Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Previewer/CommonPreviewContent.cpp
T
Guthrie Adams 2c6cfdd7dc Implemented support for semi-live previews of materials in the material property inspector.
Changed thumbnailer bus to use const pixmap
Changed capture request call back to use const pixmap instead of image
Replaced scene and pipeline members with constructor parameters
Added material preview renderer to editor material system component with new requests and notifications
Changed material property inspector details group to persistent heading so the preview image widget would not get destroyed during refreshes. But this was also a backlog task.
Changed common preview render camera to use lookat
Moved default asset caching to thumbnail renderer

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-10-09 18:17:50 -05:00

173 lines
8.0 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/Feature/ImageBasedLights/ImageBasedLightFeatureProcessorInterface.h>
#include <Atom/Feature/PostProcess/PostProcessFeatureProcessorInterface.h>
#include <Atom/Feature/SkyBox/SkyBoxFeatureProcessorInterface.h>
#include <Atom/Feature/Utils/LightingPreset.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentBus.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentConstants.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentConstants.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Math/MatrixUtils.h>
#include <AzCore/Math/Transform.h>
#include <AzFramework/Components/TransformComponent.h>
#include <AzFramework/Entity/EntityContextBus.h>
#include <Previewer/CommonPreviewContent.h>
namespace AZ
{
namespace LyIntegration
{
CommonPreviewContent::CommonPreviewContent(
RPI::ScenePtr scene,
RPI::ViewPtr view,
AZ::Uuid entityContextId,
const Data::AssetId& modelAssetId,
const Data::AssetId& materialAssetId,
const Data::AssetId& lightingPresetAssetId,
const Render::MaterialPropertyOverrideMap& materialPropertyOverrides)
: m_scene(scene)
, m_view(view)
, m_entityContextId(entityContextId)
, m_materialPropertyOverrides(materialPropertyOverrides)
{
// Create preview model
AzFramework::EntityContextRequestBus::EventResult(
m_modelEntity, m_entityContextId, &AzFramework::EntityContextRequestBus::Events::CreateEntity, "ThumbnailPreviewModel");
m_modelEntity->CreateComponent(Render::MeshComponentTypeId);
m_modelEntity->CreateComponent(Render::MaterialComponentTypeId);
m_modelEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
m_modelEntity->Init();
m_modelEntity->Activate();
m_modelAsset.Create(modelAssetId);
m_materialAsset.Create(materialAssetId);
m_lightingPresetAsset.Create(lightingPresetAssetId);
}
CommonPreviewContent::~CommonPreviewContent()
{
if (m_modelEntity)
{
AzFramework::EntityContextRequestBus::Event(
m_entityContextId, &AzFramework::EntityContextRequestBus::Events::DestroyEntity, m_modelEntity);
m_modelEntity = nullptr;
}
}
void CommonPreviewContent::Load()
{
m_modelAsset.QueueLoad();
m_materialAsset.QueueLoad();
m_lightingPresetAsset.QueueLoad();
}
bool CommonPreviewContent::IsReady() const
{
return (!m_modelAsset.GetId().IsValid() || m_modelAsset.IsReady()) &&
(!m_materialAsset.GetId().IsValid() || m_materialAsset.IsReady()) &&
(!m_lightingPresetAsset.GetId().IsValid() || m_lightingPresetAsset.IsReady());
}
bool CommonPreviewContent::IsError() const
{
return m_modelAsset.IsError() || m_materialAsset.IsError() || m_lightingPresetAsset.IsError();
}
void CommonPreviewContent::ReportErrors()
{
AZ_Warning(
"CommonPreviewContent", !m_modelAsset.GetId().IsValid() || m_modelAsset.IsReady(), "Asset failed to load in time: %s",
m_modelAsset.ToString<AZStd::string>().c_str());
AZ_Warning(
"CommonPreviewContent", !m_materialAsset.GetId().IsValid() || m_materialAsset.IsReady(), "Asset failed to load in time: %s",
m_materialAsset.ToString<AZStd::string>().c_str());
AZ_Warning(
"CommonPreviewContent", !m_lightingPresetAsset.GetId().IsValid() || m_lightingPresetAsset.IsReady(),
"Asset failed to load in time: %s", m_lightingPresetAsset.ToString<AZStd::string>().c_str());
}
void CommonPreviewContent::UpdateScene()
{
UpdateModel();
UpdateLighting();
UpdateCamera();
}
void CommonPreviewContent::UpdateModel()
{
Render::MeshComponentRequestBus::Event(
m_modelEntity->GetId(), &Render::MeshComponentRequestBus::Events::SetModelAsset, m_modelAsset);
Render::MaterialComponentRequestBus::Event(
m_modelEntity->GetId(), &Render::MaterialComponentRequestBus::Events::SetMaterialOverride,
Render::DefaultMaterialAssignmentId, m_materialAsset.GetId());
Render::MaterialComponentRequestBus::Event(
m_modelEntity->GetId(), &Render::MaterialComponentRequestBus::Events::SetPropertyOverrides,
Render::DefaultMaterialAssignmentId, m_materialPropertyOverrides);
}
void CommonPreviewContent::UpdateLighting()
{
if (m_lightingPresetAsset.IsReady())
{
auto preset = m_lightingPresetAsset->GetDataAs<Render::LightingPreset>();
if (preset)
{
auto iblFeatureProcessor = m_scene->GetFeatureProcessor<Render::ImageBasedLightFeatureProcessorInterface>();
auto postProcessFeatureProcessor = m_scene->GetFeatureProcessor<Render::PostProcessFeatureProcessorInterface>();
auto postProcessSettingInterface = postProcessFeatureProcessor->GetOrCreateSettingsInterface(EntityId());
auto exposureControlSettingInterface = postProcessSettingInterface->GetOrCreateExposureControlSettingsInterface();
auto directionalLightFeatureProcessor =
m_scene->GetFeatureProcessor<Render::DirectionalLightFeatureProcessorInterface>();
auto skyboxFeatureProcessor = m_scene->GetFeatureProcessor<Render::SkyBoxFeatureProcessorInterface>();
skyboxFeatureProcessor->Enable(true);
skyboxFeatureProcessor->SetSkyboxMode(Render::SkyBoxMode::Cubemap);
Camera::Configuration cameraConfig;
cameraConfig.m_fovRadians = FieldOfView;
cameraConfig.m_nearClipDistance = NearDist;
cameraConfig.m_farClipDistance = FarDist;
cameraConfig.m_frustumWidth = 100.0f;
cameraConfig.m_frustumHeight = 100.0f;
AZStd::vector<Render::DirectionalLightFeatureProcessorInterface::LightHandle> lightHandles;
preset->ApplyLightingPreset(
iblFeatureProcessor, skyboxFeatureProcessor, exposureControlSettingInterface, directionalLightFeatureProcessor,
cameraConfig, lightHandles);
}
}
}
void CommonPreviewContent::UpdateCamera()
{
// Get bounding sphere of the model asset and estimate how far the camera needs to be see all of it
Vector3 center = {};
float radius = {};
if (m_modelAsset.IsReady())
{
m_modelAsset->GetAabb().GetAsSphere(center, radius);
}
const auto distance = radius + NearDist;
const auto cameraRotation = Quaternion::CreateFromAxisAngle(Vector3::CreateAxisZ(), CameraRotationAngle);
const auto cameraPosition = center + cameraRotation.TransformVector(Vector3(0.0f, distance, 0.0f));
const auto cameraTransform = Transform::CreateLookAt(cameraPosition, center);
m_view->SetCameraTransform(Matrix3x4::CreateFromTransform(cameraTransform));
}
} // namespace LyIntegration
} // namespace AZ