Commit Graph

269 Commits

Author SHA1 Message Date
lumberyard-employee-dm b9824ed172 Updated all array_view uses with the C++20 span. (#7157)
* 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>
2022-01-26 16:15:47 -06:00
Guthrie Adams 191db77e4d Atom Tools: Moved performance monitor system component from ME to ATF
Moved the performance monitor system component and metrics gathering from the material editor into atom tools framework so it can be reused and extended by other applications.
Replaced the custom performance monitor docked window in the material editor with status bar widgets that are always visible and take up no screen real estate. This could possibly be moved to the base application class or rendered on top of the viewport.

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2022-01-24 22:17:01 -06:00
santorac f89977abe3 Merge pull request #7054 from aws-lumberyard-dev/Atom/santorac/RemixableMaterialTypes2_FIX2
Made MaterialPropertyId Be More Generic
2022-01-24 13:18:11 -08:00
Guthrie Adams 160508d2d6 Merge pull request #7104 from aws-lumberyard-dev/Atom/guthadam/atom_tools_change_preset_browser_to_generic_asset_grid_dialog
Atom Tools: Changed ME preset browser dialog into generic asset grid dialog in ATF
2022-01-24 13:15:32 -06:00
Guthrie Adams b5ac9cb66b Merge pull request #7107 from aws-lumberyard-dev/Atom/guthadam/atom_tools_combined_me_viewport_renderer_and_widget
Atom Tools: Combined ME viewport widget and renderer classes
2022-01-24 13:11:27 -06:00
santorac fec2b889a3 Merge remote-tracking branch 'upstream/development' into Atom/santorac/RemixableMaterialTypes2_FIX2
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2022-01-24 10:54:03 -08:00
Guthrie Adams aabde7916f Atom Tools: Combined ME viewport widget and renderer classes
Was looking into options for making any part of this more generic or reusable but 60% of the code is just setup and teardown of processors, handles, entities, and components for the material editor viewport content. The rest is about handling material editors specific setting changes. Most of the general-purpose code has already been moved into atom tools framework render viewport widget. The best reduction or generalization from this point would be using prefabs or some other mechanism to data drive setting up camera, viewport model, IBL, lighting, sky box.

Also discussing options for replacing the material editor viewport camera controller and states with a generic one used in the main editor and animation editor.

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2022-01-23 18:20:52 -06:00
Guthrie Adams d6cf8e24f3 Atom Tools: Replaced custom help dialog with generic message box
The help dialog just displayed some HTML text. The message box class provided by Qt can display the same information and styling without additional code. We don’t want to carry around the extra class to new applications based off of this one or port to ATF.
A simple about box was also added and can be fleshed out in the future.
Both dialogs will eventually need to be updated with additional information.

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2022-01-23 15:18:49 -06:00
Guthrie Adams f20bf38f88 Atom Tools: Changed ME preset browser dialog into generic asset grid dialog in ATF
Moving more potentially shared code out of the material editor into atom tools framework.
This change consolidates the lighting preset browser, model preset browser, and the base dialogue that they shared into a single, grid based, asset selection dialog.
AssetGridDialog should appear as a move and rename of PresetBrowserDialog but there are probably too many differences with new variable renames and SelectableAsset struct.
Along the way I found examples showing that event bus broadcast accepted generic functions and lambdas. Used this to do a minor cleanup of the viewport settings inspector where the preset dialogs were initialized and other places that did several back to back bus calls.

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2022-01-23 11:22:48 -06:00
santorac 3e5c1cee1e Fixed a place where GetFullName was still being used.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2022-01-21 11:56:32 -08:00
santorac 02acf2f65e Updated MaterialPropertyId class in preparation for nested material property sets.
Here the class has been generalized for a list of group names and a final property name, rather than assuming a single group containing the property. This included removing the unused GetPropertyName and GetGroupName functions. All that's really need from this class is conversion to a full property ID string.

Testing:
New unit test.
Reprocessed all core material types and StandardPBR test materials used in Atom Sample Viewer's material screenshot test.
Atom Sample Viewer material screenshot test script.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2022-01-20 15:43:22 -08:00
Guthrie Adams dac77605d9 Atom Tools: removing unused traits for ME executable extension
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2022-01-20 16:29:11 -06:00
Guthrie Adams c98d14ad92 Atom Tools: Removing unnecessary modules, components, and dead code from ME
• Working toward creating a standalone application template
Removing application level modules and system components that make it difficult to navigate the project and add a lot of boilerplate code
• Temporarily keeping viewport module and components because shutting down the application deactivates module entities before system entities without respecting component service dependency order. This caused several RPI assets and names to leak because they were not being destroyed in the correct order.
• Fixing include paths not referenced source folders
• Mostly cleanup and reorganization, no behavioral changes

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2022-01-20 00:10:07 -06:00
Guthrie Adams 843ca5a0ad Merge pull request #6960 from aws-lumberyard-dev/Atom/guthadam/atom_tools_shared_asset_browser
Atom Tools: moving custom asset browser code to common location
2022-01-19 09:37:09 -06:00
Guthrie Adams c0cbc41ba6 Merge pull request #6917 from aws-lumberyard-dev/Atom/guthadam/atom_tools_document_application_added
Atom Tools: Created base class for document-based applications
2022-01-19 09:36:46 -06:00
Guthrie Adams eb51cd4c06 Atom Tools: moving custom asset browser code to common location
Consolidated duplicate asset browser code from multiple tools into single class in atom tools framework
Moved creation of asset browser and Python terminal windows into base main window class
Fixed docked window orientations
Added checks to asset browser to prevent crashes if tree state saver was null

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2022-01-18 18:05:23 -06:00
santorac 4ade6bc88a Fixed compile errors in Material Editor.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2022-01-18 10:29:51 -08:00
santorac c5b128bec4 First pass at reworking and formalizing the way deferred material asset baking works. The feature basically works but needs more testing.
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>
2022-01-18 10:29:36 -08:00
Guthrie Adams a6feef3563 Atom Tools: Created base class for document-based applications
Moving some duplicated code to a common base class

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2022-01-14 16:51:46 -06:00
AMZN-byrcolin c778606c89 Templates restricted (#6498)
* Templates/Restricted upgrade/fixes:
Fixed template storage format: templates now only store true relative paths and no longer save "origin" paths and "optional" has been removed, it was never used.
Upgraded all templates to new standard
Template system now correctly handles child objects: Child objects no longer have to specify restricted they inherit from parent
Restricted now operates at the object level and makes no assumptions about parent
Restricted templates can now be combined and seperated on creation
ly_get_list_relative_filename has been deprecated for o3de_pal_dir
All Gems/Projects/Templates updated to use new code

Signed-off-by: byrcolin <byrcolin@amazon.com>
2022-01-14 10:27:20 -08:00
lumberyard-employee-dm 18ea4ba6a8 Added a CriticalAssetsCompiled Lifecycle event (#6469)
The CriticalAssetsCompiled event can be handled to detect when the
AssetProcessor has finished processing Critical Assets

Also with the new event, an audit has been performed over all the
locations where the AssetCatalogEventBus OnCatalogLoaded event was being
handle to make sure it was the proper event to use.
If the handler was actually examing the enumerating over the full
catalog or querying all assets within the catalog, then it was a proper
use.
For handlers that were interested in a particular asset it was not

Moreover added implementations of `OnCatalogAssetChanged` and
`OnCatalogAssetAdded` to the FileTagComponent and the MaterialViewportComponent.

Any applications which uses the AtomToolsApplication
class(MaterialEditor, AtomSampleViewerStandalone,
ShaderMangementConsole) now signals a "CriticalAssetsCompiled" lifecycle
event as well as loads the "assetcatalog.xml" if it exists.

The Launcher application signals the "CrticalAssetsCompiled" event and
reloads the "assetcatalog.xml" for the ${project}.GameLauncher and
${project}.ServerLauncher in Launcher.cpp

Finally the Editor signals the "CriticalAssetsCompiled" and reloads the
"assetcatalog.xml" in CryEdit.cpp

resolves #6093

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2022-01-10 15:21:04 -06:00
Guthrie Adams f8ca427954 Fixed several material editor bugs related to file paths and hot reload prompts (#6374)
* draft

Signed-off-by: Guthrie Adams <guthadam@amazon.com>

* Removes automatic generation of relative paths for external references for materials
Updated material editor functions for creating new materials, creating or saving model or lighting presets, to save to the project asset folder instead of the material folder which is not included in the new templates
Changed function for getting saved file names to handle case where Qt save file dialog adds double extensions if the extension contains a dot

Signed-off-by: Guthrie Adams <guthadam@amazon.com>

* Fixed problems with material editor hot reloading after documents or dependencies changed.
Triggering message boxes within the tick function, which is executed from the main application timer, caused the tick function to be called a second time recursively.
Switched from using the tick bus to a timer so that the documents re opening and dialogs are triggered outside of the main tick.

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-12-14 08:52:01 -08:00
Guthrie Adams 1cef580cad Material editor asynchronously loads lighting and model presets
changed several sequential blocking loads into asynchronous loads to improve material editor startup time

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-12-06 19:49:10 -06:00
Guthrie Adams 74cc3ccc20 Removing warnings from material editor viewport
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-12-02 13:05:02 -06:00
santorac 2774ac1811 Merge branch 'stabilization/2110' into Atom/santorac/MaterialEditorHandlesMissingTextures 2021-11-17 13:24:56 -08:00
Guthrie Adams cb552256f8 Moved asynchronous image loading function to atom tools framework
Moved settings registry wrapper function to atom tools framework
Created registry settings with default values for preview configurations based on asset type
Changed lighting preset previews and thumbnails to use reflective material
Created registry settings for preset selection dialog borders, padding, sizes
Updated shared preview utility functions to compare against registered asset types instead of passing them in individually

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-17 10:55:14 -06:00
Guthrie Adams 88569948e3 Changed preset selection dialog widget headings to not overlap preview images
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-17 10:12:05 -06:00
Guthrie Adams 5311878e87 Replacing preset preview images with thumbnail widget to improve load times
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-17 10:12:02 -06:00
santorac 9f7815fa04 Fixed up a couple incorrectly or incompletely resolved merge conflicts.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-11-16 10:35:49 -08:00
santorac db3d41ad9d Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/santorac/MaterialEditorHandlesMissingTextures 2021-11-16 10:06:28 -08:00
santorac 224e0bd20f Removed the 'data-warnings' concept for checking before saving a material document. It's no longer necessary since we no longer replace the original data with placeholders.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-11-16 00:02:20 -08:00
santorac 7d849cc0d2 Changed the overall strategy for how to handle missing image references. Instead of replacing it with one of the placeholder assets, we replace it with an random UUID which will be interpreted as a missing asset (unless some discovers discovers a UUID collision). This eventually gets replaced by one of the placeholder textures at runtime. This approach gives more consistent results in how missing texture are handled between Material Editor and Material Component.
I actually tried this approach before and it didn't seem to work the way we needed, but I realized that's because PropertyAssetCtrl wasn't handling missing assets properly. I fixed a few issues there including showing the error button when the asset can't be found, and fixing a broken reference to the error icon file.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-11-15 16:51:22 -08:00
Guthrie Adams 198f225bbe Updating parent path usage has part of cherry picked from stabilization combining source data changes with relative path changes
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-11 21:48:47 -06:00
Guthrie Adams 7d51912a6e updated comments
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-11 21:46:17 -06:00
Guthrie Adams b3f3a4245b updated image paths to use new function
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-11 21:45:32 -06:00
Guthrie Adams ed4f7965da Created function to get relative paths to referenced files that will fall back to asset folder relative paths under certain conditions
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-11 21:44:25 -06:00
Guthrie Adams f18f838da6 material editor and exporter save source materials with relative paths
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-11 21:43:51 -06:00
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>
2021-11-10 19:28:42 -08:00
santorac cd28d210ab Working on making Material Editor able to open materials that have missing textures.
Made it a warning instead of an error when MaterialAssetCreator can't find a texture.
Updated the Material Editor's MaterialDocument class to not elevate warnings to errors.
Material Editor uses new features in TraceRecorder to show a message dialog when warnings are detected so the user is notified of the missing texture.

Next I will work on making MaterialAssetCreator put a "missing" texture in place of the requested one.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-11-10 14:02:17 -08:00
Guthrie Adams 791d11c8f9 Fix parent material loading
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:48 -06:00
Guthrie Adams c0acbe7bd4 Changed how asset creator generates the asset instance. Instead of finding or creating the asset in the asset manager, one is directly instantiated and only added to the asset manager after creation is complete. This allows for reuse of previously loaded asset ids and will replace or “reload” a pre-existing asset with the newly created one. This also sends although correct notifications.
Changed material document to load a source data are for the parent material as well.  It was also a previously loading the parent material products asset which would be out of date compared to the source data.
Changed material document to track source file dependency changes instead of product asset changes.
Fixed a bug or copy paste error in the document manager that was using the same container to track documents the modified externally and from other dependency changes.
Returning source data dependencies when creating a material asset from source.

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:42 -06:00
Guthrie Adams 898b1811e0 material editor loads source data
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:25 -06:00
Qing Tao 5a39361f77 ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene crea… (#5153) (#5389)
* ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene created by PreviewRenderer but not the Main Scene
Deprecate GetDefaultScene() function.
Update all the places which use GetDefaultScene to use Scene::GetFeatureProcessorFromEntityId or GetMainScene.
Tested with Editor, UI Editor, Material Editor, game launcher.

Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
(cherry picked from commit 8da6bea073)
2021-11-08 07:49:30 -08:00
santorac 7ffcbe080e Updated Material Editor's MaterialDocument to apply version updates to the materials that it opens.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-21 13:23:18 -07:00
santorac bf2997f960 Merge remote-tracking branch 'upstream/development' into Atom/rbarrand/MaterialVersionUpdate 2021-10-21 11:14:03 -07:00
santorac a0b1dec929 Added support for material version updates in MaterialSourceData. This is necessary for tools like Material Editor and Asset Processor to work with the latest property names.
- Added MaterialSourceData::ApplyVersionUpdates() for updating the properties. This should be called by tools after loading the MaterialSourceData. (But can be omitted if a tool wants to read the data exactly as it appears in the .material file).
- Updated MaterialTypeSourceData::FindProperty to support applying version update renames, including a ApplyPropertyRenames utility function, which are necessary for MaterialSourceData to be able to find the necessary property definitons while loading.
- Added a new context struct to JsonMaterialPropertyValueSerializer for passing down the material type version number, to help with applying property renames.
- Renamed the .material file format "propertyLayoutVersion" to "materialTypeVersion" which is more accurate. This shouldn't hurt existing data as this field wasn't actually used for anything before.
- Updated Material Editor to again store the material type version number in .material files.

MaterialSourceDataTests updates...
- Updated to include both a .materialtype file and a MaterialTypeAsset for the test material type. Both are used by the MaterialTypeSourceData class.
- The default test material type now includes some version update steps; these are only used for version update tests and won't impact the other test functions.
- Updated the path for storing temp files to disk, to just be in a "temp" folder in the exe path. (Originally they were saved to the gem folder near MaterialSourceDataTests.cpp, but at some point someone changed it to be under the exe folder, so there's no reason to use the full gem path anymore).

MaterialTypeSourceDataTests updates...
- Moved some code that was accidentally added to LoadAllFieldsUsingOldFormat but should have been in LoadAndStoreJson_AllFields.
- Added test cases for unsupported version update operations

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-20 15:31:01 -07:00
santorac a3d84b5098 Merge remote-tracking branch 'upstream/development' into Atom/rbarrand/MaterialVersionUpdate 2021-10-15 21:47:33 -07:00
AMZN-ScottR 9a5ac0a35a [atom_cpu_profiler_gem_promotion] removed unnecessary GatherCpuTimingStatistics flag from Atom
Signed-off-by: AMZN-ScottR <24445312+AMZN-ScottR@users.noreply.github.com>
2021-10-15 19:24:21 -07:00
AMZN-ScottR da75b7ef2b [atom_cpu_profiler_gem_promotion] disconnected Atom CPU profiler preparing for gem promotion
Signed-off-by: AMZN-ScottR <24445312+AMZN-ScottR@users.noreply.github.com>
2021-10-15 19:22:26 -07:00
Guthrie Adams afdf35a925 updated material editor skybox and changed property icons
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-10-13 13:41:31 -05:00