Simplified the call back for MaterialTypeSourceData::EnumeratePropertyGroups while also providing more data.
Made the Material Inspector join nested property group display names to be like "Layer 1 | Base Color", since the leaf property groups are shown as a flat list in the inspector.
Fixed CreateMaterialAssetFromSourceData to include the imported json files in the list of sourceDependencies. This triggers the Material Editor to hot-reload when one of these json files changes.
Updated a few places that were still assuming only one level of property group.
Updated EditorMaterialComponentInspector to apply the per-property-group material functors, before it was still only applying the top-level onces.
Moved some accessor function implementations to the cpp files, per feedback on another already-merged PR.
Testing:
Made changes to MinimalMultilayerPbr (in AtomSampleViewer) to use nested property groups, and saw the correct behavior in the Material Editor's property inspector.
Used MaterialComponent's property inspector to edit a StandardPbr material instance. Confrimed that functors were correctly controlling property visibility by enabling and disabling things like emissive and clear coat.
Used MaterialComponent's property inspector to edit a MinimalMultilayerPbr material instance. Saw all the expected groups and properties show up. Confirmed that per-group functors were correctly controlling property visibility.
Used MaterialComponent's property inspector to export a material instance and confirmed the .material file included the expected properties.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
There were conflicts in MaterialDocument.cpp which I had resolve by just taking development. This will not compile. I will make additional fixes in another commit.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Changes to AttachmentImage related classes to have better support using render target as texture.
- Updated AttachmentImageAsset to support an unique name which can be used as AttachmentId.
- Functions in ImageSystemInterface to find an AttachmentImage by its unique name.
- Added InsertChild function to ParentPass class so it can insert a child pass at any location.
- Change to ImageAttachmentPreviewPass so it can preview cached pass attachment even the source pass was disabled.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
The main addition here is the MaterialNameContext class which represents the concept of a namespace for properties, shader options, and SRG fields. This concept was already somewhat supported in LuaMaterialFunctor through bespoke "prefix" fields, but I have generalized it be available for all material functors. Note that I have not yet updated the other material functor types to ensure they take advantage of this feature, that will be in another commit.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Added new utility functions for easily creating the value set for a ShaderOptionDescriptor.
Made ShaderOptionDescriptor default value optional, picking the first available value as the default ... by default.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Updated all array_view uses with the C++20 span.
The updates were done in the following order
1. `AZStd::array_view<([^>].+)\* ?>` -> `AZStd::span<\1 const>`
2. `AZStd::array_view<(?:const )(.+)>` -> `AZStd::span<const \1>`
3. `AZStd::array_view` -> `AZStd::span`
Removed the implementation of array_view.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added missing whitespace between `const` and the typename for spans.
Updated the ShaderTest comparison of the ShaderResourceGroupLayout span
to compare the sizes as well
Updated comments on some of the methods that stated that they return "an
array" to mention they return "a span".
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
These changes have the added benefit of simplifying some of the serialization code. MaterialSourceDataSerializer is no longer needed, as its main purpose was to pass the MaterialTypeSourceData down to the MaterialPropertyValueSerializer.
Before, the JSON serialization system gave a lot of data flexibility because it did best-effort conversions, like allowing a float to be loaded as an int for example. But now the material serialization code doesn't know target data type, so it has to assume the data type based on what's in the .material file, and then the MaterialAsset will convert the data to the appropriate type later when Finalize() is called.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
In some cases it may be acceptable to do non-const things in a const function as long as it is only manipulating internal data, and the public facing API returns the same values as before. But in this case, the IsFinalized function is a public facing API that would have a different result after GetPropertyValues was called.
I also updated a couple other minor things from code review feedback.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
I found a mistake where MaterialAssetCreator needs to clear the raw data when configured to finalize the material asset.
Since MaterialSourceData no longer relies on the material type source file at all, I was able to change MaterialSourceDataTest to avoid saving the source data to disk.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
I made MaterialAsset::Finalize private so I could add some parameters specifically for MaterialAssetCreator to use. Now MaterialAssetCreator::Begin has an option to finalize the material or not.
Moved MaterialAssetCreatorCommon::ValidateDataType to MaterialPropertyDescriptor as "ValidateMaterialPropertyDataType" so that MaterialAsset::Finalize could use it too
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Before, the material builder was loading the MaterialTypeAsset and doing some processing with it, but was avoiding declaring job dependencies that would cause reprocessing lots of assets when a shader or .materialtype file changes. Reading the asset data isn't safe when not declaring a job dependency (or when declaring a weak job dependency like OrderOnce which is the case here). This caused to several known bugs.
The main change here is it no longer loads the MaterialTypeAsset at all; all other changes flow from there.
The biggest changes (when deferred material processing is enabled) are ...
1) MaterialSourceData no longer loads MaterialTypeAsset. All it really needs is to determine whether a string is an image file reference or an enum value, which is easy to do by just looking for the "." for the extension.
2) MaterialAssetCreator no longer produces a finalized material asset. It no longer uses MaterialAssetCreatorCommon because that only produces a non-finalized MaterialAsset, which has very different needs for the SetPropertyValue function. (We could consider merging MaterialAssetCreatorCommon into MaterialTypeAssetCreator since that's the only subclass at this point). And it doesn't do any validation against the properties layout since that can be done at runtime.
3) Moved processing of enum property values from MaterialSourceData to MaterialAsset::Finalize (this was the only thing being done in the builder that actually needed to read the material type asset data).
Also...
- Updated the MaterialAsset class mostly to clarify and formalize the two different modes it can be in: whether it is finalized or not.
- Merged the separate "IncludeMaterialPropertyNames" registry settings from MaterialConverterSystemComponent and MaterialBuilder into one "FinalizeMaterialAssets" setting used for both.
- Removed MaterialSourceData::ApplyVersionUpdates. Now the flow of data is the same regardless of whether the materials are finalized by the AP or at runtime. Version updates are always applied on the MaterialAsset.
- Added a validation check to MaterialTypeAssetCreator ensuring that once a property is renamed, the old name can never be used again for a new property. This assumption was already made previously, but not formalized, in that Material::FindPropertyIndex does not expect every caller to provide a version number for the material property name, also the material asset's list of raw property names was never versioned. The only way for this to be a safe assumption is to prevent reuse of old names.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* 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>
* 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>
* 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>
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>
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>