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o3de/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/MaterialAssetBuilderCompone...

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