4249ceeae7
* Add material property names to material assets, disable FBX dependency on materialtype files. Signed-off-by: Robin <rbarrand@amazon.com> * Add reflection for MaterialAssets. Update member variable comment. Signed-off-by: Robin <rbarrand@amazon.com> * Switch cvar to using bus value. Refine comments. Signed-off-by: Robin <rbarrand@amazon.com> * Refactor functions and refine comments. Signed-off-by: Robin <rbarrand@amazon.com> * Realign property values when material property names are populated. Signed-off-by: Robin <rbarrand@amazon.com> * Switch PostLoadInit check to on asset status ready. Add realign property values code to PostLoadInit as well. Signed-off-by: Robin <rbarrand@amazon.com> * Stash@{1} code. Signed-off-by: Robin <rbarrand@amazon.com> * Refactor realignment code into the right places. Signed-off-by: Robin <rbarrand@amazon.com> * Remove pragma optmize off. Signed-off-by: Robin <rbarrand@amazon.com> * More refactoring. Signed-off-by: Robin <rbarrand@amazon.com> * Refactor comments and remove code no longer needed. Signed-off-by: Robin <rbarrand@amazon.com> * Refactor comments and remove unused include. Signed-off-by: Robin <rbarrand@amazon.com> * Comment refactor, corrected some code. Signed-off-by: Robin <rbarrand@amazon.com> Co-authored-by: Robin <rbarrand@amazon.com>
63 lines
2.4 KiB
C++
63 lines
2.4 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Atom/Feature/Automation/AtomAutomationBus.h>
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#include <Atom/RPI.Edit/Material/MaterialConverterBus.h>
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#include <AzCore/Component/Component.h>
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#include <SceneAPI/SceneCore/Components/ExportingComponent.h>
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#include <SceneAPI/SceneCore/DataTypes/GraphData/IMaterialData.h>
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namespace AZ
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{
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namespace Render
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{
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struct MaterialConverterSettings
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{
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AZ_TYPE_INFO(MaterialConverterSettings, "{8D91601D-570A-4557-99C8-631DB4928040}");
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static void Reflect(AZ::ReflectContext* context);
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bool m_enable = true;
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AZStd::string m_defaultMaterial;
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//! Sets whether to include material property names when generating material assets. If this
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//! setting is true, material property name resolution and validation is deferred into load
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//! time rather than at build time, allowing to break some dependencies (e.g. fbx files will no
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//! longer need to be dependent on materialtype files).
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bool m_includeMaterialPropertyNames = true;
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};
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//! Atom's implementation of converting SceneAPI data into Atom's default material: StandardPBR
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class MaterialConverterSystemComponent final
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: public AZ::Component
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, public RPI::MaterialConverterBus::Handler
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{
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public:
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AZ_COMPONENT(MaterialConverterSystemComponent, "{C2338D45-6456-4521-B469-B000A13F2493}");
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static void Reflect(AZ::ReflectContext* context);
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services);
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void Activate() override;
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void Deactivate() override;
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// MaterialConverterBus overrides ...
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bool IsEnabled() const override;
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bool ShouldIncludeMaterialPropertyNames() const override;
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bool ConvertMaterial(const AZ::SceneAPI::DataTypes::IMaterialData& materialData, RPI::MaterialSourceData& out) override;
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AZStd::string GetMaterialTypePath() const override;
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AZStd::string GetDefaultMaterialPath() const override;
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private:
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MaterialConverterSettings m_settings;
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};
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}
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}
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