load render option in atom render plugin and use render actor settings in atom debug draw

Signed-off-by: rhhong <rhhong@amazon.com>
This commit is contained in:
rhhong
2021-10-30 22:37:05 -07:00
parent e4df621f88
commit c79bf7a0c1
14 changed files with 203 additions and 67 deletions
@@ -11,6 +11,7 @@
#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
#include <Integration/Rendering/RenderActorInstance.h>
#include <Integration/Rendering/RenderActorSettings.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/DebugDraw.h>
@@ -70,6 +71,7 @@ namespace AZ::Render
const EMotionFX::Pose* pose = instance->GetTransformData()->GetCurrentPose();
const size_t geomLODLevel = instance->GetLODLevel();
const size_t numEnabled = instance->GetNumEnabledNodes();
const float scaleMultiplier = CalculateScaleMultiplier(instance);
for (size_t i = 0; i < numEnabled; ++i)
{
EMotionFX::Node* node = instance->GetActor()->GetSkeleton()->GetNode(instance->GetEnabledNode(i));
@@ -83,19 +85,27 @@ namespace AZ::Render
continue;
}
RenderNormals(mesh, globalTM, renderVertexNormals, renderFaceNormals);
RenderNormals(mesh, globalTM, renderVertexNormals, renderFaceNormals, scaleMultiplier);
if (renderTangents)
{
RenderTangents(mesh, globalTM);
RenderTangents(mesh, globalTM, scaleMultiplier);
}
if (renderWireframe)
{
RenderWireframe(mesh, globalTM);
RenderWireframe(mesh, globalTM, scaleMultiplier);
}
}
}
}
float AtomActorDebugDraw::CalculateScaleMultiplier(EMotionFX::ActorInstance* instance) const
{
const AZ::Aabb aabb = instance->GetAabb();
const float aabbRadius = AZ::Vector3(aabb.GetMax() - aabb.GetMin()).GetLength() * 0.5f;
// Scale the multiplier down to 1% of the character size, that looks pretty nice on all models
return aabbRadius * 0.01f;
}
void AtomActorDebugDraw::PrepareForMesh(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM)
{
// Check if we have already prepared for the given mesh
@@ -128,7 +138,8 @@ namespace AZ::Render
{
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
const AZ::Aabb& aabb = instance->GetAabb();
auxGeom->DrawAabb(aabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line);
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
auxGeom->DrawAabb(aabb, renderActorSettings.m_staticAABBColor, RPI::AuxGeomDraw::DrawStyle::Line);
}
void AtomActorDebugDraw::RenderSkeleton(EMotionFX::ActorInstance* instance)
@@ -166,11 +177,11 @@ namespace AZ::Render
m_auxVertices.emplace_back(bonePos);
}
const AZ::Color skeletonColor(0.604f, 0.804f, 0.196f, 1.0f);
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &skeletonColor;
lineArgs.m_colors = &renderActorSettings.m_lineSkeletonColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
@@ -218,7 +229,7 @@ namespace AZ::Render
auxGeom->DrawLines(lineArgs);
}
void AtomActorDebugDraw::RenderNormals(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, bool vertexNormals, bool faceNormals)
void AtomActorDebugDraw::RenderNormals(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, bool vertexNormals, bool faceNormals, float scaleMultiplier)
{
if (!mesh)
{
@@ -236,11 +247,7 @@ namespace AZ::Render
return;
}
// TODO: Move line color to a render setting.
const float faceNormalsScale = 0.01f;
const AZ::Color colorFaceNormals = AZ::Colors::Lime;
const float vertexNormalsScale = 0.01f;
const AZ::Color colorVertexNormals = AZ::Colors::Orange;
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
PrepareForMesh(mesh, worldTM);
@@ -277,14 +284,14 @@ namespace AZ::Render
const AZ::Vector3 normalPos = (posA + posB + posC) * (1.0f / 3.0f);
m_auxVertices.emplace_back(normalPos);
m_auxVertices.emplace_back(normalPos + (normalDir * faceNormalsScale));
m_auxVertices.emplace_back(normalPos + (normalDir * renderActorSettings.m_faceNormalsScale * scaleMultiplier));
}
}
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &colorFaceNormals;
lineArgs.m_colors = &renderActorSettings.m_faceNormalsColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
@@ -307,7 +314,8 @@ namespace AZ::Render
{
const uint32 vertexIndex = j + startVertex;
const AZ::Vector3& position = m_worldSpacePositions[vertexIndex];
const AZ::Vector3 normal = worldTM.TransformVector(normals[vertexIndex]).GetNormalizedSafe() * vertexNormalsScale;
const AZ::Vector3 normal = worldTM.TransformVector(normals[vertexIndex]).GetNormalizedSafe() *
renderActorSettings.m_vertexNormalsScale * scaleMultiplier;
m_auxVertices.emplace_back(position);
m_auxVertices.emplace_back(position + normal);
@@ -317,14 +325,14 @@ namespace AZ::Render
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &colorVertexNormals;
lineArgs.m_colors = &renderActorSettings.m_vertexNormalsColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
}
}
void AtomActorDebugDraw::RenderTangents(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM)
void AtomActorDebugDraw::RenderTangents(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float scaleMultiplier)
{
if (!mesh)
{
@@ -337,11 +345,7 @@ namespace AZ::Render
return;
}
// TODO: Move line color to a render setting.
const AZ::Color colorTangents = AZ::Colors::Red;
const AZ::Color mirroredBitangentColor = AZ::Colors::Yellow;
const AZ::Color colorBitangents = AZ::Colors::White;
const float scale = 0.01f;
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
// Get the tangents and check if this mesh actually has tangents
AZ::Vector4* tangents = static_cast<AZ::Vector4*>(mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_TANGENTS));
@@ -380,23 +384,23 @@ namespace AZ::Render
bitangent = (worldTM.TransformVector(bitangent)).GetNormalizedSafe();
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(colorTangents);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (tangent * scale));
m_auxColors.emplace_back(colorTangents);
m_auxColors.emplace_back(renderActorSettings.m_tangentsColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (tangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
m_auxColors.emplace_back(renderActorSettings.m_tangentsColor);
if (tangents[i].GetW() < 0.0f)
{
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(mirroredBitangentColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * scale));
m_auxColors.emplace_back(mirroredBitangentColor);
m_auxColors.emplace_back(renderActorSettings.m_mirroredBitangentsColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
m_auxColors.emplace_back(renderActorSettings.m_mirroredBitangentsColor);
}
else
{
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(colorBitangents);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * scale));
m_auxColors.emplace_back(colorBitangents);
m_auxColors.emplace_back(renderActorSettings.m_bitangentsColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
m_auxColors.emplace_back(renderActorSettings.m_bitangentsColor);
}
}
@@ -409,7 +413,7 @@ namespace AZ::Render
auxGeom->DrawLines(lineArgs);
}
void AtomActorDebugDraw::RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM)
void AtomActorDebugDraw::RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float scaleMultiplier)
{
// Check if the mesh is valid and skip the node in case it's not
if (!mesh)
@@ -423,12 +427,10 @@ namespace AZ::Render
return;
}
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
PrepareForMesh(mesh, worldTM);
const float scale = 0.01f;
const AZ::Vector3* normals = (AZ::Vector3*)mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_NORMALS);
const AZ::Color vertexColor = AZ::Color(0.8f, 0.24f, 0.88f, 1.0f);
const size_t numSubMeshes = mesh->GetNumSubMeshes();
for (uint32 subMeshIndex = 0; subMeshIndex < numSubMeshes; ++subMeshIndex)
@@ -448,9 +450,12 @@ namespace AZ::Render
const uint32 indexB = indices[triangleStartIndex + 1] + startVertex;
const uint32 indexC = indices[triangleStartIndex + 2] + startVertex;
const AZ::Vector3 posA = m_worldSpacePositions[indexA] + normals[indexA] * scale;
const AZ::Vector3 posB = m_worldSpacePositions[indexB] + normals[indexB] * scale;
const AZ::Vector3 posC = m_worldSpacePositions[indexC] + normals[indexC] * scale;
const AZ::Vector3 posA =
m_worldSpacePositions[indexA] + normals[indexA] * renderActorSettings.m_wireframeScale * scaleMultiplier;
const AZ::Vector3 posB =
m_worldSpacePositions[indexB] + normals[indexB] * renderActorSettings.m_wireframeScale * scaleMultiplier;
const AZ::Vector3 posC =
m_worldSpacePositions[indexC] + normals[indexC] * renderActorSettings.m_wireframeScale * scaleMultiplier;
m_auxVertices.emplace_back(posA);
m_auxVertices.emplace_back(posB);
@@ -465,7 +470,7 @@ namespace AZ::Render
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &vertexColor;
lineArgs.m_colors = &renderActorSettings.m_wireframeColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
@@ -37,13 +37,14 @@ namespace AZ::Render
private:
float CalculateScaleMultiplier(EMotionFX::ActorInstance* instance) const;
void PrepareForMesh(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM);
void RenderAABB(EMotionFX::ActorInstance* instance);
void RenderSkeleton(EMotionFX::ActorInstance* instance);
void RenderEMFXDebugDraw(EMotionFX::ActorInstance* instance);
void RenderNormals(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, bool vertexNormals, bool faceNormals);
void RenderTangents(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM);
void RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM);
void RenderNormals(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, bool vertexNormals, bool faceNormals, float scaleMultiplier);
void RenderTangents(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float scaleMultiplier);
void RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float scaleMultiplier);
EMotionFX::Mesh* m_currentMesh = nullptr; /**< A pointer to the mesh whose world space positions are in the pre-calculated positions buffer.
NULL in case we haven't pre-calculated any positions yet. */
@@ -37,14 +37,13 @@
#include <EMotionFX/Source/ActorManager.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/EMStudioManager.h>
#include <EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderOptions.h>
namespace EMStudio
{
static constexpr float DepthNear = 0.01f;
AnimViewportRenderer::AnimViewportRenderer(AZ::RPI::ViewportContextPtr viewportContext)
AnimViewportRenderer::AnimViewportRenderer(AZ::RPI::ViewportContextPtr viewportContext, const RenderOptions* renderOptions)
: m_windowContext(viewportContext->GetWindowContext())
, m_renderOptions(renderOptions)
{
// Create a new entity context
m_entityContext = AZStd::make_unique<AzFramework::EntityContext>();
@@ -128,10 +127,10 @@ namespace EMStudio
AZ_Assert(m_gridEntity != nullptr, "Failed to create grid entity.");
AZ::Render::GridComponentConfig gridConfig;
gridConfig.m_gridSize = 20.0f;
gridConfig.m_axisColor = AZ::Color(0.5f, 0.5f, 0.5f, 1.0f);
gridConfig.m_primaryColor = AZ::Color(0.3f, 0.3f, 0.3f, 1.0f);
gridConfig.m_secondaryColor = AZ::Color(0.5f, 0.5f, 0.5f, 1.0f);
gridConfig.m_secondarySpacing = m_renderOptions->GetGridUnitSize();
gridConfig.m_axisColor = m_renderOptions->GetMainAxisColor();
gridConfig.m_primaryColor = m_renderOptions->GetGridColor();
gridConfig.m_secondaryColor = m_renderOptions->GetSubStepColor();
auto gridComponent = m_gridEntity->CreateComponent(AZ::Render::GridComponentTypeId);
gridComponent->SetConfiguration(gridConfig);
@@ -326,8 +325,8 @@ namespace EMStudio
->GetOrCreateExposureControlSettingsInterface();
Camera::Configuration cameraConfig;
cameraConfig.m_fovRadians = AZ::Constants::HalfPi;
cameraConfig.m_nearClipDistance = DepthNear;
cameraConfig.m_fovRadians = AZ::DegToRad(m_renderOptions->GetFOV());
cameraConfig.m_nearClipDistance = m_renderOptions->GetNearClipPlaneDistance();
preset->ApplyLightingPreset(
iblFeatureProcessor, m_skyboxFeatureProcessor, exposureControlSettingInterface, m_directionalLightFeatureProcessor,
@@ -39,12 +39,14 @@ namespace AZ
namespace EMStudio
{
class RenderOptions;
class AnimViewportRenderer
{
public:
AZ_CLASS_ALLOCATOR(AnimViewportRenderer, AZ::SystemAllocator, 0);
AnimViewportRenderer(AZ::RPI::ViewportContextPtr viewportContext);
AnimViewportRenderer(AZ::RPI::ViewportContextPtr viewportContext, const RenderOptions* renderOptions);
~AnimViewportRenderer();
void Reinit();
@@ -83,6 +85,7 @@ namespace EMStudio
AZ::Entity* m_iblEntity = nullptr;
AZ::Entity* m_gridEntity = nullptr;
AZStd::vector<AZ::Entity*> m_actorEntities;
const RenderOptions* m_renderOptions;
AZStd::vector<AZ::Render::DirectionalLightFeatureProcessorInterface::LightHandle> m_lightHandles;
};
@@ -17,11 +17,13 @@
#include <EMStudio/AnimViewportWidget.h>
#include <EMStudio/AnimViewportRenderer.h>
#include <EMStudio/AnimViewportSettings.h>
#include <EMStudio/AtomRenderPlugin.h>
namespace EMStudio
{
AnimViewportWidget::AnimViewportWidget(QWidget* parent)
: AtomToolsFramework::RenderViewportWidget(parent)
AnimViewportWidget::AnimViewportWidget(AtomRenderPlugin* parentPlugin)
: AtomToolsFramework::RenderViewportWidget(parentPlugin->GetInnerWidget())
, m_plugin(parentPlugin)
{
setObjectName(QString::fromUtf8("AtomViewportWidget"));
QSizePolicy qSize(QSizePolicy::Preferred, QSizePolicy::Preferred);
@@ -32,7 +34,7 @@ namespace EMStudio
setAutoFillBackground(false);
setStyleSheet(QString::fromUtf8(""));
m_renderer = AZStd::make_unique<AnimViewportRenderer>(GetViewportContext());
m_renderer = AZStd::make_unique<AnimViewportRenderer>(GetViewportContext(), m_plugin->GetRenderOptions());
LoadRenderFlags();
SetupCameras();
@@ -181,8 +183,10 @@ namespace EMStudio
const float height = AZStd::max<float>(aznumeric_cast<float>(windowSize.m_height), 1.0f);
const float aspectRatio = aznumeric_cast<float>(windowSize.m_width) / height;
const RenderOptions* renderOptions = m_plugin->GetRenderOptions();
AZ::Matrix4x4 viewToClipMatrix;
AZ::MakePerspectiveFovMatrixRH(viewToClipMatrix, AZ::Constants::HalfPi, aspectRatio, DepthNear, DepthFar, true);
AZ::MakePerspectiveFovMatrixRH(viewToClipMatrix, AZ::DegToRad(renderOptions->GetFOV()), aspectRatio,
renderOptions->GetNearClipPlaneDistance(), renderOptions->GetFarClipPlaneDistance(), true);
viewportContext->GetDefaultView()->SetViewToClipMatrix(viewToClipMatrix);
}
@@ -15,6 +15,7 @@
namespace EMStudio
{
class AtomRenderPlugin;
class AnimViewportRenderer;
class AnimViewportWidget
@@ -22,7 +23,7 @@ namespace EMStudio
, private AnimViewportRequestBus::Handler
{
public:
AnimViewportWidget(QWidget* parent = nullptr);
AnimViewportWidget(AtomRenderPlugin* parentPlugin);
~AnimViewportWidget() override;
AnimViewportRenderer* GetAnimViewportRenderer() { return m_renderer.get(); }
@@ -45,9 +46,8 @@ namespace EMStudio
void ToggleRenderFlag(EMotionFX::ActorRenderFlag flag);
static constexpr float CameraDistance = 2.0f;
static constexpr float DepthNear = 0.01f;
static constexpr float DepthFar = 100.0f;
AtomRenderPlugin* m_plugin;
AZStd::unique_ptr<AnimViewportRenderer> m_renderer;
AZStd::shared_ptr<AzFramework::RotateCameraInput> m_rotateCamera;
AZStd::shared_ptr<AzFramework::TranslateCameraInput> m_translateCamera;
@@ -27,7 +27,10 @@ namespace EMStudio
AtomRenderPlugin::~AtomRenderPlugin()
{
GetCommandManager()->RemoveCommandCallback(m_importActorCallback, false);
GetCommandManager()->RemoveCommandCallback(m_removeActorCallback, false);
delete m_importActorCallback;
delete m_removeActorCallback;
}
const char* AtomRenderPlugin::GetName() const
@@ -75,6 +78,11 @@ namespace EMStudio
return EMStudioPlugin::PLUGINTYPE_RENDERING;
}
QWidget* AtomRenderPlugin::GetInnerWidget()
{
return m_innerWidget;
}
void AtomRenderPlugin::ReinitRenderer()
{
m_animViewportWidget->Reinit();
@@ -82,6 +90,8 @@ namespace EMStudio
bool AtomRenderPlugin::Init()
{
LoadRenderOptions();
m_innerWidget = new QWidget();
m_dock->setWidget(m_innerWidget);
@@ -91,7 +101,7 @@ namespace EMStudio
verticalLayout->setMargin(0);
// Add the viewport widget
m_animViewportWidget = new AnimViewportWidget(m_innerWidget);
m_animViewportWidget = new AnimViewportWidget(this);
// Add the tool bar
AnimViewportToolBar* toolBar = new AnimViewportToolBar(m_innerWidget);
@@ -109,6 +119,19 @@ namespace EMStudio
return true;
}
void AtomRenderPlugin::LoadRenderOptions()
{
AZStd::string renderOptionsFilename(GetManager()->GetAppDataFolder());
renderOptionsFilename += "EMStudioRenderOptions.cfg";
QSettings settings(renderOptionsFilename.c_str(), QSettings::IniFormat, this);
m_renderOptions = RenderOptions::Load(&settings);
}
const RenderOptions* AtomRenderPlugin::GetRenderOptions() const
{
return &m_renderOptions;
}
// Command callbacks
bool ReinitAtomRenderPlugin()
{
@@ -11,6 +11,7 @@
#if !defined(Q_MOC_RUN)
#include <MCore/Source/Command.h>
#include <EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/DockWidgetPlugin.h>
#include <EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderOptions.h>
#include <EMStudio/AnimViewportWidget.h>
#include <QWidget>
@@ -47,15 +48,22 @@ namespace EMStudio
bool Init() override;
EMStudioPlugin* Clone();
EMStudioPlugin::EPluginType GetPluginType() const override;
QWidget* GetInnerWidget();
void ReinitRenderer();
void LoadRenderOptions();
const RenderOptions* GetRenderOptions() const;
private:
QWidget* m_innerWidget = nullptr;
AnimViewportWidget* m_animViewportWidget = nullptr;
RenderOptions m_renderOptions;
MCORE_DEFINECOMMANDCALLBACK(ImportActorCallback);
MCORE_DEFINECOMMANDCALLBACK(RemoveActorCallback);
ImportActorCallback* m_importActorCallback = nullptr;
RemoveActorCallback* m_removeActorCallback = nullptr;
QWidget* m_innerWidget = nullptr;
AnimViewportWidget* m_animViewportWidget = nullptr;
};
}// namespace EMStudio
@@ -29,6 +29,7 @@
#include <EMotionFX/Source/Allocators.h>
#include <EMotionFX/Source/DebugDraw.h>
#include <EMotionFX/Source/MotionData/MotionDataFactory.h>
#include <Integration/Rendering/RenderActorSettings.h>
namespace EMotionFX
{
@@ -75,6 +76,7 @@ namespace EMotionFX
gEMFX.Get()->SetRecorder (Recorder::Create());
gEMFX.Get()->SetMotionInstancePool (MotionInstancePool::Create());
gEMFX.Get()->SetDebugDraw (aznew DebugDraw());
gEMFX.Get()->SetRenderActorSettings (new AZ::Render::RenderActorSettings());
gEMFX.Get()->SetGlobalSimulationSpeed (1.0f);
// set the number of threads
@@ -123,6 +125,7 @@ namespace EMotionFX
m_recorder = nullptr;
m_motionInstancePool = nullptr;
m_debugDraw = nullptr;
m_renderActorSettings = nullptr;
m_unitType = MCore::Distance::UNITTYPE_METERS;
m_globalSimulationSpeed = 1.0f;
m_isInEditorMode = false;
@@ -167,6 +170,8 @@ namespace EMotionFX
delete m_debugDraw;
m_debugDraw = nullptr;
delete m_renderActorSettings;
m_renderActorSettings = nullptr;
m_eventManager->Destroy();
m_eventManager = nullptr;
@@ -311,6 +316,11 @@ namespace EMotionFX
m_debugDraw = draw;
}
void EMotionFXManager::SetRenderActorSettings(AZ::Render::RenderActorSettings* settings)
{
m_renderActorSettings = settings;
}
// set the motion instance pool
void EMotionFXManager::SetMotionInstancePool(MotionInstancePool* pool)
{
@@ -19,6 +19,10 @@
MCORE_FORWARD_DECLARE(MemoryTracker);
namespace AZ::Render
{
class RenderActorSettings;
}
namespace EMotionFX
{
@@ -184,6 +188,15 @@ namespace EMotionFX
*/
MCORE_INLINE DebugDraw* GetDebugDraw() const { return m_debugDraw; }
/**
* Get the render actor settings
* @result A pointer to global render actor settings.
*/
MCORE_INLINE AZ::Render::RenderActorSettings* GetRenderActorSettings() const
{
return m_renderActorSettings;
}
/**
* Set the path of the media root directory.
* @param path The path of the media root folder.
@@ -347,6 +360,8 @@ namespace EMotionFX
Recorder* m_recorder; /**< The recorder. */
MotionInstancePool* m_motionInstancePool; /**< The motion instance pool. */
DebugDraw* m_debugDraw; /**< The debug drawing system. */
AZ::Render::RenderActorSettings* m_renderActorSettings; /**< The global render actor settings. */
AZStd::vector<ThreadData*> m_threadDatas; /**< The per thread data. */
MCore::Distance::EUnitType m_unitType; /**< The unit type, on default it is MCore::Distance::UNITTYPE_METERS. */
float m_globalSimulationSpeed; /**< The global simulation speed, default is 1.0. */
@@ -412,6 +427,12 @@ namespace EMotionFX
*/
void SetDebugDraw(DebugDraw* draw);
/**
* Set the render actor settings.
* @param settings The render actor settings.
*/
void SetRenderActorSettings(AZ::Render::RenderActorSettings* settings);
/**
* Set the motion instance pool.
* @param pool The motion instance pool.
@@ -505,4 +526,5 @@ namespace EMotionFX
MCORE_INLINE Recorder& GetRecorder() { return *GetEMotionFX().GetRecorder(); } /**< Get the recorder. */
MCORE_INLINE MotionInstancePool& GetMotionInstancePool() { return *GetEMotionFX().GetMotionInstancePool(); } /**< Get the motion instance pool. */
MCORE_INLINE DebugDraw& GetDebugDraw() { return *GetEMotionFX().GetDebugDraw(); } /**< Get the debug drawing. */
MCORE_INLINE AZ::Render::RenderActorSettings& GetRenderActorSettings() { return *GetEMotionFX().GetRenderActorSettings(); }/**< Get the render actor settings. */
} // namespace EMotionFX
@@ -12,9 +12,7 @@
#include <AzToolsFramework/UI/PropertyEditor/ReflectedPropertyEditor.hxx>
#include <EMotionFX/Rendering/Common/OrbitCamera.h>
#include <EMotionFX/Source/EMotionFXManager.h>
#include <EMotionStudio/EMStudioSDK/Source/EMStudioManager.h>
#include <EMotionStudio/EMStudioSDK/Source/GUIOptions.h>
#include <EMotionStudio/EMStudioSDK/Source/MainWindow.h>
#include <Integration/Rendering/RenderActorSettings.h>
#include <MysticQt/Source/MysticQtConfig.h>
#include <QColor>
@@ -318,6 +316,9 @@ namespace EMStudio
options.m_manipulatorMode = static_cast<ManipulatorMode>(settings->value("manipulatorMode", options.m_manipulatorMode).toInt());
AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
options.CopyToRenderActorSettings(renderActorSettings);
return options;
}
@@ -1057,6 +1058,23 @@ namespace EMStudio
return m_manipulatorMode;
}
void RenderOptions::CopyToRenderActorSettings(AZ::Render::RenderActorSettings& settings) const
{
settings.m_vertexNormalsScale = m_vertexNormalsScale;
settings.m_faceNormalsScale = m_faceNormalsScale;
settings.m_tangentsScale = m_tangentsScale;
settings.m_vertexNormalsColor = m_vertexNormalsColor;
settings.m_faceNormalsColor = m_faceNormalsColor;
settings.m_tangentsColor = m_tangentsColor;
settings.m_mirroredBitangentsColor = m_mirroredBitangentsColor;
settings.m_bitangentsColor = m_bitangentsColor;
settings.m_wireframeColor = m_wireframeColor;
settings.m_staticAABBColor = m_staticAABBColor;
settings.m_skeletonColor = m_skeletonColor;
settings.m_lineSkeletonColor = m_lineSkeletonColor;
}
void RenderOptions::OnGridUnitSizeChangedCallback() const
{
PluginOptionsNotificationsBus::Event(s_gridUnitSizeOptionName, &PluginOptionsNotificationsBus::Events::OnOptionChanged, s_gridUnitSizeOptionName);
@@ -18,6 +18,11 @@
QT_FORWARD_DECLARE_CLASS(QSettings);
namespace AZ::Render
{
class RenderActorSettings;
}
namespace EMStudio
{
class EMSTUDIO_API RenderOptions
@@ -314,6 +319,9 @@ namespace EMStudio
void OnLastUsedLayoutChangedCallback() const;
void OnRenderSelectionBoxChangedCallback() const;
// Copy render actor related settings to the global settings in emfx.
void CopyToRenderActorSettings(AZ::Render::RenderActorSettings& settings) const;
// Maintain the order between here and the reflect method.
// The order in the SerializeContext defines the order it is shown in the UI
float m_gridUnitSize;
@@ -0,0 +1,34 @@
/*
* 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
*
*/
#pragma once
#include <AzCore/Math/Color.h>
namespace AZ::Render
{
// RenderActorSettings is a subset of RenderOptions. The goal is eventually move those actor render related settings out of render options since
// it will be shared between main editor and animation editor.
class RenderActorSettings
{
public:
float m_vertexNormalsScale = 1.0f;
float m_faceNormalsScale = 1.0f;
float m_tangentsScale = 1.0f;
float m_wireframeScale = 1.0f;
AZ::Color m_vertexNormalsColor{ 0.0f, 1.0f, 0.0f, 1.0f };
AZ::Color m_faceNormalsColor{ 0.5f, 0.5f, 1.0f, 1.0f };
AZ::Color m_tangentsColor{ 1.0f, 0.0f, 0.0f, 1.0f };
AZ::Color m_mirroredBitangentsColor{ 1.0f, 1.0f, 0.0f, 1.0f };
AZ::Color m_bitangentsColor{ 1.0f, 1.0f, 1.0f, 1.0f };
AZ::Color m_wireframeColor{ 0.0f, 0.0f, 0.0f, 1.0f };
AZ::Color m_staticAABBColor{ 0.0f, 0.7f, 0.7f, 1.0f };
AZ::Color m_lineSkeletonColor{ 0.33333f, 1.0f, 0.0f, 1.0f };
AZ::Color m_skeletonColor{ 0.19f, 0.58f, 0.19f, 1.0f };
};
} // namespace AZ::Render
@@ -42,4 +42,5 @@ set(FILES
Source/Integration/Rendering/RenderActorInstance.cpp
Source/Integration/Rendering/RenderBackendManager.h
Source/Integration/Rendering/RenderBackendManager.cpp
Source/Integration/Rendering/RenderActorSettings.h
)