Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/MaterialComponentController.cpp
T
Chris Santora 36abde95a9 Added a new registry setting that disables automatic conversion of materials from model files like FBX.
By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.

Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.

Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows ScenePI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.

Testing:
- Changing the registery setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switcihng the material conversion registry setting from true to false. (Details below)
- TODO: Will merge this change to a customer's fork and test on their existing content.

Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
  - Entity 1 material assignments
    - Blue_Zaxis: left as-is
    - Green_Yaxis: exported the material
    - Red_Xaxis: exported the material, and changed the material instance color to pink
    - StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
    - With_Texture: selected an existing brick material, changed the material instance color to red.
  - Entity 2 material assignments
    - Default Material: set to an existing brick material
    - Blue_Zaxis: manually assigned built-in material that was converted from fbx
    - Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-08-02 16:09:11 -07:00

551 lines
25 KiB
C++

/*
* 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 <Material/MaterialComponentController.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AtomCore/Instance/InstanceDatabase.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
namespace AZ
{
namespace Render
{
void MaterialComponentController::Reflect(ReflectContext* context)
{
MaterialComponentConfig::Reflect(context);
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Class<MaterialComponentController>()
->Version(1)
->Field("Configuration", &MaterialComponentController::m_configuration)
;
}
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->EBus<MaterialComponentRequestBus>("MaterialComponentRequestBus")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Category, "render")
->Attribute(AZ::Script::Attributes::Module, "render")
->Event("GetOriginalMaterialAssignments", &MaterialComponentRequestBus::Events::GetOriginalMaterialAssignments)
->Event("FindMaterialAssignmentId", &MaterialComponentRequestBus::Events::FindMaterialAssignmentId)
->Event("SetMaterialOverrides", &MaterialComponentRequestBus::Events::SetMaterialOverrides)
->Event("GetMaterialOverrides", &MaterialComponentRequestBus::Events::GetMaterialOverrides)
->Event("ClearAllMaterialOverrides", &MaterialComponentRequestBus::Events::ClearAllMaterialOverrides)
->Event("SetDefaultMaterialOverride", &MaterialComponentRequestBus::Events::SetDefaultMaterialOverride)
->Event("GetDefaultMaterialOverride", &MaterialComponentRequestBus::Events::GetDefaultMaterialOverride)
->Event("ClearDefaultMaterialOverride", &MaterialComponentRequestBus::Events::ClearDefaultMaterialOverride)
->Event("SetMaterialOverride", &MaterialComponentRequestBus::Events::SetMaterialOverride)
->Event("GetMaterialOverride", &MaterialComponentRequestBus::Events::GetMaterialOverride)
->Event("ClearMaterialOverride", &MaterialComponentRequestBus::Events::ClearMaterialOverride)
->Event("SetPropertyOverride", &MaterialComponentRequestBus::Events::SetPropertyOverride)
->Event("GetPropertyOverride", &MaterialComponentRequestBus::Events::GetPropertyOverride)
->Event("ClearPropertyOverride", &MaterialComponentRequestBus::Events::ClearPropertyOverride)
->Event("ClearPropertyOverrides", &MaterialComponentRequestBus::Events::ClearPropertyOverrides)
->Event("ClearAllPropertyOverrides", &MaterialComponentRequestBus::Events::ClearAllPropertyOverrides)
->Event("GetPropertyOverrides", &MaterialComponentRequestBus::Events::GetPropertyOverrides)
;
}
}
void MaterialComponentController::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("MaterialProviderService", 0x64849a6b));
}
void MaterialComponentController::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("MaterialProviderService", 0x64849a6b));
}
void MaterialComponentController::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("MaterialReceiverService", 0x0d1a6a74));
}
MaterialComponentController::MaterialComponentController(const MaterialComponentConfig& config)
: m_configuration(config)
{
}
void MaterialComponentController::Activate(EntityId entityId)
{
m_entityId = entityId;
m_queuedMaterialUpdateNotification = false;
MaterialComponentRequestBus::Handler::BusConnect(m_entityId);
LoadMaterials();
}
void MaterialComponentController::Deactivate()
{
MaterialComponentRequestBus::Handler::BusDisconnect();
MeshComponentNotificationBus::Handler::BusDisconnect();
TickBus::Handler::BusDisconnect();
ReleaseMaterials();
m_queuedMaterialUpdateNotification = false;
m_entityId = AZ::EntityId(AZ::EntityId::InvalidEntityId);
}
void MaterialComponentController::SetConfiguration(const MaterialComponentConfig& config)
{
m_configuration = config;
}
const MaterialComponentConfig& MaterialComponentController::GetConfiguration() const
{
return m_configuration;
}
void MaterialComponentController::OnAssetReady(Data::Asset<Data::AssetData> asset)
{
InitializeMaterialInstance(asset);
}
void MaterialComponentController::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
InitializeMaterialInstance(asset);
}
void MaterialComponentController::OnModelReady(const Data::Asset<RPI::ModelAsset>&, const Data::Instance<RPI::Model>&)
{
MeshComponentNotificationBus::Handler::BusDisconnect();
// If there is a circumstance where the saved material assignments are empty, fill them in with the default material.
// (This could happen as a result of LoadMaterials() clearing the asset reference to deal with an edge case)
// Now that a model asset is ready, see if there are any empty assignments that need to be filled...
RPI::ModelMaterialSlotMap modelMaterialSlots;
MaterialReceiverRequestBus::EventResult(modelMaterialSlots, m_entityId, &MaterialReceiverRequestBus::Events::GetModelMaterialSlots);
AZStd::vector<Data::Asset<RPI::MaterialAsset>> newMaterialAssets;
newMaterialAssets.reserve(m_configuration.m_materials.size());
// First we fill the empty slots but don't connect to AssetBus yet. If the same material asset appears multiple times,
// AssetBus will call OnAssetReady only the *first* time we connect for that asset. The full list of m_configuration.m_materials
// needs to be updated before that happens.
for (auto& materialPair : m_configuration.m_materials)
{
auto& materialAsset = materialPair.second.m_materialAsset;
if (!materialAsset.GetId().IsValid())
{
auto slotIter = modelMaterialSlots.find(materialPair.first.m_materialSlotStableId);
if (slotIter != modelMaterialSlots.end())
{
materialAsset = slotIter->second.m_defaultMaterialAsset;
newMaterialAssets.push_back(materialAsset);
}
else
{
AZ_Error("MaterialComponentController", false, "Could not find material slot %d", materialPair.first.m_materialSlotStableId);
}
}
}
// Now that the configuration is updated with all the default material assets, we can load and connect them.
// If there are duplicates in this list, the redundant calls will be ignored.
for (auto& materialAsset : newMaterialAssets)
{
if (!materialAsset.IsReady())
{
materialAsset.QueueLoad();
}
Data::AssetBus::MultiHandler::BusConnect(materialAsset.GetId());
}
}
void MaterialComponentController::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
{
AZStd::unordered_set<MaterialAssignmentId> propertyOverrides;
AZStd::swap(m_queuedPropertyOverrides, propertyOverrides);
// Iterate through all MaterialAssignmentId's that have property overrides and attempt to apply them
// if material instance is already compiling, delay application of property overrides until next frame
for (const auto& materialAssignmentId : propertyOverrides)
{
const auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
//Skip materials that do not exist in the map
continue;
}
auto materialInstance = materialIt->second.m_materialInstance;
if (!materialInstance)
{
//Skip materials with an invalid instances
continue;
}
if (!materialInstance->CanCompile())
{
//If a material cannot currently be compiled then it must be queued again
m_queuedPropertyOverrides.emplace(materialAssignmentId);
continue;
}
const auto& propertyOverrides2 = materialIt->second.m_propertyOverrides;
for (auto& propertyPair : propertyOverrides2)
{
const auto& materialPropertyIndex = materialInstance->FindPropertyIndex(propertyPair.first);
if (!materialPropertyIndex.IsNull())
{
if (propertyPair.second.is<Data::AssetId>())
{
const auto& assetId = *AZStd::any_cast<Data::AssetId>(&propertyPair.second);
Data::Asset<RPI::ImageAsset> imageAsset(assetId, azrtti_typeid<RPI::StreamingImageAsset>());
materialInstance->SetPropertyValue(materialPropertyIndex, AZ::RPI::MaterialPropertyValue(imageAsset));
}
else
{
materialInstance->SetPropertyValue(materialPropertyIndex, AZ::RPI::MaterialPropertyValue::FromAny(propertyPair.second));
}
}
}
materialInstance->Compile();
}
// Only disconnect from tick bus and send notification after all pending properties have been applied
if (m_queuedPropertyOverrides.empty())
{
if (m_queuedMaterialUpdateNotification)
{
// Materials have been edited and instances have changed but the notification will only be sent once per tick
m_queuedMaterialUpdateNotification = false;
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsUpdated, m_configuration.m_materials);
}
TickBus::Handler::BusDisconnect();
}
}
void MaterialComponentController::LoadMaterials()
{
Data::AssetBus::MultiHandler::BusDisconnect();
bool anyQueued = false;
for (auto& materialPair : m_configuration.m_materials)
{
auto& materialAsset = materialPair.second.m_materialAsset;
// This is a special case where a material was auto-generated from the model file, connected to a Material Component by the user,
// and then later a setting was changed to NOT auto-generate the model materials anymore. We need to switch to the new default
// material rather than trying to use the old default material which no longer exists. If that's the case, we reset the asset
// and OnModelReady will fill in the appropriate default material asset later.
{
Data::AssetId modelAssetId;
MeshComponentRequestBus::EventResult(modelAssetId, m_entityId, &MeshComponentRequestBus::Events::GetModelAssetId);
bool materialWasGeneratedFromModel = (modelAssetId.m_guid == materialAsset.GetId().m_guid);
Data::AssetInfo assetInfo;
Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &Data::AssetCatalogRequestBus::Events::GetAssetInfoById, materialAsset.GetId());
bool materialAssetExists = assetInfo.m_assetId.IsValid();
if (materialWasGeneratedFromModel && !materialAssetExists)
{
AZ_Warning("MaterialComponentController", false, "The default material assignment for this slot has changed and will be replaced (was '%s').",
materialAsset.ToString<AZStd::string>().c_str());
materialAsset.Reset();
}
}
if (materialAsset.GetId().IsValid())
{
if (!Data::AssetBus::MultiHandler::BusIsConnectedId(materialAsset.GetId()))
{
anyQueued = true;
materialAsset.QueueLoad();
Data::AssetBus::MultiHandler::BusConnect(materialAsset.GetId());
}
}
else
{
// Since a material asset wasn't found, we'll need to supply a default material. But the default materials
// won't be known until after the mesh component has loaded the model data.
MeshComponentNotificationBus::Handler::BusConnect(m_entityId);
}
}
if (!anyQueued)
{
ReleaseMaterials();
}
}
void MaterialComponentController::InitializeMaterialInstance(const Data::Asset<Data::AssetData>& asset)
{
bool allReady = true;
for (auto& materialPair : m_configuration.m_materials)
{
auto& materialAsset = materialPair.second.m_materialAsset;
if (materialAsset.GetId() == asset.GetId())
{
materialAsset = asset;
}
if (materialAsset.GetId().IsValid() && !materialAsset.IsReady())
{
allReady = false;
}
}
if (allReady)
{
//Do not start updating materials and properties until all materials are loaded and ready
//This prevents property changes from being queued and notifications from being sent with pending materials
for (auto& materialPair : m_configuration.m_materials)
{
materialPair.second.RebuildInstance();
QueuePropertyChanges(materialPair.first);
}
QueueMaterialUpdateNotification();
}
}
void MaterialComponentController::ReleaseMaterials()
{
Data::AssetBus::MultiHandler::BusDisconnect();
for (auto& materialPair : m_configuration.m_materials)
{
if (materialPair.second.m_materialAsset.GetId().IsValid())
{
materialPair.second.m_materialAsset.Release();
materialPair.second.m_materialInstance = nullptr;
}
}
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsUpdated, m_configuration.m_materials);
}
MaterialAssignmentMap MaterialComponentController::GetOriginalMaterialAssignments() const
{
MaterialAssignmentMap materialAssignmentMap;
MaterialReceiverRequestBus::EventResult(
materialAssignmentMap, m_entityId, &MaterialReceiverRequestBus::Events::GetMaterialAssignments);
return materialAssignmentMap;
}
MaterialAssignmentId MaterialComponentController::FindMaterialAssignmentId(
const MaterialAssignmentLodIndex lod, const AZStd::string& label) const
{
MaterialAssignmentId materialAssignmentId;
MaterialReceiverRequestBus::EventResult(
materialAssignmentId, m_entityId, &MaterialReceiverRequestBus::Events::FindMaterialAssignmentId, lod, label);
return materialAssignmentId;
}
void MaterialComponentController::SetMaterialOverrides(const MaterialAssignmentMap& materials)
{
// this function is called twice once material asset is changed, a temp variable is
// needed to prevent material asset going out of scope during second call
// before LoadMaterials() is called [LYN-2249]
auto temp = m_configuration.m_materials;
m_configuration.m_materials = materials;
LoadMaterials();
}
const MaterialAssignmentMap& MaterialComponentController::GetMaterialOverrides() const
{
return m_configuration.m_materials;
}
void MaterialComponentController::ClearAllMaterialOverrides()
{
if (!m_configuration.m_materials.empty())
{
m_configuration.m_materials.clear();
QueueMaterialUpdateNotification();
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
}
void MaterialComponentController::SetDefaultMaterialOverride(const AZ::Data::AssetId& materialAssetId)
{
SetMaterialOverride(DefaultMaterialAssignmentId, materialAssetId);
}
const AZ::Data::AssetId MaterialComponentController::GetDefaultMaterialOverride() const
{
return GetMaterialOverride(DefaultMaterialAssignmentId);
}
void MaterialComponentController::ClearDefaultMaterialOverride()
{
ClearMaterialOverride(DefaultMaterialAssignmentId);
}
void MaterialComponentController::SetMaterialOverride(const MaterialAssignmentId& materialAssignmentId, const AZ::Data::AssetId& materialAssetId)
{
m_configuration.m_materials[materialAssignmentId].m_materialAsset.Create(materialAssetId);
LoadMaterials();
}
const AZ::Data::AssetId MaterialComponentController::GetMaterialOverride(const MaterialAssignmentId& materialAssignmentId) const
{
auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Error("MaterialComponentController", false, "MaterialAssignmentId not found.");
return {};
}
return materialIt->second.m_materialAsset.GetId();
}
void MaterialComponentController::ClearMaterialOverride(const MaterialAssignmentId& materialAssignmentId)
{
if (m_configuration.m_materials.erase(materialAssignmentId) > 0)
{
QueueMaterialUpdateNotification();
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
}
void MaterialComponentController::SetPropertyOverride(const MaterialAssignmentId& materialAssignmentId, const Name& propertyName, const AZStd::any& propertyValue)
{
auto& materialAssignment = m_configuration.m_materials[materialAssignmentId];
// When applying property overrides for the first time, new instance needs to be created in case the current instance is already used somewhere else to keep overrides local
if (materialAssignment.m_propertyOverrides.empty())
{
materialAssignment.m_propertyOverrides[propertyName] = propertyValue;
materialAssignment.RebuildInstance();
QueueMaterialUpdateNotification();
}
else
{
materialAssignment.m_propertyOverrides[propertyName] = propertyValue;
}
QueuePropertyChanges(materialAssignmentId);
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
AZStd::any MaterialComponentController::GetPropertyOverride(const MaterialAssignmentId& materialAssignmentId, const Name& propertyName) const
{
const auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Error("MaterialComponentController", false, "MaterialAssignmentId not found.");
return {};
}
const auto propertyIt = materialIt->second.m_propertyOverrides.find(propertyName);
if (propertyIt == materialIt->second.m_propertyOverrides.end())
{
AZ_Error("MaterialComponentController", false, "Property not found: %s.", propertyName.GetCStr());
return {};
}
return propertyIt->second;
}
void MaterialComponentController::ClearPropertyOverride(const MaterialAssignmentId& materialAssignmentId, const Name& propertyName)
{
auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Error("MaterialComponentController", false, "MaterialAssignmentId not found.");
return;
}
auto propertyIt = materialIt->second.m_propertyOverrides.find(propertyName);
if (propertyIt == materialIt->second.m_propertyOverrides.end())
{
AZ_Error("MaterialComponentController", false, "Property not found: %s.", propertyName.GetCStr());
return;
}
materialIt->second.m_propertyOverrides.erase(propertyIt);
if (materialIt->second.m_propertyOverrides.empty())
{
materialIt->second.RebuildInstance();
QueueMaterialUpdateNotification();
}
QueuePropertyChanges(materialAssignmentId);
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
void MaterialComponentController::ClearPropertyOverrides(const MaterialAssignmentId& materialAssignmentId)
{
auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Error("MaterialComponentController", false, "MaterialAssignmentId not found.");
return;
}
if (!materialIt->second.m_propertyOverrides.empty())
{
materialIt->second.m_propertyOverrides = {};
materialIt->second.RebuildInstance();
QueueMaterialUpdateNotification();
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
}
void MaterialComponentController::ClearAllPropertyOverrides()
{
bool cleared = false;
for (auto& materialPair : m_configuration.m_materials)
{
if (!materialPair.second.m_propertyOverrides.empty())
{
materialPair.second.m_propertyOverrides = {};
materialPair.second.RebuildInstance();
QueueMaterialUpdateNotification();
cleared = true;
}
}
if (cleared)
{
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
}
MaterialPropertyOverrideMap MaterialComponentController::GetPropertyOverrides(const MaterialAssignmentId& materialAssignmentId) const
{
const auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Warning("MaterialComponentController", false, "MaterialAssignmentId not found.");
return {};
}
return materialIt->second.m_propertyOverrides;
}
void MaterialComponentController::QueuePropertyChanges(const MaterialAssignmentId& materialAssignmentId)
{
m_queuedPropertyOverrides.emplace(materialAssignmentId);
if (!TickBus::Handler::BusIsConnected())
{
TickBus::Handler::BusConnect();
}
}
void MaterialComponentController::QueueMaterialUpdateNotification()
{
m_queuedMaterialUpdateNotification = true;
if (!TickBus::Handler::BusIsConnected())
{
TickBus::Handler::BusConnect();
}
}
} // namespace Render
} // namespace AZ