/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace AZ { namespace RPI { void BuilderComponent::Reflect(AZ::ReflectContext* context) { if (auto* serialize = azrtti_cast(context)) { serialize->Class() ->Version(0) ->Attribute(AZ::Edit::Attributes::SystemComponentTags, AZStd::vector({ AssetBuilderSDK::ComponentTags::AssetBuilder })) ; } MaterialTypeSourceData::Reflect(context); MaterialSourceData::Reflect(context); MaterialPropertyValueSourceData::Reflect(context); MaterialFunctorSourceDataHolder::Reflect(context); LuaMaterialFunctorSourceData::Reflect(context); ResourcePoolSourceData::Reflect(context); ConvertibleSource::Reflect(context); AssetAliasesSourceData::Reflect(context); ShaderSourceData::Reflect(context); ShaderVariantListSourceData::Reflect(context); } BuilderComponent::BuilderComponent() { m_materialFunctorRegistration.Init(); } BuilderComponent::~BuilderComponent() { m_materialFunctorRegistration.Shutdown(); } void BuilderComponent::Activate() { // Register asset workers m_assetWorkers.emplace_back(MakeAssetBuilder()); m_assetWorkers.emplace_back(MakeAssetBuilder()); m_assetWorkers.emplace_back(MakeAssetBuilder()); m_assetWorkers.emplace_back(MakeAssetBuilder()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); m_assetHandlers.emplace_back(MakeAssetHandler()); } void BuilderComponent::Deactivate() { m_assetHandlers.clear(); m_assetWorkers.clear(); } } // namespace RPI } // namespace AZ