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92 lines
3.2 KiB
C++
92 lines
3.2 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/Component/TickBus.h>
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#include <AzFramework/Windowing/NativeWindow.h>
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#include <AzFramework/Scene/Scene.h>
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#include <Integration/Assets/ActorAsset.h>
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#include <Atom/RPI.Public/Base.h>
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#include <Atom/RPI.Public/ViewportContext.h>
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#include <Atom/Feature/SkyBox/SkyBoxFeatureProcessorInterface.h>
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#include <Atom/Feature/CoreLights/DirectionalLightFeatureProcessorInterface.h>
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#include <Atom/Feature/Utils/LightingPreset.h>
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namespace AZ
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{
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class Entity;
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class Component;
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namespace Render
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{
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class DisplayMapperFeatureProcessorInterface;
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class DirectionalLightFeatureProcessorInterface;
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class MeshFeatureProcessorInterface;
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}
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namespace RPI
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{
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class WindowContext;
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}
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}
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namespace EMStudio
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{
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class AnimViewportRenderer
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{
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public:
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AZ_CLASS_ALLOCATOR(AnimViewportRenderer, AZ::SystemAllocator, 0);
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AnimViewportRenderer(AZ::RPI::ViewportContextPtr viewportContext);
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~AnimViewportRenderer();
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void Reinit();
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//! Return the center position of the existing objects.
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AZ::Vector3 GetCenter() const;
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private:
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// This function resets the light, camera and other environment settings.
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void ResetEnvironment();
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// This function creates in-editor entities for all actor assets stored in the actor manager,
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// and deletes all the actor entities that no longer has an actor asset in the actor manager.
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// Those entities are used in atom render viewport to visualize actors in animation editor.
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void ReinitActorEntities();
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AZ::Entity* CreateActorEntity(AZ::Data::Asset<EMotionFX::Integration::ActorAsset> actorAsset);
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AZ::Entity* FindActorEntity(AZ::Data::Asset<EMotionFX::Integration::ActorAsset> actorAsset) const;
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void SetLightingPreset(const AZ::Render::LightingPreset* preset);
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AZStd::shared_ptr<AZ::RPI::WindowContext> m_windowContext;
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AZStd::unique_ptr<AzFramework::EntityContext> m_entityContext;
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AZStd::shared_ptr<AzFramework::Scene> m_frameworkScene;
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AZ::RPI::ScenePtr m_scene;
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AZ::RPI::RenderPipelinePtr m_renderPipeline;
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AZ::Render::DirectionalLightFeatureProcessorInterface* m_directionalLightFeatureProcessor = nullptr;
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AZ::Render::DisplayMapperFeatureProcessorInterface* m_displayMapperFeatureProcessor = nullptr;
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AZ::Render::SkyBoxFeatureProcessorInterface* m_skyboxFeatureProcessor = nullptr;
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AZ::Render::MeshFeatureProcessorInterface* m_meshFeatureProcessor = nullptr;
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AZ::Entity* m_postProcessEntity = nullptr;
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AZ::Entity* m_iblEntity = nullptr;
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AZ::Entity* m_cameraEntity = nullptr;
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AZ::Component* m_cameraComponent = nullptr;
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AZ::Entity* m_modelEntity = nullptr;
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AZ::Data::AssetId m_modelAssetId;
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AZ::Entity* m_gridEntity = nullptr;
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AZStd::vector<AZ::Entity*> m_actorEntities;
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AZStd::vector<AZ::Render::DirectionalLightFeatureProcessorInterface::LightHandle> m_lightHandles;
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};
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}
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