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117 lines
5.2 KiB
C++
117 lines
5.2 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzCore/Component/Entity.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Script/ScriptAsset.h>
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#include <Atom/RPI.Edit/Material/MaterialTypeSourceData.h>
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#include <Atom/RPI.Edit/Material/MaterialSourceData.h>
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#include <Atom/RPI.Edit/Material/MaterialPropertyValueSourceData.h>
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#include <Atom/RPI.Edit/Material/LuaMaterialFunctorSourceData.h>
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#include <Atom/RPI.Edit/Shader/ShaderSourceData.h>
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#include <Atom/RPI.Edit/Shader/ShaderVariantListSourceData.h>
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#include <Atom/RPI.Edit/Common/AssetAliasesSourceData.h>
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset2.h>
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#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAsset.h>
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#include <Atom/RPI.Reflect/Image/StreamingImagePoolAsset.h>
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#include <Atom/RPI.Reflect/Buffer/BufferAsset.h>
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#include <Atom/RPI.Reflect/Model/ModelLodAsset.h>
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#include <Atom/RPI.Reflect/Model/ModelAsset.h>
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#include <Atom/RPI.Reflect/Model/MorphTargetMetaAsset.h>
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#include <Atom/RPI.Reflect/Model/SkinMetaAsset.h>
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#include <Atom/RPI.Reflect/Pass/PassAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset2.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
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#include <BuilderComponent.h>
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#include <Common/AnyAssetBuilder.h>
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#include <Material/MaterialBuilder.h>
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#include <ResourcePool/ResourcePoolBuilder.h>
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#include <Pass/PassBuilder.h>
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namespace AZ
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{
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namespace RPI
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{
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void BuilderComponent::Reflect(AZ::ReflectContext* context)
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{
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if (auto* serialize = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serialize->Class<BuilderComponent, AZ::Component>()
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->Version(0)
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->Attribute(AZ::Edit::Attributes::SystemComponentTags, AZStd::vector<AZ::Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }))
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;
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}
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MaterialTypeSourceData::Reflect(context);
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MaterialSourceData::Reflect(context);
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MaterialPropertyValueSourceData::Reflect(context);
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MaterialFunctorSourceDataHolder::Reflect(context);
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LuaMaterialFunctorSourceData::Reflect(context);
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ResourcePoolSourceData::Reflect(context);
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ConvertibleSource::Reflect(context);
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AssetAliasesSourceData::Reflect(context);
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ShaderSourceData::Reflect(context);
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ShaderVariantListSourceData::Reflect(context);
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}
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BuilderComponent::BuilderComponent()
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{
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m_materialFunctorRegistration.Init();
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}
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BuilderComponent::~BuilderComponent()
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{
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m_materialFunctorRegistration.Shutdown();
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}
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void BuilderComponent::Activate()
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{
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// Register asset workers
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m_assetWorkers.emplace_back(MakeAssetBuilder<MaterialBuilder>());
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m_assetWorkers.emplace_back(MakeAssetBuilder<ResourcePoolBuilder>());
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m_assetWorkers.emplace_back(MakeAssetBuilder<AnyAssetBuilder>());
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m_assetWorkers.emplace_back(MakeAssetBuilder<PassBuilder>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler2>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderResourceGroupAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MaterialTypeAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MaterialAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ResourcePoolAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<StreamingImagePoolAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<BufferAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ModelLodAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ModelAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<PassAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler2>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<SkinMetaAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MorphTargetMetaAssetHandler>());
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}
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void BuilderComponent::Deactivate()
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{
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m_assetHandlers.clear();
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m_assetWorkers.clear();
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}
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} // namespace RPI
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} // namespace AZ
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