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o3de/Gems/Atom/Feature/Common/Code/Source/Material/MaterialConverterSystemComp...

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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 "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(3)
->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);
}
};
// If PBR material properties aren't in use, fall back to legacy properties. Don't do that if some PBR material properties are set, though.
bool anyPBRInUse = false;
handleTexture("specularF0", SceneAPI::DataTypes::IMaterialData::TextureMapType::Specular);
handleTexture("normal", SceneAPI::DataTypes::IMaterialData::TextureMapType::Normal);
AZStd::optional<bool> useColorMap = materialData.GetUseColorMap();
// If the useColorMap property exists, this is a PBR material and the color should be set to baseColor.
if (useColorMap.has_value())
{
anyPBRInUse = true;
handleTexture("baseColor", SceneAPI::DataTypes::IMaterialData::TextureMapType::BaseColor);
}
else
{
// If it doesn't have the useColorMap property, then it's a non-PBR material and the baseColor
// texture needs to be set to the diffuse texture.
handleTexture("baseColor", SceneAPI::DataTypes::IMaterialData::TextureMapType::Diffuse);
}
auto toColor = [](const AZ::Vector3& v) { return AZ::Color::CreateFromVector3AndFloat(v, 1.0f); };
AZStd::optional<AZ::Vector3> baseColor = materialData.GetBaseColor();
if (baseColor.has_value())
{
anyPBRInUse = true;
sourceData.m_properties["baseColor"]["color"].m_value = toColor(baseColor.value());
}
sourceData.m_properties["opacity"]["factor"].m_value = materialData.GetOpacity();
auto applyOptionalPropertiesFunc = [&sourceData, &anyPBRInUse](const auto& propertyGroup, const auto& propertyName, const auto& propertyOptional)
{
// Only set PBR settings if they were specifically set in the scene's data.
// Otherwise, leave them unset so the data driven default properties are used.
if (propertyOptional.has_value())
{
anyPBRInUse = true;
sourceData.m_properties[propertyGroup][propertyName].m_value = propertyOptional.value();
}
};
handleTexture("metallic", SceneAPI::DataTypes::IMaterialData::TextureMapType::Metallic);
applyOptionalPropertiesFunc("metallic", "factor", materialData.GetMetallicFactor());
applyOptionalPropertiesFunc("metallic", "useTexture", materialData.GetUseMetallicMap());
handleTexture("roughness", SceneAPI::DataTypes::IMaterialData::TextureMapType::Roughness);
applyOptionalPropertiesFunc("roughness", "factor", materialData.GetRoughnessFactor());
applyOptionalPropertiesFunc("roughness", "useTexture", materialData.GetUseRoughnessMap());
handleTexture("emissive", SceneAPI::DataTypes::IMaterialData::TextureMapType::Emissive);
sourceData.m_properties["emissive"]["color"].m_value = toColor(materialData.GetEmissiveColor());
applyOptionalPropertiesFunc("emissive", "intensity", materialData.GetEmissiveIntensity());
applyOptionalPropertiesFunc("emissive", "useTexture", materialData.GetUseEmissiveMap());
handleTexture("ambientOcclusion", SceneAPI::DataTypes::IMaterialData::TextureMapType::AmbientOcclusion);
applyOptionalPropertiesFunc("ambientOcclusion", "useTexture", materialData.GetUseAOMap());
if (!anyPBRInUse)
{
// If it doesn't have the useColorMap property, then it's a non-PBR material and the baseColor
// texture needs to be set to the diffuse color.
sourceData.m_properties["baseColor"]["color"].m_value = toColor(materialData.GetDiffuseColor());
}
return true;
}
const char* MaterialConverterSystemComponent::GetMaterialTypePath() const
{
return "Materials/Types/StandardPBR.materialtype";
}
}
}