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o3de/Gems/Atom/RPI/Code/Source/RPI.Reflect/Material/LuaMaterialFunctor.cpp

906 lines
50 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 <Atom/RPI.Reflect/Material/LuaMaterialFunctor.h>
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <AzCore/Asset/AssetSerializer.h>
#include <AzCore/Script/ScriptContext.h>
#include <AzCore/Script/ScriptSystemBus.h>
#include <AzCore/Script/ScriptAsset.h>
#include <AzCore/Math/MathReflection.h>
#include <AzCore/Math/Vector2.h>
#include <AzCore/Math/Vector3.h>
#include <AzCore/Math/Vector4.h>
#include <AzCore/Math/Color.h>
namespace AZ
{
namespace RPI
{
void LuaMaterialFunctor::Reflect(ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Class<LuaMaterialFunctor, RPI::MaterialFunctor>()
->Version(1)
->Field("scriptAsset", &LuaMaterialFunctor::m_scriptAsset)
->Field("materialNameContext", &LuaMaterialFunctor::m_materialNameContext)
;
}
}
LuaMaterialFunctor::LuaMaterialFunctor()
{
// [GFX TODO][ATOM-13648] Add local system allocator to material system
// ScriptContext creates a new allocator if null (default) is passed in.
// Temporarily using system allocator for preventing hitting the max allocator number.
m_scriptContext = AZStd::make_unique<AZ::ScriptContext>(AZ_CRC_CE("MaterialFunctor"), &AZ::AllocatorInstance<AZ::SystemAllocator>::Get());
m_sriptBehaviorContext = AZStd::make_unique<AZ::BehaviorContext>();
ReflectScriptContext(m_sriptBehaviorContext.get());
m_scriptContext->BindTo(m_sriptBehaviorContext.get());
}
void LuaMaterialFunctor::ReflectScriptContext(AZ::BehaviorContext* behaviorContext)
{
AZ::MathReflect(behaviorContext);
// We don't need any functions in Image, but just need BehaviorContext to be aware of this
// type so we can pass around image pointers within lua scripts.
behaviorContext->Class<Image>();
MaterialPropertyDescriptor::Reflect(behaviorContext);
ReflectMaterialDynamicMetadata(behaviorContext);
LuaMaterialFunctorRenderStates::Reflect(behaviorContext);
LuaMaterialFunctorShaderItem::Reflect(behaviorContext);
LuaMaterialFunctorUtilities::Reflect(behaviorContext);
LuaMaterialFunctorRuntimeContext::Reflect(behaviorContext);
LuaMaterialFunctorEditorContext::Reflect(behaviorContext);
}
const AZStd::vector<char>& LuaMaterialFunctor::GetScriptBuffer() const
{
if (!m_scriptBuffer.empty())
{
AZ_Warning("LuaMaterialFunctor", m_scriptAsset.GetId().IsValid() == false, "LuaMaterialFunctor has both a built-in script and an external script asset. The external script will be ignored.");
return m_scriptBuffer;
}
else if (m_scriptAsset.IsReady())
{
return m_scriptAsset->GetScriptBuffer();
}
else
{
AZ_Error("LuaMaterialFunctor", false, "LuaMaterialFunctor has no script data.");
return m_scriptBuffer;
}
}
const char* LuaMaterialFunctor::GetScriptDescription() const
{
if (!m_scriptBuffer.empty())
{
return "<built-in functor script>";
}
else if (m_scriptAsset.IsReady())
{
return m_scriptAsset.GetHint().c_str();
}
else
{
return "<none>";
}
}
void LuaMaterialFunctor::InitScriptContext()
{
if (m_scriptStatus == ScriptStatus::Uninitialized)
{
auto scriptBuffer = GetScriptBuffer();
if (!m_scriptContext->Execute(scriptBuffer.data(), GetScriptDescription(), scriptBuffer.size()))
{
AZ_Error(LuaMaterialFunctorUtilities::DebugName, false, "Error initializing script '%s'.", m_scriptAsset.ToString<AZStd::string>().c_str());
m_scriptStatus = ScriptStatus::Error;
}
else
{
m_scriptStatus = ScriptStatus::Ready;
}
}
}
void LuaMaterialFunctor::Process(RuntimeContext& context)
{
AZ_PROFILE_FUNCTION(RPI);
InitScriptContext();
if (m_scriptStatus == ScriptStatus::Ready)
{
LuaMaterialFunctorRuntimeContext luaContext{&context, &GetMaterialPropertyDependencies(), m_materialNameContext};
AZ::ScriptDataContext call;
if (m_scriptContext->Call("Process", call))
{
call.PushArg(luaContext);
call.CallExecute();
}
}
}
void LuaMaterialFunctor::Process(EditorContext& context)
{
AZ_PROFILE_FUNCTION(RPI);
InitScriptContext();
if (m_scriptStatus == ScriptStatus::Ready)
{
LuaMaterialFunctorEditorContext luaContext{&context, &GetMaterialPropertyDependencies(), m_materialNameContext};
AZ::ScriptDataContext call;
if (m_scriptContext->Call("ProcessEditor", call))
{
call.PushArg(luaContext);
call.CallExecute();
}
}
}
LuaMaterialFunctorCommonContext::LuaMaterialFunctorCommonContext(MaterialFunctor::RuntimeContext* runtimeContextImpl,
const MaterialPropertyFlags* materialPropertyDependencies,
const MaterialNameContext& materialNameContext)
: m_runtimeContextImpl(runtimeContextImpl)
, m_materialPropertyDependencies(materialPropertyDependencies)
, m_materialNameContext(materialNameContext)
{
}
LuaMaterialFunctorCommonContext::LuaMaterialFunctorCommonContext(MaterialFunctor::EditorContext* editorContextImpl,
const MaterialPropertyFlags* materialPropertyDependencies,
const MaterialNameContext& materialNameContext)
: m_editorContextImpl(editorContextImpl)
, m_materialPropertyDependencies(materialPropertyDependencies)
, m_materialNameContext(materialNameContext)
{
}
MaterialPropertyPsoHandling LuaMaterialFunctorCommonContext::GetMaterialPropertyPsoHandling() const
{
if (m_runtimeContextImpl)
{
return m_runtimeContextImpl->GetMaterialPropertyPsoHandling();
}
else
{
return m_editorContextImpl->GetMaterialPropertyPsoHandling();
}
}
RHI::ConstPtr<MaterialPropertiesLayout> LuaMaterialFunctorCommonContext::GetMaterialPropertiesLayout() const
{
if (m_runtimeContextImpl)
{
return m_runtimeContextImpl->GetMaterialPropertiesLayout();
}
else
{
return m_editorContextImpl->GetMaterialPropertiesLayout();
}
}
AZStd::string LuaMaterialFunctorCommonContext::GetMaterialPropertyDependenciesString() const
{
AZStd::vector<AZStd::string> propertyList;
for (size_t i = 0; i < m_materialPropertyDependencies->size(); ++i)
{
if ((*m_materialPropertyDependencies)[i])
{
propertyList.push_back(GetMaterialPropertiesLayout()->GetPropertyDescriptor(MaterialPropertyIndex{i})->GetName().GetStringView());
}
}
AZStd::string propertyListString;
AzFramework::StringFunc::Join(propertyListString, propertyList.begin(), propertyList.end(), ", ");
return propertyListString;
}
bool LuaMaterialFunctorCommonContext::CheckPsoChangesAllowed()
{
if (GetMaterialPropertyPsoHandling() == MaterialPropertyPsoHandling::Error)
{
if (!m_psoChangesReported)
{
LuaMaterialFunctorUtilities::Script_Error(
AZStd::string::format(
"The following material properties must not be changed at runtime because they impact Pipeline State Objects: %s", GetMaterialPropertyDependenciesString().c_str()));
m_psoChangesReported = true;
}
return false;
}
else if (GetMaterialPropertyPsoHandling() == MaterialPropertyPsoHandling::Warning)
{
if (!m_psoChangesReported)
{
LuaMaterialFunctorUtilities::Script_Warning(
AZStd::string::format(
"The following material properties should not be changed at runtime because they impact Pipeline State Objects: %s", GetMaterialPropertyDependenciesString().c_str()));
m_psoChangesReported = true;
}
}
return true;
}
MaterialPropertyIndex LuaMaterialFunctorCommonContext::GetMaterialPropertyIndex(const char* name, const char* functionName) const
{
MaterialPropertyIndex propertyIndex;
Name propertyFullName{name};
m_materialNameContext.ContextualizeProperty(propertyFullName);
propertyIndex = GetMaterialPropertiesLayout()->FindPropertyIndex(propertyFullName);
if (!propertyIndex.IsValid())
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("%s() could not find property '%s'", functionName, propertyFullName.GetCStr()));
}
return propertyIndex;
}
const MaterialPropertyValue& LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(MaterialPropertyIndex propertyIndex) const
{
if (m_runtimeContextImpl)
{
return m_runtimeContextImpl->GetMaterialPropertyValue(propertyIndex);
}
else if (m_editorContextImpl)
{
return m_editorContextImpl->GetMaterialPropertyValue(propertyIndex);
}
else
{
AZ_Assert(false, "Context not initialized properly");
static MaterialPropertyValue defaultValue;
return defaultValue;
}
}
template<typename Type>
Type LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(const char* name) const
{
MaterialPropertyIndex index = GetMaterialPropertyIndex(name, "GetMaterialPropertyValue");
if (!index.IsValid())
{
return {};
}
const MaterialPropertyValue& value = GetMaterialPropertyValue(index);
if (!value.IsValid())
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("GetMaterialPropertyValue() got invalid value for property '%s'", name));
return {};
}
if (!value.Is<Type>())
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("GetMaterialPropertyValue() accessed property '%s' using the wrong data type.", name));
return {};
}
return value.GetValue<Type>();
}
// Specialize for type Image* because that will be more intuitive within Lua.
// The script can then check the result for nil without calling "get()".
// For example, "GetMaterialPropertyValue_Image(name) == nil" rather than "GetMaterialPropertyValue_Image(name):get() == nil"
template<>
Image* LuaMaterialFunctorCommonContext::GetMaterialPropertyValue(const char* name) const
{
return GetMaterialPropertyValue<Data::Instance<Image>>(name).get();
}
// Explicit specialization must be declared before expanding it in LuaMaterialFunctorRuntimeContext::Reflect()
template<>
bool LuaMaterialFunctorRuntimeContext::SetShaderOptionValue(const char* name, const char* value);
void LuaMaterialFunctorRuntimeContext::Reflect(BehaviorContext* behaviorContext)
{
behaviorContext->Class<LuaMaterialFunctorRuntimeContext>()
->Method("GetMaterialPropertyValue_bool", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<bool>)
->Method("GetMaterialPropertyValue_int", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<int32_t>)
->Method("GetMaterialPropertyValue_uint", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<uint32_t>)
->Method("GetMaterialPropertyValue_enum", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<uint32_t>)
->Method("GetMaterialPropertyValue_float", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<float>)
->Method("GetMaterialPropertyValue_Vector2", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Vector2>)
->Method("GetMaterialPropertyValue_Vector3", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Vector3>)
->Method("GetMaterialPropertyValue_Vector4", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Vector4>)
->Method("GetMaterialPropertyValue_Color", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Color>)
->Method("GetMaterialPropertyValue_Image", &LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue<Image*>)
->Method("SetShaderConstant_bool", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<bool>)
->Method("SetShaderConstant_int", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<int32_t>)
->Method("SetShaderConstant_uint", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<uint32_t>)
->Method("SetShaderConstant_float", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<float>)
->Method("SetShaderConstant_Vector2", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<Vector2>)
->Method("SetShaderConstant_Vector3", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<Vector3>)
->Method("SetShaderConstant_Vector4", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<Vector4>)
->Method("SetShaderConstant_Color", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<Color>)
->Method("SetShaderConstant_Matrix3x3", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<Matrix3x3>)
->Method("SetShaderConstant_Matrix4x4", &LuaMaterialFunctorRuntimeContext::SetShaderConstant<Matrix4x4>)
->Method("SetShaderOptionValue_bool", &LuaMaterialFunctorRuntimeContext::SetShaderOptionValue<bool>)
->Method("SetShaderOptionValue_uint", &LuaMaterialFunctorRuntimeContext::SetShaderOptionValue<uint32_t>)
->Method("SetShaderOptionValue_enum", &LuaMaterialFunctorRuntimeContext::SetShaderOptionValue<const char*>)
->Method("GetShaderCount", &LuaMaterialFunctorRuntimeContext::GetShaderCount)
->Method("GetShader", &LuaMaterialFunctorRuntimeContext::GetShader)
->Method("GetShaderByTag", &LuaMaterialFunctorRuntimeContext::GetShaderByTag)
->Method("HasShaderWithTag", &LuaMaterialFunctorRuntimeContext::HasShaderWithTag)
;
}
LuaMaterialFunctorRuntimeContext::LuaMaterialFunctorRuntimeContext(MaterialFunctor::RuntimeContext* runtimeContextImpl,
const MaterialPropertyFlags* materialPropertyDependencies,
const MaterialNameContext& materialNameContext)
: LuaMaterialFunctorCommonContext(runtimeContextImpl, materialPropertyDependencies, materialNameContext)
, m_runtimeContextImpl(runtimeContextImpl)
{
}
template<typename Type>
Type LuaMaterialFunctorRuntimeContext::GetMaterialPropertyValue(const char* name) const
{
return LuaMaterialFunctorCommonContext::GetMaterialPropertyValue<Type>(name);
}
bool LuaMaterialFunctorRuntimeContext::SetShaderOptionValueHelper(const char* name, AZStd::function<bool(ShaderOptionGroup*, ShaderOptionIndex)> setValueCommand)
{
bool didSetOne = false;
Name fullOptionName{name};
m_materialNameContext.ContextualizeShaderOption(fullOptionName);
for (AZStd::size_t i = 0; i < m_runtimeContextImpl->m_shaderCollection->size(); ++i)
{
ShaderCollection::Item& shaderItem = (*m_runtimeContextImpl->m_shaderCollection)[i];
ShaderOptionGroup* shaderOptionGroup = shaderItem.GetShaderOptions();
const ShaderOptionGroupLayout* layout = shaderOptionGroup->GetShaderOptionLayout();
ShaderOptionIndex optionIndex = layout->FindShaderOptionIndex(fullOptionName);
if (!optionIndex.IsValid())
{
continue;
}
if (!shaderItem.MaterialOwnsShaderOption(optionIndex))
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("Shader option '%s' is not owned by this material.", fullOptionName.GetCStr()));
break;
}
if (setValueCommand(shaderOptionGroup, optionIndex))
{
didSetOne = true;
}
}
return didSetOne;
}
template<>
bool LuaMaterialFunctorRuntimeContext::SetShaderOptionValue(const char* name, const char* value)
{
return SetShaderOptionValueHelper(name, [value](ShaderOptionGroup* optionGroup, ShaderOptionIndex optionIndex)
{
return optionGroup->SetValue(optionIndex, Name{value});
});
}
template<typename Type>
bool LuaMaterialFunctorRuntimeContext::SetShaderOptionValue(const char* name, Type value)
{
return SetShaderOptionValueHelper(name, [value](ShaderOptionGroup* optionGroup, ShaderOptionIndex optionIndex)
{
return optionGroup->SetValue(optionIndex, ShaderOptionValue{value});
});
}
RHI::ShaderInputConstantIndex LuaMaterialFunctorRuntimeContext::GetShaderInputConstantIndex(const char* name, const char* functionName) const
{
Name fullInputName{name};
m_materialNameContext.ContextualizeSrgInput(fullInputName);
RHI::ShaderInputConstantIndex index = m_runtimeContextImpl->m_shaderResourceGroup->FindShaderInputConstantIndex(fullInputName);
if (!index.IsValid())
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("%s() could not find shader input '%s'", functionName, fullInputName.GetCStr()));
}
return index;
}
template<typename Type>
bool LuaMaterialFunctorRuntimeContext::SetShaderConstant(const char* name, Type value)
{
RHI::ShaderInputConstantIndex index = GetShaderInputConstantIndex(name, "SetShaderConstant");
if (index.IsValid())
{
return m_runtimeContextImpl->m_shaderResourceGroup->SetConstant(index, value);
}
return false;
}
AZStd::size_t LuaMaterialFunctorRuntimeContext::GetShaderCount() const
{
return m_runtimeContextImpl->GetShaderCount();
}
LuaMaterialFunctorShaderItem LuaMaterialFunctorRuntimeContext::GetShader(AZStd::size_t index)
{
if (index < GetShaderCount())
{
return LuaMaterialFunctorShaderItem{this, &(*m_runtimeContextImpl->m_shaderCollection)[index]};
}
else
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("GetShader(%zu) is invalid.", index));
return {};
}
}
LuaMaterialFunctorShaderItem LuaMaterialFunctorRuntimeContext::GetShaderByTag(const char* shaderTag)
{
const AZ::Name tag{shaderTag};
if (m_runtimeContextImpl->m_shaderCollection->HasShaderTag(tag))
{
return LuaMaterialFunctorShaderItem{this, &(*m_runtimeContextImpl->m_shaderCollection)[tag]};
}
else
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format(
"GetShaderByTag('%s') is invalid: Could not find a shader with the tag '%s'.", tag.GetCStr(), tag.GetCStr()));
return {};
}
}
bool LuaMaterialFunctorRuntimeContext::HasShaderWithTag(const char* shaderTag)
{
return m_runtimeContextImpl->m_shaderCollection->HasShaderTag(AZ::Name{shaderTag});
}
void LuaMaterialFunctorEditorContext::LuaMaterialFunctorEditorContext::Reflect(BehaviorContext* behaviorContext)
{
behaviorContext->Class<LuaMaterialFunctorEditorContext>()
->Method("GetMaterialPropertyValue_bool", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<bool>)
->Method("GetMaterialPropertyValue_int", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<int32_t>)
->Method("GetMaterialPropertyValue_uint", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<uint32_t>)
->Method("GetMaterialPropertyValue_enum", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<uint32_t>)
->Method("GetMaterialPropertyValue_float", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<float>)
->Method("GetMaterialPropertyValue_Vector2", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Vector2>)
->Method("GetMaterialPropertyValue_Vector3", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Vector3>)
->Method("GetMaterialPropertyValue_Vector4", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Vector4>)
->Method("GetMaterialPropertyValue_Color", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Color>)
->Method("GetMaterialPropertyValue_Image", &LuaMaterialFunctorEditorContext::GetMaterialPropertyValue<Image*>)
->Method("SetMaterialPropertyVisibility", &LuaMaterialFunctorEditorContext::SetMaterialPropertyVisibility)
->Method("SetMaterialPropertyDescription", &LuaMaterialFunctorEditorContext::SetMaterialPropertyDescription)
->Method("SetMaterialPropertyMinValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue<int32_t>)
->Method("SetMaterialPropertyMinValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue<uint32_t>)
->Method("SetMaterialPropertyMinValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue<float>)
->Method("SetMaterialPropertyMaxValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMaxValue<int32_t>)
->Method("SetMaterialPropertyMaxValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMaxValue<uint32_t>)
->Method("SetMaterialPropertyMaxValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertyMaxValue<float>)
->Method("SetMaterialPropertySoftMinValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMinValue<int32_t>)
->Method("SetMaterialPropertySoftMinValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMinValue<uint32_t>)
->Method("SetMaterialPropertySoftMinValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMinValue<float>)
->Method("SetMaterialPropertySoftMaxValue_int", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue<int32_t>)
->Method("SetMaterialPropertySoftMaxValue_uint", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue<uint32_t>)
->Method("SetMaterialPropertySoftMaxValue_float", &LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue<float>)
->Method("SetMaterialPropertyGroupVisibility", &LuaMaterialFunctorEditorContext::SetMaterialPropertyGroupVisibility)
;
}
LuaMaterialFunctorEditorContext::LuaMaterialFunctorEditorContext(MaterialFunctor::EditorContext* editorContextImpl,
const MaterialPropertyFlags* materialPropertyDependencies,
const MaterialNameContext& materialNameContext)
: LuaMaterialFunctorCommonContext(editorContextImpl, materialPropertyDependencies, materialNameContext)
, m_editorContextImpl(editorContextImpl)
{
}
template<typename Type>
Type LuaMaterialFunctorEditorContext::GetMaterialPropertyValue(const char* name) const
{
return LuaMaterialFunctorCommonContext::GetMaterialPropertyValue<Type>(name);
}
template<typename Type>
bool LuaMaterialFunctorEditorContext::SetMaterialPropertyMinValue(const char* name, Type value)
{
const char* functionName = "SetMaterialPropertyMinValue";
MaterialPropertyIndex index = GetMaterialPropertyIndex(name, functionName);
if (!index.IsValid())
{
return false;
}
return m_editorContextImpl->SetMaterialPropertyMinValue(index, value);
}
template<typename Type>
bool LuaMaterialFunctorEditorContext::SetMaterialPropertyMaxValue(const char* name, Type value)
{
const char* functionName = "SetMaterialPropertyMaxValue";
MaterialPropertyIndex index = GetMaterialPropertyIndex(name, functionName);
if (!index.IsValid())
{
return false;
}
return m_editorContextImpl->SetMaterialPropertyMaxValue(index, value);
}
template<typename Type>
bool LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMinValue(const char* name, Type value)
{
const char* functionName = "SetMaterialPropertySoftMinValue";
MaterialPropertyIndex index = GetMaterialPropertyIndex(name, functionName);
if (!index.IsValid())
{
return false;
}
return m_editorContextImpl->SetMaterialPropertySoftMinValue(index, value);
}
template<typename Type>
bool LuaMaterialFunctorEditorContext::SetMaterialPropertySoftMaxValue(const char* name, Type value)
{
const char* functionName = "SetMaterialPropertySoftMaxValue";
MaterialPropertyIndex index = GetMaterialPropertyIndex(name, functionName);
if (!index.IsValid())
{
return false;
}
return m_editorContextImpl->SetMaterialPropertySoftMaxValue(index, value);
}
bool LuaMaterialFunctorEditorContext::SetMaterialPropertyGroupVisibility(const char* name, MaterialPropertyGroupVisibility visibility)
{
if (m_editorContextImpl)
{
Name fullName{name};
m_materialNameContext.ContextualizeProperty(fullName);
return m_editorContextImpl->SetMaterialPropertyGroupVisibility(fullName, visibility);
}
return false;
}
bool LuaMaterialFunctorEditorContext::SetMaterialPropertyVisibility(const char* name, MaterialPropertyVisibility visibility)
{
if (m_editorContextImpl)
{
Name fullName{name};
m_materialNameContext.ContextualizeProperty(fullName);
return m_editorContextImpl->SetMaterialPropertyVisibility(fullName, visibility);
}
return false;
}
bool LuaMaterialFunctorEditorContext::SetMaterialPropertyDescription(const char* name, const char* description)
{
if (m_editorContextImpl)
{
Name fullName{name};
m_materialNameContext.ContextualizeProperty(fullName);
return m_editorContextImpl->SetMaterialPropertyDescription(fullName, description);
}
return false;
}
void LuaMaterialFunctorUtilities::Reflect(AZ::BehaviorContext* behaviorContext)
{
behaviorContext->Method("Error", &Script_Error);
behaviorContext->Method("Warning", &Script_Warning);
behaviorContext->Method("Print", &Script_Print);
}
void LuaMaterialFunctorUtilities::Script_Error([[maybe_unused]] const AZStd::string& message)
{
AZ_Error(DebugName, false, "LuaMaterialFunctor: %s", message.c_str());
}
void LuaMaterialFunctorUtilities::Script_Warning([[maybe_unused]] const AZStd::string& message)
{
AZ_Warning(DebugName, false, "LuaMaterialFunctor: %s", message.c_str());
}
void LuaMaterialFunctorUtilities::Script_Print([[maybe_unused]] const AZStd::string& message)
{
AZ_TracePrintf(DebugName, "LuaMaterialFunctor: %s\n", message.c_str());
}
template<>
void LuaMaterialFunctorShaderItem::SetShaderOptionValue(const char* name, const char* value);
void LuaMaterialFunctorShaderItem::Reflect(AZ::BehaviorContext* behaviorContext)
{
behaviorContext->Class<LuaMaterialFunctorShaderItem>()
->Method("GetRenderStatesOverride", &LuaMaterialFunctorShaderItem::GetRenderStatesOverride)
->Method("SetEnabled", &LuaMaterialFunctorShaderItem::SetEnabled)
->Method("SetDrawListTagOverride", &LuaMaterialFunctorShaderItem::SetDrawListTagOverride)
->Method("SetShaderOptionValue_bool", &LuaMaterialFunctorShaderItem::SetShaderOptionValue<bool>)
->Method("SetShaderOptionValue_uint", &LuaMaterialFunctorShaderItem::SetShaderOptionValue<uint32_t>)
->Method("SetShaderOptionValue_enum", &LuaMaterialFunctorShaderItem::SetShaderOptionValue<const char*>)
;
}
LuaMaterialFunctorRenderStates LuaMaterialFunctorShaderItem::GetRenderStatesOverride()
{
if (m_context->CheckPsoChangesAllowed() && m_shaderItem)
{
return LuaMaterialFunctorRenderStates{m_shaderItem->GetRenderStatesOverlay()};
}
else
{
static RHI::RenderStates dummyRenderStates;
return LuaMaterialFunctorRenderStates{&dummyRenderStates};
}
}
void LuaMaterialFunctorShaderItem::SetEnabled(bool enable)
{
if (m_shaderItem)
{
m_shaderItem->SetEnabled(enable);
}
}
void LuaMaterialFunctorShaderItem::SetDrawListTagOverride(const char* drawListTag)
{
if (m_shaderItem)
{
m_shaderItem->SetDrawListTagOverride(Name{drawListTag});
}
}
void LuaMaterialFunctorShaderItem::SetShaderOptionValue(
const Name& name, AZStd::function<bool(ShaderOptionGroup*, ShaderOptionIndex)> setValueCommand)
{
ShaderOptionGroup* shaderOptionGroup = m_shaderItem->GetShaderOptions();
const ShaderOptionGroupLayout* layout = shaderOptionGroup->GetShaderOptionLayout();
ShaderOptionIndex optionIndex = layout->FindShaderOptionIndex(Name{name});
if (!optionIndex.IsValid())
{
return;
}
if (!m_shaderItem->MaterialOwnsShaderOption(optionIndex))
{
LuaMaterialFunctorUtilities::Script_Error(
AZStd::string::format(
"Shader option '%s' is not owned by the shader '%s'.", name.GetCStr(), m_shaderItem->GetShaderTag().GetCStr()));
return;
}
setValueCommand(shaderOptionGroup, optionIndex);
}
template<>
void LuaMaterialFunctorShaderItem::SetShaderOptionValue(const char* name, const char* value)
{
if (m_shaderItem)
{
SetShaderOptionValue(Name{name}, [value](ShaderOptionGroup* optionGroup, ShaderOptionIndex optionIndex) {
return optionGroup->SetValue(optionIndex, Name{value});
});
}
}
template<typename Type>
void LuaMaterialFunctorShaderItem::SetShaderOptionValue(const char* name, Type value)
{
if (m_shaderItem)
{
SetShaderOptionValue(Name{name}, [value](ShaderOptionGroup* optionGroup, ShaderOptionIndex optionIndex) {
return optionGroup->SetValue(optionIndex, ShaderOptionValue{value});
});
}
}
void LuaMaterialFunctorRenderStates::Reflect(AZ::BehaviorContext* behaviorContext)
{
RHI::ReflectRenderStateEnums(behaviorContext);
auto classBuilder = behaviorContext->Class<LuaMaterialFunctorRenderStates>();
#define TEMP_REFLECT_RENDERSTATE_METHODS(PropertyName) \
classBuilder->Method("Set" AZ_STRINGIZE(PropertyName), AZ_JOIN(&LuaMaterialFunctorRenderStates::Set, PropertyName)); \
classBuilder->Method("Clear" AZ_STRINGIZE(PropertyName), AZ_JOIN(&LuaMaterialFunctorRenderStates::Clear, PropertyName));
TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleCustomPosition)
TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleCustomPositionCount)
TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleCount)
TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleQuality)
TEMP_REFLECT_RENDERSTATE_METHODS(FillMode)
TEMP_REFLECT_RENDERSTATE_METHODS(CullMode)
TEMP_REFLECT_RENDERSTATE_METHODS(DepthBias)
TEMP_REFLECT_RENDERSTATE_METHODS(DepthBiasClamp)
TEMP_REFLECT_RENDERSTATE_METHODS(DepthBiasSlopeScale)
TEMP_REFLECT_RENDERSTATE_METHODS(MultisampleEnabled)
TEMP_REFLECT_RENDERSTATE_METHODS(DepthClipEnabled)
TEMP_REFLECT_RENDERSTATE_METHODS(ConservativeRasterEnabled)
TEMP_REFLECT_RENDERSTATE_METHODS(ForcedSampleCount)
TEMP_REFLECT_RENDERSTATE_METHODS(AlphaToCoverageEnabled)
TEMP_REFLECT_RENDERSTATE_METHODS(IndependentBlendEnabled)
TEMP_REFLECT_RENDERSTATE_METHODS(BlendEnabled)
TEMP_REFLECT_RENDERSTATE_METHODS(BlendWriteMask)
TEMP_REFLECT_RENDERSTATE_METHODS(BlendSource)
TEMP_REFLECT_RENDERSTATE_METHODS(BlendDest)
TEMP_REFLECT_RENDERSTATE_METHODS(BlendOp)
TEMP_REFLECT_RENDERSTATE_METHODS(BlendAlphaSource)
TEMP_REFLECT_RENDERSTATE_METHODS(BlendAlphaDest)
TEMP_REFLECT_RENDERSTATE_METHODS(BlendAlphaOp)
TEMP_REFLECT_RENDERSTATE_METHODS(DepthEnabled)
TEMP_REFLECT_RENDERSTATE_METHODS(DepthWriteMask)
TEMP_REFLECT_RENDERSTATE_METHODS(DepthComparisonFunc)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilEnabled)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilReadMask)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilWriteMask)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilFrontFaceFailOp)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilFrontFaceDepthFailOp)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilFrontFacePassOp)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilFrontFaceFunc)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilBackFaceFailOp)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilBackFaceDepthFailOp)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilBackFacePassOp)
TEMP_REFLECT_RENDERSTATE_METHODS(StencilBackFaceFunc)
#undef TEMP_REFLECT_RENDERSTATE_METHODS
}
#define TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(PropertyName, DataType, Field, InvalidValue) \
void AZ_JOIN(LuaMaterialFunctorRenderStates::Set, PropertyName)(DataType value) \
{ \
Field = value; \
} \
void AZ_JOIN(LuaMaterialFunctorRenderStates::Clear, PropertyName)() \
{ \
Field = InvalidValue; \
}
#define TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(PropertyName, DataType, Field, InvalidValue) \
void AZ_JOIN(LuaMaterialFunctorRenderStates::Set, PropertyName)(AZStd::size_t targetIndex, DataType value) \
{ \
if (targetIndex < RHI::Limits::Pipeline::AttachmentColorCountMax) \
{ \
m_renderStates->m_blendState.m_targets[targetIndex].Field = value; \
} \
else \
{ \
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format( \
"Set" AZ_STRINGIZE(PropertyName) "(%zu,...) index is out of range. Must be less than %u.", \
targetIndex, RHI::Limits::Pipeline::AttachmentColorCountMax)); \
} \
} \
void AZ_JOIN(LuaMaterialFunctorRenderStates::Clear, PropertyName)(AZStd::size_t targetIndex) \
{ \
if (targetIndex < RHI::Limits::Pipeline::AttachmentColorCountMax) \
{ \
m_renderStates->m_blendState.m_targets[targetIndex].Field = InvalidValue; \
} \
else \
{ \
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format( \
"Clear" AZ_STRINGIZE(PropertyName) "(%zu,...) index is out of range. Must be less than %u.", \
targetIndex, RHI::Limits::Pipeline::AttachmentColorCountMax)); \
} \
}
void LuaMaterialFunctorRenderStates::SetMultisampleCustomPosition(AZStd::size_t multisampleCustomLocationIndex, uint8_t x, uint8_t y)
{
if (multisampleCustomLocationIndex < RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax)
{
m_renderStates->m_multisampleState.m_customPositions[multisampleCustomLocationIndex].m_x = x;
m_renderStates->m_multisampleState.m_customPositions[multisampleCustomLocationIndex].m_y = y;
}
else
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("SetMultisampleCustomPosition(%zu,...) index is out of range. Must be less than %u.",
multisampleCustomLocationIndex, RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax));
}
}
void LuaMaterialFunctorRenderStates::ClearMultisampleCustomPosition(AZStd::size_t multisampleCustomLocationIndex)
{
if (multisampleCustomLocationIndex < RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax)
{
m_renderStates->m_multisampleState.m_customPositions[multisampleCustomLocationIndex].m_x = RHI::Limits::Pipeline::MultiSampleCustomLocationGridSize;
m_renderStates->m_multisampleState.m_customPositions[multisampleCustomLocationIndex].m_y = RHI::Limits::Pipeline::MultiSampleCustomLocationGridSize;
}
else
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("ClearMultisampleCustomPosition(%zu,...) index is out of range. Must be less than %u.",
multisampleCustomLocationIndex, RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax));
}
}
void LuaMaterialFunctorRenderStates::SetMultisampleCustomPositionCount(uint32_t value)
{
if (value == RHI::RenderStates_InvalidUInt || value < RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax)
{
m_renderStates->m_multisampleState.m_customPositionsCount = value;
}
else
{
LuaMaterialFunctorUtilities::Script_Error(AZStd::string::format("SetMultisampleCustomPositionCount(%u) value is out of range. Must be less than %u.",
value, RHI::Limits::Pipeline::MultiSampleCustomLocationsCountMax));
}
}
void LuaMaterialFunctorRenderStates::ClearMultisampleCustomPositionCount()
{
m_renderStates->m_multisampleState.m_customPositionsCount = RHI::RenderStates_InvalidUInt;
}
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(MultisampleCount, uint16_t, m_renderStates->m_multisampleState.m_samples, RHI::RenderStates_InvalidUInt16)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(MultisampleQuality, uint16_t, m_renderStates->m_multisampleState.m_quality, RHI::RenderStates_InvalidUInt16)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(FillMode, RHI::FillMode, m_renderStates->m_rasterState.m_fillMode, RHI::FillMode::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(CullMode, RHI::CullMode, m_renderStates->m_rasterState.m_cullMode, RHI::CullMode::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthBias, int32_t, m_renderStates->m_rasterState.m_depthBias, RHI::RenderStates_InvalidInt)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthBiasClamp, float, m_renderStates->m_rasterState.m_depthBiasClamp, RHI::RenderStates_InvalidFloat)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthBiasSlopeScale, float, m_renderStates->m_rasterState.m_depthBiasSlopeScale, RHI::RenderStates_InvalidFloat)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(MultisampleEnabled, bool, m_renderStates->m_rasterState.m_multisampleEnable, RHI::RenderStates_InvalidBool)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthClipEnabled, bool, m_renderStates->m_rasterState.m_depthClipEnable, RHI::RenderStates_InvalidBool)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(ConservativeRasterEnabled, bool, m_renderStates->m_rasterState.m_conservativeRasterEnable, RHI::RenderStates_InvalidBool)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(ForcedSampleCount, uint32_t, m_renderStates->m_rasterState.m_forcedSampleCount, RHI::RenderStates_InvalidUInt)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(AlphaToCoverageEnabled, bool, m_renderStates->m_blendState.m_alphaToCoverageEnable, RHI::RenderStates_InvalidBool)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(IndependentBlendEnabled, bool, m_renderStates->m_blendState.m_independentBlendEnable, RHI::RenderStates_InvalidBool)
TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendEnabled, bool, m_enable, RHI::RenderStates_InvalidBool)
TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendWriteMask, uint32_t, m_writeMask, RHI::RenderStates_InvalidUInt)
TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendSource, RHI::BlendFactor, m_blendSource, RHI::BlendFactor::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendDest, RHI::BlendFactor, m_blendDest, RHI::BlendFactor::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendOp, RHI::BlendOp, m_blendOp, RHI::BlendOp::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendAlphaSource, RHI::BlendFactor, m_blendAlphaSource, RHI::BlendFactor::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendAlphaDest, RHI::BlendFactor, m_blendAlphaDest, RHI::BlendFactor::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET(BlendAlphaOp, RHI::BlendOp, m_blendAlphaOp, RHI::BlendOp::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthEnabled, bool, m_renderStates->m_depthStencilState.m_depth.m_enable, RHI::RenderStates_InvalidBool)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthWriteMask, RHI::DepthWriteMask, m_renderStates->m_depthStencilState.m_depth.m_writeMask, RHI::DepthWriteMask::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(DepthComparisonFunc, RHI::ComparisonFunc, m_renderStates->m_depthStencilState.m_depth.m_func, RHI::ComparisonFunc::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilEnabled, bool, m_renderStates->m_depthStencilState.m_stencil.m_enable, RHI::RenderStates_InvalidBool)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilReadMask, uint32_t, m_renderStates->m_depthStencilState.m_stencil.m_readMask, RHI::RenderStates_InvalidUInt)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilWriteMask, uint32_t, m_renderStates->m_depthStencilState.m_stencil.m_writeMask, RHI::RenderStates_InvalidUInt)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilFrontFaceFailOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_frontFace.m_failOp, RHI::StencilOp::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilFrontFaceDepthFailOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_frontFace.m_depthFailOp, RHI::StencilOp::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilFrontFacePassOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_frontFace.m_passOp, RHI::StencilOp::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilFrontFaceFunc, RHI::ComparisonFunc, m_renderStates->m_depthStencilState.m_stencil.m_frontFace.m_func, RHI::ComparisonFunc::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilBackFaceFailOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_backFace.m_failOp, RHI::StencilOp::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilBackFaceDepthFailOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_backFace.m_depthFailOp, RHI::StencilOp::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilBackFacePassOp, RHI::StencilOp, m_renderStates->m_depthStencilState.m_stencil.m_backFace.m_passOp, RHI::StencilOp::Invalid)
TEMP_DEFINE_RENDERSTATE_METHODS_COMMON(StencilBackFaceFunc, RHI::ComparisonFunc, m_renderStates->m_depthStencilState.m_stencil.m_backFace.m_func, RHI::ComparisonFunc::Invalid)
#undef TEMP_DEFINE_RENDERSTATE_METHODS_COMMON
#undef TEMP_DEFINE_RENDERSTATE_METHODS_BLENDSTATETARGET
} // namespace Render
} // namespace AZ