/* * 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 #include #include #include #include #include namespace AZ { namespace RPI { void LuaMaterialFunctor::Reflect(ReflectContext* context) { if (auto* serializeContext = azrtti_cast(context)) { serializeContext->Class() ->Version(1) ->Field("scriptAsset", &LuaMaterialFunctor::m_scriptAsset) ->Field("materialNameContext", &LuaMaterialFunctor::m_materialNameContext) ; } } LuaMaterialFunctor::LuaMaterialFunctor() { // [GFX TODO][ATOM-13648] Add local system allocator to material system // ScriptContext creates a new allocator if null (default) is passed in. // Temporarily using system allocator for preventing hitting the max allocator number. m_scriptContext = AZStd::make_unique(AZ_CRC_CE("MaterialFunctor"), &AZ::AllocatorInstance::Get()); m_sriptBehaviorContext = AZStd::make_unique(); ReflectScriptContext(m_sriptBehaviorContext.get()); m_scriptContext->BindTo(m_sriptBehaviorContext.get()); } void LuaMaterialFunctor::ReflectScriptContext(AZ::BehaviorContext* behaviorContext) { AZ::MathReflect(behaviorContext); // We don't need any functions in Image, but just need BehaviorContext to be aware of this // type so we can pass around image pointers within lua scripts. behaviorContext->Class(); MaterialPropertyDescriptor::Reflect(behaviorContext); ReflectMaterialDynamicMetadata(behaviorContext); LuaMaterialFunctorRenderStates::Reflect(behaviorContext); LuaMaterialFunctorShaderItem::Reflect(behaviorContext); LuaMaterialFunctorUtilities::Reflect(behaviorContext); LuaMaterialFunctorRuntimeContext::Reflect(behaviorContext); LuaMaterialFunctorEditorContext::Reflect(behaviorContext); } const AZStd::vector& LuaMaterialFunctor::GetScriptBuffer() const { if (!m_scriptBuffer.empty()) { AZ_Warning("LuaMaterialFunctor", m_scriptAsset.GetId().IsValid() == false, "LuaMaterialFunctor has both a built-in script and an external script asset. The external script will be ignored."); return m_scriptBuffer; } else if (m_scriptAsset.IsReady()) { return m_scriptAsset->GetScriptBuffer(); } else { AZ_Error("LuaMaterialFunctor", false, "LuaMaterialFunctor has no script data."); return m_scriptBuffer; } } const char* LuaMaterialFunctor::GetScriptDescription() const { if (!m_scriptBuffer.empty()) { return ""; } else if (m_scriptAsset.IsReady()) { return m_scriptAsset.GetHint().c_str(); } else { return ""; } } void LuaMaterialFunctor::InitScriptContext() { if (m_scriptStatus == ScriptStatus::Uninitialized) { auto scriptBuffer = GetScriptBuffer(); if (!m_scriptContext->Execute(scriptBuffer.data(), GetScriptDescription(), scriptBuffer.size())) { AZ_Error(LuaMaterialFunctorUtilities::DebugName, false, "Error initializing script '%s'.", m_scriptAsset.ToString().c_str()); m_scriptStatus = ScriptStatus::Error; } else { m_scriptStatus = ScriptStatus::Ready; } } } void LuaMaterialFunctor::Process(RuntimeContext& context) { AZ_PROFILE_FUNCTION(RPI); InitScriptContext(); if (m_scriptStatus == ScriptStatus::Ready) { LuaMaterialFunctorRuntimeContext luaContext{&context, &GetMaterialPropertyDependencies(), m_materialNameContext}; AZ::ScriptDataContext call; if (m_scriptContext->Call("Process", call)) { call.PushArg(luaContext); call.CallExecute(); } } } void LuaMaterialFunctor::Process(EditorContext& context) { AZ_PROFILE_FUNCTION(RPI); InitScriptContext(); if (m_scriptStatus == ScriptStatus::Ready) { LuaMaterialFunctorEditorContext luaContext{&context, &GetMaterialPropertyDependencies(), m_materialNameContext}; AZ::ScriptDataContext call; if (m_scriptContext->Call("ProcessEditor", call)) { call.PushArg(luaContext); call.CallExecute(); } } } LuaMaterialFunctorCommonContext::LuaMaterialFunctorCommonContext(MaterialFunctor::RuntimeContext* runtimeContextImpl, const MaterialPropertyFlags* materialPropertyDependencies, const MaterialNameContext& materialNameContext) : m_runtimeContextImpl(runtimeContextImpl) , m_materialPropertyDependencies(materialPropertyDependencies) , m_materialNameContext(materialNameContext) { } LuaMaterialFunctorCommonContext::LuaMaterialFunctorCommonContext(MaterialFunctor::EditorContext* editorContextImpl, const MaterialPropertyFlags* materialPropertyDependencies, const MaterialNameContext& materialNameContext) : m_editorContextImpl(editorContextImpl) , m_materialPropertyDependencies(materialPropertyDependencies) , m_materialNameContext(materialNameContext) { } MaterialPropertyPsoHandling LuaMaterialFunctorCommonContext::GetMaterialPropertyPsoHandling() const { if (m_runtimeContextImpl) { return m_runtimeContextImpl->GetMaterialPropertyPsoHandling(); } else { return m_editorContextImpl->GetMaterialPropertyPsoHandling(); } } RHI::ConstPtr LuaMaterialFunctorCommonContext::GetMaterialPropertiesLayout() const { if (m_runtimeContextImpl) { return m_runtimeContextImpl->GetMaterialPropertiesLayout(); } else { return m_editorContextImpl->GetMaterialPropertiesLayout(); } } AZStd::string LuaMaterialFunctorCommonContext::GetMaterialPropertyDependenciesString() const { AZStd::vector propertyList; for (size_t i = 0; i < m_materialPropertyDependencies->size(); ++i) { if ((*m_materialPropertyDependencies)[i]) { propertyList.push_back(GetMaterialPropertiesLayout()->GetPropertyDescriptor(MaterialPropertyIndex{i})->GetName().GetStringView()); } } AZStd::string propertyListString; AzFramework::StringFunc::Join(propertyListString, propertyList.begin(), propertyList.end(), ", "); return propertyListString; } bool LuaMaterialFunctorCommonContext::CheckPsoChangesAllowed() { if (GetMaterialPropertyPsoHandling() == MaterialPropertyPsoHandling::Error) { if (!m_psoChangesReported) { LuaMaterialFunctorUtilities::Script_Error( AZStd::string::format( "The following material properties must not be changed at runtime because they impact Pipeline State Objects: %s", GetMaterialPropertyDependenciesString().c_str())); m_psoChangesReported = true; } return false; } else if (GetMaterialPropertyPsoHandling() == MaterialPropertyPsoHandling::Warning) { if (!m_psoChangesReported) { LuaMaterialFunctorUtilities::Script_Warning( AZStd::string::format( "The following material properties should not be changed at runtime because they impact Pipeline State Objects: %s", GetMaterialPropertyDependenciesString().c_str())); m_psoChangesReported = true; } } return true; } MaterialPropertyIndex LuaMaterialFunctorCommonContext::GetMaterialPropertyIndex(const char* name, const char* functionName) const { MaterialPropertyIndex propertyIndex; Name propertyFullName{name}; m_materialNameContext.ContextualizeProperty(propertyFullName); propertyIndex = GetMaterialPropertiesLayout()->FindPropertyIndex(propertyFullName); if (!propertyIndex.IsValid()) { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("%s() could not find property '%s'", functionName, propertyFullName.GetCStr())); } return propertyIndex; } const MaterialPropertyValue& LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(MaterialPropertyIndex propertyIndex) const { if (m_runtimeContextImpl) { return m_runtimeContextImpl->GetMaterialPropertyValue(propertyIndex); } else if (m_editorContextImpl) { return m_editorContextImpl->GetMaterialPropertyValue(propertyIndex); } else { AZ_Assert(false, "Context not initialized properly"); static MaterialPropertyValue defaultValue; return defaultValue; } } template Type LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(const char* name) const { MaterialPropertyIndex index = GetMaterialPropertyIndex(name, "GetMaterialPropertyValue"); if (!index.IsValid()) { return {}; } const MaterialPropertyValue& value = GetMaterialPropertyValue(index); if (!value.IsValid()) { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("GetMaterialPropertyValue() got invalid value for property '%s'", name)); return {}; } if (!value.Is()) { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("GetMaterialPropertyValue() accessed property '%s' using the wrong data type.", name)); return {}; } return value.GetValue(); } // Specialize for type Image* because that will be more intuitive within Lua. // The script can then check the result for nil without calling "get()". // For example, "GetMaterialPropertyValue_Image(name) == nil" rather than "GetMaterialPropertyValue_Image(name):get() == nil" template<> Image* LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(const char* name) const { return GetMaterialPropertyValue>(name).get(); } // Explicit specialization must be declared before expanding it in LuaMaterialFunctorRuntimeContext::Reflect() template<> bool LuaMaterialFunctorRuntimeContext::SetShaderOptionValue(const char* name, const char* value); void LuaMaterialFunctorRuntimeContext::Reflect(BehaviorContext* behaviorContext) { behaviorContext->Class() ->Method("GetMaterialPropertyValue_bool", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_int", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_uint", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_enum", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_float", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Vector2", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Vector3", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Vector4", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Color", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Image", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue) ->Method("SetShaderConstant_bool", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_int", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_uint", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_float", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_Vector2", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_Vector3", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_Vector4", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_Color", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_Matrix3x3", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderConstant_Matrix4x4", &LuaMaterialFunctorRuntimeContext::SetShaderConstant) ->Method("SetShaderOptionValue_bool", &LuaMaterialFunctorRuntimeContext::SetShaderOptionValue) ->Method("SetShaderOptionValue_uint", &LuaMaterialFunctorRuntimeContext::SetShaderOptionValue) ->Method("SetShaderOptionValue_enum", &LuaMaterialFunctorRuntimeContext::SetShaderOptionValue) ->Method("GetShaderCount", &LuaMaterialFunctorRuntimeContext::GetShaderCount) ->Method("GetShader", &LuaMaterialFunctorRuntimeContext::GetShader) ->Method("GetShaderByTag", &LuaMaterialFunctorRuntimeContext::GetShaderByTag) ->Method("HasShaderWithTag", &LuaMaterialFunctorRuntimeContext::HasShaderWithTag) ; } LuaMaterialFunctorRuntimeContext::LuaMaterialFunctorRuntimeContext(MaterialFunctor::RuntimeContext* runtimeContextImpl, const MaterialPropertyFlags* materialPropertyDependencies, const MaterialNameContext& materialNameContext) : LuaMaterialFunctorCommonContext(runtimeContextImpl, materialPropertyDependencies, materialNameContext) , m_runtimeContextImpl(runtimeContextImpl) { } template Type LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue(const char* name) const { return LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(name); } bool LuaMaterialFunctorRuntimeContext::SetShaderOptionValueHelper(const char* name, AZStd::function setValueCommand) { bool didSetOne = false; Name fullOptionName{name}; m_materialNameContext.ContextualizeShaderOption(fullOptionName); for (AZStd::size_t i = 0; i < m_runtimeContextImpl->m_shaderCollection->size(); ++i) { ShaderCollection::Item& shaderItem = (*m_runtimeContextImpl->m_shaderCollection)[i]; ShaderOptionGroup* shaderOptionGroup = shaderItem.GetShaderOptions(); const ShaderOptionGroupLayout* layout = shaderOptionGroup->GetShaderOptionLayout(); ShaderOptionIndex optionIndex = layout->FindShaderOptionIndex(fullOptionName); if (!optionIndex.IsValid()) { continue; } if (!shaderItem.MaterialOwnsShaderOption(optionIndex)) { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("Shader option '%s' is not owned by this material.", fullOptionName.GetCStr())); break; } if (setValueCommand(shaderOptionGroup, optionIndex)) { didSetOne = true; } } return didSetOne; } template<> bool LuaMaterialFunctorRuntimeContext::SetShaderOptionValue(const char* name, const char* value) { return SetShaderOptionValueHelper(name, [value](ShaderOptionGroup* optionGroup, ShaderOptionIndex optionIndex) { return optionGroup->SetValue(optionIndex, Name{value}); }); } template bool LuaMaterialFunctorRuntimeContext::SetShaderOptionValue(const char* name, Type value) { return SetShaderOptionValueHelper(name, [value](ShaderOptionGroup* optionGroup, ShaderOptionIndex optionIndex) { return optionGroup->SetValue(optionIndex, ShaderOptionValue{value}); }); } RHI::ShaderInputConstantIndex LuaMaterialFunctorRuntimeContext::GetShaderInputConstantIndex(const char* name, const char* functionName) const { Name fullInputName{name}; m_materialNameContext.ContextualizeSrgInput(fullInputName); RHI::ShaderInputConstantIndex index = m_runtimeContextImpl->m_shaderResourceGroup->FindShaderInputConstantIndex(fullInputName); if (!index.IsValid()) { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("%s() could not find shader input '%s'", functionName, fullInputName.GetCStr())); } return index; } template bool LuaMaterialFunctorRuntimeContext::SetShaderConstant(const char* name, Type value) { RHI::ShaderInputConstantIndex index = GetShaderInputConstantIndex(name, "SetShaderConstant"); if (index.IsValid()) { return m_runtimeContextImpl->m_shaderResourceGroup->SetConstant(index, value); } return false; } AZStd::size_t LuaMaterialFunctorRuntimeContext::GetShaderCount() const { return m_runtimeContextImpl->GetShaderCount(); } LuaMaterialFunctorShaderItem LuaMaterialFunctorRuntimeContext::GetShader(AZStd::size_t index) { if (index < GetShaderCount()) { return LuaMaterialFunctorShaderItem{this, &(*m_runtimeContextImpl->m_shaderCollection)[index]}; } else { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("GetShader(%zu) is invalid.", index)); return {}; } } LuaMaterialFunctorShaderItem LuaMaterialFunctorRuntimeContext::GetShaderByTag(const char* shaderTag) { const AZ::Name tag{shaderTag}; if (m_runtimeContextImpl->m_shaderCollection->HasShaderTag(tag)) { return LuaMaterialFunctorShaderItem{this, &(*m_runtimeContextImpl->m_shaderCollection)[tag]}; } else { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format( "GetShaderByTag('%s') is invalid: Could not find a shader with the tag '%s'.", tag.GetCStr(), tag.GetCStr())); return {}; } } bool LuaMaterialFunctorRuntimeContext::HasShaderWithTag(const char* shaderTag) { return m_runtimeContextImpl->m_shaderCollection->HasShaderTag(AZ::Name{shaderTag}); } void LuaMaterialFunctorEditorContext::LuaMaterialFunctorEditorContext::Reflect(BehaviorContext* behaviorContext) { behaviorContext->Class() ->Method("GetMaterialPropertyValue_bool", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_int", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_uint", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_enum", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_float", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Vector2", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Vector3", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Vector4", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Color", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("GetMaterialPropertyValue_Image", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue) ->Method("SetMaterialPropertyVisibility", &LuaMaterialFunctorEditorContext::SetMaterialPropertyVisibility) ->Method("SetMaterialPropertyDescription", &LuaMaterialFunctorEditorContext::SetMaterialPropertyDescription) ->Method("SetMaterialPropertyMinValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue) ->Method("SetMaterialPropertyMinValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue) ->Method("SetMaterialPropertyMinValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue) ->Method("SetMaterialPropertyMaxValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMaxValue) ->Method("SetMaterialPropertyMaxValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMaxValue) ->Method("SetMaterialPropertyMaxValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMaxValue) ->Method("SetMaterialPropertySoftMinValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMinValue) ->Method("SetMaterialPropertySoftMinValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMinValue) ->Method("SetMaterialPropertySoftMinValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMinValue) ->Method("SetMaterialPropertySoftMaxValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue) ->Method("SetMaterialPropertySoftMaxValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue) ->Method("SetMaterialPropertySoftMaxValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue) ->Method("SetMaterialPropertyGroupVisibility", &LuaMaterialFunctorEditorContext::SetMaterialPropertyGroupVisibility) ; } LuaMaterialFunctorEditorContext::LuaMaterialFunctorEditorContext(MaterialFunctor::EditorContext* editorContextImpl, const MaterialPropertyFlags* materialPropertyDependencies, const MaterialNameContext& materialNameContext) : LuaMaterialFunctorCommonContext(editorContextImpl, materialPropertyDependencies, materialNameContext) , m_editorContextImpl(editorContextImpl) { } template Type LuaMaterialFunctorEditorContext::GetMaterialPropertyValue(const char* name) const { return LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(name); } template bool LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue(const char* name, Type value) { const char* functionName = "SetMaterialPropertyMinValue"; MaterialPropertyIndex index = GetMaterialPropertyIndex(name, functionName); if (!index.IsValid()) { return false; } return m_editorContextImpl->SetMaterialPropertyMinValue(index, value); } template bool LuaMaterialFunctorEditorContext::SetMaterialPropertyMaxValue(const char* name, Type value) { const char* functionName = "SetMaterialPropertyMaxValue"; MaterialPropertyIndex index = GetMaterialPropertyIndex(name, functionName); if (!index.IsValid()) { return false; } return m_editorContextImpl->SetMaterialPropertyMaxValue(index, value); } template bool LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMinValue(const char* name, Type value) { const char* functionName = "SetMaterialPropertySoftMinValue"; MaterialPropertyIndex index = GetMaterialPropertyIndex(name, functionName); if (!index.IsValid()) { return false; } return m_editorContextImpl->SetMaterialPropertySoftMinValue(index, value); } template bool LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue(const char* name, Type value) { const char* functionName = "SetMaterialPropertySoftMaxValue"; MaterialPropertyIndex index = GetMaterialPropertyIndex(name, functionName); if (!index.IsValid()) { return false; } return m_editorContextImpl->SetMaterialPropertySoftMaxValue(index, value); } bool LuaMaterialFunctorEditorContext::SetMaterialPropertyGroupVisibility(const char* name, MaterialPropertyGroupVisibility visibility) { if (m_editorContextImpl) { Name fullName{name}; m_materialNameContext.ContextualizeProperty(fullName); return m_editorContextImpl->SetMaterialPropertyGroupVisibility(fullName, visibility); } return false; } bool LuaMaterialFunctorEditorContext::SetMaterialPropertyVisibility(const char* name, MaterialPropertyVisibility visibility) { if (m_editorContextImpl) { Name fullName{name}; m_materialNameContext.ContextualizeProperty(fullName); return m_editorContextImpl->SetMaterialPropertyVisibility(fullName, visibility); } return false; } bool LuaMaterialFunctorEditorContext::SetMaterialPropertyDescription(const char* name, const char* description) { if (m_editorContextImpl) { Name fullName{name}; m_materialNameContext.ContextualizeProperty(fullName); return m_editorContextImpl->SetMaterialPropertyDescription(fullName, description); } return false; } void LuaMaterialFunctorUtilities::Reflect(AZ::BehaviorContext* behaviorContext) { behaviorContext->Method("Error", &Script_Error); behaviorContext->Method("Warning", &Script_Warning); behaviorContext->Method("Print", &Script_Print); } void LuaMaterialFunctorUtilities::Script_Error([[maybe_unused]] const AZStd::string& message) { AZ_Error(DebugName, false, "LuaMaterialFunctor: %s", message.c_str()); } void LuaMaterialFunctorUtilities::Script_Warning([[maybe_unused]] const AZStd::string& message) { AZ_Warning(DebugName, false, "LuaMaterialFunctor: %s", message.c_str()); } void LuaMaterialFunctorUtilities::Script_Print([[maybe_unused]] const AZStd::string& message) { AZ_TracePrintf(DebugName, "LuaMaterialFunctor: %s\n", message.c_str()); } template<> void LuaMaterialFunctorShaderItem::SetShaderOptionValue(const char* name, const char* value); void LuaMaterialFunctorShaderItem::Reflect(AZ::BehaviorContext* behaviorContext) { behaviorContext->Class() ->Method("GetRenderStatesOverride", &LuaMaterialFunctorShaderItem::GetRenderStatesOverride) ->Method("SetEnabled", &LuaMaterialFunctorShaderItem::SetEnabled) ->Method("SetDrawListTagOverride", &LuaMaterialFunctorShaderItem::SetDrawListTagOverride) ->Method("SetShaderOptionValue_bool", &LuaMaterialFunctorShaderItem::SetShaderOptionValue) ->Method("SetShaderOptionValue_uint", &LuaMaterialFunctorShaderItem::SetShaderOptionValue) ->Method("SetShaderOptionValue_enum", &LuaMaterialFunctorShaderItem::SetShaderOptionValue) ; } LuaMaterialFunctorRenderStates LuaMaterialFunctorShaderItem::GetRenderStatesOverride() { if (m_context->CheckPsoChangesAllowed() && m_shaderItem) { return LuaMaterialFunctorRenderStates{m_shaderItem->GetRenderStatesOverlay()}; } else { static RHI::RenderStates dummyRenderStates; return LuaMaterialFunctorRenderStates{&dummyRenderStates}; } } void LuaMaterialFunctorShaderItem::SetEnabled(bool enable) { if (m_shaderItem) { m_shaderItem->SetEnabled(enable); } } void LuaMaterialFunctorShaderItem::SetDrawListTagOverride(const char* drawListTag) { if (m_shaderItem) { m_shaderItem->SetDrawListTagOverride(Name{drawListTag}); } } void LuaMaterialFunctorShaderItem::SetShaderOptionValue( const Name& name, AZStd::function setValueCommand) { ShaderOptionGroup* shaderOptionGroup = m_shaderItem->GetShaderOptions(); const ShaderOptionGroupLayout* layout = shaderOptionGroup->GetShaderOptionLayout(); ShaderOptionIndex optionIndex = layout->FindShaderOptionIndex(Name{name}); if (!optionIndex.IsValid()) { return; } if (!m_shaderItem->MaterialOwnsShaderOption(optionIndex)) { LuaMaterialFunctorUtilities::Script_Error( AZStd::string::format( "Shader option '%s' is not owned by the shader '%s'.", name.GetCStr(), m_shaderItem->GetShaderTag().GetCStr())); return; } setValueCommand(shaderOptionGroup, optionIndex); } template<> void LuaMaterialFunctorShaderItem::SetShaderOptionValue(const char* name, const char* value) { if (m_shaderItem) { SetShaderOptionValue(Name{name}, [value](ShaderOptionGroup* optionGroup, ShaderOptionIndex optionIndex) { return optionGroup->SetValue(optionIndex, Name{value}); }); } } template void LuaMaterialFunctorShaderItem::SetShaderOptionValue(const char* name, Type value) { if (m_shaderItem) { SetShaderOptionValue(Name{name}, [value](ShaderOptionGroup* optionGroup, ShaderOptionIndex optionIndex) { return optionGroup->SetValue(optionIndex, ShaderOptionValue{value}); }); } } void LuaMaterialFunctorRenderStates::Reflect(AZ::BehaviorContext* behaviorContext) { RHI::ReflectRenderStateEnums(behaviorContext); auto classBuilder = behaviorContext->Class(); #define TEMP_REFLECT_RENDERSTATE_METHODS(PropertyName) \ classBuilder->Method("Set" AZ_STRINGIZE(PropertyName), AZ_JOIN(&LuaMaterialFunctorRenderStates::Set, PropertyName)); \ classBuilder->Method("Clear" AZ_STRINGIZE(PropertyName), AZ_JOIN(&LuaMaterialFunctorRenderStates::Clear, PropertyName)); TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleCustomPosition) TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleCustomPositionCount) TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleCount) TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleQuality) TEMP_REFLECT_RENDERSTATE_METHODS(FillMode) TEMP_REFLECT_RENDERSTATE_METHODS(CullMode) TEMP_REFLECT_RENDERSTATE_METHODS(DepthBias) TEMP_REFLECT_RENDERSTATE_METHODS(DepthBiasClamp) TEMP_REFLECT_RENDERSTATE_METHODS(DepthBiasSlopeScale) TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleEnabled) TEMP_REFLECT_RENDERSTATE_METHODS(DepthClipEnabled) TEMP_REFLECT_RENDERSTATE_METHODS(ConservativeRasterEnabled) TEMP_REFLECT_RENDERSTATE_METHODS(ForcedSampleCount) TEMP_REFLECT_RENDERSTATE_METHODS(AlphaToCoverageEnabled) TEMP_REFLECT_RENDERSTATE_METHODS(IndependentBlendEnabled) TEMP_REFLECT_RENDERSTATE_METHODS(BlendEnabled) TEMP_REFLECT_RENDERSTATE_METHODS(BlendWriteMask) TEMP_REFLECT_RENDERSTATE_METHODS(BlendSource) TEMP_REFLECT_RENDERSTATE_METHODS(BlendDest) TEMP_REFLECT_RENDERSTATE_METHODS(BlendOp) TEMP_REFLECT_RENDERSTATE_METHODS(BlendAlphaSource) TEMP_REFLECT_RENDERSTATE_METHODS(BlendAlphaDest) TEMP_REFLECT_RENDERSTATE_METHODS(BlendAlphaOp) TEMP_REFLECT_RENDERSTATE_METHODS(DepthEnabled) TEMP_REFLECT_RENDERSTATE_METHODS(DepthWriteMask) TEMP_REFLECT_RENDERSTATE_METHODS(DepthComparisonFunc) TEMP_REFLECT_RENDERSTATE_METHODS(StencilEnabled) TEMP_REFLECT_RENDERSTATE_METHODS(StencilReadMask) TEMP_REFLECT_RENDERSTATE_METHODS(StencilWriteMask) TEMP_REFLECT_RENDERSTATE_METHODS(StencilFrontFaceFailOp) TEMP_REFLECT_RENDERSTATE_METHODS(StencilFrontFaceDepthFailOp) TEMP_REFLECT_RENDERSTATE_METHODS(StencilFrontFacePassOp) TEMP_REFLECT_RENDERSTATE_METHODS(StencilFrontFaceFunc) TEMP_REFLECT_RENDERSTATE_METHODS(StencilBackFaceFailOp) TEMP_REFLECT_RENDERSTATE_METHODS(StencilBackFaceDepthFailOp) TEMP_REFLECT_RENDERSTATE_METHODS(StencilBackFacePassOp) TEMP_REFLECT_RENDERSTATE_METHODS(StencilBackFaceFunc) #undef TEMP_REFLECT_RENDERSTATE_METHODS } #define TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(PropertyName, DataType, Field, InvalidValue) \ void AZ_JOIN(LuaMaterialFunctorRenderStates::Set, PropertyName)(DataType value) \ { \ Field = value; \ } \ void AZ_JOIN(LuaMaterialFunctorRenderStates::Clear, PropertyName)() \ { \ Field = InvalidValue; \ } #define TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(PropertyName, DataType, Field, InvalidValue) \ void AZ_JOIN(LuaMaterialFunctorRenderStates::Set, PropertyName)(AZStd::size_t targetIndex, DataType value) \ { \ if (targetIndex < RHI::Limits::Pipeline::AttachmentColorCountMax) \ { \ m_renderStates->m_blendState.m_targets[targetIndex].Field = value; \ } \ else \ { \ LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format( \ "Set" AZ_STRINGIZE(PropertyName) "(%zu,...) index is out of range. Must be less than %u.", \ targetIndex, RHI::Limits::Pipeline::AttachmentColorCountMax)); \ } \ } \ void AZ_JOIN(LuaMaterialFunctorRenderStates::Clear, PropertyName)(AZStd::size_t targetIndex) \ { \ if (targetIndex < RHI::Limits::Pipeline::AttachmentColorCountMax) \ { \ m_renderStates->m_blendState.m_targets[targetIndex].Field = InvalidValue; \ } \ else \ { \ LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format( \ "Clear" AZ_STRINGIZE(PropertyName) "(%zu,...) index is out of range. Must be less than %u.", \ targetIndex, RHI::Limits::Pipeline::AttachmentColorCountMax)); \ } \ } void LuaMaterialFunctorRenderStates::SetMultisampleCustomPosition(AZStd::size_t multisampleCustomLocationIndex, uint8_t x, uint8_t y) { if (multisampleCustomLocationIndex < RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax) { m_renderStates->m_multisampleState.m_customPositions[multisampleCustomLocationIndex].m_x = x; m_renderStates->m_multisampleState.m_customPositions[multisampleCustomLocationIndex].m_y = y; } else { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("SetMultisampleCustomPosition(%zu,...) index is out of range. Must be less than %u.", multisampleCustomLocationIndex, RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax)); } } void LuaMaterialFunctorRenderStates::ClearMultisampleCustomPosition(AZStd::size_t multisampleCustomLocationIndex) { if (multisampleCustomLocationIndex < RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax) { m_renderStates->m_multisampleState.m_customPositions[multisampleCustomLocationIndex].m_x = RHI::Limits::Pipeline::MultiSampleCustomLocationGridSize; m_renderStates->m_multisampleState.m_customPositions[multisampleCustomLocationIndex].m_y = RHI::Limits::Pipeline::MultiSampleCustomLocationGridSize; } else { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("ClearMultisampleCustomPosition(%zu,...) index is out of range. Must be less than %u.", multisampleCustomLocationIndex, RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax)); } } void LuaMaterialFunctorRenderStates::SetMultisampleCustomPositionCount(uint32_t value) { if (value == RHI::RenderStates_InvalidUInt || value < RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax) { m_renderStates->m_multisampleState.m_customPositionsCount = value; } else { LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("SetMultisampleCustomPositionCount(%u) value is out of range. Must be less than %u.", value, RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax)); } } void LuaMaterialFunctorRenderStates::ClearMultisampleCustomPositionCount() { m_renderStates->m_multisampleState.m_customPositionsCount = RHI::RenderStates_InvalidUInt; } TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(MultisampleCount, uint16_t, m_renderStates->m_multisampleState.m_samples, RHI::RenderStates_InvalidUInt16) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(MultisampleQuality, uint16_t, m_renderStates->m_multisampleState.m_quality, RHI::RenderStates_InvalidUInt16) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(FillMode, RHI::FillMode, m_renderStates->m_rasterState.m_fillMode, RHI::FillMode::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(CullMode, RHI::CullMode, m_renderStates->m_rasterState.m_cullMode, RHI::CullMode::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthBias, int32_t, m_renderStates->m_rasterState.m_depthBias, RHI::RenderStates_InvalidInt) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthBiasClamp, float, m_renderStates->m_rasterState.m_depthBiasClamp, RHI::RenderStates_InvalidFloat) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthBiasSlopeScale, float, m_renderStates->m_rasterState.m_depthBiasSlopeScale, RHI::RenderStates_InvalidFloat) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(MultisampleEnabled, bool, m_renderStates->m_rasterState.m_multisampleEnable, RHI::RenderStates_InvalidBool) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthClipEnabled, bool, m_renderStates->m_rasterState.m_depthClipEnable, RHI::RenderStates_InvalidBool) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(ConservativeRasterEnabled, bool, m_renderStates->m_rasterState.m_conservativeRasterEnable, RHI::RenderStates_InvalidBool) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(ForcedSampleCount, uint32_t, m_renderStates->m_rasterState.m_forcedSampleCount, RHI::RenderStates_InvalidUInt) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(AlphaToCoverageEnabled, bool, m_renderStates->m_blendState.m_alphaToCoverageEnable, RHI::RenderStates_InvalidBool) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(IndependentBlendEnabled, bool, m_renderStates->m_blendState.m_independentBlendEnable, RHI::RenderStates_InvalidBool) TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendEnabled, bool, m_enable, RHI::RenderStates_InvalidBool) TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendWriteMask, uint32_t, m_writeMask, RHI::RenderStates_InvalidUInt) TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendSource, RHI::BlendFactor, m_blendSource, RHI::BlendFactor::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendDest, RHI::BlendFactor, m_blendDest, RHI::BlendFactor::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendOp, RHI::BlendOp, m_blendOp, RHI::BlendOp::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendAlphaSource, RHI::BlendFactor, m_blendAlphaSource, RHI::BlendFactor::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendAlphaDest, RHI::BlendFactor, m_blendAlphaDest, RHI::BlendFactor::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendAlphaOp, RHI::BlendOp, m_blendAlphaOp, RHI::BlendOp::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthEnabled, bool, m_renderStates->m_depthStencilState.m_depth.m_enable, RHI::RenderStates_InvalidBool) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthWriteMask, RHI::DepthWriteMask, m_renderStates->m_depthStencilState.m_depth.m_writeMask, RHI::DepthWriteMask::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthComparisonFunc, RHI::ComparisonFunc, m_renderStates->m_depthStencilState.m_depth.m_func, RHI::ComparisonFunc::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilEnabled, bool, m_renderStates->m_depthStencilState.m_stencil.m_enable, RHI::RenderStates_InvalidBool) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilReadMask, uint32_t, m_renderStates->m_depthStencilState.m_stencil.m_readMask, RHI::RenderStates_InvalidUInt) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilWriteMask, uint32_t, m_renderStates->m_depthStencilState.m_stencil.m_writeMask, RHI::RenderStates_InvalidUInt) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilFrontFaceFailOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_frontFace.m_failOp, RHI::StencilOp::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilFrontFaceDepthFailOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_frontFace.m_depthFailOp, RHI::StencilOp::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilFrontFacePassOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_frontFace.m_passOp, RHI::StencilOp::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilFrontFaceFunc, RHI::ComparisonFunc, m_renderStates->m_depthStencilState.m_stencil.m_frontFace.m_func, RHI::ComparisonFunc::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilBackFaceFailOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_backFace.m_failOp, RHI::StencilOp::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilBackFaceDepthFailOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_backFace.m_depthFailOp, RHI::StencilOp::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilBackFacePassOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_backFace.m_passOp, RHI::StencilOp::Invalid) TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilBackFaceFunc, RHI::ComparisonFunc, m_renderStates->m_depthStencilState.m_stencil.m_backFace.m_func, RHI::ComparisonFunc::Invalid) #undef TEMP_DEFINE_RENDERSTATE_METHODS_COMMON #undef TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET } // namespace Render } // namespace AZ