Files
o3de/Gems/Atom/Feature/Common/Code/Source/Material/MaterialConverterSystemComponent.h
T
hershey5045 4249ceeae7 Add material property names to material assets, disable FBX dependency on materialtype files. (#3408)
* 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>
2021-09-01 16:01:33 -07:00

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/*
* 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
*
*/
#pragma once
#include <Atom/Feature/Automation/AtomAutomationBus.h>
#include <Atom/RPI.Edit/Material/MaterialConverterBus.h>
#include <AzCore/Component/Component.h>
#include <SceneAPI/SceneCore/Components/ExportingComponent.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMaterialData.h>
namespace AZ
{
namespace Render
{
struct MaterialConverterSettings
{
AZ_TYPE_INFO(MaterialConverterSettings, "{8D91601D-570A-4557-99C8-631DB4928040}");
static void Reflect(AZ::ReflectContext* context);
bool m_enable = true;
AZStd::string m_defaultMaterial;
//! Sets whether to include material property names when generating material assets. If this
//! setting is true, material property name resolution and validation is deferred into load
//! time rather than at build time, allowing to break some dependencies (e.g. fbx files will no
//! longer need to be dependent on materialtype files).
bool m_includeMaterialPropertyNames = true;
};
//! Atom's implementation of converting SceneAPI data into Atom's default material: StandardPBR
class MaterialConverterSystemComponent final
: public AZ::Component
, public RPI::MaterialConverterBus::Handler
{
public:
AZ_COMPONENT(MaterialConverterSystemComponent, "{C2338D45-6456-4521-B469-B000A13F2493}");
static void Reflect(AZ::ReflectContext* context);
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services);
void Activate() override;
void Deactivate() override;
// MaterialConverterBus overrides ...
bool IsEnabled() const override;
bool ShouldIncludeMaterialPropertyNames() const override;
bool ConvertMaterial(const AZ::SceneAPI::DataTypes::IMaterialData& materialData, RPI::MaterialSourceData& out) override;
AZStd::string GetMaterialTypePath() const override;
AZStd::string GetDefaultMaterialPath() const override;
private:
MaterialConverterSettings m_settings;
};
}
}