialNameContext.ContextualizeShaderOption(fieldName);
|
||||
|
||||
if (output.m_shaderIndex >= 0)
|
||||
{
|
||||
materialTypeAssetCreator.ConnectMaterialPropertyToShaderOption(Name{output.m_fieldName}, output.m_shaderIndex);
|
||||
materialTypeAssetCreator.ConnectMaterialPropertyToShaderOption(fieldName, output.m_shaderIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
materialTypeAssetCreator.ConnectMaterialPropertyToShaderOptions(Name{output.m_fieldName});
|
||||
materialTypeAssetCreator.ConnectMaterialPropertyToShaderOptions(fieldName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -650,17 +671,13 @@ namespace AZ
|
||||
}
|
||||
}
|
||||
|
||||
for (const AZStd::unique_ptr<PropertyGroup>& propertySubset : propertyGroup->m_propertyGroups)
|
||||
for (const AZStd::unique_ptr<PropertyGroup>& propertySubgroup : propertyGroup->m_propertyGroups)
|
||||
{
|
||||
propertyIdContext.push_back(propertySubset->m_name);
|
||||
|
||||
bool success = BuildPropertyList(
|
||||
materialTypeSourceFilePath,
|
||||
materialTypeAssetCreator,
|
||||
propertyIdContext,
|
||||
propertySubset.get());
|
||||
|
||||
propertyIdContext.pop_back();
|
||||
materialNameContext,
|
||||
propertySubgroup.get());
|
||||
|
||||
if (!success)
|
||||
{
|
||||
@@ -677,7 +694,8 @@ namespace AZ
|
||||
materialTypeSourceFilePath,
|
||||
materialTypeAssetCreator.GetMaterialPropertiesLayout(),
|
||||
materialTypeAssetCreator.GetMaterialShaderResourceGroupLayout(),
|
||||
materialTypeAssetCreator.GetShaderCollection()
|
||||
materialTypeAssetCreator.GetShaderCollection(),
|
||||
&materialNameContext
|
||||
)
|
||||
);
|
||||
|
||||
@@ -688,9 +706,10 @@ namespace AZ
|
||||
{
|
||||
materialTypeAssetCreator.AddMaterialFunctor(functor);
|
||||
|
||||
for (const AZ::Name& optionName : functorData->GetActualSourceData()->GetShaderOptionDependencies())
|
||||
for (AZ::Name optionName : functorData->GetActualSourceData()->GetShaderOptionDependencies())
|
||||
{
|
||||
materialTypeAssetCreator.ClaimShaderOptionOwnership(Name{optionName.GetCStr()});
|
||||
materialNameContext.ContextualizeShaderOption(optionName);
|
||||
materialTypeAssetCreator.ClaimShaderOptionOwnership(optionName);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -795,11 +814,9 @@ namespace AZ
|
||||
}
|
||||
}
|
||||
|
||||
for (const AZStd::unique_ptr<PropertyGroup>& propertyGroup : m_propertyLayout.m_propertyGroups)
|
||||
for (const AZStd::unique_ptr<PropertyGroup>& propertyGroup : m_propertyLayout.m_propertyGroups)
|
||||
{
|
||||
AZStd::vector<AZStd::string> propertyIdContext;
|
||||
propertyIdContext.push_back(propertyGroup->m_name);
|
||||
bool success = BuildPropertyList(materialTypeSourceFilePath, materialTypeAssetCreator, propertyIdContext, propertyGroup.get());
|
||||
bool success = BuildPropertyList(materialTypeSourceFilePath, materialTypeAssetCreator, MaterialNameContext{}, propertyGroup.get());
|
||||
|
||||
if (!success)
|
||||
{
|
||||
@@ -807,6 +824,8 @@ namespace AZ
|
||||
}
|
||||
}
|
||||
|
||||
MaterialNameContext nameContext;
|
||||
|
||||
// We cannot create the MaterialFunctor until after all the properties are added because
|
||||
// CreateFunctor() may need to look up properties in the MaterialPropertiesLayout
|
||||
for (auto& functorData : m_materialFunctorSourceData)
|
||||
@@ -816,7 +835,8 @@ namespace AZ
|
||||
materialTypeSourceFilePath,
|
||||
materialTypeAssetCreator.GetMaterialPropertiesLayout(),
|
||||
materialTypeAssetCreator.GetMaterialShaderResourceGroupLayout(),
|
||||
materialTypeAssetCreator.GetShaderCollection()
|
||||
materialTypeAssetCreator.GetShaderCollection(),
|
||||
&nameContext
|
||||
)
|
||||
);
|
||||
|
||||
|
||||
@@ -27,6 +27,7 @@ namespace AZ
|
||||
MaterialAsset::Reflect(context);
|
||||
MaterialPropertiesLayout::Reflect(context);
|
||||
MaterialFunctor::Reflect(context);
|
||||
MaterialNameContext::Reflect(context);
|
||||
LuaMaterialFunctor::Reflect(context);
|
||||
ReflectMaterialDynamicMetadata(context);
|
||||
}
|
||||
|
||||
@@ -29,9 +29,7 @@ namespace AZ
|
||||
serializeContext->Class<LuaMaterialFunctor, RPI::MaterialFunctor>()
|
||||
->Version(1)
|
||||
->Field("scriptAsset", &LuaMaterialFunctor::m_scriptAsset)
|
||||
->Field("propertyNamePrefix", &LuaMaterialFunctor::m_propertyNamePrefix)
|
||||
->Field("srgNamePrefix", &LuaMaterialFunctor::m_srgNamePrefix)
|
||||
->Field("optionsNamePrefix", &LuaMaterialFunctor::m_optionsNamePrefix)
|
||||
->Field("materialNameContext", &LuaMaterialFunctor::m_materialNameContext)
|
||||
;
|
||||
}
|
||||
}
|
||||
@@ -127,7 +125,7 @@ namespace AZ
|
||||
|
||||
if (m_scriptStatus == ScriptStatus::Ready)
|
||||
{
|
||||
LuaMaterialFunctorRuntimeContext luaContext{&context, &GetMaterialPropertyDependencies(), m_propertyNamePrefix, m_srgNamePrefix, m_optionsNamePrefix};
|
||||
LuaMaterialFunctorRuntimeContext luaContext{&context, &GetMaterialPropertyDependencies(), m_materialNameContext};
|
||||
AZ::ScriptDataContext call;
|
||||
if (m_scriptContext->Call("Process", call))
|
||||
{
|
||||
@@ -145,7 +143,7 @@ namespace AZ
|
||||
|
||||
if (m_scriptStatus == ScriptStatus::Ready)
|
||||
{
|
||||
LuaMaterialFunctorEditorContext luaContext{&context, &GetMaterialPropertyDependencies(), m_propertyNamePrefix, m_srgNamePrefix, m_optionsNamePrefix};
|
||||
LuaMaterialFunctorEditorContext luaContext{&context, &GetMaterialPropertyDependencies(), m_materialNameContext};
|
||||
AZ::ScriptDataContext call;
|
||||
if (m_scriptContext->Call("ProcessEditor", call))
|
||||
{
|
||||
@@ -157,27 +155,19 @@ namespace AZ
|
||||
|
||||
LuaMaterialFunctorCommonContext::LuaMaterialFunctorCommonContext(MaterialFunctor::RuntimeContext* runtimeContextImpl,
|
||||
const MaterialPropertyFlags* materialPropertyDependencies,
|
||||
const AZStd::string& propertyNamePrefix,
|
||||
const AZStd::string& srgNamePrefix,
|
||||
const AZStd::string& optionsNamePrefix)
|
||||
const MaterialNameContext& materialNameContext)
|
||||
: m_runtimeContextImpl(runtimeContextImpl)
|
||||
, m_materialPropertyDependencies(materialPropertyDependencies)
|
||||
, m_propertyNamePrefix(propertyNamePrefix)
|
||||
, m_srgNamePrefix(srgNamePrefix)
|
||||
, m_optionsNamePrefix(optionsNamePrefix)
|
||||
, m_materialNameContext(materialNameContext)
|
||||
{
|
||||
}
|
||||
|
||||
LuaMaterialFunctorCommonContext::LuaMaterialFunctorCommonContext(MaterialFunctor::EditorContext* editorContextImpl,
|
||||
const MaterialPropertyFlags* materialPropertyDependencies,
|
||||
const AZStd::string& propertyNamePrefix,
|
||||
const AZStd::string& srgNamePrefix,
|
||||
const AZStd::string& optionsNamePrefix)
|
||||
const MaterialNameContext& materialNameContext)
|
||||
: m_editorContextImpl(editorContextImpl)
|
||||
, m_materialPropertyDependencies(materialPropertyDependencies)
|
||||
, m_propertyNamePrefix(propertyNamePrefix)
|
||||
, m_srgNamePrefix(srgNamePrefix)
|
||||
, m_optionsNamePrefix(optionsNamePrefix)
|
||||
, m_materialNameContext(materialNameContext)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -256,7 +246,8 @@ namespace AZ
|
||||
{
|
||||
MaterialPropertyIndex propertyIndex;
|
||||
|
||||
Name propertyFullName{m_propertyNamePrefix + name};
|
||||
Name propertyFullName{name};
|
||||
m_materialNameContext.ContextualizeProperty(propertyFullName);
|
||||
|
||||
propertyIndex = GetMaterialPropertiesLayout()->FindPropertyIndex(propertyFullName);
|
||||
|
||||
@@ -361,10 +352,8 @@ namespace AZ
|
||||
|
||||
LuaMaterialFunctorRuntimeContext::LuaMaterialFunctorRuntimeContext(MaterialFunctor::RuntimeContext* runtimeContextImpl,
|
||||
const MaterialPropertyFlags* materialPropertyDependencies,
|
||||
const AZStd::string& propertyNamePrefix,
|
||||
const AZStd::string& srgNamePrefix,
|
||||
const AZStd::string& optionsNamePrefix)
|
||||
: LuaMaterialFunctorCommonContext(runtimeContextImpl, materialPropertyDependencies, propertyNamePrefix, srgNamePrefix, optionsNamePrefix)
|
||||
const MaterialNameContext& materialNameContext)
|
||||
: LuaMaterialFunctorCommonContext(runtimeContextImpl, materialPropertyDependencies, materialNameContext)
|
||||
, m_runtimeContextImpl(runtimeContextImpl)
|
||||
{
|
||||
}
|
||||
@@ -379,7 +368,8 @@ namespace AZ
|
||||
{
|
||||
bool didSetOne = false;
|
||||
|
||||
Name fullOptionName{m_optionsNamePrefix + name};
|
||||
Name fullOptionName{name};
|
||||
m_materialNameContext.ContextualizeShaderOption(fullOptionName);
|
||||
|
||||
for (AZStd::size_t i = 0; i < m_runtimeContextImpl->m_shaderCollection->size(); ++i)
|
||||
{
|
||||
@@ -429,7 +419,8 @@ namespace AZ
|
||||
|
||||
RHI::ShaderInputConstantIndex LuaMaterialFunctorRuntimeContext::GetShaderInputConstantIndex(const char* name, const char* functionName) const
|
||||
{
|
||||
Name fullInputName{m_srgNamePrefix + name};
|
||||
Name fullInputName{name};
|
||||
m_materialNameContext.ContextualizeSrgInput(fullInputName);
|
||||
|
||||
RHI::ShaderInputConstantIndex index = m_runtimeContextImpl->m_shaderResourceGroup->FindShaderInputConstantIndex(fullInputName);
|
||||
|
||||
@@ -524,10 +515,8 @@ namespace AZ
|
||||
|
||||
LuaMaterialFunctorEditorContext::LuaMaterialFunctorEditorContext(MaterialFunctor::EditorContext* editorContextImpl,
|
||||
const MaterialPropertyFlags* materialPropertyDependencies,
|
||||
const AZStd::string& propertyNamePrefix,
|
||||
const AZStd::string& srgNamePrefix,
|
||||
const AZStd::string& optionsNamePrefix)
|
||||
: LuaMaterialFunctorCommonContext(editorContextImpl, materialPropertyDependencies, propertyNamePrefix, srgNamePrefix, optionsNamePrefix)
|
||||
const MaterialNameContext& materialNameContext)
|
||||
: LuaMaterialFunctorCommonContext(editorContextImpl, materialPropertyDependencies, materialNameContext)
|
||||
, m_editorContextImpl(editorContextImpl)
|
||||
{
|
||||
}
|
||||
@@ -598,7 +587,9 @@ namespace AZ
|
||||
{
|
||||
if (m_editorContextImpl)
|
||||
{
|
||||
return m_editorContextImpl->SetMaterialPropertyGroupVisibility(Name{m_propertyNamePrefix + name}, visibility);
|
||||
Name fullName{name};
|
||||
m_materialNameContext.ContextualizeProperty(fullName);
|
||||
return m_editorContextImpl->SetMaterialPropertyGroupVisibility(fullName, visibility);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -607,7 +598,9 @@ namespace AZ
|
||||
{
|
||||
if (m_editorContextImpl)
|
||||
{
|
||||
return m_editorContextImpl->SetMaterialPropertyVisibility(Name{m_propertyNamePrefix + name}, visibility);
|
||||
Name fullName{name};
|
||||
m_materialNameContext.ContextualizeProperty(fullName);
|
||||
return m_editorContextImpl->SetMaterialPropertyVisibility(fullName, visibility);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -616,7 +609,9 @@ namespace AZ
|
||||
{
|
||||
if (m_editorContextImpl)
|
||||
{
|
||||
return m_editorContextImpl->SetMaterialPropertyDescription(Name{m_propertyNamePrefix + name}, description);
|
||||
Name fullName{name};
|
||||
m_materialNameContext.ContextualizeProperty(fullName);
|
||||
return m_editorContextImpl->SetMaterialPropertyDescription(fullName, description);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,89 @@
|
||||
/*
|
||||
* Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
#include <AzCore/RTTI/ReflectContext.h>
|
||||
#include <AzCore/Serialization/SerializeContext.h>
|
||||
#include <AzCore/Name/Name.h>
|
||||
|
||||
namespace AZ
|
||||
{
|
||||
namespace RPI
|
||||
{
|
||||
void MaterialNameContext::Reflect(ReflectContext* context)
|
||||
{
|
||||
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
|
||||
{
|
||||
serializeContext->Class<MaterialNameContext>()
|
||||
->Version(1)
|
||||
->Field("propertyIdContext", &MaterialNameContext::m_propertyIdContext)
|
||||
->Field("srgInputNameContext", &MaterialNameContext::m_srgInputNameContext)
|
||||
->Field("shaderOptionNameContext", &MaterialNameContext::m_shaderOptionNameContext)
|
||||
;
|
||||
}
|
||||
}
|
||||
|
||||
bool MaterialNameContext::IsDefault() const
|
||||
{
|
||||
return m_propertyIdContext.empty() && m_srgInputNameContext.empty() && m_shaderOptionNameContext.empty();
|
||||
}
|
||||
|
||||
void MaterialNameContext::ExtendPropertyIdContext(AZStd::string_view nameContext, bool insertDelimiter)
|
||||
{
|
||||
m_propertyIdContext += nameContext;
|
||||
if (insertDelimiter && !nameContext.empty() && !nameContext.ends_with("."))
|
||||
{
|
||||
m_propertyIdContext += ".";
|
||||
}
|
||||
}
|
||||
|
||||
void MaterialNameContext::ExtendSrgInputContext(AZStd::string_view nameContext)
|
||||
{
|
||||
m_srgInputNameContext += nameContext;
|
||||
}
|
||||
|
||||
void MaterialNameContext::ExtendShaderOptionContext(AZStd::string_view nameContext)
|
||||
{
|
||||
m_shaderOptionNameContext += nameContext;
|
||||
}
|
||||
|
||||
bool MaterialNameContext::ContextualizeProperty(Name& propertyName) const
|
||||
{
|
||||
if (m_propertyIdContext.empty())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
propertyName = m_propertyIdContext + propertyName.GetCStr();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MaterialNameContext::ContextualizeSrgInput(Name& srgInputName) const
|
||||
{
|
||||
if (m_srgInputNameContext.empty())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
srgInputName = m_srgInputNameContext + srgInputName.GetCStr();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MaterialNameContext::ContextualizeShaderOption(Name& shaderOptionName) const
|
||||
{
|
||||
if (m_shaderOptionNameContext.empty())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
shaderOptionName = m_shaderOptionNameContext + shaderOptionName.GetCStr();
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace RPI
|
||||
} // namespace AZ
|
||||
@@ -35,11 +35,14 @@ namespace UnitTest
|
||||
LuaMaterialFunctorSourceData functorSourceData;
|
||||
functorSourceData.m_luaScript = script;
|
||||
|
||||
MaterialNameContext nameContext;
|
||||
|
||||
MaterialFunctorSourceData::RuntimeContext createFunctorContext{
|
||||
"Dummy.materialtype",
|
||||
materialTypeCreator.GetMaterialPropertiesLayout(),
|
||||
materialTypeCreator.GetMaterialShaderResourceGroupLayout(),
|
||||
materialTypeCreator.GetShaderCollection()
|
||||
materialTypeCreator.GetShaderCollection(),
|
||||
&nameContext
|
||||
};
|
||||
|
||||
MaterialFunctorSourceData::FunctorResult result = functorSourceData.CreateFunctor(createFunctorContext);
|
||||
|
||||
@@ -15,6 +15,8 @@
|
||||
#include <Atom/RPI.Reflect/Material/MaterialTypeAsset.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialTypeAssetCreator.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialAssetCreator.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
#include <Atom/RPI.Reflect/Shader/ShaderAssetCreator.h>
|
||||
#include <Atom/RPI.Edit/Material/MaterialFunctorSourceData.h>
|
||||
#include <Atom/RPI.Public/Material/Material.h>
|
||||
#include <Material/MaterialAssetTestUtils.h>
|
||||
@@ -256,12 +258,15 @@ namespace UnitTest
|
||||
functorSourceData.m_registedPropertyName = registedPropertyName.GetStringView();
|
||||
functorSourceData.m_unregistedPropertyName = unregistedPropertyName.GetStringView();
|
||||
|
||||
MaterialNameContext nameContext;
|
||||
|
||||
MaterialFunctorSourceData::FunctorResult result = functorSourceData.CreateFunctor(
|
||||
MaterialFunctorSourceData::RuntimeContext(
|
||||
"Dummy.materialtype",
|
||||
materialTypeCreator.GetMaterialPropertiesLayout(),
|
||||
materialTypeCreator.GetMaterialShaderResourceGroupLayout(),
|
||||
materialTypeCreator.GetShaderCollection()
|
||||
materialTypeCreator.GetShaderCollection(),
|
||||
&nameContext
|
||||
)
|
||||
);
|
||||
|
||||
@@ -310,4 +315,169 @@ namespace UnitTest
|
||||
m_testMaterialTypeAsset = {};
|
||||
m_testMaterialAsset = {};
|
||||
}
|
||||
|
||||
TEST_F(MaterialFunctorTests, UseNameContextInFunctorSourceData_PropertyLookup)
|
||||
{
|
||||
class FindPropertyIndexTestFunctor : public MaterialFunctor
|
||||
{
|
||||
public:
|
||||
MaterialPropertyIndex m_foundIndex;
|
||||
};
|
||||
|
||||
class FindPropertyIndexTestFunctorSourceData : public MaterialFunctorSourceData
|
||||
{
|
||||
public:
|
||||
Name m_materialPropertyName;
|
||||
|
||||
using MaterialFunctorSourceData::CreateFunctor;
|
||||
FunctorResult CreateFunctor(const RuntimeContext& runtimeContext) const override
|
||||
{
|
||||
RPI::Ptr<FindPropertyIndexTestFunctor> functor = aznew FindPropertyIndexTestFunctor;
|
||||
functor->m_foundIndex = runtimeContext.FindMaterialPropertyIndex(m_materialPropertyName);
|
||||
return Success(RPI::Ptr<MaterialFunctor>(functor));
|
||||
}
|
||||
};
|
||||
|
||||
Data::Asset<MaterialTypeAsset> materialTypeAsset;
|
||||
MaterialTypeAssetCreator materialTypeCreator;
|
||||
materialTypeCreator.Begin(Uuid::CreateRandom());
|
||||
materialTypeCreator.BeginMaterialProperty(Name{"layer1.baseColor.factor"}, MaterialPropertyDataType::Float);
|
||||
materialTypeCreator.EndMaterialProperty();
|
||||
materialTypeCreator.End(materialTypeAsset);
|
||||
|
||||
FindPropertyIndexTestFunctorSourceData sourceData;
|
||||
sourceData.m_materialPropertyName = "factor";
|
||||
|
||||
MaterialNameContext nameContext;
|
||||
nameContext.ExtendPropertyIdContext("layer1");
|
||||
nameContext.ExtendPropertyIdContext("baseColor");
|
||||
|
||||
MaterialFunctorSourceData::RuntimeContext createFunctorContext(
|
||||
"",
|
||||
materialTypeAsset->GetMaterialPropertiesLayout(),
|
||||
nullptr,
|
||||
nullptr,
|
||||
&nameContext);
|
||||
|
||||
RPI::Ptr<MaterialFunctor> functor = sourceData.CreateFunctor(createFunctorContext).TakeValue();
|
||||
|
||||
EXPECT_TRUE(reinterpret_cast<FindPropertyIndexTestFunctor*>(functor.get())->m_foundIndex.IsValid());
|
||||
}
|
||||
|
||||
TEST_F(MaterialFunctorTests, UseNameContextInFunctorSourceData_ShaderOptionLookup)
|
||||
{
|
||||
class FindShaderOptionIndexTestFunctor : public MaterialFunctor
|
||||
{
|
||||
public:
|
||||
ShaderOptionIndex m_foundIndex;
|
||||
};
|
||||
|
||||
class FindShaderOptionIndexTestFunctorSourceData : public MaterialFunctorSourceData
|
||||
{
|
||||
public:
|
||||
Name m_shaderOptionName;
|
||||
|
||||
using MaterialFunctorSourceData::CreateFunctor;
|
||||
FunctorResult CreateFunctor(const RuntimeContext& runtimeContext) const override
|
||||
{
|
||||
RPI::Ptr<FindShaderOptionIndexTestFunctor> functor = aznew FindShaderOptionIndexTestFunctor;
|
||||
functor->m_foundIndex = runtimeContext.FindShaderOptionIndex(0, m_shaderOptionName);
|
||||
return Success(RPI::Ptr<MaterialFunctor>(functor));
|
||||
}
|
||||
};
|
||||
|
||||
RPI::Ptr<RPI::ShaderOptionGroupLayout> shaderOptionLayout = RPI::ShaderOptionGroupLayout::Create();
|
||||
shaderOptionLayout->AddShaderOption(
|
||||
RPI::ShaderOptionDescriptor{Name("o_layer1_baseColor_useTexture"), RPI::ShaderOptionType::Boolean, 0, 0, CreateBoolShaderOptionValues()});
|
||||
shaderOptionLayout->Finalize();
|
||||
|
||||
Data::Asset<ShaderAsset> shaderAsset = CreateTestShaderAsset(Uuid::CreateRandom(), nullptr, shaderOptionLayout);
|
||||
|
||||
Data::Asset<MaterialTypeAsset> materialTypeAsset;
|
||||
MaterialTypeAssetCreator materialTypeCreator;
|
||||
materialTypeCreator.Begin(Uuid::CreateRandom());
|
||||
materialTypeCreator.AddShader(shaderAsset);
|
||||
materialTypeCreator.End(materialTypeAsset);
|
||||
|
||||
FindShaderOptionIndexTestFunctorSourceData sourceData;
|
||||
sourceData.m_shaderOptionName = "useTexture";
|
||||
|
||||
MaterialNameContext nameContext;
|
||||
nameContext.ExtendShaderOptionContext("o_layer1_baseColor_");
|
||||
|
||||
MaterialFunctorSourceData::RuntimeContext createFunctorContext(
|
||||
"",
|
||||
nullptr,
|
||||
nullptr,
|
||||
&materialTypeAsset->GetShaderCollection(),
|
||||
&nameContext);
|
||||
|
||||
RPI::Ptr<MaterialFunctor> functor = sourceData.CreateFunctor(createFunctorContext).TakeValue();
|
||||
|
||||
EXPECT_TRUE(reinterpret_cast<FindShaderOptionIndexTestFunctor*>(functor.get())->m_foundIndex.IsValid());
|
||||
}
|
||||
|
||||
TEST_F(MaterialFunctorTests, UseNameContextInFunctorSourceData_ShaderConstantLookup)
|
||||
{
|
||||
class FindShaderInputIndexTestFunctor : public MaterialFunctor
|
||||
{
|
||||
public:
|
||||
RHI::ShaderInputConstantIndex m_foundConstantIndex;
|
||||
RHI::ShaderInputImageIndex m_foundImageIndex;
|
||||
};
|
||||
|
||||
class FindShaderInputIndexTestFunctorSourceData : public MaterialFunctorSourceData
|
||||
{
|
||||
public:
|
||||
Name m_shaderConstantName;
|
||||
Name m_shaderImageName;
|
||||
|
||||
using MaterialFunctorSourceData::CreateFunctor;
|
||||
FunctorResult CreateFunctor(const RuntimeContext& runtimeContext) const override
|
||||
{
|
||||
RPI::Ptr<FindShaderInputIndexTestFunctor> functor = aznew FindShaderInputIndexTestFunctor;
|
||||
functor->m_foundConstantIndex = runtimeContext.FindShaderInputConstantIndex(m_shaderConstantName);
|
||||
functor->m_foundImageIndex = runtimeContext.FindShaderInputImageIndex(m_shaderImageName);
|
||||
return Success(RPI::Ptr<MaterialFunctor>(functor));
|
||||
}
|
||||
};
|
||||
|
||||
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> srgLayout = RHI::ShaderResourceGroupLayout::Create();
|
||||
srgLayout->SetName(Name("MaterialSrg"));
|
||||
srgLayout->SetUniqueId(Uuid::CreateRandom().ToString<AZStd::string>()); // Any random string will suffice.
|
||||
srgLayout->SetBindingSlot(SrgBindingSlot::Material);
|
||||
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_layer1_baseColor_factor" }, 0, 4, 0});
|
||||
srgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_layer1_baseColor_texture" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 1});
|
||||
srgLayout->Finalize();
|
||||
|
||||
Data::Asset<ShaderAsset> shaderAsset = CreateTestShaderAsset(Uuid::CreateRandom(), srgLayout);
|
||||
|
||||
Data::Asset<MaterialTypeAsset> materialTypeAsset;
|
||||
MaterialTypeAssetCreator materialTypeCreator;
|
||||
materialTypeCreator.Begin(Uuid::CreateRandom());
|
||||
materialTypeCreator.AddShader(shaderAsset);
|
||||
materialTypeCreator.End(materialTypeAsset);
|
||||
|
||||
FindShaderInputIndexTestFunctorSourceData sourceData;
|
||||
sourceData.m_shaderConstantName = "factor";
|
||||
sourceData.m_shaderImageName = "texture";
|
||||
|
||||
MaterialNameContext nameContext;
|
||||
nameContext.ExtendSrgInputContext("m_layer1_baseColor_");
|
||||
|
||||
MaterialFunctorSourceData::RuntimeContext createFunctorContext(
|
||||
"",
|
||||
nullptr,
|
||||
srgLayout.get(),
|
||||
nullptr,
|
||||
&nameContext);
|
||||
|
||||
RPI::Ptr<MaterialFunctor> functor = sourceData.CreateFunctor(createFunctorContext).TakeValue();
|
||||
|
||||
EXPECT_TRUE(reinterpret_cast<FindShaderInputIndexTestFunctor*>(functor.get())->m_foundConstantIndex.IsValid());
|
||||
EXPECT_TRUE(reinterpret_cast<FindShaderInputIndexTestFunctor*>(functor.get())->m_foundImageIndex.IsValid());
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#include <Atom/RPI.Reflect/Material/MaterialTypeAsset.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialTypeAssetCreator.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
|
||||
namespace JsonSerializationTests
|
||||
{
|
||||
@@ -256,13 +257,16 @@ namespace UnitTest
|
||||
|
||||
JsonTestResult loadResult = LoadTestDataFromJson(*functorData, inputJson);
|
||||
|
||||
MaterialNameContext nameContext;
|
||||
|
||||
// Where type resolving happens.
|
||||
MaterialFunctorSourceData::FunctorResult functorResult = functorData->CreateFunctor(
|
||||
MaterialFunctorSourceData::RuntimeContext(
|
||||
"Dummy.materialtype",
|
||||
m_materialTypeCreator.GetMaterialPropertiesLayout(),
|
||||
m_materialTypeCreator.GetMaterialShaderResourceGroupLayout(),
|
||||
m_materialTypeCreator.GetShaderCollection()
|
||||
m_materialTypeCreator.GetShaderCollection(),
|
||||
&nameContext
|
||||
)
|
||||
);
|
||||
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#include <Atom/RPI.Edit/Material/MaterialUtils.h>
|
||||
#include <Atom/RPI.Reflect/Image/StreamingImageAsset.h>
|
||||
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
|
||||
#include <Atom/RPI.Public/Material/Material.h>
|
||||
|
||||
@@ -252,6 +253,57 @@ namespace UnitTest
|
||||
AZStd::string m_enablePropertyName;
|
||||
};
|
||||
|
||||
// All this functor does is save the MaterialNameContext
|
||||
class SaveNameContextTestFunctor final
|
||||
: public AZ::RPI::MaterialFunctor
|
||||
{
|
||||
public:
|
||||
AZ_RTTI(SaveNameContextTestFunctor, "{FD680069-B430-4278-9E5B-A2B9617627D5}", AZ::RPI::MaterialFunctor);
|
||||
|
||||
static void Reflect(AZ::ReflectContext* context)
|
||||
{
|
||||
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
|
||||
{
|
||||
serializeContext->Class<SaveNameContextTestFunctor, AZ::RPI::MaterialFunctor>()
|
||||
->Version(1)
|
||||
->Field("nameContext", &SaveNameContextTestFunctor::m_nameContext);
|
||||
}
|
||||
}
|
||||
|
||||
using AZ::RPI::MaterialFunctor::Process;
|
||||
void Process(AZ::RPI::MaterialFunctor::RuntimeContext&) override
|
||||
{
|
||||
}
|
||||
|
||||
MaterialNameContext m_nameContext;
|
||||
};
|
||||
|
||||
// All this functor does is save the MaterialNameContext
|
||||
class SaveNameContextTestFunctorSourceData final
|
||||
: public MaterialFunctorSourceData
|
||||
{
|
||||
public:
|
||||
AZ_RTTI(SaveNameContextTestFunctorSourceData, "{4261A2EC-4AB6-420E-884A-18D1A36500BE}", MaterialFunctorSourceData);
|
||||
|
||||
static void Reflect(AZ::ReflectContext* context)
|
||||
{
|
||||
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
|
||||
{
|
||||
serializeContext->Class<SaveNameContextTestFunctorSourceData>()
|
||||
->Version(1)
|
||||
;
|
||||
}
|
||||
}
|
||||
|
||||
using MaterialFunctorSourceData::CreateFunctor;
|
||||
FunctorResult CreateFunctor([[maybe_unused]] const RuntimeContext& context) const override
|
||||
{
|
||||
Ptr<SaveNameContextTestFunctor> functor = aznew SaveNameContextTestFunctor;
|
||||
functor->m_nameContext = *context.GetNameContext();
|
||||
return Success(Ptr<MaterialFunctor>(functor));
|
||||
}
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void Reflect(ReflectContext* context) override
|
||||
@@ -265,6 +317,7 @@ namespace UnitTest
|
||||
Splat3FunctorSourceData::Reflect(context);
|
||||
EnableShaderFunctorSourceData::Reflect(context);
|
||||
SetShaderOptionFunctorSourceData::Reflect(context);
|
||||
SaveNameContextTestFunctorSourceData::Reflect(context);
|
||||
}
|
||||
|
||||
void SetUp() override
|
||||
@@ -276,6 +329,7 @@ namespace UnitTest
|
||||
AZ::RPI::MaterialFunctorSourceDataRegistration::Get()->RegisterMaterialFunctor("Splat3", azrtti_typeid<Splat3FunctorSourceData>());
|
||||
AZ::RPI::MaterialFunctorSourceDataRegistration::Get()->RegisterMaterialFunctor("EnableShader", azrtti_typeid<EnableShaderFunctorSourceData>());
|
||||
AZ::RPI::MaterialFunctorSourceDataRegistration::Get()->RegisterMaterialFunctor("SetShaderOption", azrtti_typeid<SetShaderOptionFunctorSourceData>());
|
||||
AZ::RPI::MaterialFunctorSourceDataRegistration::Get()->RegisterMaterialFunctor("SaveNameContext", azrtti_typeid<SaveNameContextTestFunctorSourceData>());
|
||||
|
||||
const Name materialSrgId{"MaterialSrg"};
|
||||
m_testMaterialSrgLayout = RHI::ShaderResourceGroupLayout::Create();
|
||||
@@ -432,20 +486,25 @@ namespace UnitTest
|
||||
|
||||
struct EnumeratePropertyGroupsResult
|
||||
{
|
||||
AZStd::string m_propertyIdContext;
|
||||
MaterialNameContext m_materialNameContext;
|
||||
const MaterialTypeSourceData::PropertyGroup* m_propertyGroup;
|
||||
|
||||
void Check(AZStd::string expectedIdContext, const MaterialTypeSourceData::PropertyGroup* expectedPropertyGroup)
|
||||
{
|
||||
EXPECT_EQ(expectedIdContext, m_propertyIdContext);
|
||||
Name groupFullId{m_propertyGroup->GetName()};
|
||||
m_materialNameContext.ContextualizeProperty(groupFullId);
|
||||
|
||||
AZStd::string expectedPropertyId = expectedIdContext + expectedPropertyGroup->GetName();
|
||||
|
||||
EXPECT_EQ(expectedPropertyId, groupFullId.GetStringView());
|
||||
EXPECT_EQ(expectedPropertyGroup, m_propertyGroup);
|
||||
}
|
||||
};
|
||||
AZStd::vector<EnumeratePropertyGroupsResult> enumeratePropertyGroupsResults;
|
||||
|
||||
sourceData.EnumeratePropertyGroups([&enumeratePropertyGroupsResults](const AZStd::string& propertyIdContext, const MaterialTypeSourceData::PropertyGroup* propertyGroup)
|
||||
sourceData.EnumeratePropertyGroups([&enumeratePropertyGroupsResults](const MaterialNameContext& materialNameContext, const MaterialTypeSourceData::PropertyGroup* propertyGroup)
|
||||
{
|
||||
enumeratePropertyGroupsResults.push_back(EnumeratePropertyGroupsResult{propertyIdContext, propertyGroup});
|
||||
enumeratePropertyGroupsResults.push_back(EnumeratePropertyGroupsResult{materialNameContext, propertyGroup});
|
||||
return true;
|
||||
});
|
||||
|
||||
@@ -466,20 +525,25 @@ namespace UnitTest
|
||||
|
||||
struct EnumeratePropertiesResult
|
||||
{
|
||||
AZStd::string m_propertyIdContext;
|
||||
MaterialNameContext m_materialNameContext;
|
||||
const MaterialTypeSourceData::PropertyDefinition* m_propertyDefinition;
|
||||
|
||||
void Check(AZStd::string expectedIdContext, const MaterialTypeSourceData::PropertyDefinition* expectedPropertyDefinition)
|
||||
{
|
||||
EXPECT_EQ(expectedIdContext, m_propertyIdContext);
|
||||
Name propertyFullId{m_propertyDefinition->GetName()};
|
||||
m_materialNameContext.ContextualizeProperty(propertyFullId);
|
||||
|
||||
AZStd::string expectedPropertyId = expectedIdContext + expectedPropertyDefinition->GetName();
|
||||
|
||||
EXPECT_EQ(expectedPropertyId, propertyFullId.GetStringView());
|
||||
EXPECT_EQ(expectedPropertyDefinition, m_propertyDefinition);
|
||||
}
|
||||
};
|
||||
AZStd::vector<EnumeratePropertiesResult> enumeratePropertiesResults;
|
||||
|
||||
sourceData.EnumerateProperties([&enumeratePropertiesResults](const AZStd::string& propertyIdContext, const MaterialTypeSourceData::PropertyDefinition* propertyDefinition)
|
||||
sourceData.EnumerateProperties([&enumeratePropertiesResults](const MaterialNameContext& materialNameContext, const MaterialTypeSourceData::PropertyDefinition* propertyDefinition)
|
||||
{
|
||||
enumeratePropertiesResults.push_back(EnumeratePropertiesResult{propertyIdContext, propertyDefinition});
|
||||
enumeratePropertiesResults.push_back(EnumeratePropertiesResult{materialNameContext, propertyDefinition});
|
||||
return true;
|
||||
});
|
||||
|
||||
@@ -1469,7 +1533,7 @@ namespace UnitTest
|
||||
// Note that serialization of individual fields within material properties is thoroughly tested in
|
||||
// MaterialPropertySerializerTests, so the sample property data used here is cursory.
|
||||
// We also don't cover fields related to providing name contexts for nested property groups, like
|
||||
// "shaderInputPrefix" and "shaderOptionPrefix" as those are covered in CreateMaterialTypeAsset_NestedGroups*.
|
||||
// "shaderInputsPrefix" and "shaderOptionsPrefix" as those are covered in CreateMaterialTypeAsset_NestedGroups*.
|
||||
|
||||
const AZStd::string inputJson = R"(
|
||||
{
|
||||
@@ -2014,4 +2078,140 @@ namespace UnitTest
|
||||
EXPECT_EQ(materialType.FindProperty("myGroup.bar")->m_dataType, MaterialPropertyDataType::Float);
|
||||
}
|
||||
|
||||
TEST_F(MaterialTypeSourceDataTests, CreateMaterialTypeAsset_NestedGroupNameContext)
|
||||
{
|
||||
const Name materialSrgId{"MaterialSrg"};
|
||||
RHI::Ptr<RHI::ShaderResourceGroupLayout> materialSrgLayout = RHI::ShaderResourceGroupLayout::Create();
|
||||
materialSrgLayout->SetName(materialSrgId);
|
||||
materialSrgLayout->SetBindingSlot(SrgBindingSlot::Material);
|
||||
materialSrgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{ Name{ "m_unused1" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 1 });
|
||||
materialSrgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{ Name{ "m_unused2" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 1 });
|
||||
materialSrgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{ Name{ "m_groupA_m_groupB_m_texture" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 1 });
|
||||
EXPECT_TRUE(materialSrgLayout->Finalize());
|
||||
|
||||
Ptr<ShaderOptionGroupLayout> shaderOptions = ShaderOptionGroupLayout::Create();
|
||||
shaderOptions->AddShaderOption(ShaderOptionDescriptor{Name{"o_unused"}, ShaderOptionType::Boolean, 0, 0, CreateBoolShaderOptionValues()});
|
||||
shaderOptions->AddShaderOption(ShaderOptionDescriptor{Name{"o_groupA_o_groupB_o_useTexture"}, ShaderOptionType::Boolean, 1, 1, CreateBoolShaderOptionValues()});
|
||||
shaderOptions->AddShaderOption(ShaderOptionDescriptor{Name{"o_groupA_o_groupB_o_useTextureAlt"}, ShaderOptionType::Boolean, 2, 2, CreateBoolShaderOptionValues()});
|
||||
shaderOptions->Finalize();
|
||||
|
||||
Data::Asset<ShaderAsset> shaderAsset = CreateTestShaderAsset(Uuid::CreateRandom(), materialSrgLayout, shaderOptions);
|
||||
|
||||
Data::AssetInfo testShaderAssetInfo;
|
||||
testShaderAssetInfo.m_assetId = shaderAsset.GetId();
|
||||
m_assetSystemStub.RegisterSourceInfo("NestedGroupNameContext.shader", testShaderAssetInfo, "");
|
||||
|
||||
const AZStd::string materialTypeJson = R"(
|
||||
{
|
||||
"propertyLayout": {
|
||||
"propertyGroups": [
|
||||
{
|
||||
"name": "groupA",
|
||||
"shaderInputsPrefix": "m_groupA_",
|
||||
"shaderOptionsPrefix": "o_groupA_",
|
||||
"propertyGroups": [
|
||||
{
|
||||
"name": "groupB",
|
||||
"shaderInputsPrefix": "m_groupB_",
|
||||
"shaderOptionsPrefix": "o_groupB_",
|
||||
"propertyGroups": [
|
||||
{
|
||||
"name": "groupC",
|
||||
"properties": [
|
||||
{
|
||||
"name": "textureMap",
|
||||
"type": "Image",
|
||||
"connection": {
|
||||
"type": "ShaderInput",
|
||||
"name": "m_texture"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "useTextureMap",
|
||||
"type": "Bool",
|
||||
"connection": [
|
||||
{
|
||||
"type": "ShaderOption",
|
||||
"name": "o_useTexture"
|
||||
},
|
||||
{
|
||||
"type": "ShaderOption",
|
||||
"name": "o_useTextureAlt",
|
||||
"shaderIndex": 0 // Having a specific shaderIndex traverses a different code path
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"functors": [
|
||||
{
|
||||
"type": "SaveNameContext"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
"shaders": [
|
||||
{
|
||||
"file": "NestedGroupNameContext.shader"
|
||||
}
|
||||
]
|
||||
}
|
||||
)";
|
||||
|
||||
MaterialTypeSourceData materialTypeSourceData;
|
||||
JsonTestResult loadResult = LoadTestDataFromJson(materialTypeSourceData, materialTypeJson);
|
||||
|
||||
auto materialTypeAssetOutcome = materialTypeSourceData.CreateMaterialTypeAsset(Uuid::CreateRandom());
|
||||
EXPECT_TRUE(materialTypeAssetOutcome.IsSuccess());
|
||||
|
||||
Data::Asset<MaterialTypeAsset> materialTypeAsset = materialTypeAssetOutcome.TakeValue();
|
||||
const MaterialPropertiesLayout* propertiesLayout = materialTypeAsset->GetMaterialPropertiesLayout();
|
||||
|
||||
EXPECT_EQ(2, propertiesLayout->GetPropertyCount());
|
||||
|
||||
EXPECT_EQ(0, propertiesLayout->FindPropertyIndex(Name("groupA.groupB.groupC.textureMap")).GetIndex());
|
||||
EXPECT_EQ(1, propertiesLayout->FindPropertyIndex(Name("groupA.groupB.groupC.useTextureMap")).GetIndex());
|
||||
|
||||
// groupA.gropuB.groupC.textureMap has a connection to m_groupA_m_groupB_m_texture
|
||||
MaterialPropertyIndex texturePropertyIndex{0};
|
||||
EXPECT_EQ(1, propertiesLayout->GetPropertyDescriptor(texturePropertyIndex)->GetOutputConnections().size());
|
||||
EXPECT_EQ(materialSrgLayout->FindShaderInputImageIndex(Name("m_groupA_m_groupB_m_texture")).GetIndex(),
|
||||
propertiesLayout->GetPropertyDescriptor(texturePropertyIndex)->GetOutputConnections()[0].m_itemIndex.GetIndex());
|
||||
|
||||
// groupA.gropuB.groupC.useTextureMap has a connection to o_groupA_o_groupB_o_useTexture and o_groupA_o_groupB_o_useTextureAlt
|
||||
MaterialPropertyIndex useTexturePropertyIndex{1};
|
||||
EXPECT_EQ(2, propertiesLayout->GetPropertyDescriptor(useTexturePropertyIndex)->GetOutputConnections().size());
|
||||
EXPECT_EQ(shaderOptions->FindShaderOptionIndex(Name("o_groupA_o_groupB_o_useTexture")).GetIndex(),
|
||||
propertiesLayout->GetPropertyDescriptor(useTexturePropertyIndex)->GetOutputConnections()[0].m_itemIndex.GetIndex());
|
||||
EXPECT_EQ(shaderOptions->FindShaderOptionIndex(Name("o_groupA_o_groupB_o_useTextureAlt")).GetIndex(),
|
||||
propertiesLayout->GetPropertyDescriptor(useTexturePropertyIndex)->GetOutputConnections()[1].m_itemIndex.GetIndex());
|
||||
|
||||
// There should be one functor, which processes useTextureMap, and it should have the appropriate name context for constructing the correct full names.
|
||||
EXPECT_EQ(1, materialTypeAsset->GetMaterialFunctors().size());
|
||||
|
||||
EXPECT_TRUE(azrtti_istypeof<SaveNameContextTestFunctor>(materialTypeAsset->GetMaterialFunctors()[0].get()));
|
||||
|
||||
auto saveNameContextFunctor = azrtti_cast<SaveNameContextTestFunctor*>(materialTypeAsset->GetMaterialFunctors()[0].get());
|
||||
const MaterialNameContext& nameContext = saveNameContextFunctor->m_nameContext;
|
||||
|
||||
Name textureMapProperty{"textureMap"};
|
||||
Name textureMapShaderInput{"m_texture"};
|
||||
Name useTextureMapProperty{"useTextureMap"};
|
||||
Name useTextureShaderOption{"o_useTexture"};
|
||||
|
||||
nameContext.ContextualizeProperty(textureMapProperty);
|
||||
nameContext.ContextualizeProperty(useTextureMapProperty);
|
||||
nameContext.ContextualizeSrgInput(textureMapShaderInput);
|
||||
nameContext.ContextualizeShaderOption(useTextureShaderOption);
|
||||
|
||||
EXPECT_EQ("groupA.groupB.groupC.useTextureMap", useTextureMapProperty.GetStringView());
|
||||
EXPECT_EQ("o_groupA_o_groupB_o_useTexture", useTextureShaderOption.GetStringView());
|
||||
EXPECT_EQ("groupA.groupB.groupC.textureMap", textureMapProperty.GetStringView());
|
||||
EXPECT_EQ("m_groupA_m_groupB_m_texture", textureMapShaderInput.GetStringView());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -53,6 +53,7 @@ set(FILES
|
||||
Include/Atom/RPI.Reflect/Material/MaterialAsset.h
|
||||
Include/Atom/RPI.Reflect/Material/MaterialAssetCreator.h
|
||||
Include/Atom/RPI.Reflect/Material/MaterialDynamicMetadata.h
|
||||
Include/Atom/RPI.Reflect/Material/MaterialNameContext.h
|
||||
Include/Atom/RPI.Reflect/Material/MaterialPropertyDescriptor.h
|
||||
Include/Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h
|
||||
Include/Atom/RPI.Reflect/Material/MaterialPropertyValue.h
|
||||
@@ -133,6 +134,7 @@ set(FILES
|
||||
Source/RPI.Reflect/Material/MaterialPropertyValue.cpp
|
||||
Source/RPI.Reflect/Material/MaterialAsset.cpp
|
||||
Source/RPI.Reflect/Material/MaterialAssetCreator.cpp
|
||||
Source/RPI.Reflect/Material/MaterialNameContext.cpp
|
||||
Source/RPI.Reflect/Material/LuaMaterialFunctor.cpp
|
||||
Source/RPI.Reflect/Material/MaterialDynamicMetadata.cpp
|
||||
Source/RPI.Reflect/Material/MaterialPropertyDescriptor.cpp
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
#include <Atom/RPI.Reflect/Image/StreamingImageAsset.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
#include <AtomCore/Instance/Instance.h>
|
||||
#include <AtomToolsFramework/Document/AtomToolsDocumentNotificationBus.h>
|
||||
#include <AtomToolsFramework/Util/MaterialPropertyUtil.h>
|
||||
@@ -585,9 +586,10 @@ namespace MaterialEditor
|
||||
bool result = true;
|
||||
|
||||
// populate sourceData with properties that meet the filter
|
||||
m_materialTypeSourceData.EnumerateProperties([&](const AZStd::string& propertyIdContext, const auto& propertyDefinition) {
|
||||
m_materialTypeSourceData.EnumerateProperties([&](const MaterialNameContext& materialNameContext, const auto& propertyDefinition) {
|
||||
|
||||
Name propertyId{propertyIdContext + propertyDefinition->GetName()};
|
||||
Name propertyId{propertyDefinition->GetName()};
|
||||
materialNameContext.ContextualizeProperty(propertyId);
|
||||
|
||||
const auto it = m_properties.find(propertyId);
|
||||
if (it != m_properties.end() && propertyFilter(it->second))
|
||||
@@ -781,14 +783,17 @@ namespace MaterialEditor
|
||||
// Populate the property map from a combination of source data and assets
|
||||
// Assets must still be used for now because they contain the final accumulated value after all other materials
|
||||
// in the hierarchy are applied
|
||||
m_materialTypeSourceData.EnumeratePropertyGroups([this, &parentPropertyValues](const AZStd::string& propertyIdContext, const MaterialTypeSourceData::PropertyGroup* propertyGroup)
|
||||
m_materialTypeSourceData.EnumeratePropertyGroups([this, &parentPropertyValues](const MaterialNameContext& materialNameContext, const MaterialTypeSourceData::PropertyGroup* propertyGroup)
|
||||
{
|
||||
AtomToolsFramework::DynamicPropertyConfig propertyConfig;
|
||||
|
||||
for (const auto& propertyDefinition : propertyGroup->GetProperties())
|
||||
{
|
||||
// Assign id before conversion so it can be used in dynamic description
|
||||
propertyConfig.m_id = propertyIdContext + propertyGroup->GetName() + "." + propertyDefinition->GetName();
|
||||
MaterialNameContext groupNameContext = materialNameContext;
|
||||
groupNameContext.ExtendPropertyIdContext(propertyGroup->GetName());
|
||||
propertyConfig.m_id = propertyDefinition->GetName();
|
||||
groupNameContext.ContextualizeProperty(propertyConfig.m_id);
|
||||
|
||||
const auto& propertyIndex = m_materialAsset->GetMaterialPropertiesLayout()->FindPropertyIndex(propertyConfig.m_id);
|
||||
const bool propertyIndexInBounds = propertyIndex.IsValid() && propertyIndex.GetIndex() < m_materialAsset->GetPropertyValues().size();
|
||||
@@ -878,8 +883,9 @@ namespace MaterialEditor
|
||||
}
|
||||
|
||||
// Add material functors that are in the top-level functors list.
|
||||
AZ::RPI::MaterialNameContext materialNameContext; // There is no name context for top-level functors, only functors inside PropertyGroups
|
||||
const MaterialFunctorSourceData::EditorContext editorContext =
|
||||
MaterialFunctorSourceData::EditorContext(m_materialSourceData.m_materialType, m_materialAsset->GetMaterialPropertiesLayout());
|
||||
MaterialFunctorSourceData::EditorContext(m_materialSourceData.m_materialType, m_materialAsset->GetMaterialPropertiesLayout(), &materialNameContext);
|
||||
for (Ptr<MaterialFunctorSourceDataHolder> functorData : m_materialTypeSourceData.m_materialFunctorSourceData)
|
||||
{
|
||||
MaterialFunctorSourceData::FunctorResult result2 = functorData->CreateFunctor(editorContext);
|
||||
@@ -901,10 +907,10 @@ namespace MaterialEditor
|
||||
|
||||
// Add any material functors that are located inside each property group.
|
||||
bool enumerateResult = m_materialTypeSourceData.EnumeratePropertyGroups(
|
||||
[this](const AZStd::string&, const MaterialTypeSourceData::PropertyGroup* propertyGroup)
|
||||
[this](const MaterialNameContext& nameContext, const MaterialTypeSourceData::PropertyGroup* propertyGroup)
|
||||
{
|
||||
const MaterialFunctorSourceData::EditorContext editorContext = MaterialFunctorSourceData::EditorContext(
|
||||
m_materialSourceData.m_materialType, m_materialAsset->GetMaterialPropertiesLayout());
|
||||
m_materialSourceData.m_materialType, m_materialAsset->GetMaterialPropertiesLayout(), &nameContext);
|
||||
|
||||
for (Ptr<MaterialFunctorSourceDataHolder> functorData : propertyGroup->GetFunctors())
|
||||
{
|
||||
|
||||
+4
-2
@@ -15,6 +15,7 @@
|
||||
#include <Atom/RPI.Edit/Material/MaterialUtils.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
#include <AtomToolsFramework/Inspector/InspectorPropertyGroupWidget.h>
|
||||
#include <AtomToolsFramework/Util/MaterialPropertyUtil.h>
|
||||
#include <AtomToolsFramework/Util/Util.h>
|
||||
@@ -80,7 +81,7 @@ namespace AZ
|
||||
m_materialAssignmentId);
|
||||
}
|
||||
|
||||
if (!materialAssetId.IsValid())
|
||||
if (!materialAssetId.IsValid())
|
||||
{
|
||||
UnloadMaterial();
|
||||
return false;
|
||||
@@ -104,8 +105,9 @@ namespace AZ
|
||||
|
||||
// Get a list of all the editor functors to be used for property editor states
|
||||
auto propertyLayout = m_editData.m_materialAsset->GetMaterialPropertiesLayout();
|
||||
AZ::RPI::MaterialNameContext materialNameContext; // There is no name context for top-level functors, only functors inside PropertyGroups
|
||||
const AZ::RPI::MaterialFunctorSourceData::EditorContext editorContext =
|
||||
AZ::RPI::MaterialFunctorSourceData::EditorContext(m_editData.m_materialTypeSourcePath, propertyLayout);
|
||||
AZ::RPI::MaterialFunctorSourceData::EditorContext(m_editData.m_materialTypeSourcePath, propertyLayout, &materialNameContext);
|
||||
for (AZ::RPI::Ptr<AZ::RPI::MaterialFunctorSourceDataHolder> functorData : m_editData.m_materialTypeSourceData.m_materialFunctorSourceData)
|
||||
{
|
||||
AZ::RPI::MaterialFunctorSourceData::FunctorResult createResult = functorData->CreateFunctor(editorContext);
|
||||
|
||||
+5
-2
@@ -17,6 +17,7 @@
|
||||
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialTypeAsset.h>
|
||||
#include <Atom/RPI.Reflect/Material/MaterialNameContext.h>
|
||||
#include <AtomToolsFramework/Util/MaterialPropertyUtil.h>
|
||||
#include <AzFramework/API/ApplicationAPI.h>
|
||||
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
|
||||
@@ -113,9 +114,11 @@ namespace AZ
|
||||
|
||||
// Copy all of the properties from the material asset to the source data that will be exported
|
||||
bool result = true;
|
||||
editData.m_materialTypeSourceData.EnumerateProperties([&](const AZStd::string& propertyIdContext, const AZ::RPI::MaterialTypeSourceData::PropertyDefinition* propertyDefinition)
|
||||
editData.m_materialTypeSourceData.EnumerateProperties([&](const AZ::RPI::MaterialNameContext& materialNameContext, const AZ::RPI::MaterialTypeSourceData::PropertyDefinition* propertyDefinition)
|
||||
{
|
||||
AZ::Name propertyId(propertyIdContext + propertyDefinition->GetName());
|
||||
AZ::Name propertyId{propertyDefinition->GetName()};
|
||||
materialNameContext.ContextualizeProperty(propertyId);
|
||||
|
||||
const AZ::RPI::MaterialPropertyIndex propertyIndex =
|
||||
editData.m_materialAsset->GetMaterialPropertiesLayout()->FindPropertyIndex(propertyId);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user