You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
178 lines
7.5 KiB
C++
178 lines
7.5 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 <Atom/RPI.Reflect/Material/MaterialAsset.h>
|
|
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
|
|
#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
|
|
#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
|
|
#include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
|
|
|
|
#include <AzCore/Serialization/SerializeContext.h>
|
|
#include <AzCore/RTTI/BehaviorContext.h>
|
|
#include <AzCore/Component/TickBus.h>
|
|
|
|
namespace AZ
|
|
{
|
|
namespace RPI
|
|
{
|
|
const char* MaterialAsset::DisplayName = "MaterialAsset";
|
|
const char* MaterialAsset::Group = "Material";
|
|
const char* MaterialAsset::Extension = "azmaterial";
|
|
|
|
void MaterialAsset::Reflect(ReflectContext* context)
|
|
{
|
|
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
|
|
{
|
|
serializeContext->Class<MaterialAsset, AZ::Data::AssetData>()
|
|
->Version(9)
|
|
->Field("materialTypeAsset", &MaterialAsset::m_materialTypeAsset)
|
|
->Field("propertyValues", &MaterialAsset::m_propertyValues)
|
|
;
|
|
}
|
|
}
|
|
|
|
MaterialAsset::MaterialAsset()
|
|
{
|
|
}
|
|
|
|
MaterialAsset::~MaterialAsset()
|
|
{
|
|
MaterialReloadNotificationBus::Handler::BusDisconnect();
|
|
Data::AssetBus::Handler::BusDisconnect();
|
|
AssetInitBus::Handler::BusDisconnect();
|
|
}
|
|
|
|
const Data::Asset<MaterialTypeAsset>& MaterialAsset::GetMaterialTypeAsset() const
|
|
{
|
|
return m_materialTypeAsset;
|
|
}
|
|
|
|
const ShaderCollection& MaterialAsset::GetShaderCollection() const
|
|
{
|
|
return m_materialTypeAsset->GetShaderCollection();
|
|
}
|
|
|
|
const MaterialFunctorList& MaterialAsset::GetMaterialFunctors() const
|
|
{
|
|
return m_materialTypeAsset->GetMaterialFunctors();
|
|
}
|
|
|
|
const AZ::Data::Asset<ShaderResourceGroupAsset>& MaterialAsset::GetMaterialSrgAsset() const
|
|
{
|
|
return m_materialTypeAsset->GetMaterialSrgAsset();
|
|
}
|
|
|
|
const AZ::Data::Asset<ShaderResourceGroupAsset>& MaterialAsset::GetObjectSrgAsset() const
|
|
{
|
|
return m_materialTypeAsset->GetObjectSrgAsset();
|
|
}
|
|
|
|
const MaterialPropertiesLayout* MaterialAsset::GetMaterialPropertiesLayout() const
|
|
{
|
|
return m_materialTypeAsset->GetMaterialPropertiesLayout();
|
|
}
|
|
|
|
AZStd::array_view<MaterialPropertyValue> MaterialAsset::GetPropertyValues() const
|
|
{
|
|
return m_propertyValues;
|
|
}
|
|
|
|
void MaterialAsset::SetReady()
|
|
{
|
|
m_status = AssetStatus::Ready;
|
|
|
|
// If this was created dynamically using MaterialAssetCreator (which is what calls SetReady()),
|
|
// we need to connect to the AssetBus for reloads.
|
|
PostLoadInit();
|
|
}
|
|
|
|
bool MaterialAsset::PostLoadInit()
|
|
{
|
|
if (!m_materialTypeAsset.Get())
|
|
{
|
|
AssetInitBus::Handler::BusDisconnect();
|
|
|
|
// Any MaterialAsset with invalid MaterialTypeAsset is not a successfully-loaded asset.
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
Data::AssetBus::Handler::BusConnect(m_materialTypeAsset.GetId());
|
|
MaterialReloadNotificationBus::Handler::BusConnect(m_materialTypeAsset.GetId());
|
|
|
|
AssetInitBus::Handler::BusDisconnect();
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void MaterialAsset::OnMaterialTypeAssetReinitialized(const Data::Asset<MaterialTypeAsset>& materialTypeAsset)
|
|
{
|
|
// When reloads occur, it's possible for old Asset objects to hang around and report reinitialization,
|
|
// so we can reduce unnecessary reinitialization in that case.
|
|
if (materialTypeAsset.Get() == m_materialTypeAsset.Get())
|
|
{
|
|
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialAsset::OnMaterialTypeAssetReinitialized %s", this, materialTypeAsset.GetHint().c_str());
|
|
|
|
// MaterialAsset doesn't need to reinitialize any of its own data when MaterialTypeAsset reinitializes,
|
|
// because all it depends on is the MaterialTypeAsset reference, rather than the data inside it.
|
|
// Ultimately it's the Material that cares about these changes, so we just forward any signal we get.
|
|
MaterialReloadNotificationBus::Event(GetId(), &MaterialReloadNotifications::OnMaterialAssetReinitialized, Data::Asset<MaterialAsset>{this, AZ::Data::AssetLoadBehavior::PreLoad});
|
|
}
|
|
}
|
|
|
|
void MaterialAsset::ReinitializeMaterialTypeAsset(Data::Asset<Data::AssetData> asset)
|
|
{
|
|
Data::Asset<MaterialTypeAsset> newMaterialTypeAsset = { asset.GetAs<MaterialTypeAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
|
|
|
|
if (newMaterialTypeAsset)
|
|
{
|
|
// The order of asset reloads is non-deterministic. If the MaterialAsset reloads before the
|
|
// MaterialTypeAsset, this will make sure the MaterialAsset gets update with latest one.
|
|
// This also covers the case where just the MaterialTypeAsset is reloaded and not the MaterialAsset.
|
|
m_materialTypeAsset = newMaterialTypeAsset;
|
|
|
|
// Notify interested parties that this MaterialAsset is changed and may require other data to reinitialize as well
|
|
MaterialReloadNotificationBus::Event(GetId(), &MaterialReloadNotifications::OnMaterialAssetReinitialized, Data::Asset<MaterialAsset>{this, AZ::Data::AssetLoadBehavior::PreLoad});
|
|
}
|
|
}
|
|
|
|
void MaterialAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
|
|
{
|
|
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
|
|
ReinitializeMaterialTypeAsset(asset);
|
|
}
|
|
|
|
void MaterialAsset::OnAssetReady(Data::Asset<Data::AssetData> asset)
|
|
{
|
|
// Regarding why we listen to both OnAssetReloaded and OnAssetReady, see explanation in ShaderAsset::OnAssetReady.
|
|
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialAsset::OnAssetReady %s", this, asset.GetHint().c_str());
|
|
ReinitializeMaterialTypeAsset(asset);
|
|
}
|
|
|
|
Data::AssetHandler::LoadResult MaterialAssetHandler::LoadAssetData(
|
|
const AZ::Data::Asset<AZ::Data::AssetData>& asset,
|
|
AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
|
|
const AZ::Data::AssetFilterCB& assetLoadFilterCB)
|
|
{
|
|
if (Base::LoadAssetData(asset, stream, assetLoadFilterCB) == Data::AssetHandler::LoadResult::LoadComplete)
|
|
{
|
|
asset.GetAs<MaterialAsset>()->AssetInitBus::Handler::BusConnect();
|
|
return Data::AssetHandler::LoadResult::LoadComplete;
|
|
}
|
|
|
|
return Data::AssetHandler::LoadResult::Error;
|
|
}
|
|
|
|
} // namespace RPI
|
|
} // namespace AZ
|