/* * 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. * */ #pragma once #include "./ConvertEmissiveUnitFunctor.h" #include #include #include namespace AZ { namespace Render { class ConvertEmissiveUnitFunctorSourceData; //! Builds a ConvertEmissiveUnitFunctor //! Please add it into the shaderInputFunctors list in material file class ConvertEmissiveUnitFunctorSourceData final : public AZ::RPI::MaterialFunctorSourceData { public: AZ_RTTI(ConvertEmissiveUnitFunctorSourceData, "{B476A346-C5E0-4DB9-BCFD-B2AFA8587D24}", AZ::RPI::MaterialFunctorSourceData); static void Reflect(AZ::ReflectContext* context); FunctorResult CreateFunctor(const RuntimeContext& context) const override; FunctorResult CreateFunctor(const EditorContext& context) const override; private: // Name of the intensity property in material AZStd::string m_intensityPropertyName; // Name of the light unit property in material AZStd::string m_lightUnitPropertyName; // Name of the srg constant input in shader AZStd::string m_shaderInputName; // The indices of photometric units in the dropdown list uint32_t m_ev100Index; uint32_t m_nitIndex; // Minimum and Maximum value for different photometric units AZ::Vector2 m_ev100MinMax; AZ::Vector2 m_nitMinMax; }; } }