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86 lines
3.5 KiB
C++
86 lines
3.5 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Atom/Feature/Material/MaterialAssignment.h>
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/string/string.h>
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#include <QPixmap>
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namespace AZ
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{
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namespace Render
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{
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//! Details for a single editable material assignment
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struct EditorMaterialComponentSlot final
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{
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AZ_RTTI(EditorMaterialComponentSlot, "{344066EB-7C3D-4E92-B53D-3C9EBD546488}");
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AZ_CLASS_ALLOCATOR(EditorMaterialComponentSlot, SystemAllocator, 0);
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static bool ConvertVersion(AZ::SerializeContext& context, AZ::SerializeContext::DataElementNode& classElement);
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static void Reflect(ReflectContext* context);
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//! Get cached preview image as a buffer to use as an RPE attribute
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//! If a cached image isn't avalible then a request will be made to render one
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AZStd::vector<char> GetPreviewPixmapData() const;
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//! Returns the overridden asset id if it's valid, otherwise gets the default asseet id
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AZ::Data::AssetId GetActiveAssetId() const;
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//! Returns the default asseet id of the material provded by the model
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AZ::Data::AssetId GetDefaultAssetId() const;
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//! Returns the display name of the material slot
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AZStd::string GetLabel() const;
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//! Returns true if the active material asset has a source material
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bool HasSourceData() const;
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//! Assign a new material override asset
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void SetAsset(const Data::AssetId& assetId);
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//! Assign a new material override asset
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void SetAsset(const Data::Asset<RPI::MaterialAsset>& asset);
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//! Remove material and prperty overrides
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void Clear();
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//! Remove prperty overrides
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void ClearOverrides();
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void OpenMaterialExporter();
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void OpenMaterialEditor() const;
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void OpenMaterialInspector();
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void OpenUvNameMapInspector();
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AZ::EntityId m_entityId;
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MaterialAssignmentId m_id;
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Data::Asset<RPI::MaterialAsset> m_materialAsset;
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private:
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void OpenPopupMenu(const AZ::Data::AssetId& assetId, const AZ::Data::AssetType& assetType);
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void OnMaterialChanged() const;
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void OnDataChanged() const;
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mutable bool m_updatePreview = true;
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};
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// Vector of slots for assignable or overridable material data.
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using EditorMaterialComponentSlotContainer = AZStd::vector<EditorMaterialComponentSlot>;
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// Table containing all editable material data that is displayed in the edit context and inspector
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// The vector represents all the LODs that can have material overrides.
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// The container will be populated with every potential material slot on an associated model, using its default values.
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// Whenever changes are made to this container, the modified values are copied into the controller configuration material assignment
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// map as overrides that will be applied to material instances
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using EditorMaterialComponentSlotsByLodContainer = AZStd::vector<EditorMaterialComponentSlotContainer>;
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} // namespace Render
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} // namespace AZ
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