Commit Graph

115 Commits (6c25e08d3f3de4b355af95f442b13492a62777ae)

Author SHA1 Message Date
santorac db3d41ad9d Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/santorac/MaterialEditorHandlesMissingTextures 4 years ago
santorac aa85963a2b Fixed MaterialPropertyValue::FromAny to preserve the Hint string when converting Asset objects. This fixed an issue where the hint didn't show up in the Material Component's instance inspector.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
galibzon b0dfe26232
The Build Time Stamp of ShaderAsset And (#5373)
* The Build Time Stamp of ShaderAsset And
ShaderVariantAsset Should Be Based On
GetTimeUTCMilliSecond()

GetTimeNowMicroseconds() is useful to measure time stamp differences.
GetTimeUTCMilliSecond() is for time stamps based on absolute clock/wall time.

* Updated DiffuseGlobalIllumination precompiled shaders

Co-authored-by: dmcdiar <dmcdiar@amazon.com>
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
4 years ago
santorac e1e282484f Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/santorac/MaterialEditorHandlesMissingTextures 4 years ago
Tommy Walton f1d9e7ae28
Skybox hot reloading - fix black screen when running the editor for the first time with a clean cache (#5529)
* Add a default fallback image when a StreamingImageAsset fails to load

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Don't release a missing/invalid texture reference in the skybox component. Hold on to the reference so that it can hot-reload

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Don't release a missing/invalid texture reference in the ibl component. Hold on to the reference so that it can hot-reload

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Use a different fallback image depending on the status of the asset. Including a setting to use a friendly image that is less obnoxious for anything that might have been missed in a release build

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Adding the stubbed in fallback textures

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Updated the seedlist for the RPI to include the fallback images. It only needs the default and the missing asset images, since the AP doesn't run in release builds, the asset status will always be unknown, not processing or failed to process, so if an asset is not bundled, it is just missing.

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Switched to GetAssetIdByPath and removed some tabs

Signed-off-by: Tommy Walton <waltont@amazon.com>
4 years ago
Tom Hulton-Harrop 2812ec2024
Fix brute force mesh intersection function (#5447)
* fix brute force mesh intersection function

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add test for brute force ray intersection fix

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* refactor tests to remove as much duplication and provide API for future tests if required

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* small updates after review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update following review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* fix for pointer offset

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
4 years ago
santorac f27203a5fa Updated Material Editor to use the available default fallback images to visually indicate a missing texture.
Material Editor also warns the user when saving a material that is populated with fallback image references.
Factored out the path strings for the default images to ImateSystemInterface.h.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Tommy Walton 9a470f35ad Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/amzn-tommy/ATOM-16289_SkyboxHotReloading
Signed-off-by: Tommy Walton <waltont@amazon.com>
4 years ago
Tommy Walton 09b9d371e0 Use a different fallback image depending on the status of the asset. Including a setting to use a friendly image that is less obnoxious for anything that might have been missed in a release build
Signed-off-by: Tommy Walton <waltont@amazon.com>
4 years ago
santorac 48f3bb7d7a Fixed missing initialization of ShaderCollection::Item::m_renderStatesOverlay.
This RenderStates is used to override the values in the final draw packet, if the values are valid; it's supposed to be initialized to invalid values, but it wasn't. So the depth compare function was getting set to Less instead of GreaterEqual. This wasn't a problem when using serialized assets from disk, because the deserialization uses the default constructor which did initialize m_renderStatesOverlay. No all Item constructors initialize m_renderStatesOverlay.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Guthrie Adams e632dc3b39 Moving material type asset PostInit call to be consistent with material asset
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Guthrie Adams 898b1811e0 material editor loads source data
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Tommy Walton 55ebc17b01 Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/amzn-tommy/ATOM-16289_SkyboxHotReloading
Signed-off-by: Tommy Walton <waltont@amazon.com>
4 years ago
Tommy Walton 672c82f69d Add a default fallback image when a StreamingImageAsset fails to load
Signed-off-by: Tommy Walton <waltont@amazon.com>
4 years ago
galibzon 6763e2a3ac
Shaders changes require two or more change cycles before updating (#5142)
* Shaders changes require two or more change cycles before updating

This fixes the problem described in the title.

Consolidated the responsibility to update the root shader variant
asset into the Shader() class. It was unnecessarily spread across
Shader(), ShaderVariant() and ShaderAsset().
In particular OnAssetReloaded now makes a temporary copy of the root
ShaderVariantAsset and updates the ShaderAsset with such reference
only when OnAssetReloaded() is called on behalf of the ShaderAsset.

Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
4 years ago
galibzon a945fd9f1b
Removed ShaderAsset related unncessary warning (#5008)
Removed ShaderAsset related unncessary warning that pollutes the logs.

Signed-off-by: garrieta <garrieta@amazon.com>
4 years ago
santorac 144af200bf Fixed potential unused variable 'originalVersion' with 'maybe_unused' attribute.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac cef1e200f6 Merge remote-tracking branch 'upstream/development' into Atom/santorac/MaterialPropertyRenameInMaterialComponent 4 years ago
santorac c6b209ace0 Made material property auto-rename procedure apply to Material Component at runtime. This ensures that an material property overrides and any gameplay scripts that work with property overrides can get the benefit of the material type version update procedure.
I added an ApplyPropertyRenames function to MaterialTypeAsset very similar to the one in MaterialTypeSourceData.
Updated the MaterialAssignment class to apply any property renames when it discovers the old name doesn't work. This will be written to disk when the level or prefab is saved.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
antonmic 4b7eac0b40 merging dev
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
santorac a4321baecc Hopefully fix a Jenkins build failure about "function cannot access 'AZ::RPI::MaterialVersionUpdate::RenamePropertyAction::m_fromPropertyId'"
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac f4d5a75574 Fixed an issue where the wrong version number was being reported in a warning message. It showed the latest version instead of the original version number.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 46061eb302 Simplified the code around MaterialAsset::ApplyVersionUpdates()
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 1633ced656 Reports warnings when a material version auto update is applied, notifying the user they should update their source data.
Also improved the MaterialAssetTests UpgradeMaterialAsset() to focus on testing the inputs and outputs of the class rather than the private internal data.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 836d018de7 Simplified MaterialVersionUpdate code to focus just on renaming, since that's the only operation we currently support. We shouldn't add more complexity until additional operations need to be supported.
Also rearranged some logic to simplify the code that loops over rename actions, avoiding making unnecessary additional maps.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
antonmic 9e8e08a815 Throwing up Depth of Field WIP so Galib can investigate AP crash with shader processing
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
hershey5045 d8549f9566
Merge branch 'development' into Atom/rbarrand/MaterialVersionUpdate 4 years ago
Esteban Papp f3e6adce7f
LYN-6882 release builds are executing code in asserts (#4305)
* adding Windows/release to PR-validation builds

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* changing trace back to expand to nothing for release

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* typo

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* more fixes

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* fixing some more unused variable cases

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* renaming file in ScriptCanvas that causes a msbuild warning

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* reverting a previous change

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
santorac 62e268bec7 Merge branch 'development' into Atom/santorac/RemixableMaterialTypes 4 years ago
Robin acff45446a Resolve PR comments.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
Artur K f44169f7fa
Cleanup SerializeContext.h pt.1 (#4264)
* Remove AssetSerializer inclusion from SerializeContext header

Moved a few Reflect methods to new cpp files.

In addition, some preparations for further header dependency reductions.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix smoke test lua failures.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Windows build fixes.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Missing license headers

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix white-space issues.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Code review fix for AzToolsFramework/AssetEditor/AssetEditorBus.h

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix inheritance list wrapping broken by older clang-format

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
santorac 3753ee6f1c Merge remote-tracking branch 'upstream/development' into Atom/santorac/RemixableMaterialTypes 4 years ago
Robin 503e565a53 Remove pragma optimize off.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
Robin 2607b3471a Resolve PR comments. Add unit tests.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
rbarrand 59031d2f17 Enable material version updates.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
Tommy Walton 982bef8766
Use resize_no_construct when creating a buffer asset, since the initial data is going to be memcopy'd anyways. (#4249)
Signed-off-by: amzn-tommy <waltont@amazon.com>
4 years ago
santorac c2abd2d74f Updated the naming convention for material property "names" vs "IDs".
A "property name" is the name of the just the property without regard to the group that it's in. A "group name" is the name of the group. And a "property ID" is the full unique name of a property in the form "groupName.propertyName". This is important preparation for upcoming changes where property sets can contain other property sets, and property IDs can be arbitrarily long like "layer1.baseColor.factor" for example.

The naming changes include variables, some code comments, and the .materialtype file format. I was able to make these changes in a backward compatible way so a property or group "id" field has been replaced with a "name" field, but "id" is still supported for compatibility. StandardPBR, EnhancedPBR, StandardMultilayerPBR, and Skin have all been updated. Note that MinimalPBR has not been updated, proving that backward compatibility works. (We can update this one too at some point though).

Testing:
Opened up materials in the material editor.
Ran AtomSampleViewer in dx12 and vulkan with no new failures.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Guthrie Adams 825e523483 Merge branch 'development' into Atom/guthadam/multiple_dockable_pinned_material_component_property_editor
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
santorac 5b04183b4e
Material System Reports Warnings About PSO-Impacting Changes
Merge pull request #4102 from aws-lumberyard-dev/Atom/santorac/WarnOnMaterialPsoChanges

These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.

- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Added a new ScopedValue utility class that simply sets a value when it goes out of scope.
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.
- Made a couple imporvements to material_find_overrides_demo.lua: 
  - Made the target material slot name configurable through an exposed component property. 
  - Fixed a timing issue where the assignmentId was invalid if FindMaterialAssignmentId is called too early.
4 years ago
Guthrie Adams 1e1f1b6aee Merge branch 'development' into Atom/guthadam/multiple_dockable_pinned_material_component_property_editors 4 years ago
Guthrie Adams f7d4b8e70f Changing material component property inspector to dockable view pane
• Inspector is locked to a specific entity and material assignment ID
• All modifications are made via the material component request bus
• Removed complicated configuration management in editor material component
• Multiple material property inspectors can be opened
• Multiple materials across different entities can be edited simultaneously
• No longer blocks the viewport or other interactions
• Added functions to material component request bus for retrieving material slot labels, default materials, getting and setting property and UV overrides
• Added more asset related types to material property value conversion from any
• Added support for static heading widget on top of atom tools inspector, currently used for menus and messages

WIP: Still investigating intermittent crash because of corrupt asset property
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
santorac 51f101748d These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.
- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Esteban Papp 5965760612 Merge branch 'development' into cmake/warn_virtual
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Mike Balfour 0505f200e5
Remove extra/bad profile markers (#4031)
Many of these are just extra noise in the profile, but the one in Archive.cpp could also cause PIX to crash.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
4 years ago
Esteban Papp 9f6d4125b8 Merge branch 'development' into cmake/warn_virtual
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp f414cd3966 More fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp 860b28c10b more fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
moraaar 9a0ea2c4c5
Fixed NvCloth assets, NvCloth automated test scripts, ModelAsset cloning and UI reverse overrides menu crash (#3851)
- Fixed cloth asset, which stopped working due to Updated skeleton logic: #2957 which changes how fbx graph nodes are collected (affecting its names, which is used by cloth modifier).
- Fixed cloth test suite active call to base's run_test function. It stopped working when its signature was changed here: 182d410#diff-3f5d93b0a76c838893693f19f2eacfe3e67040d445d6463c5c425ef5075cb409
- Renamed nvcloth TestSuite_Active.py to TestSuite_Main.py to be consistent with the other test folders.
- Fixed ModelAsset creator clone function. It was missing to copy the material slots, ultimately causing Material Component to show 0 material slots.
- Fixed crash where the revert overrides menu was not created when checking changes for selected component and selected entities.

Signed-off-by: moraaar moraaar@amazon.com
4 years ago
hershey5045 4249ceeae7
Add material property names to material assets, disable FBX dependency on materialtype files. (#3408)
* Add material property names to material assets, disable FBX dependency on materialtype files.

Signed-off-by: Robin <rbarrand@amazon.com>

* Add reflection for MaterialAssets. Update member variable comment.

Signed-off-by: Robin <rbarrand@amazon.com>

* Switch cvar to using bus value. Refine comments.

Signed-off-by: Robin <rbarrand@amazon.com>

* Refactor functions and refine comments.

Signed-off-by: Robin <rbarrand@amazon.com>

* Realign property values when material property names are populated.

Signed-off-by: Robin <rbarrand@amazon.com>

* Switch PostLoadInit check to on asset status ready. Add realign property values code to PostLoadInit as well.

Signed-off-by: Robin <rbarrand@amazon.com>

* Stash@{1} code.

Signed-off-by: Robin <rbarrand@amazon.com>

* Refactor realignment code into the right places.

Signed-off-by: Robin <rbarrand@amazon.com>

* Remove pragma optmize off.

Signed-off-by: Robin <rbarrand@amazon.com>

* More refactoring.

Signed-off-by: Robin <rbarrand@amazon.com>

* Refactor comments and remove code no longer needed.

Signed-off-by: Robin <rbarrand@amazon.com>

* Refactor comments and remove unused include.

Signed-off-by: Robin <rbarrand@amazon.com>

* Comment refactor, corrected some code.

Signed-off-by: Robin <rbarrand@amazon.com>

Co-authored-by: Robin <rbarrand@amazon.com>
4 years ago
Steve Pham fa0f2a1007
Fix unused warnings release (#3677)
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS

Signed-off-by: Steve Pham <spham@amazon.com>
4 years ago