Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Thumbnails/Rendering/ThumbnailRendererData.h
T
guthadam eeafb5eaa3 ATOM-15370 Fix thumbnail scaling and sizing issues
TLDR
Thumbnails size will be removed from the system.
Each thumbnail class is responsible for determining its stored size.
Images and other thumbnail types can be scaled up or down within reason without blurring.

The thumbnail system uses the concept of context and size organize thumbnails by size based on their intended use.  However, most of the thumbnail classes do not respect or use the specified size, which is 16 by 16 pixels and really only usable for small icons.

The thumbnails are currently being used in the asset browser tree control, the larger asset browser previews, the material component property asset controls, the material component inspector for the large preview, and other places.  Each of these places use completely different sizes, some of which are large and change dynamically. Whenever the thumbnails are painted they are scaled to the desired size.

Material and mesh thumbnails were always being captured at 512x512 regardless of what the rest of the thumbnail system said.  Source, product, and folder thumbnails would be stored at the original asset size.  The loading movie thumbnail was always drawn at 16 by 16 and scale up so it was always blurry.  Image thumbnails were always scaled down to 16 by 16 and scale up for larger previews.

Rather than worrying about the size of each context, each thumbnail class will store the image at whenever it deems to be a large enough size that can be scaled down when used.

This may eliminate the need for multiple thumbnail contexts which are not being used anyway.

https://jira.agscollab.com/browse/ATOM-15370
2021-04-27 16:43:06 -05:00

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3.0 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include "Atom/RPI.Reflect/Model/ModelAsset.h"
#include <Atom/RPI.Public/Base.h>
#include <Atom/RPI.Reflect/System/AnyAsset.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Math/Transform.h>
#include <AzFramework/Entity/GameEntityContextComponent.h>
#include <Thumbnails/Thumbnail.h>
namespace AzFramework
{
class Scene;
}
namespace AZ
{
namespace LyIntegration
{
namespace Thumbnails
{
//! ThumbnailRendererData encapsulates all data used by thumbnail renderer and caches assets
struct ThumbnailRendererData final
{
static constexpr const char* LightingPresetPath = "lightingpresets/thumbnail.lightingpreset.azasset";
static constexpr const char* DefaultModelPath = "models/sphere.azmodel";
static constexpr const char* DefaultMaterialPath = "materials/basic_grey.azmaterial";
RPI::ScenePtr m_scene;
AZStd::string m_sceneName = "Material Thumbnail Scene";
AZStd::string m_pipelineName = "Material Thumbnail Pipeline";
AzFramework::Scene* m_frameworkScene = nullptr;
RPI::RenderPipelinePtr m_renderPipeline;
AZStd::unique_ptr<AzFramework::EntityContext> m_entityContext;
AZStd::vector<AZStd::string> m_passHierarchy;
RPI::ViewPtr m_view = nullptr;
Entity* m_modelEntity = nullptr;
double m_simulateTime = 0.0f;
float m_deltaTime = 0.0f;
int m_thumbnailSize = 512;
//! Incoming thumbnail requests are appended to this queue and processed one at a time in OnTick function.
AZStd::queue<AzToolsFramework::Thumbnailer::SharedThumbnailKey> m_thumbnailQueue;
//! Current thumbnail key being rendered.
AzToolsFramework::Thumbnailer::SharedThumbnailKey m_thumbnailKeyRendered;
Data::Asset<RPI::AnyAsset> m_lightingPresetAsset;
Data::Asset<RPI::ModelAsset> m_defaultModelAsset;
//! Model asset about to be rendered
Data::Asset<RPI::ModelAsset> m_modelAsset;
Data::Asset<RPI::MaterialAsset> m_defaultMaterialAsset;
//! Material asset about to be rendered
Data::Asset<RPI::MaterialAsset> m_materialAsset;
AZStd::unordered_set<Data::AssetId> m_assetsToLoad;
};
} // namespace Thumbnails
} // namespace LyIntegration
} // namespace AZ