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o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/MaterialComponentController...

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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 <Material/MaterialComponentController.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AtomCore/Instance/InstanceDatabase.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
namespace AZ
{
namespace Render
{
void MaterialComponentController::Reflect(ReflectContext* context)
{
MaterialComponentConfig::Reflect(context);
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Class<MaterialComponentController>()
->Version(1)
->Field("Configuration", &MaterialComponentController::m_configuration)
;
}
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->EBus<MaterialComponentRequestBus>("MaterialComponentRequestBus")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Category, "render")
->Attribute(AZ::Script::Attributes::Module, "render")
->Event("GetOriginalMaterialAssignments", &MaterialComponentRequestBus::Events::GetOriginalMaterialAssignments)
->Event("FindMaterialAssignmentId", &MaterialComponentRequestBus::Events::FindMaterialAssignmentId)
->Event("SetMaterialOverrides", &MaterialComponentRequestBus::Events::SetMaterialOverrides)
->Event("GetMaterialOverrides", &MaterialComponentRequestBus::Events::GetMaterialOverrides)
->Event("ClearAllMaterialOverrides", &MaterialComponentRequestBus::Events::ClearAllMaterialOverrides)
->Event("SetDefaultMaterialOverride", &MaterialComponentRequestBus::Events::SetDefaultMaterialOverride)
->Event("GetDefaultMaterialOverride", &MaterialComponentRequestBus::Events::GetDefaultMaterialOverride)
->Event("ClearDefaultMaterialOverride", &MaterialComponentRequestBus::Events::ClearDefaultMaterialOverride)
->Event("SetMaterialOverride", &MaterialComponentRequestBus::Events::SetMaterialOverride)
->Event("GetMaterialOverride", &MaterialComponentRequestBus::Events::GetMaterialOverride)
->Event("ClearMaterialOverride", &MaterialComponentRequestBus::Events::ClearMaterialOverride)
->Event("SetPropertyOverride", &MaterialComponentRequestBus::Events::SetPropertyOverride)
->Event("GetPropertyOverride", &MaterialComponentRequestBus::Events::GetPropertyOverride)
->Event("ClearPropertyOverride", &MaterialComponentRequestBus::Events::ClearPropertyOverride)
->Event("ClearPropertyOverrides", &MaterialComponentRequestBus::Events::ClearPropertyOverrides)
->Event("ClearAllPropertyOverrides", &MaterialComponentRequestBus::Events::ClearAllPropertyOverrides)
->Event("GetPropertyOverrides", &MaterialComponentRequestBus::Events::GetPropertyOverrides)
;
}
}
void MaterialComponentController::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("MaterialProviderService", 0x64849a6b));
}
void MaterialComponentController::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("MaterialProviderService", 0x64849a6b));
}
void MaterialComponentController::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("MaterialReceiverService", 0x0d1a6a74));
}
MaterialComponentController::MaterialComponentController(const MaterialComponentConfig& config)
: m_configuration(config)
{
}
void MaterialComponentController::Activate(EntityId entityId)
{
m_entityId = entityId;
m_queuedMaterialUpdateNotification = false;
MaterialComponentRequestBus::Handler::BusConnect(m_entityId);
LoadMaterials();
}
void MaterialComponentController::Deactivate()
{
MaterialComponentRequestBus::Handler::BusDisconnect();
MeshComponentNotificationBus::Handler::BusDisconnect();
TickBus::Handler::BusDisconnect();
ReleaseMaterials();
m_queuedMaterialUpdateNotification = false;
m_entityId = AZ::EntityId(AZ::EntityId::InvalidEntityId);
}
void MaterialComponentController::SetConfiguration(const MaterialComponentConfig& config)
{
m_configuration = config;
}
const MaterialComponentConfig& MaterialComponentController::GetConfiguration() const
{
return m_configuration;
}
void MaterialComponentController::OnAssetReady(Data::Asset<Data::AssetData> asset)
{
InitializeMaterialInstance(asset);
}
void MaterialComponentController::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
InitializeMaterialInstance(asset);
}
void MaterialComponentController::OnModelReady(const Data::Asset<RPI::ModelAsset>&, const Data::Instance<RPI::Model>&)
{
MeshComponentNotificationBus::Handler::BusDisconnect();
// If there is a circumstance where the saved material assignments are empty, fill them in with the default material.
// (This could happen as a result of LoadMaterials() clearing the asset reference to deal with an edge case)
// Now that a model asset is ready, see if there are any empty assignments that need to be filled...
RPI::ModelMaterialSlotMap modelMaterialSlots;
MaterialReceiverRequestBus::EventResult(modelMaterialSlots, m_entityId, &MaterialReceiverRequestBus::Events::GetModelMaterialSlots);
AZStd::vector<Data::Asset<RPI::MaterialAsset>> newMaterialAssets;
newMaterialAssets.reserve(m_configuration.m_materials.size());
// First we fill the empty slots but don't connect to AssetBus yet. If the same material asset appears multiple times,
// AssetBus will call OnAssetReady only the *first* time we connect for that asset. The full list of m_configuration.m_materials
// needs to be updated before that happens.
for (auto& materialPair : m_configuration.m_materials)
{
auto& materialAsset = materialPair.second.m_materialAsset;
if (!materialAsset.GetId().IsValid())
{
auto slotIter = modelMaterialSlots.find(materialPair.first.m_materialSlotStableId);
if (slotIter != modelMaterialSlots.end())
{
materialAsset = slotIter->second.m_defaultMaterialAsset;
newMaterialAssets.push_back(materialAsset);
}
else
{
AZ_Error("MaterialComponentController", false, "Could not find material slot %d", materialPair.first.m_materialSlotStableId);
}
}
}
// Now that the configuration is updated with all the default material assets, we can load and connect them.
// If there are duplicates in this list, the redundant calls will be ignored.
for (auto& materialAsset : newMaterialAssets)
{
if (!materialAsset.IsReady())
{
materialAsset.QueueLoad();
}
Data::AssetBus::MultiHandler::BusConnect(materialAsset.GetId());
}
}
void MaterialComponentController::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
{
AZStd::unordered_set<MaterialAssignmentId> propertyOverrides;
AZStd::swap(m_queuedPropertyOverrides, propertyOverrides);
// Iterate through all MaterialAssignmentId's that have property overrides and attempt to apply them
// if material instance is already compiling, delay application of property overrides until next frame
for (const auto& materialAssignmentId : propertyOverrides)
{
const auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
//Skip materials that do not exist in the map
continue;
}
auto materialInstance = materialIt->second.m_materialInstance;
if (!materialInstance)
{
//Skip materials with an invalid instances
continue;
}
if (!materialInstance->CanCompile())
{
//If a material cannot currently be compiled then it must be queued again
m_queuedPropertyOverrides.emplace(materialAssignmentId);
continue;
}
const auto& propertyOverrides2 = materialIt->second.m_propertyOverrides;
for (auto& propertyPair : propertyOverrides2)
{
const auto& materialPropertyIndex = materialInstance->FindPropertyIndex(propertyPair.first);
if (!materialPropertyIndex.IsNull())
{
if (propertyPair.second.is<Data::AssetId>())
{
const auto& assetId = *AZStd::any_cast<Data::AssetId>(&propertyPair.second);
Data::Asset<RPI::ImageAsset> imageAsset(assetId, azrtti_typeid<RPI::StreamingImageAsset>());
materialInstance->SetPropertyValue(materialPropertyIndex, AZ::RPI::MaterialPropertyValue(imageAsset));
}
else
{
materialInstance->SetPropertyValue(materialPropertyIndex, AZ::RPI::MaterialPropertyValue::FromAny(propertyPair.second));
}
}
}
materialInstance->Compile();
}
// Only disconnect from tick bus and send notification after all pending properties have been applied
if (m_queuedPropertyOverrides.empty())
{
if (m_queuedMaterialUpdateNotification)
{
// Materials have been edited and instances have changed but the notification will only be sent once per tick
m_queuedMaterialUpdateNotification = false;
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsUpdated, m_configuration.m_materials);
}
TickBus::Handler::BusDisconnect();
}
}
void MaterialComponentController::LoadMaterials()
{
Data::AssetBus::MultiHandler::BusDisconnect();
bool anyQueued = false;
for (auto& materialPair : m_configuration.m_materials)
{
auto& materialAsset = materialPair.second.m_materialAsset;
// This is a special case where a material was auto-generated from the model file, connected to a Material Component by the user,
// and then later a setting was changed to NOT auto-generate the model materials anymore. We need to switch to the new default
// material rather than trying to use the old default material which no longer exists. If that's the case, we reset the asset
// and OnModelReady will fill in the appropriate default material asset later.
{
Data::AssetId modelAssetId;
MeshComponentRequestBus::EventResult(modelAssetId, m_entityId, &MeshComponentRequestBus::Events::GetModelAssetId);
bool materialWasGeneratedFromModel = (modelAssetId.m_guid == materialAsset.GetId().m_guid);
Data::AssetInfo assetInfo;
Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &Data::AssetCatalogRequestBus::Events::GetAssetInfoById, materialAsset.GetId());
bool materialAssetExists = assetInfo.m_assetId.IsValid();
if (materialWasGeneratedFromModel && !materialAssetExists)
{
AZ_Warning("MaterialComponentController", false, "The default material assignment for this slot has changed and will be replaced (was '%s').",
materialAsset.ToString<AZStd::string>().c_str());
materialAsset.Reset();
}
}
if (materialAsset.GetId().IsValid())
{
if (!Data::AssetBus::MultiHandler::BusIsConnectedId(materialAsset.GetId()))
{
anyQueued = true;
materialAsset.QueueLoad();
Data::AssetBus::MultiHandler::BusConnect(materialAsset.GetId());
}
}
else
{
// Since a material asset wasn't found, we'll need to supply a default material. But the default materials
// won't be known until after the mesh component has loaded the model data.
MeshComponentNotificationBus::Handler::BusConnect(m_entityId);
}
}
if (!anyQueued)
{
ReleaseMaterials();
}
}
void MaterialComponentController::InitializeMaterialInstance(const Data::Asset<Data::AssetData>& asset)
{
bool allReady = true;
for (auto& materialPair : m_configuration.m_materials)
{
auto& materialAsset = materialPair.second.m_materialAsset;
if (materialAsset.GetId() == asset.GetId())
{
materialAsset = asset;
}
if (materialAsset.GetId().IsValid() && !materialAsset.IsReady())
{
allReady = false;
}
}
if (allReady)
{
//Do not start updating materials and properties until all materials are loaded and ready
//This prevents property changes from being queued and notifications from being sent with pending materials
for (auto& materialPair : m_configuration.m_materials)
{
materialPair.second.RebuildInstance();
QueuePropertyChanges(materialPair.first);
}
QueueMaterialUpdateNotification();
}
}
void MaterialComponentController::ReleaseMaterials()
{
Data::AssetBus::MultiHandler::BusDisconnect();
for (auto& materialPair : m_configuration.m_materials)
{
if (materialPair.second.m_materialAsset.GetId().IsValid())
{
materialPair.second.m_materialAsset.Release();
materialPair.second.m_materialInstance = nullptr;
}
}
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsUpdated, m_configuration.m_materials);
}
MaterialAssignmentMap MaterialComponentController::GetOriginalMaterialAssignments() const
{
MaterialAssignmentMap materialAssignmentMap;
MaterialReceiverRequestBus::EventResult(
materialAssignmentMap, m_entityId, &MaterialReceiverRequestBus::Events::GetMaterialAssignments);
return materialAssignmentMap;
}
MaterialAssignmentId MaterialComponentController::FindMaterialAssignmentId(
const MaterialAssignmentLodIndex lod, const AZStd::string& label) const
{
MaterialAssignmentId materialAssignmentId;
MaterialReceiverRequestBus::EventResult(
materialAssignmentId, m_entityId, &MaterialReceiverRequestBus::Events::FindMaterialAssignmentId, lod, label);
return materialAssignmentId;
}
void MaterialComponentController::SetMaterialOverrides(const MaterialAssignmentMap& materials)
{
// this function is called twice once material asset is changed, a temp variable is
// needed to prevent material asset going out of scope during second call
// before LoadMaterials() is called [LYN-2249]
auto temp = m_configuration.m_materials;
m_configuration.m_materials = materials;
LoadMaterials();
}
const MaterialAssignmentMap& MaterialComponentController::GetMaterialOverrides() const
{
return m_configuration.m_materials;
}
void MaterialComponentController::ClearAllMaterialOverrides()
{
if (!m_configuration.m_materials.empty())
{
m_configuration.m_materials.clear();
QueueMaterialUpdateNotification();
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
}
void MaterialComponentController::SetDefaultMaterialOverride(const AZ::Data::AssetId& materialAssetId)
{
SetMaterialOverride(DefaultMaterialAssignmentId, materialAssetId);
}
const AZ::Data::AssetId MaterialComponentController::GetDefaultMaterialOverride() const
{
return GetMaterialOverride(DefaultMaterialAssignmentId);
}
void MaterialComponentController::ClearDefaultMaterialOverride()
{
ClearMaterialOverride(DefaultMaterialAssignmentId);
}
void MaterialComponentController::SetMaterialOverride(const MaterialAssignmentId& materialAssignmentId, const AZ::Data::AssetId& materialAssetId)
{
m_configuration.m_materials[materialAssignmentId].m_materialAsset.Create(materialAssetId);
LoadMaterials();
}
const AZ::Data::AssetId MaterialComponentController::GetMaterialOverride(const MaterialAssignmentId& materialAssignmentId) const
{
auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Error("MaterialComponentController", false, "MaterialAssignmentId not found.");
return {};
}
return materialIt->second.m_materialAsset.GetId();
}
void MaterialComponentController::ClearMaterialOverride(const MaterialAssignmentId& materialAssignmentId)
{
if (m_configuration.m_materials.erase(materialAssignmentId) > 0)
{
QueueMaterialUpdateNotification();
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
}
void MaterialComponentController::SetPropertyOverride(const MaterialAssignmentId& materialAssignmentId, const Name& propertyName, const AZStd::any& propertyValue)
{
auto& materialAssignment = m_configuration.m_materials[materialAssignmentId];
// When applying property overrides for the first time, new instance needs to be created in case the current instance is already used somewhere else to keep overrides local
if (materialAssignment.m_propertyOverrides.empty())
{
materialAssignment.m_propertyOverrides[propertyName] = propertyValue;
materialAssignment.RebuildInstance();
QueueMaterialUpdateNotification();
}
else
{
materialAssignment.m_propertyOverrides[propertyName] = propertyValue;
}
QueuePropertyChanges(materialAssignmentId);
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
AZStd::any MaterialComponentController::GetPropertyOverride(const MaterialAssignmentId& materialAssignmentId, const Name& propertyName) const
{
const auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Error("MaterialComponentController", false, "MaterialAssignmentId not found.");
return {};
}
const auto propertyIt = materialIt->second.m_propertyOverrides.find(propertyName);
if (propertyIt == materialIt->second.m_propertyOverrides.end())
{
AZ_Error("MaterialComponentController", false, "Property not found: %s.", propertyName.GetCStr());
return {};
}
return propertyIt->second;
}
void MaterialComponentController::ClearPropertyOverride(const MaterialAssignmentId& materialAssignmentId, const Name& propertyName)
{
auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Error("MaterialComponentController", false, "MaterialAssignmentId not found.");
return;
}
auto propertyIt = materialIt->second.m_propertyOverrides.find(propertyName);
if (propertyIt == materialIt->second.m_propertyOverrides.end())
{
AZ_Error("MaterialComponentController", false, "Property not found: %s.", propertyName.GetCStr());
return;
}
materialIt->second.m_propertyOverrides.erase(propertyIt);
if (materialIt->second.m_propertyOverrides.empty())
{
materialIt->second.RebuildInstance();
QueueMaterialUpdateNotification();
}
QueuePropertyChanges(materialAssignmentId);
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
void MaterialComponentController::ClearPropertyOverrides(const MaterialAssignmentId& materialAssignmentId)
{
auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Error("MaterialComponentController", false, "MaterialAssignmentId not found.");
return;
}
if (!materialIt->second.m_propertyOverrides.empty())
{
materialIt->second.m_propertyOverrides = {};
materialIt->second.RebuildInstance();
QueueMaterialUpdateNotification();
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
}
void MaterialComponentController::ClearAllPropertyOverrides()
{
bool cleared = false;
for (auto& materialPair : m_configuration.m_materials)
{
if (!materialPair.second.m_propertyOverrides.empty())
{
materialPair.second.m_propertyOverrides = {};
materialPair.second.RebuildInstance();
QueueMaterialUpdateNotification();
cleared = true;
}
}
if (cleared)
{
MaterialComponentNotificationBus::Event(m_entityId, &MaterialComponentNotifications::OnMaterialsEdited, m_configuration.m_materials);
}
}
MaterialPropertyOverrideMap MaterialComponentController::GetPropertyOverrides(const MaterialAssignmentId& materialAssignmentId) const
{
const auto materialIt = m_configuration.m_materials.find(materialAssignmentId);
if (materialIt == m_configuration.m_materials.end())
{
AZ_Warning("MaterialComponentController", false, "MaterialAssignmentId not found.");
return {};
}
return materialIt->second.m_propertyOverrides;
}
void MaterialComponentController::QueuePropertyChanges(const MaterialAssignmentId& materialAssignmentId)
{
m_queuedPropertyOverrides.emplace(materialAssignmentId);
if (!TickBus::Handler::BusIsConnected())
{
TickBus::Handler::BusConnect();
}
}
void MaterialComponentController::QueueMaterialUpdateNotification()
{
m_queuedMaterialUpdateNotification = true;
if (!TickBus::Handler::BusIsConnected())
{
TickBus::Handler::BusConnect();
}
}
} // namespace Render
} // namespace AZ