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304 lines
13 KiB
C++
304 lines
13 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 <Model/MaterialAssetBuilderComponent.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Math/Color.h>
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#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/SceneCore/Containers/Scene.h>
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#include <SceneAPI/SceneCore/Containers/SceneManifest.h>
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#include <SceneAPI/SceneCore/Containers/Utilities/Filters.h>
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#include <SceneAPI/SceneCore/Containers/Views/PairIterator.h>
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#include <SceneAPI/SceneCore/Containers/Views/SceneGraphDownwardsIterator.h>
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#include <SceneAPI/SceneCore/Events/ExportEventContext.h>
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#include <SceneAPI/SceneCore/Events/ExportProductList.h>
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#include <SceneAPI/SceneCore/Utilities/FileUtilities.h>
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#include <SceneAPI/SceneCore/DataTypes/GraphData/IMaterialData.h>
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#include <Atom/RPI.Edit/Material/MaterialSourceData.h>
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#include <Atom/RPI.Edit/Material/MaterialConverterBus.h>
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#include <Atom/RPI.Edit/Common/AssetUtils.h>
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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#include <AzCore/Settings/SettingsRegistry.h>
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namespace AZ
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{
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namespace RPI
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{
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static const char* MaterialExporterName = "Scene Material Builder";
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void MaterialAssetDependenciesComponent::Reflect(ReflectContext* context)
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{
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if (auto* serialize = azrtti_cast<SerializeContext*>(context))
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{
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serialize->Class<MaterialAssetDependenciesComponent, Component>()
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->Version(4)
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->Attribute(Edit::Attributes::SystemComponentTags, AZStd::vector<Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }));
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}
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}
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void MaterialAssetDependenciesComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC("MaterialAssetDependenciesService", 0x28bbd0f3));
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}
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void MaterialAssetDependenciesComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC("MaterialAssetDependenciesService", 0x28bbd0f3));
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}
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void MaterialAssetDependenciesComponent::Activate()
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{
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SceneAPI::SceneBuilderDependencyBus::Handler::BusConnect();
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}
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void MaterialAssetDependenciesComponent::Deactivate()
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{
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SceneAPI::SceneBuilderDependencyBus::Handler::BusDisconnect();
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}
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void MaterialAssetDependenciesComponent::ReportJobDependencies(SceneAPI::JobDependencyList& jobDependencyList, const char* platformIdentifier)
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{
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bool conversionEnabled = false;
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RPI::MaterialConverterBus::BroadcastResult(conversionEnabled, &RPI::MaterialConverterBus::Events::IsEnabled);
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// Right now, scene file importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554
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const char* materialTypePath = nullptr;
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RPI::MaterialConverterBus::BroadcastResult(materialTypePath, &RPI::MaterialConverterBus::Events::GetMaterialTypePath);
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if (conversionEnabled && materialTypePath)
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{
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AssetBuilderSDK::SourceFileDependency materialTypeSource;
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materialTypeSource.m_sourceFileDependencyPath = materialTypePath;
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AssetBuilderSDK::JobDependency jobDependency;
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jobDependency.m_jobKey = "Atom Material Builder";
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jobDependency.m_sourceFile = materialTypeSource;
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jobDependency.m_platformIdentifier = platformIdentifier;
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jobDependency.m_type = AssetBuilderSDK::JobDependencyType::Order;
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jobDependencyList.push_back(jobDependency);
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}
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}
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void MaterialAssetDependenciesComponent::AddFingerprintInfo(AZStd::set<AZStd::string>& fingerprintInfo)
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{
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// This will cause scene files to be reprocessed whenever the global MaterialConverter settings change.
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bool conversionEnabled = false;
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RPI::MaterialConverterBus::BroadcastResult(conversionEnabled, &RPI::MaterialConverterBus::Events::IsEnabled);
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fingerprintInfo.insert(AZStd::string::format("[MaterialConverter enabled=%d]", conversionEnabled));
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if (!conversionEnabled)
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{
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AZStd::string defaultMaterialPath;
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RPI::MaterialConverterBus::BroadcastResult(defaultMaterialPath, &RPI::MaterialConverterBus::Events::GetDefaultMaterialPath);
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fingerprintInfo.insert(AZStd::string::format("[MaterialConverter defaultMaterial=%s]", defaultMaterialPath.c_str()));
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}
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}
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void MaterialAssetBuilderComponent::Reflect(ReflectContext* context)
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{
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if (auto* serialize = azrtti_cast<SerializeContext*>(context))
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{
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serialize->Class<MaterialAssetBuilderComponent, SceneAPI::SceneCore::ExportingComponent>()
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->Version(16); // Optional material conversion
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}
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}
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Data::Asset<MaterialAsset> MaterialAssetBuilderComponent::GetDefaultMaterialAsset() const
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{
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AZStd::string defaultMaterialPath;
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RPI::MaterialConverterBus::BroadcastResult(defaultMaterialPath, &RPI::MaterialConverterBus::Events::GetDefaultMaterialPath);
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if (defaultMaterialPath.empty())
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{
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return {};
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}
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else
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{
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auto defaultMaterialAssetId = RPI::AssetUtils::MakeAssetId(defaultMaterialPath, 0);
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if (!defaultMaterialAssetId.IsSuccess())
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{
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AZ_Error("MaterialAssetBuilderComponent", false, "Could not find asset '%s'", defaultMaterialPath.c_str());
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return {};
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}
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else
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{
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return Data::AssetManager::Instance().CreateAsset<RPI::MaterialAsset>(defaultMaterialAssetId.GetValue(), Data::AssetLoadBehaviorNamespace::PreLoad);
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}
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}
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}
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uint32_t MaterialAssetBuilderComponent::GetMaterialAssetSubId(uint64_t materialUid)
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{
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// [GFX TODO] I am suggesting we use the first two 16bits for different kind of assets generated from a Scene
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// For example, 0x10000 for mesh, 0x20000 for material, 0x30000 for animation, 0x40000 for scene graph and etc.
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// so the subid can be evaluated for reference across different assets generate within this scene file.
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/*const uint32_t materialPrefix = 0x20000;
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AZ_Assert(materialPrefix > materialId, "materialId should be smaller than materialPrefix");
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return materialPrefix + materialId;*/
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return static_cast<uint32_t>(materialUid);
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}
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MaterialAssetBuilderComponent::MaterialAssetBuilderComponent()
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{
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// This setting disables material output (for automated testing purposes) to allow an FBX file to be processed without including
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// the dozens of dependencies required to process a material.
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auto settingsRegistry = AZ::SettingsRegistry::Get();
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bool skipAtomOutput = false;
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if (settingsRegistry && settingsRegistry->Get(skipAtomOutput, "/O3DE/SceneAPI/AssetImporter/SkipAtomOutput") && skipAtomOutput)
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{
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return;
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}
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BindToCall(&MaterialAssetBuilderComponent::BuildMaterials);
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}
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SceneAPI::Events::ProcessingResult MaterialAssetBuilderComponent::ConvertMaterials(MaterialAssetBuilderContext& context) const
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{
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const auto& scene = context.m_scene;
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const Uuid sourceSceneUuid = scene.GetSourceGuid();
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const auto& sceneGraph = scene.GetGraph();
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auto names = sceneGraph.GetNameStorage();
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auto content = sceneGraph.GetContentStorage();
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auto pairView = SceneAPI::Containers::Views::MakePairView(names, content);
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auto view = SceneAPI::Containers::Views::MakeSceneGraphDownwardsView<
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SceneAPI::Containers::Views::BreadthFirst>(
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sceneGraph, sceneGraph.GetRoot(), pairView.cbegin(), true);
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struct NamedMaterialSourceData
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{
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MaterialSourceData m_data;
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AZStd::string m_name;
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};
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AZStd::unordered_map<uint64_t, NamedMaterialSourceData> materialSourceDataByUid;
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for (const auto& viewIt : view)
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{
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if (viewIt.second == nullptr)
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{
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continue;
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}
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if (azrtti_istypeof<SceneAPI::DataTypes::IMaterialData>(viewIt.second.get()))
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{
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// Convert MaterialData to MaterialSourceData and add it to materialSourceDataByUid
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auto materialData = AZStd::static_pointer_cast<const SceneAPI::DataTypes::IMaterialData>(viewIt.second);
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uint64_t materialUid = materialData->GetUniqueId();
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if (materialSourceDataByUid.find(materialUid) != materialSourceDataByUid.end())
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{
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continue;
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}
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// The source data for generating material asset
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MaterialSourceData sourceData;
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// User hook to create their materials based on the data from the scene pipeline
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bool result = false;
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RPI::MaterialConverterBus::BroadcastResult(result, &RPI::MaterialConverterBus::Events::ConvertMaterial, *materialData, sourceData);
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if (result)
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{
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materialSourceDataByUid[materialUid] = { AZStd::move(sourceData), materialData->GetMaterialName() };
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}
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}
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}
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// Build material assets.
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for (auto& itr : materialSourceDataByUid)
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{
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const uint64_t materialUid = itr.first;
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Data::AssetId assetId(sourceSceneUuid, GetMaterialAssetSubId(materialUid));
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auto materialSourceData = itr.second;
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Outcome<Data::Asset<MaterialAsset>> result = materialSourceData.m_data.CreateMaterialAsset(assetId, "", false);
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if (result.IsSuccess())
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{
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context.m_outputMaterialsByUid[materialUid] = { result.GetValue(), materialSourceData.m_name };
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}
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else
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{
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AZ_Error(MaterialExporterName, false, "Create material failed");
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return SceneAPI::Events::ProcessingResult::Failure;
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}
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}
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return SceneAPI::Events::ProcessingResult::Success;
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}
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SceneAPI::Events::ProcessingResult MaterialAssetBuilderComponent::AssignDefaultMaterials(MaterialAssetBuilderContext& context) const
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{
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Data::Asset<MaterialAsset> defaultMaterialAsset = GetDefaultMaterialAsset();
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if (!defaultMaterialAsset.GetId().IsValid())
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{
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AZ_Warning("MaterialAssetBuilderComponent", false, "Material conversion is disabled but no default material was provided. The model will likely be invisible by default.");
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// Return success because it's just a warning.
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return SceneAPI::Events::ProcessingResult::Success;
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}
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const auto& scene = context.m_scene;
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const Uuid sourceSceneUuid = scene.GetSourceGuid();
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const auto& sceneGraph = scene.GetGraph();
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auto names = sceneGraph.GetNameStorage();
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auto content = sceneGraph.GetContentStorage();
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auto pairView = SceneAPI::Containers::Views::MakePairView(names, content);
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auto view = SceneAPI::Containers::Views::MakeSceneGraphDownwardsView<
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SceneAPI::Containers::Views::BreadthFirst>(
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sceneGraph, sceneGraph.GetRoot(), pairView.cbegin(), true);
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for (const auto& viewIt : view)
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{
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if (viewIt.second == nullptr)
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{
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continue;
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}
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if (azrtti_istypeof<SceneAPI::DataTypes::IMaterialData>(viewIt.second.get()))
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{
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auto materialData = AZStd::static_pointer_cast<const SceneAPI::DataTypes::IMaterialData>(viewIt.second);
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uint64_t materialUid = materialData->GetUniqueId();
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context.m_outputMaterialsByUid[materialUid] = { defaultMaterialAsset, materialData->GetMaterialName() };
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}
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}
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return SceneAPI::Events::ProcessingResult::Success;
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}
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SceneAPI::Events::ProcessingResult MaterialAssetBuilderComponent::BuildMaterials(MaterialAssetBuilderContext& context) const
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{
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bool conversionEnabled = false;
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RPI::MaterialConverterBus::BroadcastResult(conversionEnabled, &RPI::MaterialConverterBus::Events::IsEnabled);
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if (conversionEnabled)
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{
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return ConvertMaterials(context);
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}
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else
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{
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return AssignDefaultMaterials(context);
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}
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}
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} // namespace RPI
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} // namespace AZ
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