Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Thumbnails/CommonThumbnailPreviewContent.cpp
T
Guthrie Adams ab5547fdf7 • Created interface for preview rendering content
• moved all thumbnail classes and registration back to the common feature editor component
• added lighting preset thumbnail as a quick test

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-10-08 02:46:00 -05:00

173 lines
8.7 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/Feature/ImageBasedLights/ImageBasedLightFeatureProcessorInterface.h>
#include <Atom/Feature/PostProcess/PostProcessFeatureProcessorInterface.h>
#include <Atom/Feature/SkyBox/SkyBoxFeatureProcessorInterface.h>
#include <Atom/Feature/Utils/LightingPreset.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentBus.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentConstants.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentConstants.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Math/MatrixUtils.h>
#include <AzCore/Math/Transform.h>
#include <AzFramework/Components/TransformComponent.h>
#include <AzFramework/Entity/EntityContextBus.h>
#include <Thumbnails/CommonThumbnailPreviewContent.h>
namespace AZ
{
namespace LyIntegration
{
namespace Thumbnails
{
CommonThumbnailPreviewContent::CommonThumbnailPreviewContent(
RPI::ScenePtr scene,
RPI::ViewPtr view,
AZ::Uuid entityContextId,
const Data::AssetId& modelAssetId,
const Data::AssetId& materialAssetId,
const Data::AssetId& lightingPresetAssetId)
: m_scene(scene)
, m_view(view)
, m_entityContextId(entityContextId)
{
// Connect camera to pipeline's default view after camera entity activated
Matrix4x4 viewToClipMatrix;
MakePerspectiveFovMatrixRH(viewToClipMatrix, FieldOfView, AspectRatio, NearDist, FarDist, true);
m_view->SetViewToClipMatrix(viewToClipMatrix);
// Create preview model
AzFramework::EntityContextRequestBus::EventResult(
m_modelEntity, m_entityContextId, &AzFramework::EntityContextRequestBus::Events::CreateEntity, "ThumbnailPreviewModel");
m_modelEntity->CreateComponent(Render::MeshComponentTypeId);
m_modelEntity->CreateComponent(Render::MaterialComponentTypeId);
m_modelEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
m_modelEntity->Init();
m_modelEntity->Activate();
m_defaultModelAsset.Create(DefaultModelAssetId, true);
m_defaultMaterialAsset.Create(DefaultMaterialAssetId, true);
m_defaultLightingPresetAsset.Create(DefaultLightingPresetAssetId, true);
m_modelAsset.Create(modelAssetId.IsValid() ? modelAssetId : DefaultModelAssetId, false);
m_materialAsset.Create(materialAssetId.IsValid() ? materialAssetId : DefaultMaterialAssetId, false);
m_lightingPresetAsset.Create(lightingPresetAssetId.IsValid() ? lightingPresetAssetId : DefaultLightingPresetAssetId, false);
}
CommonThumbnailPreviewContent::~CommonThumbnailPreviewContent()
{
if (m_modelEntity)
{
AzFramework::EntityContextRequestBus::Event(
m_entityContextId, &AzFramework::EntityContextRequestBus::Events::DestroyEntity, m_modelEntity);
m_modelEntity = nullptr;
}
}
void CommonThumbnailPreviewContent::Load()
{
m_modelAsset.QueueLoad();
m_materialAsset.QueueLoad();
m_lightingPresetAsset.QueueLoad();
}
bool CommonThumbnailPreviewContent::IsReady() const
{
return (!m_modelAsset.GetId().IsValid() || m_modelAsset.IsReady()) &&
(!m_materialAsset.GetId().IsValid() || m_materialAsset.IsReady()) &&
(!m_lightingPresetAsset.GetId().IsValid() || m_lightingPresetAsset.IsReady());
}
bool CommonThumbnailPreviewContent::IsError() const
{
return m_modelAsset.IsError() || m_materialAsset.IsError() || m_lightingPresetAsset.IsError();
}
void CommonThumbnailPreviewContent::ReportErrors()
{
AZ_Warning(
"CommonThumbnailPreviewContent", !m_modelAsset.GetId().IsValid() || m_modelAsset.IsReady(),
"Asset failed to load in time: %s", m_modelAsset.ToString<AZStd::string>().c_str());
AZ_Warning(
"CommonThumbnailPreviewContent", !m_materialAsset.GetId().IsValid() || m_materialAsset.IsReady(),
"Asset failed to load in time: %s", m_materialAsset.ToString<AZStd::string>().c_str());
AZ_Warning(
"CommonThumbnailPreviewContent", !m_lightingPresetAsset.GetId().IsValid() || m_lightingPresetAsset.IsReady(),
"Asset failed to load in time: %s", m_lightingPresetAsset.ToString<AZStd::string>().c_str());
}
void CommonThumbnailPreviewContent::UpdateScene()
{
UpdateModel();
UpdateLighting();
UpdateCamera();
}
void CommonThumbnailPreviewContent::UpdateModel()
{
Render::MeshComponentRequestBus::Event(
m_modelEntity->GetId(), &Render::MeshComponentRequestBus::Events::SetModelAsset, m_modelAsset);
Render::MaterialComponentRequestBus::Event(
m_modelEntity->GetId(), &Render::MaterialComponentRequestBus::Events::SetDefaultMaterialOverride,
m_materialAsset.GetId());
}
void CommonThumbnailPreviewContent::UpdateLighting()
{
auto preset = m_lightingPresetAsset->GetDataAs<Render::LightingPreset>();
if (preset)
{
auto iblFeatureProcessor = m_scene->GetFeatureProcessor<Render::ImageBasedLightFeatureProcessorInterface>();
auto postProcessFeatureProcessor = m_scene->GetFeatureProcessor<Render::PostProcessFeatureProcessorInterface>();
auto postProcessSettingInterface = postProcessFeatureProcessor->GetOrCreateSettingsInterface(EntityId());
auto exposureControlSettingInterface = postProcessSettingInterface->GetOrCreateExposureControlSettingsInterface();
auto directionalLightFeatureProcessor =
m_scene->GetFeatureProcessor<Render::DirectionalLightFeatureProcessorInterface>();
auto skyboxFeatureProcessor = m_scene->GetFeatureProcessor<Render::SkyBoxFeatureProcessorInterface>();
skyboxFeatureProcessor->Enable(true);
skyboxFeatureProcessor->SetSkyboxMode(Render::SkyBoxMode::Cubemap);
Camera::Configuration cameraConfig;
cameraConfig.m_fovRadians = FieldOfView;
cameraConfig.m_nearClipDistance = NearDist;
cameraConfig.m_farClipDistance = FarDist;
cameraConfig.m_frustumWidth = 100.0f;
cameraConfig.m_frustumHeight = 100.0f;
AZStd::vector<Render::DirectionalLightFeatureProcessorInterface::LightHandle> lightHandles;
preset->ApplyLightingPreset(
iblFeatureProcessor, skyboxFeatureProcessor, exposureControlSettingInterface, directionalLightFeatureProcessor,
cameraConfig, lightHandles);
}
}
void CommonThumbnailPreviewContent::UpdateCamera()
{
// Get bounding sphere of the model asset and estimate how far the camera needs to be see all of it
Vector3 center = {};
float radius = {};
m_modelAsset->GetAabb().GetAsSphere(center, radius);
const auto distance = radius + NearDist;
const auto cameraRotation = Quaternion::CreateFromAxisAngle(Vector3::CreateAxisZ(), CameraRotationAngle);
const auto cameraPosition = center - cameraRotation.TransformVector(Vector3(0.0f, distance, 0.0f));
const auto cameraTransform = Transform::CreateFromQuaternionAndTranslation(cameraRotation, cameraPosition);
m_view->SetCameraTransform(Matrix3x4::CreateFromTransform(cameraTransform));
}
} // namespace Thumbnails
} // namespace LyIntegration
} // namespace AZ