Commit Graph

44 Commits (a3d018f30f46d1fdafae73b4aa02b1d0d8b60d45)

Author SHA1 Message Date
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
Robin dd8761dd8b Edit comment and add marker for version update.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
Robin b78e41f5a8 Refactor use of OrderOnce for materials to limit to materialtype dependencies only.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
Robin 0ed82e21d5 Switch job dependency type to OrderOnce for material assets when property names are included.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
Esteban Papp 91e9c8d81f
Adds unused calls to Trace functions to prevent constant failures in release builds
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Steve Pham e6573766c2
Fixes for release builds for unused variable warnings (#4000)
Signed-off-by: Steve Pham <spham@amazon.com>
4 years ago
Esteban Papp f414cd3966 More fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
hershey5045 15e889a2f6
Reintroduce materialtype dependency on fbx files. (#3934)
Signed-off-by: Robin <rbarrand@amazon.com>

Co-authored-by: Robin <rbarrand@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
Esteban Papp cd5df6b372 Some more fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp 9c7b55a31d Merge branch 'development' into cmake/linux_fix_warn_unused
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Gems/Atom/RHI/Code/Include/Atom/RHI.Reflect/Bits.h
#	Gems/Atom/RHI/Code/Include/Atom/RHI/IndexBufferView.h
#	Gems/Atom/Tools/MaterialEditor/Code/Source/Window/MaterialEditorWindow.cpp
#	Gems/Atom/Tools/ShaderManagementConsole/Code/Source/Window/ShaderManagementConsoleWindow.cpp
4 years ago
santorac 60d137c5b6
Merge pull request #2746 from aws-lumberyard-dev/Atom/santorac/OptionalSceneApiMaterialConversion3
Made Model Material Conversion Optional

Added a new registry setting that disables automatic conversion of materials from model files like FBX.

By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.

Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.

Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows SceneAPI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.

Testing:
- Changing the registry setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switching the material conversion registry setting from true to false. (Details below)
- Merged this change to a customer's fork and tested on their existing content.

Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
  - Entity 1 material assignments
    - Blue_Zaxis: left as-is
    - Green_Yaxis: exported the material
    - Red_Xaxis: exported the material, and changed the material instance color to pink
    - StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
    - With_Texture: selected an existing brick material, changed the material instance color to red.
  - Entity 2 material assignments
    - Default Material: set to an existing brick material
    - Blue_Zaxis: manually assigned built-in material that was converted from fbx
    - Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange
4 years ago
Esteban Papp 804d833bb9 Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp c19c4af1e1 Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
santorac 6b23e07af4 Changed MaterialConverterBus GetMaterialTypePath() to return a string instead of char*
Minor code cleanup.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 079e018e8e Merge remote-tracking branch 'upstream/development' into Atom/santorac/OptionalSceneApiMaterialConversion3 4 years ago
Esteban Papp 036114a5a7 Merge branch 'development' into cmake/SPEC-2513_w4244
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Framework/AzToolsFramework/AzToolsFramework/Input/QtEventToAzInputManager.cpp
4 years ago
AMZN-stankowi b98a67e836
Better error reporting on mixing skinned and unskinned meshes. (#3158)
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
4 years ago
Esteban Papp 90cad016de Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Benjamin Jillich 5c90bc0d58
Skip blend shapes that influence multiple meshes (#3009)
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
4 years ago
Esteban Papp 19d79f1559 Merge branch 'development' into cmake/SPEC-2513_w4267 4 years ago
Chris Burel 24740b3f86
Update the cloth rule to look for optimized meshes (#2737)
The cloth rule stores the name of a mesh node that is used to retrieve
cloth data from. However, at asset processing time, the model builder
switches things to look for the optimized version of a mesh. The cloth
rule was not doing this, so it would return the cloth data for the
unoptimized mesh. This resulted in the final mesh having some data from
the optimized mesh and cloth data from the non-optimized mesh.

This changes the cloth rule to use the optimized version of a mesh, if
it exists, and fall back to the unoptimized mesh when it does not exist.

This closes issue 2454.

Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Esteban Papp b33a4db332 Merge branch 'development' into cmake/SPEC-2513_w4267 4 years ago
Chris Santora 36abde95a9 Added a new registry setting that disables automatic conversion of materials from model files like FBX.
By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.

Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.

Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows ScenePI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.

Testing:
- Changing the registery setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switcihng the material conversion registry setting from true to false. (Details below)
- TODO: Will merge this change to a customer's fork and test on their existing content.

Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
  - Entity 1 material assignments
    - Blue_Zaxis: left as-is
    - Green_Yaxis: exported the material
    - Red_Xaxis: exported the material, and changed the material instance color to pink
    - StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
    - With_Texture: selected an existing brick material, changed the material instance color to red.
  - Entity 2 material assignments
    - Default Material: set to an existing brick material
    - Blue_Zaxis: manually assigned built-in material that was converted from fbx
    - Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 7d84a005c0 Updated unit tests and fixed build failures. 4 years ago
Chris Santora fec79a7d53 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>
4 years ago
Chris Santora 14d2e38b90 Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
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>
4 years ago
pappeste 97f9ac870d Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Benjamin Jillich d987c45072 MikkT tangent generation support
* Default setting when no tangents rule: MikkT tangents.
* Calculates tangents/bitangents for all available uv sets.
* Creates tangent/bitangent data in in case they are not existing yet (as in: the source scene contains tangents/bitangents)
* Overwrites the tangent/bitangent data from the source scene in case MikkT is wished.
* Added helper functions to create tangent/bitangent scene nodes, finding tangent/bitangent data for a given uv layer and calculating the number of uv layers provided by the mesh scene node.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
4 years ago
amzn-mike fc75dd5fda
Fix python fbx tests (#2171)
* Update fbx test dbgsg files

Remove rc products from fbx test expected output
Update warning counts for 2 of the tests - these are due to missing material properties
Add SkipAtomOutput setting to disable atom material and mesh processing in scene as these pull in a lot of external dependencies to Process
Removed BlendShapeData and MeshData debug output of positions/normals/faces
Updated ManifestImportRequestHandler to remove warning about Joining 2 absolute paths
Updated AssImpMaterialImporter to use new GenerateRelativeSourcePath API to fix issue where relative path generation failed with tmp project directories

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add comment for setting

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add override dbgsg file to python test

The mesh optimizer specifically avoids creating optimized nodes for nodes that are not selected, resulting in a different scene graph that requires a different dbgsg file to compare with

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Replace hardcoded passing of specific registry setting to instead pass all registry settings to AssetBuilder

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
4 years ago
Steve Pham 38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
4 years ago
AMZN-stankowi 4c4be73bd5
First pass FBX -> Scene File conversion. (#1699)
This is the simple pass, minimizing code changes and focused on comments.

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
5 years ago
Steve Pham b4a2edec6a
Final update copyright headers to reference license files at the repo root (#1693)
* 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>
5 years ago
Steve Pham 70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504) 5 years ago
Qing Tao dcdd63966e
ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name (#1133)
* ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name
- Change the CreateCommonBuffer function to not require an unique  name by default.
- Remove the code for generating unique buffer names.
- Add buffer name to BufferAsset so it can be used for device object name instead of using asset file name.
- Change RPI::Buffer to use BufferName_AssetUuid as attachment id.
5 years ago
Chris Burel 5d4226df16
Get a mesh's morph targets based on the scene graph hierarchy, instead of mesh name (#1128)
When building a mesh's morph targets, the exporter has to identify the base
mesh in addition to each morph target mesh. Previously this was done by
searching the entire scene graph for nodes
* of type IBlendShapeData
* whose parent's name matches the name of the Atom model

This is problematic for a few reasons. The first is that the Atom model's
name may have been based on the optimized mesh node. When this happens,
the `OptimizedMeshSuffix` that is used in the Scene Graph node's name is
stripped off of the Atom model's name. The result is that the *unoptimized*
mesh is used as the base mesh for the blend shapes, instead of the
optimized blend shape. This of course results in disaster, since the
optimizer reorders the vertices, and the base mesh will not match the
optimized one. The second is that it is not really necessary to do the
search based on the node name at all. All of a mesh's blend shapes are
child nodes of the base IMeshData node. With this change, the base mesh
is located based on the node data pointer, and all of its child
IBlendShapeData nodes are added to the set of blend shapes to process. This
way, the Atom model's name isn't involved in the lookup.
5 years ago
Tommy Walton ded39be57e
Merging WrinkleMask support from 1.0 to main (#680)
Added a loop to the skin shader that will sample from wrinkle masks, multiply them by a weight, combine them, and use them instead of vertex colors for wrinkle map blending

Added an array of masks, an array of weights, and a wrinkle mask count to the DefaultObjectSrg. -Will create a follow up task to handle this a better way.

Removed motion vector (for now) from skin.materialtype since we're not using them, and removed depthtransparent since skin doesn't support transparency

Added an interface to the MeshFeatureProcessor to get the object srg

Wrapped srg->Compile in if(srg->IsQueuedForCompile()) to prevent compiling twice --This doesn't stop a race condition if both happen at the same time, but that is at least far less likely. It will need a better solution later.

Added a function to the MorphTargetExporter that will check to see if a texture that matches the blend shape name exists in a particular folder, and adds a reference to that image to the MorphTargetMetaAsset --Only supports .tif, and doesn't automatically re-process the .fbx if the folder is updated. These can be improved in later iterations

Added a null check in MaterialTypeSourceData.cpp to fix a crash I ran into

Added a for loop in two places to look for the first submesh that has a morph target, instead of just using the first to check if a lod has morph targets or not. --I have a better fix for this, but it involves more areas of the code, so I'm saving that for another change.

Modified AtomActorInstance to look for any morph targets that have a wrinkle mask reference

Then each frame, for any morph targets with non-zero weights that also have wrinkle masks, it updates the mask array, weights, and count on the object srg.
5 years ago
Aaron Ruiz Mora 45fbc86d2d
Fix cloth with MeshOptimization ON
- Reexport cloth assets with AssImp ON. These was necessary because AssImp collects a different name for the color streams than FbxSDK and therefore they needed to be reassigned in the cloth rule.
- Adding '_optimized' string to a global variable and using StringFunc RChop to remove it for a string.
5 years ago
alexpete 8469c9ca0a Integrating github/staging through commit 5f214be 5 years ago
alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 5 years ago
alexpete c2cbd430fe Integrating up through commit 90f050496 5 years ago
alexpete 36c4e827bd Integrating latest from github/staging
Integrating up through commit 5e1bdae
5 years ago
alexpete 75dc720198 Integrating latest 47acbe8 5 years ago
alexpete a10351f38d Initial commit 5 years ago