Replaced get and set functions with explicit types with templates
Added special case handling for setting enum values as strings or numbers from script
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
MaterialAssignment::ApplyProperties() still reports warnings but does not update the m_propertyOverrides.
MaterialAssignment::ApplyProperties() will now skip the old name'd overrides if overrides are present for the new names. I'm not sure if this will ever happen, but it did happen while I had some intermediate changes, so I imagine it could happen again.
I had to update the Material::FindPropertyIndex function to expose information about renames when they occur. This should make it easier for other systems to get (somewhat) automatic benefit from the version update feature.
I also found that there was an issue with material inspector where it wouldn't be initialized the the right override values when renames were present. Now it applies the renames to whatever override data it gets from the Material Component.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Fixed scaling issues with labels used for images
Reduced updating previews and material component inspector to only apply after a value is committed
Storing cache of previously rendered material previews
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
Changed thumbnailer bus to use const pixmap
Changed capture request call back to use const pixmap instead of image
Replaced scene and pipeline members with constructor parameters
Added material preview renderer to editor material system component with new requests and notifications
Changed material property inspector details group to persistent heading so the preview image widget would not get destroyed during refreshes. But this was also a backlog task.
Changed common preview render camera to use lookat
Moved default asset caching to thumbnail renderer
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
• Extracted all of the thumbnail specific code from the common preview render class as a step towards separating it from the thumbnail system completely
• Created a capture request structure that stores all of the info related to the content being captured and callbacks for success and failure
• Request to capture any kind of content can be added to the renderer using this structure
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
• Removed classes for initialization and teardown steps of the renderer
• Moved initialization and teardown logic back to the renderer constructor and destructor
• Combined thumbnail render context and data with the main renderer class
• Made all render data private and instead implemented a public interface
• Remaining steps were simplified and updated to work directly with the new public interface
• Changed the waiting for assets to load state to poll asset status on tick because we were timing out there anyway
• Unified redundant camera configuration variables and made sure they were used consistently when initializing and updating the scene and camera
• Changed interface for custom feature processor request API to build a set instead of returning a vector
• Moved initialization of the thumbnail renderer and preview factory after asset catalog has loaded
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
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>
* Add HDR color grading pass and shaders.
* Remove color grading pass from light adaptation parent pass due to failing ASV tests. This will be added back later on.
* Editor HDR Color Grading Component implemented under the PostFx stack (#219)
* Add softmin/max for unbounded color grading properties.
* Revert channel mixer properties to vector3. Refactor mix to weight. Fix color grading pass to convert any color variable into vec4.
Signed-off-by: rbarrand <rbarrand@amazon.com>
Co-authored-by: Robin <rbarrand@amazon.com>
• Adding commands to material component to clear or repair material slots
• Moved all clear and repair functions from the editor component to the material component controller, bound to its buses so they can be accessed from script
• Added new functions to clear model and LOD material groups
• Added function to remove material assignments with bad asset references
• Added function to reassign materials with bad asset references to the default asset
• Added function to remove material assignments that don’t match slots available on the active model. This case arises when switching between different models, changing the materials on a given model, or copying and pasting the material component to a different entity with a different model. The user might end up with hidden material slots that load assets but have no effect.
• Converted remaining code that iterated over editor material slots to instead use the material component request bus
• Removed functions from the editor material component that enumerated editor material slots
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
• 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>
* Removing the boundary search method. Bicubic is now the default and only PCF filtering method
* Removing padding (based upon feedback)
* Removing PCF method from py auto testing
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
- 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>
* Fixed log2 shaper equations. Added bspline sampling for lut. Added options for custom log2 or linear lut with custom exposure ranges.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added support for PQ shaper. Added shader option & cvar for lut sampling quality. Fixed issues in the blend lut shader that were causing considerable quality loss. No longer always changing to the log2 1000 nit shaper when blending luts - if the source luts all use the same shaper, keep using that shaper in the blended lut.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed an integer -> float
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Minor PR reveiw updates
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
Change all name parameters to use standard string so that they could be headed in in script canvas nodes and RPE
Added explicitly type functions for getting and saving property overrides
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file).
This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging.
Here is what's left to do...
Add serialization version converters to preserve prior prefab data.
See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot.
I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct.
Test actors
Lots more testing in general
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Expose shadow bias to component & feature processors. Shadow bias now works more consistently with various near / far shadow planes and caster positions. Bias now also affects esm shadows which helps eliminate acne in certain situations.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding jira comment to light configuration serialization version. Improved comment on final adjustment to bias before its sent to the shader.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Hooking up bias to behavior context.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>