Material Component: Can set material property overrides on default materials
No longer need to assign material overrides to set/edit properties in UI or script Material component will load and use the default material for a slot if no override is assigned Signed-off-by: Guthrie Adams <guthadam@amazon.com>
This commit is contained in:
+73
-30
@@ -110,12 +110,14 @@ namespace AZ
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m_queuedMaterialUpdateNotification = false;
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MaterialComponentRequestBus::Handler::BusConnect(m_entityId);
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MaterialReceiverNotificationBus::Handler::BusConnect(m_entityId);
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LoadMaterials();
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}
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void MaterialComponentController::Deactivate()
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{
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MaterialComponentRequestBus::Handler::BusDisconnect();
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MaterialReceiverNotificationBus::Handler::BusDisconnect();
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TickBus::Handler::BusDisconnect();
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ReleaseMaterials();
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@@ -214,13 +216,29 @@ namespace AZ
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bool anyQueued = false;
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for (auto& materialPair : m_configuration.m_materials)
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{
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auto& materialAsset = materialPair.second.m_materialAsset;
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if (materialPair.second.m_materialInstancePreCreated)
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{
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continue;
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}
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if (materialAsset.GetId().IsValid() && !Data::AssetBus::MultiHandler::BusIsConnectedId(materialAsset.GetId()))
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if (materialPair.second.m_materialAsset.GetId().IsValid() &&
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!Data::AssetBus::MultiHandler::BusIsConnectedId(materialPair.second.m_materialAsset.GetId()))
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{
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anyQueued = true;
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materialAsset.QueueLoad();
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Data::AssetBus::MultiHandler::BusConnect(materialAsset.GetId());
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materialPair.second.m_materialAsset.QueueLoad();
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Data::AssetBus::MultiHandler::BusConnect(materialPair.second.m_materialAsset.GetId());
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continue;
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}
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materialPair.second.m_defaultMaterialAsset = AZ::Data::Asset<AZ::RPI::MaterialAsset>(
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GetDefaultMaterialAssetId(materialPair.first), AZ::AzTypeInfo<AZ::RPI::MaterialAsset>::Uuid());
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if (materialPair.second.m_defaultMaterialAsset.GetId().IsValid() &&
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!Data::AssetBus::MultiHandler::BusIsConnectedId(materialPair.second.m_defaultMaterialAsset.GetId()))
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{
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anyQueued = true;
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materialPair.second.m_defaultMaterialAsset.QueueLoad();
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Data::AssetBus::MultiHandler::BusConnect(materialPair.second.m_defaultMaterialAsset.GetId());
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}
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}
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@@ -236,13 +254,22 @@ namespace AZ
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for (auto& materialPair : m_configuration.m_materials)
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{
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auto& materialAsset = materialPair.second.m_materialAsset;
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if (materialAsset.GetId() == asset.GetId())
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if (materialPair.second.m_materialAsset.GetId() == asset.GetId())
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{
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materialAsset = asset;
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materialPair.second.m_materialAsset = asset;
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}
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if (materialAsset.GetId().IsValid() && !materialAsset.IsReady())
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if (materialPair.second.m_materialAsset.GetId().IsValid() && !materialPair.second.m_materialAsset.IsReady())
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{
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allReady = false;
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}
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if (materialPair.second.m_defaultMaterialAsset.GetId() == asset.GetId())
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{
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materialPair.second.m_defaultMaterialAsset = asset;
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}
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if (materialPair.second.m_defaultMaterialAsset.GetId().IsValid() && !materialPair.second.m_defaultMaterialAsset.IsReady())
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{
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allReady = false;
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}
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@@ -268,11 +295,7 @@ namespace AZ
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for (auto& materialPair : m_configuration.m_materials)
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{
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if (materialPair.second.m_materialAsset.GetId().IsValid())
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{
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materialPair.second.m_materialAsset.Release();
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materialPair.second.m_materialInstance = nullptr;
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}
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materialPair.second.Release();
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}
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MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsUpdated, m_configuration.m_materials);
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@@ -459,18 +482,21 @@ namespace AZ
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void MaterialComponentController::SetPropertyOverride(const MaterialAssignmentId& materialAssignmentId, const AZStd::string& propertyName, const AZStd::any& value)
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{
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auto& materialAssignment = m_configuration.m_materials[materialAssignmentId];
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const bool wasEmpty = materialAssignment.m_propertyOverrides.empty();
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materialAssignment.m_propertyOverrides[AZ::Name(propertyName)] = value;
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// When applying property overrides for the first time, new instance needs to be created in case the current instance is already used somewhere else to keep overrides local
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if (materialAssignment.m_propertyOverrides.empty())
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if (materialAssignment.RequiresLoading())
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{
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materialAssignment.m_propertyOverrides[AZ::Name(propertyName)] = value;
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materialAssignment.RebuildInstance();
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MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialInstanceCreated, materialAssignment);
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QueueMaterialUpdateNotification();
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LoadMaterials();
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return;
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}
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else
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if (wasEmpty != materialAssignment.m_propertyOverrides.empty())
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{
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materialAssignment.m_propertyOverrides[AZ::Name(propertyName)] = value;
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materialAssignment.RebuildInstance();
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MaterialComponentNotificationBus::Event(
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m_entityId, &MaterialComponentNotifications::OnMaterialInstanceCreated, materialAssignment);
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QueueMaterialUpdateNotification();
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}
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QueuePropertyChanges(materialAssignmentId);
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@@ -703,6 +729,12 @@ namespace AZ
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const bool wasEmpty = materialAssignment.m_propertyOverrides.empty();
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materialAssignment.m_propertyOverrides = propertyOverrides;
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if (materialAssignment.RequiresLoading())
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{
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LoadMaterials();
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return;
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}
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if (wasEmpty != materialAssignment.m_propertyOverrides.empty())
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{
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materialAssignment.RebuildInstance();
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@@ -712,14 +744,11 @@ namespace AZ
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QueuePropertyChanges(materialAssignmentId);
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}
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MaterialPropertyOverrideMap MaterialComponentController::GetPropertyOverrides(const MaterialAssignmentId& materialAssignmentId) const
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MaterialPropertyOverrideMap MaterialComponentController::GetPropertyOverrides(
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const MaterialAssignmentId& materialAssignmentId) const
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{
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const auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
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if (materialIt == m_configuration.m_materials.end())
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{
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return {};
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}
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return materialIt->second.m_propertyOverrides;
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return materialIt != m_configuration.m_materials.end() ? materialIt->second.m_propertyOverrides : MaterialPropertyOverrideMap();
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}
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void MaterialComponentController::SetModelUvOverrides(
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@@ -729,6 +758,12 @@ namespace AZ
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const bool wasEmpty = materialAssignment.m_matModUvOverrides.empty();
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materialAssignment.m_matModUvOverrides = modelUvOverrides;
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if (materialAssignment.RequiresLoading())
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{
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LoadMaterials();
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return;
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}
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if (wasEmpty != materialAssignment.m_matModUvOverrides.empty())
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{
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materialAssignment.RebuildInstance();
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@@ -742,11 +777,19 @@ namespace AZ
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const MaterialAssignmentId& materialAssignmentId) const
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{
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const auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
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if (materialIt == m_configuration.m_materials.end())
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return materialIt != m_configuration.m_materials.end() ? materialIt->second.m_matModUvOverrides : AZ::RPI::MaterialModelUvOverrideMap();
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}
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void MaterialComponentController::OnMaterialAssignmentsChanged()
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{
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for (const auto& materialPair : m_configuration.m_materials)
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{
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return {};
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if (materialPair.second.RequiresLoading())
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{
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LoadMaterials();
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return;
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}
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}
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return materialIt->second.m_matModUvOverrides;
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}
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void MaterialComponentController::QueuePropertyChanges(const MaterialAssignmentId& materialAssignmentId)
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