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98 lines
3.6 KiB
C++
98 lines
3.6 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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#include <Components/TerrainSystemComponent.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/EditContextConstants.inl>
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#include <TerrainSystem/TerrainSystem.h>
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#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
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#include <Terrain/Passes/TerrainDetailTextureComputePass.h>
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namespace Terrain
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{
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void TerrainSystemComponent::Reflect(AZ::ReflectContext* context)
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{
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if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serialize->Class<TerrainSystemComponent, AZ::Component>()
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->Version(0);
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if (AZ::EditContext* ec = serialize->GetEditContext())
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{
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ec->Class<TerrainSystemComponent>("Terrain", "The Terrain System Component enables Terrain.")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("System"))
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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;
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}
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}
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}
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void TerrainSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC_CE("TerrainService"));
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}
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void TerrainSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC_CE("TerrainService"));
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}
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void TerrainSystemComponent::GetRequiredServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& required)
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{
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}
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void TerrainSystemComponent::GetDependentServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& dependent)
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{
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}
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void TerrainSystemComponent::Init()
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{
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}
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void TerrainSystemComponent::Activate()
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{
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// Currently, the Terrain System Component owns the Terrain System instance because the Terrain World component gets recreated
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// every time an entity is added or removed to a level. If this ever changes, the Terrain System ownership could move into
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// the level component.
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m_terrainSystem = new TerrainSystem();
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auto* passSystem = AZ::RPI::PassSystemInterface::Get();
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AZ_Assert(passSystem, "Cannot get the pass system.");
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// Setup handler for load pass templates mappings
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m_loadTemplatesHandler = AZ::RPI::PassSystemInterface::OnReadyLoadTemplatesEvent::Handler([this]() { this->LoadPassTemplateMappings(); });
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passSystem->ConnectEvent(m_loadTemplatesHandler);
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// Register terrain system related passes
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passSystem->AddPassCreator(AZ::Name("TerrainDetailTextureComputePass"), &TerrainDetailTextureComputePass::Create);
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passSystem->AddPassCreator(AZ::Name("TerrainMacroTextureComputePass"), &TerrainDetailTextureComputePass::Create);
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}
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void TerrainSystemComponent::Deactivate()
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{
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m_loadTemplatesHandler.Disconnect();
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delete m_terrainSystem;
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m_terrainSystem = nullptr;
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}
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void TerrainSystemComponent::LoadPassTemplateMappings()
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{
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auto* passSystem = AZ::RPI::PassSystemInterface::Get();
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AZ_Assert(passSystem, "Cannot get the pass system.");
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const char* passTemplatesFile = "Passes/TerrainPassTemplates.azasset";
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passSystem->LoadPassTemplateMappings(passTemplatesFile);
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}
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}
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