Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponent.cpp
T
santorac 51f101748d These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.
- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-09-13 17:05:11 -07:00

579 lines
29 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 <Material/EditorMaterialComponent.h>
#include <Material/EditorMaterialComponentExporter.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AzToolsFramework/API/ToolsApplicationAPI.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <Atom/RPI.Edit/Common/AssetUtils.h>
#include <Atom/RPI.Edit/Material/MaterialPropertyId.h>
#include <Atom/RPI.Public/Image/StreamingImage.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <Atom/RPI.Reflect/Material/MaterialTypeAsset.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
AZ_PUSH_DISABLE_WARNING(4251 4800, "-Wunknown-warning-option") // disable warnings spawned by QT
#include <QMenu>
#include <QAction>
#include <QCursor>
AZ_POP_DISABLE_WARNING
namespace AZ
{
namespace Render
{
const char* EditorMaterialComponent::GenerateMaterialsButtonText = "Generate/Manage Source Materials...";
const char* EditorMaterialComponent::GenerateMaterialsToolTipText = "Generate editable source material files from materials provided by the model.";
const char* EditorMaterialComponent::ResetMaterialsButtonText = "Reset Materials";
const char* EditorMaterialComponent::ResetMaterialsToolTipText = "Clear all settings, materials, and properties then rebuild material slots from the associated model.";
// Update serialized data to the new format and data types
bool EditorMaterialComponent::ConvertVersion(AZ::SerializeContext& context, AZ::SerializeContext::DataElementNode& classElement)
{
if (!BaseClass::ConvertToEditorRenderComponentAdapter<1>(context, classElement))
{
return false;
}
if (classElement.GetVersion() < 3)
{
AZ_Error("EditorMaterialComponent", false, "Material Component version < 3 is no longer supported");
return false;
}
if (classElement.GetVersion() < 4)
{
classElement.AddElementWithData(context, "materialSlotsByLodEnabled", true);
}
return true;
}
void EditorMaterialComponent::Reflect(AZ::ReflectContext* context)
{
BaseClass::Reflect(context);
EditorMaterialComponentSlot::Reflect(context);
if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->RegisterGenericType<EditorMaterialComponentSlotContainer>();
serializeContext->RegisterGenericType<EditorMaterialComponentSlotsByLodContainer>();
serializeContext->Class<EditorMaterialComponent, BaseClass>()
->Version(5, &EditorMaterialComponent::ConvertVersion)
->Field("message", &EditorMaterialComponent::m_message)
->Field("defaultMaterialSlot", &EditorMaterialComponent::m_defaultMaterialSlot)
->Field("materialSlots", &EditorMaterialComponent::m_materialSlots)
->Field("materialSlotsByLodEnabled", &EditorMaterialComponent::m_materialSlotsByLodEnabled)
->Field("materialSlotsByLod", &EditorMaterialComponent::m_materialSlotsByLod)
;
serializeContext->RegisterGenericType<AZStd::unordered_map<MaterialAssignmentId, Data::AssetId, AZStd::hash<MaterialAssignmentId>, AZStd::equal_to<MaterialAssignmentId>, AZStd::allocator>>();
serializeContext->RegisterGenericType<AZStd::unordered_map<MaterialAssignmentId, MaterialPropertyOverrideMap, AZStd::hash<MaterialAssignmentId>, AZStd::equal_to<MaterialAssignmentId>, AZStd::allocator>>();
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<EditorMaterialComponent>(
"Material", "The material component specifies the material to use for this entity")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "Atom")
->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/Component_Placeholder.svg")
->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/Component_Placeholder.svg")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://o3de.org/docs/user-guide/components/reference/atom/")
->Attribute(AZ::Edit::Attributes::PrimaryAssetType, AZ::AzTypeInfo<RPI::MaterialAsset>::Uuid())
->DataElement(AZ::Edit::UIHandlers::MultiLineEdit, &EditorMaterialComponent::m_message, "Message", "")
->Attribute(AZ_CRC("PlaceholderText", 0xa23ec278), "Component cannot be edited with multiple entities selected")
->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
->Attribute(AZ::Edit::Attributes::Visibility, &EditorMaterialComponent::GetMessageVisibility)
->Attribute(AZ::Edit::Attributes::ReadOnly, true)
->UIElement(AZ::Edit::UIHandlers::Button, GenerateMaterialsButtonText, GenerateMaterialsToolTipText)
->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
->Attribute(AZ::Edit::Attributes::ButtonText, GenerateMaterialsButtonText)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorMaterialComponent::OpenMaterialExporter)
->Attribute(AZ::Edit::Attributes::Visibility, &EditorMaterialComponent::GetEditorVisibility)
->DataElement(AZ::Edit::UIHandlers::Default, &EditorMaterialComponent::m_defaultMaterialSlot, "Default Material", "Materials assigned to this slot will be applied to the entire model unless specific model or LOD material overrides are set.")
->Attribute(AZ::Edit::Attributes::Visibility, &EditorMaterialComponent::GetDefaultMaterialVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorMaterialComponent::OnConfigurationChanged)
->DataElement(AZ::Edit::UIHandlers::Default, &EditorMaterialComponent::m_materialSlots, "Model Materials", "Materials assigned to these slots will be applied to every part of the model with same material slot name unless an overriding LOD material is specified.")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorMaterialComponent::OnConfigurationChanged)
->Attribute(AZ::Edit::Attributes::Visibility, &EditorMaterialComponent::GetEditorVisibility)
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->Attribute(AZ::Edit::Attributes::ContainerCanBeModified, false)
->DataElement(AZ::Edit::UIHandlers::Default, &EditorMaterialComponent::m_materialSlotsByLodEnabled, "Enable LOD Materials", "When this flag is enabled, materials can be specified per LOD.")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorMaterialComponent::OnLodsToggled)
->Attribute(AZ::Edit::Attributes::Visibility, &EditorMaterialComponent::GetEditorVisibility)
->DataElement(AZ::Edit::UIHandlers::Default, &EditorMaterialComponent::m_materialSlotsByLod, "LOD Materials", "Materials assigned to these slots will take precedence over all other materials settings.")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorMaterialComponent::OnConfigurationChanged)
->Attribute(AZ::Edit::Attributes::IndexedChildNameLabelOverride, &EditorMaterialComponent::GetLabelForLod)
->Attribute(AZ::Edit::Attributes::Visibility, &EditorMaterialComponent::GetLodVisibility)
->Attribute(AZ::Edit::Attributes::AutoExpand, false)
->Attribute(AZ::Edit::Attributes::ContainerCanBeModified, false)
->ElementAttribute(AZ::Edit::Attributes::AutoExpand, false)
->ElementAttribute(AZ::Edit::Attributes::ContainerCanBeModified, false)
;
editContext->Class<MaterialComponentConfig>(
"Material Component Config", "Material Component Config")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::Hide)
->DataElement(AZ::Edit::UIHandlers::Default, &MaterialComponentConfig::m_materials, "Materials", "")
;
}
}
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->ConstantProperty("EditorMaterialComponentTypeId", BehaviorConstant(Uuid(EditorMaterialComponentTypeId)))
->Attribute(AZ::Script::Attributes::Module, "render")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation)
;
}
}
EditorMaterialComponent::EditorMaterialComponent(const MaterialComponentConfig& config)
: BaseClass(config)
{
}
void EditorMaterialComponent::Activate()
{
BaseClass::Activate();
MaterialReceiverNotificationBus::Handler::BusConnect(GetEntityId());
MaterialComponentNotificationBus::Handler::BusConnect(GetEntityId());
UpdateMaterialSlots();
}
void EditorMaterialComponent::Deactivate()
{
MaterialReceiverNotificationBus::Handler::BusDisconnect();
MaterialComponentNotificationBus::Handler::BusDisconnect();
BaseClass::Deactivate();
}
void EditorMaterialComponent::AddContextMenuActions(QMenu* menu)
{
// Don't add menu options if more than one entity is selected
if (!IsEditingAllowed())
{
return;
}
QAction* action = nullptr;
menu->addSeparator();
action = menu->addAction(GenerateMaterialsButtonText, [this]() { OpenMaterialExporter(); });
action->setToolTip(GenerateMaterialsToolTipText);
menu->addSeparator();
action = menu->addAction(ResetMaterialsButtonText, [this]() { ResetMaterialSlots(); });
action->setToolTip(ResetMaterialsToolTipText);
menu->addSeparator();
action = menu->addAction("Clear Model Materials", [this]() {
AzToolsFramework::ScopedUndoBatch undoBatch("Clearing model materials.");
SetDirty();
for (auto& materialSlotPair : GetMaterialSlots())
{
EditorMaterialComponentSlot* materialSlot = materialSlotPair.second;
if (materialSlot->m_id.IsSlotIdOnly())
{
materialSlot->Clear();
}
}
});
action = menu->addAction("Clear LOD Materials", [this]() {
AzToolsFramework::ScopedUndoBatch undoBatch("Clearing LOD materials.");
SetDirty();
for (auto& materialSlotPair : GetMaterialSlots())
{
EditorMaterialComponentSlot* materialSlot = materialSlotPair.second;
if (materialSlot->m_id.IsLodAndSlotId())
{
materialSlot->Clear();
}
}
});
action->setEnabled(m_materialSlotsByLodEnabled);
}
void EditorMaterialComponent::SetPrimaryAsset(const AZ::Data::AssetId& assetId)
{
m_controller.SetDefaultMaterialOverride(assetId);
}
AZ::u32 EditorMaterialComponent::OnConfigurationChanged()
{
// Whenever the user makes changes to the editor component data the controller configuration must be rebuilt
m_configurationChangeInProgress = true;
UpdateController();
m_configurationChangeInProgress = false;
return AZ::Edit::PropertyRefreshLevels::AttributesAndValues;
}
void EditorMaterialComponent::OnMaterialAssignmentsChanged()
{
// [GFX TODO][ATOM-4604] remove flag after mesh component material handling is fixed to not recreate/reload mesh for material changes
if (!m_configurationChangeInProgress)
{
UpdateMaterialSlots();
}
}
void EditorMaterialComponent::OnMaterialsEdited(const MaterialAssignmentMap& materials)
{
AzToolsFramework::ScopedUndoBatch undoBatch("Materials edited.");
SetDirty();
// The layout of the materials slots is already set.
// We just need to read the values from any edited overrides into the editor component
// and refresh.
for (auto& materialSlotPair : GetMaterialSlots())
{
EditorMaterialComponentSlot& slot = *materialSlotPair.second;
const MaterialAssignment& materialFromController = GetMaterialAssignmentFromMap(materials, slot.m_id);
slot.m_materialAsset = materialFromController.m_materialAsset;
slot.m_propertyOverrides = materialFromController.m_propertyOverrides;
slot.m_matModUvOverrides = materialFromController.m_matModUvOverrides;
}
AzToolsFramework::ToolsApplicationEvents::Bus::Broadcast(
&AzToolsFramework::ToolsApplicationEvents::InvalidatePropertyDisplay,
AzToolsFramework::Refresh_AttributesAndValues);
}
void EditorMaterialComponent::OnMaterialInstanceCreated(const MaterialAssignment& materialAssignment)
{
// PSO-impacting property changes are allowed in the editor
// because the saved slice data can be analyzed to pre-compile the necessary PSOs.
if (materialAssignment.m_materialInstance)
{
materialAssignment.m_materialInstance->SetPsoHandlingOverride(AZ::RPI::MaterialPropertyPsoHandling::Allowed);
}
}
void EditorMaterialComponent::UpdateConfiguration(const MaterialComponentConfig& config)
{
m_controller.SetMaterialOverrides(config.m_materials);
}
void EditorMaterialComponent::UpdateController()
{
SetDirty();
// Build the controller configuration from the editor configuration
MaterialComponentConfig config = m_controller.GetConfiguration();
config.m_materials.clear();
for (const auto& materialSlotPair : GetMaterialSlots())
{
const EditorMaterialComponentSlot* materialSlot = materialSlotPair.second;
// Do not apply materials for lods if they are disabled
if (materialSlot->m_id.m_lodIndex != MaterialAssignmentId::NonLodIndex && !m_materialSlotsByLodEnabled)
{
continue;
}
MaterialAssignment& materialAssignment = config.m_materials[materialSlot->m_id];
// Only material slots with a valid asset IDs or property overrides will be copied
// to minimize the amount of data stored in the controller and game component
if (materialSlot->m_materialAsset.GetId().IsValid())
{
materialAssignment.m_materialAsset = materialSlot->m_materialAsset;
materialAssignment.m_propertyOverrides = materialSlot->m_propertyOverrides;
materialAssignment.m_matModUvOverrides = materialSlot->m_matModUvOverrides;
}
else if (!materialSlot->m_propertyOverrides.empty() || !materialSlot->m_matModUvOverrides.empty())
{
materialAssignment.m_materialAsset = materialSlot->m_defaultMaterialAsset;
materialAssignment.m_propertyOverrides = materialSlot->m_propertyOverrides;
materialAssignment.m_matModUvOverrides = materialSlot->m_matModUvOverrides;
}
}
UpdateConfiguration(config);
}
void EditorMaterialComponent::UpdateMaterialSlots()
{
SetDirty();
m_defaultMaterialSlot = {};
m_materialSlots = {};
m_materialSlotsByLod = {};
const MaterialComponentConfig& config = m_controller.GetConfiguration();
// Get the known material assignment slots from the associated model or other source
MaterialAssignmentMap materialsFromSource;
MaterialReceiverRequestBus::EventResult(materialsFromSource, GetEntityId(), &MaterialReceiverRequestBus::Events::GetMaterialAssignments);
RPI::ModelMaterialSlotMap modelMaterialSlots;
MaterialReceiverRequestBus::EventResult(modelMaterialSlots, GetEntityId(), &MaterialReceiverRequestBus::Events::GetModelMaterialSlots);
// Generate the table of editable materials using the source data to define number of groups, elements, and initial values
for (const auto& materialPair : materialsFromSource)
{
// Setup the material slot entry
EditorMaterialComponentSlot slot;
slot.m_id = materialPair.first;
slot.m_materialChangedCallback = [this]() {
// This callback is triggered whenever an individual material slot changes outside of normal inspector interactions
// So we must manually handle undo, update configuration, and refresh the inspector to display the new values
AzToolsFramework::ScopedUndoBatch undoBatch("Material slot changed.");
SetDirty();
OnConfigurationChanged();
AzToolsFramework::ToolsApplicationEvents::Bus::Broadcast(
&AzToolsFramework::ToolsApplicationEvents::InvalidatePropertyDisplay,
AzToolsFramework::Refresh_AttributesAndValues);
};
slot.m_propertyChangedCallback = [this]() {
OnConfigurationChanged();
};
const char* UnknownSlotName = "<unknown>";
// If this is the default material assignment ID then it represents the default slot which is not contained in any other group
if (slot.m_id == DefaultMaterialAssignmentId)
{
slot.m_label = "Default Material";
}
else
{
auto slotIter = modelMaterialSlots.find(slot.m_id.m_materialSlotStableId);
if (slotIter != modelMaterialSlots.end())
{
const Name& displayName = slotIter->second.m_displayName;
slot.m_label = !displayName.IsEmpty() ? displayName.GetStringView() : UnknownSlotName;
slot.m_defaultMaterialAsset = slotIter->second.m_defaultMaterialAsset;
}
else
{
slot.m_label = UnknownSlotName;
}
}
// if material is present in controller configuration, assign its data
const MaterialAssignment& materialFromController = GetMaterialAssignmentFromMap(config.m_materials, slot.m_id);
slot.m_materialAsset = materialFromController.m_materialAsset;
slot.m_propertyOverrides = materialFromController.m_propertyOverrides;
slot.m_matModUvOverrides = materialFromController.m_matModUvOverrides;
// Attempt to get the UV names from model meshes.
MaterialReceiverRequestBus::EventResult(slot.m_modelUvNames, GetEntityId(), &MaterialReceiverRequestBus::Events::GetModelUvNames);
if (slot.m_id.IsDefault())
{
m_defaultMaterialSlot = slot;
continue;
}
if (slot.m_id.IsSlotIdOnly())
{
m_materialSlots.push_back(slot);
continue;
}
if (slot.m_id.IsLodAndSlotId())
{
// Resize the containers to fit all elements
m_materialSlotsByLod.resize(AZ::GetMax<size_t>(m_materialSlotsByLod.size(), aznumeric_cast<size_t>(slot.m_id.m_lodIndex + 1)));
m_materialSlotsByLod[slot.m_id.m_lodIndex].push_back(slot);
continue;
}
}
// Sort all of the slots by label to ensure stable index values (materialsFromSource is an unordered map)
AZStd::sort(m_materialSlots.begin(), m_materialSlots.end(),
[](const auto& a, const auto& b) { return a.GetLabel() < b.GetLabel(); });
for (auto& lodSlots : m_materialSlotsByLod)
{
AZStd::sort(lodSlots.begin(), lodSlots.end(),
[](const auto& a, const auto& b) { return a.GetLabel() < b.GetLabel(); });
}
AzToolsFramework::ToolsApplicationEvents::Bus::Broadcast(
&AzToolsFramework::ToolsApplicationEvents::InvalidatePropertyDisplay,
AzToolsFramework::Refresh_EntireTree);
}
AZ::u32 EditorMaterialComponent::ResetMaterialSlots()
{
AzToolsFramework::ScopedUndoBatch undoBatch("Resetting materials.");
SetDirty();
UpdateConfiguration(MaterialComponentConfig());
UpdateMaterialSlots();
m_materialSlotsByLodEnabled = false;
// Forcing refresh in case triggered from context menu action
AzToolsFramework::ToolsApplicationEvents::Bus::Broadcast(
&AzToolsFramework::ToolsApplicationEvents::InvalidatePropertyDisplay,
AzToolsFramework::Refresh_EntireTree);
return AZ::Edit::PropertyRefreshLevels::EntireTree;
}
AZ::u32 EditorMaterialComponent::OpenMaterialExporter()
{
AzToolsFramework::ScopedUndoBatch undoBatch("Generating materials.");
SetDirty();
// First generating a unique set of all material asset IDs that will be used for source data generation
AZStd::unordered_map<AZ::Data::AssetId, AZStd::string /*slot name*/> assetIdMap;
auto materialSlots = GetMaterialSlots();
for (auto& materialSlotPair : materialSlots)
{
Data::AssetId defaultMaterialAssetId = materialSlotPair.second->m_defaultMaterialAsset.GetId();
if (defaultMaterialAssetId.IsValid())
{
assetIdMap[defaultMaterialAssetId] = materialSlotPair.second->GetLabel();
}
}
// Convert the unique set of asset IDs into export items that can be configured in the dialog
// The order should not matter because the table in the dialog can sort itself for a specific row
EditorMaterialComponentExporter::ExportItemsContainer exportItems;
for (auto assetIdInfo : assetIdMap)
{
EditorMaterialComponentExporter::ExportItem exportItem{assetIdInfo.first, assetIdInfo.second};
exportItems.push_back(exportItem);
}
// Display the export dialog so that the user can configure how they want different materials to be exported
if (EditorMaterialComponentExporter::OpenExportDialog(exportItems))
{
for (const EditorMaterialComponentExporter::ExportItem& exportItem : exportItems)
{
if (!EditorMaterialComponentExporter::ExportMaterialSourceData(exportItem))
{
continue;
}
const auto& assetIdOutcome = AZ::RPI::AssetUtils::MakeAssetId(exportItem.GetExportPath(), 0);
if (assetIdOutcome)
{
for (auto& materialSlotPair : materialSlots)
{
EditorMaterialComponentSlot* editorMaterialSlot = materialSlotPair.second;
if (editorMaterialSlot)
{
// We need to check whether replaced material corresponds to this slot's default material.
if (editorMaterialSlot->m_defaultMaterialAsset.GetId() == exportItem.GetOriginalAssetId())
{
editorMaterialSlot->m_materialAsset.Create(assetIdOutcome.GetValue());
}
}
}
}
}
}
// Forcing refresh in case triggered from context menu action
AzToolsFramework::ToolsApplicationEvents::Bus::Broadcast(
&AzToolsFramework::ToolsApplicationEvents::InvalidatePropertyDisplay,
AzToolsFramework::Refresh_AttributesAndValues);
return OnConfigurationChanged();
}
AZ::u32 EditorMaterialComponent::OnLodsToggled()
{
OnConfigurationChanged();
return AZ::Edit::PropertyRefreshLevels::EntireTree;
}
AZ::Crc32 EditorMaterialComponent::GetLodVisibility() const
{
return IsEditingAllowed() && m_materialSlotsByLodEnabled ? AZ::Edit::PropertyVisibility::Show : AZ::Edit::PropertyVisibility::Hide;
}
AZ::Crc32 EditorMaterialComponent::GetDefaultMaterialVisibility() const
{
return IsEditingAllowed() ? AZ::Edit::PropertyVisibility::ShowChildrenOnly : AZ::Edit::PropertyVisibility::Hide;
}
AZ::Crc32 EditorMaterialComponent::GetEditorVisibility() const
{
return IsEditingAllowed() ? AZ::Edit::PropertyVisibility::Show : AZ::Edit::PropertyVisibility::Hide;
}
AZ::Crc32 EditorMaterialComponent::GetMessageVisibility() const
{
return IsEditingAllowed() ? AZ::Edit::PropertyVisibility::Hide : AZ::Edit::PropertyVisibility::Show;
}
bool EditorMaterialComponent::IsEditingAllowed() const
{
AzToolsFramework::EntityIdList selectedEntities;
AzToolsFramework::ToolsApplicationRequests::Bus::BroadcastResult(
selectedEntities, &AzToolsFramework::ToolsApplicationRequests::Bus::Events::GetSelectedEntities);
return selectedEntities.size() == 1;
}
AZStd::string EditorMaterialComponent::GetLabelForLod(int lodIndex) const
{
return AZStd::string::format("LOD %d", lodIndex);
}
template<typename ComponentType, typename ContainerType>
void EditorMaterialComponent::BuildMaterialSlotMap(ComponentType& component, ContainerType& materialSlots)
{
materialSlots[DefaultMaterialAssignmentId] = &component.m_defaultMaterialSlot;
for (auto& slot : component.m_materialSlots)
{
materialSlots[slot.m_id] = &slot;
}
for (auto& slotsForLod : component.m_materialSlotsByLod)
{
for (auto& slot : slotsForLod)
{
materialSlots[slot.m_id] = &slot;
}
}
}
AZStd::unordered_map<MaterialAssignmentId, EditorMaterialComponentSlot*> EditorMaterialComponent::GetMaterialSlots()
{
AZStd::unordered_map<MaterialAssignmentId, EditorMaterialComponentSlot*> materialSlots;
BuildMaterialSlotMap(*this, materialSlots);
return AZStd::move(materialSlots);
}
AZStd::unordered_map<MaterialAssignmentId, const EditorMaterialComponentSlot*> EditorMaterialComponent::GetMaterialSlots() const
{
AZStd::unordered_map<MaterialAssignmentId, const EditorMaterialComponentSlot*> materialSlots;
BuildMaterialSlotMap(*this, materialSlots);
return AZStd::move(materialSlots);
}
} // namespace Render
} // namespace AZ