Moved the material slot list from ModelLodAsset to ModelAsset, so all the slots live in one main list. This removes data duplication between LODs and cleans up the code a bit.

I had to update the ModelLod class to take in both the ModelLodAsset and ModelAsset for initialization so it can fetch the slots for each mesh.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
This commit is contained in:
Chris Santora
2021-07-20 16:23:56 -07:00
committed by santorac
parent a71ee7eb3a
commit fec79a7d53
22 changed files with 135 additions and 158 deletions
@@ -29,9 +29,10 @@ namespace AZ
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Class<ModelAsset, Data::AssetData>()
->Version(0)
->Version(1)
->Field("Name", &ModelAsset::m_name)
->Field("Aabb", &ModelAsset::m_aabb)
->Field("MaterialSlots", &ModelAsset::m_materialSlots)
->Field("LodAssets", &ModelAsset::m_lodAssets)
;
}
@@ -57,28 +58,23 @@ namespace AZ
return m_aabb;
}
RPI::ModelMaterialSlotMap ModelAsset::GetModelMaterialSlots() const
const ModelMaterialSlotMap& ModelAsset::GetMaterialSlots() const
{
RPI::ModelMaterialSlotMap slotMap;
return m_materialSlots;
}
for (const Data::Asset<AZ::RPI::ModelLodAsset>& lod : GetLodAssets())
{
for (const AZ::RPI::ModelMaterialSlot& materialSlot : lod->GetMaterialSlots())
{
auto iter = slotMap.find(materialSlot.m_stableId);
if (iter == slotMap.end())
{
slotMap.emplace(materialSlot.m_stableId, materialSlot);
}
else
{
AZ_Assert(materialSlot.m_displayName == iter->second.m_displayName && materialSlot.m_defaultMaterialAsset.GetId() == iter->second.m_defaultMaterialAsset.GetId(),
"Multiple LODs have mismatched data for the same material slot.");
}
}
}
const ModelMaterialSlot& ModelAsset::FindMaterialSlot(uint32_t stableId) const
{
auto iter = m_materialSlots.find(stableId);
return slotMap;
if (iter == m_materialSlots.end())
{
return m_fallbackSlot;
}
else
{
return iter->second;
}
}
size_t ModelAsset::GetLodCount() const
@@ -29,6 +29,33 @@ namespace AZ
m_asset->m_name = name;
}
}
void ModelAssetCreator::AddMaterialSlot(const ModelMaterialSlot& materialSlot)
{
if (ValidateIsReady())
{
auto iter = m_asset->m_materialSlots.find(materialSlot.m_stableId);
if (iter == m_asset->m_materialSlots.end())
{
m_asset->m_materialSlots[materialSlot.m_stableId] = materialSlot;
}
else
{
if (materialSlot.m_displayName != iter->second.m_displayName)
{
ReportWarning("Material slot %u was already added with a different name.", materialSlot.m_stableId);
}
if (materialSlot.m_defaultMaterialAsset != iter->second.m_defaultMaterialAsset)
{
ReportWarning("Material slot %u was already added with a different default MaterialAsset.", materialSlot.m_stableId);
}
iter->second = materialSlot;
}
}
}
void ModelAssetCreator::AddLodAsset(Data::Asset<ModelLodAsset>&& lodAsset)
{
@@ -23,10 +23,9 @@ namespace AZ
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<ModelLodAsset>()
->Version(1)
->Version(0)
->Field("Meshes", &ModelLodAsset::m_meshes)
->Field("Aabb", &ModelLodAsset::m_aabb)
->Field("MaterialSlots", &ModelLodAsset::m_materialSlots)
;
}
@@ -41,7 +40,7 @@ namespace AZ
->Version(1)
->Field("Name", &ModelLodAsset::Mesh::m_name)
->Field("AABB", &ModelLodAsset::Mesh::m_aabb)
->Field("MaterialSlotIndex", &ModelLodAsset::Mesh::m_materialSlotIndex)
->Field("MaterialSlotId", &ModelLodAsset::Mesh::m_materialSlotId)
->Field("IndexBufferAssetView", &ModelLodAsset::Mesh::m_indexBufferAssetView)
->Field("StreamBufferInfo", &ModelLodAsset::Mesh::m_streamBufferInfo)
;
@@ -76,9 +75,9 @@ namespace AZ
return m_indexBufferAssetView.GetBufferViewDescriptor().m_elementCount;
}
size_t ModelLodAsset::Mesh::GetMaterialSlotIndex() const
ModelMaterialSlot::StableId ModelLodAsset::Mesh::GetMaterialSlotId() const
{
return m_materialSlotIndex;
return m_materialSlotId;
}
const AZ::Name& ModelLodAsset::Mesh::GetName() const
@@ -120,41 +119,6 @@ namespace AZ
return m_aabb;
}
AZStd::array_view<ModelMaterialSlot> ModelLodAsset::GetMaterialSlots() const
{
return m_materialSlots;
}
const ModelMaterialSlot& ModelLodAsset::GetMaterialSlot(size_t slotIndex) const
{
if (slotIndex < m_materialSlots.size())
{
return m_materialSlots[slotIndex];
}
else
{
AZ_Error("ModelAsset", false, "Material slot index %zu out of range. ModelAsset has %zu slots.", slotIndex, m_materialSlots.size());
return m_fallbackSlot;
}
}
const ModelMaterialSlot* ModelLodAsset::FindMaterialSlot(uint32_t stableId) const
{
auto iter = AZStd::find_if(m_materialSlots.begin(), m_materialSlots.end(), [&stableId](const ModelMaterialSlot& existingMaterialSlot)
{
return existingMaterialSlot.m_stableId == stableId;
});
if (iter == m_materialSlots.end())
{
return nullptr;
}
else
{
return iter;
}
}
const BufferAssetView* ModelLodAsset::Mesh::GetSemanticBufferAssetView(const AZ::Name& semantic) const
{
const AZStd::array_view<ModelLodAsset::Mesh::StreamBufferInfo>& streamBufferList = GetStreamBufferInfoList();
@@ -61,32 +61,14 @@ namespace AZ
}
}
void ModelLodAssetCreator::SetMeshMaterialSlot(const ModelMaterialSlot& materialSlot)
void ModelLodAssetCreator::SetMeshMaterialSlot(ModelMaterialSlot::StableId id)
{
auto iter = AZStd::find_if(m_asset->m_materialSlots.begin(), m_asset->m_materialSlots.end(), [&materialSlot](const ModelMaterialSlot& existingMaterialSlot)
{
return existingMaterialSlot.m_stableId == materialSlot.m_stableId;
});
if (iter == m_asset->m_materialSlots.end())
if (!ValidateIsMeshReady())
{
m_currentMesh.m_materialSlotIndex = m_asset->m_materialSlots.size();
m_asset->m_materialSlots.push_back(materialSlot);
return;
}
else
{
if (materialSlot.m_displayName != iter->m_displayName)
{
ReportWarning("Material slot %u was already added with a different name.", materialSlot.m_stableId);
}
if (materialSlot.m_defaultMaterialAsset != iter->m_defaultMaterialAsset)
{
ReportWarning("Material slot %u was already added with a different MaterialAsset.", materialSlot.m_stableId);
}
*iter = materialSlot;
}
m_currentMesh.m_materialSlotId = id;
}
void ModelLodAssetCreator::SetMeshIndexBuffer(const BufferAssetView& bufferAssetView)
@@ -309,8 +291,7 @@ namespace AZ
AZ::Aabb aabb = sourceMesh.GetAabb();
creator.SetMeshAabb(AZStd::move(aabb));
const ModelMaterialSlot& materialSlot = sourceAsset->GetMaterialSlot(sourceMesh.GetMaterialSlotIndex());
creator.SetMeshMaterialSlot(materialSlot);
creator.SetMeshMaterialSlot(sourceMesh.GetMaterialSlotId());
// Mesh index buffer view
const BufferAssetView& sourceIndexBufferView = sourceMesh.GetIndexBufferAssetView();