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o3de/Gems/Atom/Feature/Common/Code/Source/Material/MaterialConverterSystemComp...

195 lines
8.7 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 "MaterialConverterSystemComponent.h"
#include <AssetBuilderSDK/AssetBuilderSDK.h>
#include <AzCore/Math/Color.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Settings/SettingsRegistry.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
namespace AZ
{
namespace Render
{
void MaterialConverterSettings::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<MaterialConverterSettings>()
->Version(2)
->Field("Enable", &MaterialConverterSettings::m_enable)
->Field("DefaultMaterial", &MaterialConverterSettings::m_defaultMaterial);
}
}
void MaterialConverterSystemComponent::Reflect(AZ::ReflectContext* context)
{
if (auto* serialize = azrtti_cast<SerializeContext*>(context))
{
serialize->Class<MaterialConverterSystemComponent, Component>()
->Version(3)
->Attribute(Edit::Attributes::SystemComponentTags, AZStd::vector<Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }));
}
MaterialConverterSettings::Reflect(context);
}
void MaterialConverterSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services)
{
services.emplace_back(AZ_CRC_CE("FingerprintModification"));
}
void MaterialConverterSystemComponent::Activate()
{
if (auto* settingsRegistry = AZ::SettingsRegistry::Get())
{
settingsRegistry->GetObject(m_settings, "/O3DE/SceneAPI/MaterialConverter");
}
RPI::MaterialConverterBus::Handler::BusConnect();
}
void MaterialConverterSystemComponent::Deactivate()
{
RPI::MaterialConverterBus::Handler::BusDisconnect();
}
bool MaterialConverterSystemComponent::IsEnabled() const
{
return m_settings.m_enable;
}
bool MaterialConverterSystemComponent::ConvertMaterial(
const AZ::SceneAPI::DataTypes::IMaterialData& materialData, RPI::MaterialSourceData& sourceData)
{
using namespace AZ::RPI;
if (!m_settings.m_enable)
{
return false;
}
// The source data for generating material asset
sourceData.m_materialType = GetMaterialTypePath();
auto handleTexture = [&materialData, &sourceData](const char* propertyTextureGroup, SceneAPI::DataTypes::IMaterialData::TextureMapType textureType)
{
const AZStd::string& texturePath = materialData.GetTexture(textureType);
// Check to see if the image asset exists. If not, skip this texture map and just disable it.
bool assetFound = false;
if (!texturePath.empty())
{
using namespace AzToolsFramework;
AZ::Data::AssetInfo sourceInfo;
AZStd::string watchFolder;
AssetSystemRequestBus::BroadcastResult(
assetFound, &AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, texturePath.c_str(), sourceInfo,
watchFolder);
}
if (assetFound)
{
sourceData.SetPropertyValue(MaterialPropertyId{propertyTextureGroup, "textureMap"}, texturePath);
}
else if (!texturePath.empty())
{
AZ_Warning("AtomFeatureCommon", false, "Could not find asset '%s' for '%s'", texturePath.c_str(), propertyTextureGroup);
}
};
// If PBR material properties aren't in use, fall back to legacy properties. Don't do that if some PBR material properties are set, though.
bool anyPBRInUse = false;
handleTexture("specularF0", SceneAPI::DataTypes::IMaterialData::TextureMapType::Specular);
handleTexture("normal", SceneAPI::DataTypes::IMaterialData::TextureMapType::Normal);
AZStd::optional<bool> useColorMap = materialData.GetUseColorMap();
// If the useColorMap property exists, this is a PBR material and the color should be set to baseColor.
if (useColorMap.has_value())
{
anyPBRInUse = true;
handleTexture("baseColor", SceneAPI::DataTypes::IMaterialData::TextureMapType::BaseColor);
sourceData.SetPropertyValue(Name{"baseColor.textureBlendMode"}, AZStd::string("Lerp"));
}
else
{
// If it doesn't have the useColorMap property, then it's a non-PBR material and the baseColor
// texture needs to be set to the diffuse texture.
handleTexture("baseColor", SceneAPI::DataTypes::IMaterialData::TextureMapType::Diffuse);
}
auto toColor = [](const AZ::Vector3& v) { return AZ::Color::CreateFromVector3AndFloat(v, 1.0f); };
AZStd::optional<AZ::Vector3> baseColor = materialData.GetBaseColor();
if (baseColor.has_value())
{
anyPBRInUse = true;
sourceData.SetPropertyValue(Name{"baseColor.color"}, toColor(baseColor.value()));
}
sourceData.SetPropertyValue(Name{"opacity.factor"}, materialData.GetOpacity());
auto applyOptionalPropertiesFunc = [&sourceData, &anyPBRInUse](const auto& propertyGroup, const auto& propertyName, const auto& propertyOptional)
{
// Only set PBR settings if they were specifically set in the scene's data.
// Otherwise, leave them unset so the data driven default properties are used.
if (propertyOptional.has_value())
{
anyPBRInUse = true;
sourceData.SetPropertyValue(MaterialPropertyId{propertyGroup, propertyName}, propertyOptional.value());
}
};
handleTexture("metallic", SceneAPI::DataTypes::IMaterialData::TextureMapType::Metallic);
applyOptionalPropertiesFunc("metallic", "factor", materialData.GetMetallicFactor());
applyOptionalPropertiesFunc("metallic", "useTexture", materialData.GetUseMetallicMap());
handleTexture("roughness", SceneAPI::DataTypes::IMaterialData::TextureMapType::Roughness);
applyOptionalPropertiesFunc("roughness", "factor", materialData.GetRoughnessFactor());
applyOptionalPropertiesFunc("roughness", "useTexture", materialData.GetUseRoughnessMap());
handleTexture("emissive", SceneAPI::DataTypes::IMaterialData::TextureMapType::Emissive);
sourceData.SetPropertyValue(Name{"emissive.color"}, toColor(materialData.GetEmissiveColor()));
applyOptionalPropertiesFunc("emissive", "intensity", materialData.GetEmissiveIntensity());
applyOptionalPropertiesFunc("emissive", "useTexture", materialData.GetUseEmissiveMap());
handleTexture("ambientOcclusion", SceneAPI::DataTypes::IMaterialData::TextureMapType::AmbientOcclusion);
applyOptionalPropertiesFunc("ambientOcclusion", "useTexture", materialData.GetUseAOMap());
if (!anyPBRInUse)
{
// If it doesn't have the useColorMap property, then it's a non-PBR material and the baseColor
// texture needs to be set to the diffuse color.
sourceData.SetPropertyValue(Name{"baseColor.color"}, toColor(materialData.GetDiffuseColor()));
}
return true;
}
AZStd::string MaterialConverterSystemComponent::GetMaterialTypePath() const
{
return "Materials/Types/StandardPBR.materialtype";
}
AZStd::string MaterialConverterSystemComponent::GetDefaultMaterialPath() const
{
if (m_settings.m_defaultMaterial.empty())
{
AZ_Error("MaterialConverterSystemComponent", m_settings.m_enable,
"Material conversion is disabled but a default material not specified in registry /O3DE/SceneAPI/MaterialConverter/DefaultMaterial");
}
return m_settings.m_defaultMaterial;
}
}
}