95 lines
4.0 KiB
C++
95 lines
4.0 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 "MaterialConverterSystemComponent.h"
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#include <AssetBuilderSDK/AssetBuilderSDK.h>
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#include <AzCore/Math/Color.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
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namespace AZ
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{
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namespace Render
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{
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void MaterialConverterSystemComponent::Reflect(AZ::ReflectContext* context)
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{
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if (auto* serialize = azrtti_cast<SerializeContext*>(context))
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{
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serialize->Class<MaterialConverterSystemComponent, Component>()
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->Version(2)
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->Attribute(Edit::Attributes::SystemComponentTags, AZStd::vector<Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }));
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}
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}
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void MaterialConverterSystemComponent::Activate()
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{
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RPI::MaterialConverterBus::Handler::BusConnect();
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}
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void MaterialConverterSystemComponent::Deactivate()
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{
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RPI::MaterialConverterBus::Handler::BusDisconnect();
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}
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bool MaterialConverterSystemComponent::ConvertMaterial(const AZ::SceneAPI::DataTypes::IMaterialData& materialData, RPI::MaterialSourceData& sourceData)
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{
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using namespace AZ::RPI;
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// The source data for generating material asset
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sourceData.m_materialType = GetMaterialTypePath();
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auto handleTexture = [&materialData, &sourceData](const char* propertyTextureGroup, SceneAPI::DataTypes::IMaterialData::TextureMapType textureType)
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{
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MaterialSourceData::PropertyMap& properties = sourceData.m_properties[propertyTextureGroup];
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const AZStd::string& texturePath = materialData.GetTexture(textureType);
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// Check to see if the image asset exists. If not, skip this texture map and just disable it.
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bool assetFound = false;
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if (!texturePath.empty())
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{
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using namespace AzToolsFramework;
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AZ::Data::AssetInfo sourceInfo;
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AZStd::string watchFolder;
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AssetSystemRequestBus::BroadcastResult(assetFound, &AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, texturePath.c_str(), sourceInfo, watchFolder);
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}
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if (assetFound)
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{
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properties["textureMap"].m_value = texturePath;
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}
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else if(!texturePath.empty())
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{
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AZ_Warning("AtomFeatureCommon", false, "Could not find asset '%s' for '%s'", texturePath.c_str(), propertyTextureGroup);
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}
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};
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handleTexture("specularF0", SceneAPI::DataTypes::IMaterialData::TextureMapType::Specular);
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handleTexture("normal", SceneAPI::DataTypes::IMaterialData::TextureMapType::Normal);
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handleTexture("baseColor", SceneAPI::DataTypes::IMaterialData::TextureMapType::Diffuse);
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auto toColor = [](const AZ::Vector3& v) { return AZ::Color::CreateFromVector3AndFloat(v, 1.0f); };
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sourceData.m_properties["baseColor"]["color"].m_value = toColor(materialData.GetDiffuseColor());
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sourceData.m_properties["opacity"]["factor"].m_value = materialData.GetOpacity();
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return true;
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}
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const char* MaterialConverterSystemComponent::GetMaterialTypePath() const
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{
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return "Materials/Types/StandardPBR.materialtype";
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}
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}
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}
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