Integrating latest from github/staging

Integrating up through commit 5e1bdae
This commit is contained in:
alexpete
2021-03-26 14:31:50 -07:00
parent 9c54341af8
commit 36c4e827bd
764 changed files with 11453 additions and 20251 deletions
@@ -100,103 +100,99 @@ namespace AZ
return shininess;
}
bool AssImpMaterialWrapper::GetUseColorMap() const
AZStd::optional<bool> AssImpMaterialWrapper::GetUseColorMap() const
{
// AssImp stores values as floats, so load as float and convert to bool.
float useMap = 0.0f;
if (m_assImpMaterial->Get(AI_MATKEY_USE_COLOR_MAP, useMap) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_USE_COLOR_MAP, useMap) != aiReturn::aiReturn_FAILURE)
{
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Unable to get useColorMap from the material. Using default.");
return useMap != 0.0f;
}
return useMap != 0.0f;
return AZStd::nullopt;
}
AZ::Vector3 AssImpMaterialWrapper::GetBaseColor() const
AZStd::optional<AZ::Vector3> AssImpMaterialWrapper::GetBaseColor() const
{
aiColor3D color(1.f, 1.f, 1.f);
if (m_assImpMaterial->Get(AI_MATKEY_BASE_COLOR, color) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_BASE_COLOR, color) != aiReturn::aiReturn_FAILURE)
{
// If a base color is not set, fall back to the diffuse color.
// Before PBR support was added, the base color was set to the diffuse color, so
// this will match that behavior.
return GetDiffuseColor();
return AZ::Vector3(color.r, color.g, color.b);
}
return AZ::Vector3(color.r, color.g, color.b);
return AZStd::nullopt;
}
bool AssImpMaterialWrapper::GetUseMetallicMap() const
AZStd::optional<bool> AssImpMaterialWrapper::GetUseMetallicMap() const
{
// AssImp stores values as floats, so load as float and convert to bool.
float useMap = 0.0f;
if (m_assImpMaterial->Get(AI_MATKEY_USE_METALLIC_MAP, useMap) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_USE_METALLIC_MAP, useMap) != aiReturn::aiReturn_FAILURE)
{
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Unable to get useMetallicMap from the material. Using default.");
return useMap != 0.0f;
}
return useMap != 0.0f;
return AZStd::nullopt;
}
float AssImpMaterialWrapper::GetMetallicFactor() const
AZStd::optional<float> AssImpMaterialWrapper::GetMetallicFactor() const
{
float metallic = 0.0f;
if (m_assImpMaterial->Get(AI_MATKEY_METALLIC_FACTOR, metallic) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_METALLIC_FACTOR, metallic) != aiReturn::aiReturn_FAILURE)
{
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Unable to get metallic from the material. Using default.");
return metallic;
}
return metallic;
return AZStd::nullopt;
}
bool AssImpMaterialWrapper::GetUseRoughnessMap() const
AZStd::optional<bool> AssImpMaterialWrapper::GetUseRoughnessMap() const
{
// AssImp stores values as floats, so load as float and convert to bool.
float useMap = 0.0f;
if (m_assImpMaterial->Get(AI_MATKEY_USE_ROUGHNESS_MAP, useMap) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_USE_ROUGHNESS_MAP, useMap) != aiReturn::aiReturn_FAILURE)
{
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Unable to get useRoughnessMap from the material. Using default.");
return useMap != 0.0f;
}
return useMap != 0.0f;
return AZStd::nullopt;
}
float AssImpMaterialWrapper::GetRoughnessFactor() const
AZStd::optional<float> AssImpMaterialWrapper::GetRoughnessFactor() const
{
float roughness = 0.0f;
if (m_assImpMaterial->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness) != aiReturn::aiReturn_FAILURE)
{
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Unable to get roughness from the material. Using default.");
return roughness;
}
return roughness;
return AZStd::nullopt;
}
bool AssImpMaterialWrapper::GetUseEmissiveMap() const
AZStd::optional<bool> AssImpMaterialWrapper::GetUseEmissiveMap() const
{
// AssImp stores values as floats, so load as float and convert to bool.
float useMap = 0.0f;
if (m_assImpMaterial->Get(AI_MATKEY_USE_EMISSIVE_MAP, useMap) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_USE_EMISSIVE_MAP, useMap) != aiReturn::aiReturn_FAILURE)
{
AZ_Warning(
AZ::SceneAPI::Utilities::WarningWindow, false, "Unable to get useEmissiveMap from the material. Using default.");
return useMap != 0.0f;
}
return useMap != 0.0f;
return AZStd::nullopt;
}
float AssImpMaterialWrapper::GetEmissiveIntensity() const
AZStd::optional<float> AssImpMaterialWrapper::GetEmissiveIntensity() const
{
float emissiveIntensity = 0.0f;
if (m_assImpMaterial->Get(AI_MATKEY_EMISSIVE_INTENSITY, emissiveIntensity) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_EMISSIVE_INTENSITY, emissiveIntensity) != aiReturn::aiReturn_FAILURE)
{
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Unable to get emissive intensity from the material. Using default.");
return emissiveIntensity;
}
return emissiveIntensity;
return AZStd::nullopt;
}
bool AssImpMaterialWrapper::GetUseAOMap() const
AZStd::optional<bool> AssImpMaterialWrapper::GetUseAOMap() const
{
// AssImp stores values as floats, so load as float and convert to bool.
float useMap = 0.0f;
if (m_assImpMaterial->Get(AI_MATKEY_USE_AO_MAP, useMap) == aiReturn::aiReturn_FAILURE)
if (m_assImpMaterial->Get(AI_MATKEY_USE_AO_MAP, useMap) != aiReturn::aiReturn_FAILURE)
{
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Unable to get useAOMap from the material. Using default.");
return useMap != 0.0f;
}
return useMap != 0.0f;
return AZStd::nullopt;
}
AZStd::string AssImpMaterialWrapper::GetTextureFileName(MaterialMapType textureType) const