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o3de/Gems/Atom/RPI/Code/Source/RPI.Builders/BuilderComponent.cpp

117 lines
5.2 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 <AzCore/Component/Entity.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Script/ScriptAsset.h>
#include <Atom/RPI.Edit/Material/MaterialTypeSourceData.h>
#include <Atom/RPI.Edit/Material/MaterialSourceData.h>
#include <Atom/RPI.Edit/Material/MaterialPropertyValueSourceData.h>
#include <Atom/RPI.Edit/Material/LuaMaterialFunctorSourceData.h>
#include <Atom/RPI.Edit/Shader/ShaderSourceData.h>
#include <Atom/RPI.Edit/Shader/ShaderVariantListSourceData.h>
#include <Atom/RPI.Edit/Common/AssetAliasesSourceData.h>
#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset2.h>
#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAsset.h>
#include <Atom/RPI.Reflect/Image/StreamingImagePoolAsset.h>
#include <Atom/RPI.Reflect/Buffer/BufferAsset.h>
#include <Atom/RPI.Reflect/Model/ModelLodAsset.h>
#include <Atom/RPI.Reflect/Model/ModelAsset.h>
#include <Atom/RPI.Reflect/Model/MorphTargetMetaAsset.h>
#include <Atom/RPI.Reflect/Model/SkinMetaAsset.h>
#include <Atom/RPI.Reflect/Pass/PassAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset2.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
#include <BuilderComponent.h>
#include <Common/AnyAssetBuilder.h>
#include <Material/MaterialBuilder.h>
#include <ResourcePool/ResourcePoolBuilder.h>
#include <Pass/PassBuilder.h>
namespace AZ
{
namespace RPI
{
void BuilderComponent::Reflect(AZ::ReflectContext* context)
{
if (auto* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<BuilderComponent, AZ::Component>()
->Version(0)
->Attribute(AZ::Edit::Attributes::SystemComponentTags, AZStd::vector<AZ::Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }))
;
}
MaterialTypeSourceData::Reflect(context);
MaterialSourceData::Reflect(context);
MaterialPropertyValueSourceData::Reflect(context);
MaterialFunctorSourceDataHolder::Reflect(context);
LuaMaterialFunctorSourceData::Reflect(context);
ResourcePoolSourceData::Reflect(context);
ConvertibleSource::Reflect(context);
AssetAliasesSourceData::Reflect(context);
ShaderSourceData::Reflect(context);
ShaderVariantListSourceData::Reflect(context);
}
BuilderComponent::BuilderComponent()
{
m_materialFunctorRegistration.Init();
}
BuilderComponent::~BuilderComponent()
{
m_materialFunctorRegistration.Shutdown();
}
void BuilderComponent::Activate()
{
// Register asset workers
m_assetWorkers.emplace_back(MakeAssetBuilder<MaterialBuilder>());
m_assetWorkers.emplace_back(MakeAssetBuilder<ResourcePoolBuilder>());
m_assetWorkers.emplace_back(MakeAssetBuilder<AnyAssetBuilder>());
m_assetWorkers.emplace_back(MakeAssetBuilder<PassBuilder>());
m_assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler2>());
m_assetHandlers.emplace_back(MakeAssetHandler<ShaderResourceGroupAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<MaterialTypeAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<MaterialAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<ResourcePoolAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<StreamingImagePoolAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<BufferAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<ModelLodAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<ModelAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<PassAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler2>());
m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<SkinMetaAssetHandler>());
m_assetHandlers.emplace_back(MakeAssetHandler<MorphTargetMetaAssetHandler>());
}
void BuilderComponent::Deactivate()
{
m_assetHandlers.clear();
m_assetWorkers.clear();
}
} // namespace RPI
} // namespace AZ