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o3de/Gems/Atom/RPI/Code/Source/RPI.Reflect/Material/MaterialAsset.cpp

349 lines
16 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#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/Material/MaterialVersionUpdate.h>
#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
#include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
#include <AzCore/Asset/AssetSerializer.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Component/TickBus.h>
namespace AZ
{
namespace RPI
{
const char* MaterialAsset::s_debugTraceName = "MaterialAsset";
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(13) // added m_rawPropertyValues
->Field("materialTypeAsset", &MaterialAsset::m_materialTypeAsset)
->Field("materialTypeVersion", &MaterialAsset::m_materialTypeVersion)
->Field("propertyValues", &MaterialAsset::m_propertyValues)
->Field("rawPropertyValues", &MaterialAsset::m_rawPropertyValues)
->Field("isFinalized", &MaterialAsset::m_isFinalized)
;
}
}
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 RHI::Ptr<RHI::ShaderResourceGroupLayout>& MaterialAsset::GetMaterialSrgLayout(const SupervariantIndex& supervariantIndex) const
{
return m_materialTypeAsset->GetMaterialSrgLayout(supervariantIndex);
}
const RHI::Ptr<RHI::ShaderResourceGroupLayout>& MaterialAsset::GetMaterialSrgLayout(const AZ::Name& supervariantName) const
{
return m_materialTypeAsset->GetMaterialSrgLayout(supervariantName);
}
const RHI::Ptr<RHI::ShaderResourceGroupLayout>& MaterialAsset::GetMaterialSrgLayout() const
{
return m_materialTypeAsset->GetMaterialSrgLayout();
}
const RHI::Ptr<RHI::ShaderResourceGroupLayout>& MaterialAsset::GetObjectSrgLayout(const SupervariantIndex& supervariantIndex) const
{
return m_materialTypeAsset->GetObjectSrgLayout(supervariantIndex);
}
const RHI::Ptr<RHI::ShaderResourceGroupLayout>& MaterialAsset::GetObjectSrgLayout(const AZ::Name& supervariantName) const
{
return m_materialTypeAsset->GetObjectSrgLayout(supervariantName);
}
const RHI::Ptr<RHI::ShaderResourceGroupLayout>& MaterialAsset::GetObjectSrgLayout() const
{
return m_materialTypeAsset->GetObjectSrgLayout();
}
const MaterialPropertiesLayout* MaterialAsset::GetMaterialPropertiesLayout() const
{
return m_materialTypeAsset->GetMaterialPropertiesLayout();
}
bool MaterialAsset::IsFinalized() const
{
if (m_isFinalized)
{
AZ_Assert(GetMaterialPropertiesLayout() && m_propertyValues.size() == GetMaterialPropertiesLayout()->GetPropertyCount(), "MaterialAsset is marked as Finalized but does not have the right number of property values.");
}
return m_isFinalized;
}
void MaterialAsset::Finalize(AZStd::function<void(const char*)> reportWarning, AZStd::function<void(const char*)> reportError)
{
if (IsFinalized())
{
return;
}
if (!reportWarning)
{
reportWarning = [](const char* message)
{
AZ_Warning(s_debugTraceName, false, "%s", message);
};
}
if (!reportError)
{
reportError = [](const char* message)
{
AZ_Error(s_debugTraceName, false, "%s", message);
};
}
const uint32_t materialTypeVersion = m_materialTypeAsset->GetVersion();
if (m_materialTypeVersion < materialTypeVersion)
{
// It is possible that the material type has had some properties renamed or otherwise updated. If that's the case,
// and this material is still referencing the old property layout, we need to apply any auto updates to rename those
// properties before using them to realign the property values.
ApplyVersionUpdates();
}
const MaterialPropertiesLayout* propertyLayout = GetMaterialPropertiesLayout();
AZStd::vector<MaterialPropertyValue> finalizedPropertyValues(m_materialTypeAsset->GetDefaultPropertyValues().begin(), m_materialTypeAsset->GetDefaultPropertyValues().end());
for (const auto& [name, value] : m_rawPropertyValues)
{
const MaterialPropertyIndex propertyIndex = propertyLayout->FindPropertyIndex(name);
if (propertyIndex.IsValid())
{
const MaterialPropertyDescriptor* propertyDescriptor = propertyLayout->GetPropertyDescriptor(propertyIndex);
if (value.Is<AZStd::string>() && propertyDescriptor->GetDataType() == MaterialPropertyDataType::Enum)
{
AZ::Name enumName = AZ::Name(value.GetValue<AZStd::string>());
uint32_t enumValue = propertyDescriptor->GetEnumValue(enumName);
if (enumValue == MaterialPropertyDescriptor::InvalidEnumValue)
{
reportWarning(AZStd::string::format("Material property name \"%s\" has invalid enum value \"%s\".", name.GetCStr(), enumName.GetCStr()).c_str());
}
else
{
finalizedPropertyValues[propertyIndex.GetIndex()] = enumValue;
}
}
else if (value.Is<AZStd::string>() && propertyDescriptor->GetDataType() == MaterialPropertyDataType::Image)
{
// Here we assume that the material asset builder resolved any image source file paths to an ImageAsset reference.
// So the only way a string could be present is if it's an empty image path reference, meaning no image should be bound.
AZ_Assert(value.GetValue<AZStd::string>().empty(), "Material property '%s' references in image '%s'. Image file paths must be resolved by the material asset builder.");
finalizedPropertyValues[propertyIndex.GetIndex()] = Data::Asset<ImageAsset>{};
}
else
{
if (ValidateMaterialPropertyDataType(value.GetTypeId(), name, propertyDescriptor, reportError))
{
finalizedPropertyValues[propertyIndex.GetIndex()] = value;
}
}
}
else
{
reportWarning(AZStd::string::format("Material property name \"%s\" is not found in the material properties layout and will not be used.", name.GetCStr()).c_str());
}
}
m_propertyValues.swap(finalizedPropertyValues);
m_isFinalized = true;
}
const AZStd::vector<MaterialPropertyValue>& MaterialAsset::GetPropertyValues() const
{
// This can't be done in MaterialAssetHandler::LoadAssetData because the MaterialTypeAsset isn't necessarily loaded at that point.
// And it can't be done in PostLoadInit() because that happens on the next frame which might be too late. So we finalize just-in-time
// when properties are accessed.
const_cast<MaterialAsset*>(this)->Finalize();
return m_propertyValues;
}
const AZStd::vector<AZStd::pair<Name, MaterialPropertyValue>>& MaterialAsset::GetRawPropertyValues() const
{
return m_rawPropertyValues;
}
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::ApplyVersionUpdates()
{
if (m_materialTypeVersion == m_materialTypeAsset->GetVersion())
{
return;
}
[[maybe_unused]] const uint32_t originalVersion = m_materialTypeVersion;
bool changesWereApplied = false;
for (const MaterialVersionUpdate& versionUpdate : m_materialTypeAsset->GetMaterialVersionUpdateList())
{
if (m_materialTypeVersion < versionUpdate.GetVersion())
{
if (versionUpdate.ApplyVersionUpdates(*this))
{
changesWereApplied = true;
m_materialTypeVersion = versionUpdate.GetVersion();
}
}
}
if (changesWereApplied)
{
AZ_Warning(
"MaterialAsset", false,
"This material is based on version '%u' of %s, but the material type is now at version '%u'. "
"Automatic updates are available. Consider updating the .material source file for '%s'.",
originalVersion, m_materialTypeAsset.ToString<AZStd::string>().c_str(), m_materialTypeAsset->GetVersion(),
GetId().ToString<AZStd::string>().c_str());
}
m_materialTypeVersion = m_materialTypeAsset->GetVersion();
}
void MaterialAsset::ReinitializeMaterialTypeAsset(Data::Asset<Data::AssetData> asset)
{
Data::Asset<MaterialTypeAsset> newMaterialTypeAsset = Data::static_pointer_cast<MaterialTypeAsset>(asset);
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;
// If the material asset was not finalized on disk, then we clear the previously finalized property values to force re-finalize.
// This
if (!m_wasPreFinalized)
{
m_isFinalized = false;
m_propertyValues.clear();
}
// 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();
asset.GetAs<MaterialAsset>()->m_wasPreFinalized = asset.GetAs<MaterialAsset>()->m_isFinalized;
return Data::AssetHandler::LoadResult::LoadComplete;
}
return Data::AssetHandler::LoadResult::Error;
}
} // namespace RPI
} // namespace AZ