Merge branch 'development' into Atom/santorac/OrderOnceDependencyForPassBuilder

This commit is contained in:
santorac
2022-01-12 11:26:11 -08:00
6060 changed files with 481813 additions and 192037 deletions
@@ -63,11 +63,21 @@ namespace AZ
{
BusDisconnect();
}
bool MaterialBuilder::ReportMaterialAssetWarningsAsErrors() const
{
bool warningsAsErrors = false;
if (auto settingsRegistry = AZ::SettingsRegistry::Get(); settingsRegistry != nullptr)
{
settingsRegistry->Get(warningsAsErrors, "/O3DE/Atom/RPI/MaterialBuilder/WarningsAsErrors");
}
return warningsAsErrors;
}
//! Adds all relevant dependencies for a referenced source file, considering that the path might be relative to the original file location or a full asset path.
//! This will usually include multiple source dependencies and a single job dependency, but will include only source dependencies if the file is not found.
//! Note the AssetBuilderSDK::JobDependency::m_platformIdentifier will not be set by this function. The calling code must set this value before passing back
//! to the AssetBuilderSDK::CreateJobsResponse. If isOrderedOnceForMaterialTypes is true and the dependency is a materialtype file, the job dependency type
//! to the AssetBuilderSDK::CreateJobsResponse. If isOrderedOnceForMaterialTypes is true and the dependency is a .materialtype file, the job dependency type
//! will be set to JobDependencyType::OrderOnce.
void AddPossibleDependencies(AZStd::string_view currentFilePath,
AZStd::string_view referencedParentPath,
@@ -277,8 +287,8 @@ namespace AZ
return materialTypeAssetOutcome.GetValue();
}
AZ::Data::Asset<MaterialAsset> CreateMaterialAsset(AZStd::string_view materialSourceFilePath, const rapidjson::Value& json)
AZ::Data::Asset<MaterialAsset> MaterialBuilder::CreateMaterialAsset(AZStd::string_view materialSourceFilePath, const rapidjson::Value& json) const
{
auto material = LoadSourceData<MaterialSourceData>(json, materialSourceFilePath);
@@ -292,7 +302,7 @@ namespace AZ
return {};
}
auto materialAssetOutcome = material.GetValue().CreateMaterialAsset(Uuid::CreateRandom(), materialSourceFilePath, true);
auto materialAssetOutcome = material.GetValue().CreateMaterialAsset(Uuid::CreateRandom(), materialSourceFilePath, ReportMaterialAssetWarningsAsErrors());
if (!materialAssetOutcome.IsSuccess())
{
return {};
@@ -9,6 +9,8 @@
#pragma once
#include <AssetBuilderSDK/AssetBuilderBusses.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <AzCore/JSON/document.h>
namespace AZ
{
@@ -37,6 +39,9 @@ namespace AZ
private:
AZ::Data::Asset<MaterialAsset> CreateMaterialAsset(AZStd::string_view materialSourceFilePath, const rapidjson::Value& json) const;
bool ReportMaterialAssetWarningsAsErrors() const;
bool m_isShuttingDown = false;
};
@@ -948,19 +948,17 @@ namespace AZ
{
AZStd::vector<uint16_t>& skinJointIndices = productMesh.m_skinJointIndices;
AZStd::vector<float>& skinWeights = productMesh.m_skinWeights;
const auto& sourceMeshData = sourceMesh.m_meshData;
size_t numInfluencesAdded = 0;
for (const auto& skinData : sourceMesh.m_skinData)
{
const AZ::u32 controlPointIndex = sourceMeshData->GetControlPointIndex(static_cast<int>(vertexIndex));
const size_t numSkinInfluences = skinData->GetLinkCount(controlPointIndex);
const size_t numSkinInfluences = skinData->GetLinkCount(vertexIndex);
size_t numInfluencesExcess = 0;
for (size_t influenceIndex = 0; influenceIndex < numSkinInfluences; ++influenceIndex)
{
const AZ::SceneAPI::DataTypes::ISkinWeightData::Link& link = skinData->GetLink(controlPointIndex, influenceIndex);
const AZ::SceneAPI::DataTypes::ISkinWeightData::Link& link = skinData->GetLink(vertexIndex, influenceIndex);
const float weight = link.weight;
const AZStd::string& boneName = skinData->GetBoneName(link.boneId);
@@ -2088,7 +2086,7 @@ namespace AZ
AZ::Vector3 vpos; //note: it seems to be fastest to reuse a local Vector3 rather than constructing new ones each loop iteration
for (uint32_t i = 0; i < elementCount; ++i)
{
vpos.Set(const_cast<float*>(reinterpret_cast<const float*>(&buffer[i])));
vpos.Set(reinterpret_cast<const float*>(&buffer[i]));
aabb.AddPoint(vpos);
}
}
@@ -25,7 +25,7 @@ namespace AZ
namespace RPI
{
/**
* This is the central component that drive the process of exporting a scene to Model
* This is the central component that drive the process of exporting a scene to Model
* and Material assets. It delegates asset-build duties to other components like
* ModelAssetBuilderComponent and MaterialAssetBuilderComponent via export events.
*/
@@ -55,7 +55,7 @@ namespace AZ
AZStd::string_view m_relativeFileName;
AZStd::string_view m_extension;
const Uuid m_sourceUuid;
const Uuid m_sourceUuid = Uuid::CreateNull();
const DataStream::StreamType m_dataStreamType = DataStream::ST_BINARY;
};