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o3de/Gems/Atom/Feature/Common/Code/Source/Material/ConvertEmissiveUnitFunctor.cpp

87 lines
3.7 KiB
C++

/*
* 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 "./ConvertEmissiveUnitFunctor.h"
#include <Atom/RPI.Public/Material/Material.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
namespace AZ
{
namespace Render
{
void ConvertEmissiveUnitFunctor::Reflect(AZ::ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<ConvertEmissiveUnitFunctor, AZ::RPI::MaterialFunctor>()
->Version(6)
->Field("intensityPropertyIndex", &ConvertEmissiveUnitFunctor::m_intensityPropertyIndex)
->Field("lightUnitPropertyIndex", &ConvertEmissiveUnitFunctor::m_lightUnitPropertyIndex)
->Field("shaderInputIndex", &ConvertEmissiveUnitFunctor::m_shaderInputIndex)
->Field("ev100Index", &ConvertEmissiveUnitFunctor::m_ev100Index)
->Field("nitIndex", &ConvertEmissiveUnitFunctor::m_nitIndex)
->Field("ev100Min", &ConvertEmissiveUnitFunctor::m_ev100Min)
->Field("ev100Max", &ConvertEmissiveUnitFunctor::m_ev100Max)
->Field("nitMin", &ConvertEmissiveUnitFunctor::m_nitMin)
->Field("nitMax", &ConvertEmissiveUnitFunctor::m_nitMax)
;
}
}
void ConvertEmissiveUnitFunctor::Process(RuntimeContext& context)
{
// Convert unit on runtime
float sourceValue = context.GetMaterialPropertyValue<float>(m_intensityPropertyIndex);
uint32_t lightUnit = context.GetMaterialPropertyValue<uint32_t>(m_lightUnitPropertyIndex);
PhotometricUnit sourceType;
if (lightUnit == m_ev100Index)
{
sourceType = PhotometricUnit::Ev100Luminance;
}
else if (lightUnit == m_nitIndex)
{
sourceType = PhotometricUnit::Nit;
}
else
{
sourceType = PhotometricUnit::Unknown;
AZ_Assert(false, "ConvertEmissiveUnitFunctor doesn't recognize light unit.")
}
float targetValue = PhotometricValue::ConvertIntensityBetweenUnits(sourceType, PhotometricUnit::Nit, sourceValue);
context.GetShaderResourceGroup()->SetConstant(m_shaderInputIndex, targetValue);
}
void ConvertEmissiveUnitFunctor::Process(EditorContext& context)
{
// Update Editor based on selected light unit
uint32_t lightUnit = context.GetMaterialPropertyValue<uint32_t>(m_lightUnitPropertyIndex);
if (lightUnit == m_ev100Index)
{
context.SetMaterialPropertyMinValue(m_intensityPropertyIndex, m_ev100Min);
context.SetMaterialPropertyMaxValue(m_intensityPropertyIndex, m_ev100Max);
}
else if (lightUnit == m_nitIndex)
{
context.SetMaterialPropertyMinValue(m_intensityPropertyIndex, m_nitMin);
context.SetMaterialPropertyMaxValue(m_intensityPropertyIndex, m_nitMax);
}
else
{
AZ_Assert(false, "ConvertEmissiveUnitFunctor doesn't recognize light unit.")
}
}
}
}