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o3de/Gems/Atom/Feature/Common/Code/Source/Material/MaterialConverterSystemComponent.cpp
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2021-03-25 13:57:57 -07:00

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/*
* 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.
*
*/
#include "MaterialConverterSystemComponent.h"
#include <AssetBuilderSDK/AssetBuilderSDK.h>
#include <AzCore/Math/Color.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
namespace AZ
{
namespace Render
{
void MaterialConverterSystemComponent::Reflect(AZ::ReflectContext* context)
{
if (auto* serialize = azrtti_cast<SerializeContext*>(context))
{
serialize->Class<MaterialConverterSystemComponent, Component>()
->Version(2)
->Attribute(Edit::Attributes::SystemComponentTags, AZStd::vector<Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }));
}
}
void MaterialConverterSystemComponent::Activate()
{
RPI::MaterialConverterBus::Handler::BusConnect();
}
void MaterialConverterSystemComponent::Deactivate()
{
RPI::MaterialConverterBus::Handler::BusDisconnect();
}
bool MaterialConverterSystemComponent::ConvertMaterial(const AZ::SceneAPI::DataTypes::IMaterialData& materialData, RPI::MaterialSourceData& sourceData)
{
using namespace AZ::RPI;
// The source data for generating material asset
sourceData.m_materialType = GetMaterialTypePath();
auto handleTexture = [&materialData, &sourceData](const char* propertyTextureGroup, SceneAPI::DataTypes::IMaterialData::TextureMapType textureType)
{
MaterialSourceData::PropertyMap& properties = sourceData.m_properties[propertyTextureGroup];
const AZStd::string& texturePath = materialData.GetTexture(textureType);
// Check to see if the image asset exists. If not, skip this texture map and just disable it.
bool assetFound = false;
if (!texturePath.empty())
{
using namespace AzToolsFramework;
AZ::Data::AssetInfo sourceInfo;
AZStd::string watchFolder;
AssetSystemRequestBus::BroadcastResult(assetFound, &AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, texturePath.c_str(), sourceInfo, watchFolder);
}
if (assetFound)
{
properties["textureMap"].m_value = texturePath;
}
else if(!texturePath.empty())
{
AZ_Warning("AtomFeatureCommon", false, "Could not find asset '%s' for '%s'", texturePath.c_str(), propertyTextureGroup);
}
};
handleTexture("specularF0", SceneAPI::DataTypes::IMaterialData::TextureMapType::Specular);
handleTexture("normal", SceneAPI::DataTypes::IMaterialData::TextureMapType::Normal);
handleTexture("baseColor", SceneAPI::DataTypes::IMaterialData::TextureMapType::BaseColor);
auto toColor = [](const AZ::Vector3& v) { return AZ::Color::CreateFromVector3AndFloat(v, 1.0f); };
sourceData.m_properties["baseColor"]["color"].m_value = toColor(materialData.GetBaseColor());
sourceData.m_properties["opacity"]["factor"].m_value = materialData.GetOpacity();
handleTexture("metallic", SceneAPI::DataTypes::IMaterialData::TextureMapType::Metallic);
sourceData.m_properties["metallic"]["factor"].m_value = materialData.GetMetallicFactor();
sourceData.m_properties["metallic"]["useTexture"].m_value = materialData.GetUseMetallicMap();
handleTexture("roughness", SceneAPI::DataTypes::IMaterialData::TextureMapType::Roughness);
sourceData.m_properties["roughness"]["factor"].m_value = materialData.GetRoughnessFactor();
sourceData.m_properties["roughness"]["useTexture"].m_value = materialData.GetUseRoughnessMap();
handleTexture("emissive", SceneAPI::DataTypes::IMaterialData::TextureMapType::Emissive);
sourceData.m_properties["emissive"]["intensity"].m_value = materialData.GetEmissiveIntensity();
sourceData.m_properties["emissive"]["color"].m_value = toColor(materialData.GetEmissiveColor());
sourceData.m_properties["emissive"]["useTexture"].m_value = materialData.GetUseEmissiveMap();
handleTexture("ambientOcclusion", SceneAPI::DataTypes::IMaterialData::TextureMapType::AmbientOcclusion);
sourceData.m_properties["ambientOcclusion"]["useTexture"].m_value = materialData.GetUseAOMap();
return true;
}
const char* MaterialConverterSystemComponent::GetMaterialTypePath() const
{
return "Materials/Types/StandardPBR.materialtype";
}
}
}