/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include #include #include namespace Terrain { void TerrainSystemComponent::Reflect(AZ::ReflectContext* context) { if (AZ::SerializeContext* serialize = azrtti_cast(context)) { serialize->Class() ->Version(0); if (AZ::EditContext* ec = serialize->GetEditContext()) { ec->Class("Terrain", "The Terrain System Component enables Terrain.") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("System")) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ; } } } void TerrainSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC_CE("TerrainService")); } void TerrainSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) { incompatible.push_back(AZ_CRC_CE("TerrainService")); } void TerrainSystemComponent::GetRequiredServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& required) { } void TerrainSystemComponent::GetDependentServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& dependent) { } void TerrainSystemComponent::Init() { } void TerrainSystemComponent::Activate() { // Currently, the Terrain System Component owns the Terrain System instance because the Terrain World component gets recreated // every time an entity is added or removed to a level. If this ever changes, the Terrain System ownership could move into // the level component. m_terrainSystem = new TerrainSystem(); auto* passSystem = AZ::RPI::PassSystemInterface::Get(); AZ_Assert(passSystem, "Cannot get the pass system."); // Setup handler for load pass templates mappings m_loadTemplatesHandler = AZ::RPI::PassSystemInterface::OnReadyLoadTemplatesEvent::Handler([this]() { this->LoadPassTemplateMappings(); }); passSystem->ConnectEvent(m_loadTemplatesHandler); // Register terrain system related passes passSystem->AddPassCreator(AZ::Name("TerrainDetailTextureComputePass"), &TerrainDetailTextureComputePass::Create); passSystem->AddPassCreator(AZ::Name("TerrainMacroTextureComputePass"), &TerrainDetailTextureComputePass::Create); } void TerrainSystemComponent::Deactivate() { m_loadTemplatesHandler.Disconnect(); delete m_terrainSystem; m_terrainSystem = nullptr; } void TerrainSystemComponent::LoadPassTemplateMappings() { auto* passSystem = AZ::RPI::PassSystemInterface::Get(); AZ_Assert(passSystem, "Cannot get the pass system."); const char* passTemplatesFile = "Passes/TerrainPassTemplates.azasset"; passSystem->LoadPassTemplateMappings(passTemplatesFile); } }