Integrating up through commit 90f050496
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+45
-6
@@ -20,6 +20,23 @@ import azlmbr.paths
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import azlmbr.shadermanagementconsole
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import azlmbr.shader
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import collections
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from PySide2 import QtWidgets
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PROJECT_SHADER_VARIANTS_FOLDER = "ShaderVariants"
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def prompt_message_box(text, informativeText = None, qButtons = QtWidgets.QMessageBox.Yes|QtWidgets.QMessageBox.No|QtWidgets.QMessageBox.Cancel):
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msgBox = QtWidgets.QMessageBox()
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msgBox.setText(text)
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if informativeText:
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msgBox.setInformativeText(informativeText)
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msgBox.setStandardButtons(qButtons)
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return msgBox.exec()
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def clean_existing_shadervariantlist_files(filePaths):
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for file in filePaths:
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if os.path.exists(file):
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os.remove(file)
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def main():
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print("==== Begin shader variant script ==========================================================")
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@@ -49,7 +66,16 @@ def main():
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shaderAssetInfo.relativePath
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)
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# TODO: [ATOM-14868] Add UI prompts in shader management console script once PySide2 is available
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response = prompt_message_box(
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"Generating .shadervariantlist File",
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"This process may take a while. Would you like to save the generated .shadervariantlist file in the project folder? " \
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"Otherwise, it will be saved in the same location as the .shader file."
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)
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is_save_in_project_folder = False
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if response == QtWidgets.QMessageBox.Yes:
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is_save_in_project_folder = True
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elif response == QtWidgets.QMessageBox.Cancel:
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return
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# This loop collects all uniquely-identified shader items used by the materials based on its shader variant id.
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shaderVariantIds = []
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@@ -76,10 +102,9 @@ def main():
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shaderVariantIds.append(shaderVariantId)
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shaderVariantListShaderOptionGroups.append(shaderItem.GetShaderOptionGroup())
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# Generate the shader variant list data by collecting shader option name-value pairs.
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_, shaderFileName = os.path.split(filename)
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# Generate the shader variant list data by collecting shader option name-value pairs.s
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shaderVariantList = azlmbr.shader.ShaderVariantListSourceData ()
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shaderVariantList.shaderFilePath = shaderFileName
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shaderVariantList.shaderFilePath = shaderAssetInfo.relativePath
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shaderVariants = []
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stableId = 1
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for shaderOptionGroup in shaderVariantListShaderOptionGroups:
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@@ -104,9 +129,23 @@ def main():
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shaderVariantList.shaderVariants = shaderVariants
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# Save the shader variant list file
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# clean previously generated shader variant list file so they don't clash.
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pre, ext = os.path.splitext(shaderAssetInfo.relativePath)
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projectShaderVariantListFilePath = os.path.join(azlmbr.paths.devassets, PROJECT_SHADER_VARIANTS_FOLDER, f'{pre}.shadervariantlist')
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pre, ext = os.path.splitext(filename)
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shaderVariantListFilePath = f'{pre}.shadervariantlist'
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defaultShaderVariantListFilePath = f'{pre}.shadervariantlist'
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clean_existing_shadervariantlist_files([
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projectShaderVariantListFilePath
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])
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# Save the shader variant list file
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if is_save_in_project_folder:
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shaderVariantListFilePath = projectShaderVariantListFilePath
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else:
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shaderVariantListFilePath = defaultShaderVariantListFilePath
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print(f"Saving .shadervariantlist file into: {shaderVariantListFilePath}")
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azlmbr.shader.SaveShaderVariantListSourceData(shaderVariantListFilePath, shaderVariantList)
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# Open the document in shader management console
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