Files
o3de/Gems/Atom/Tools/ShaderManagementConsole/Scripts/GenerateShaderVariantListForMaterials.py
T
Guthrie Adams 30fee96c43 Moved material editor document system buses and system components to atom tools framework
Renamed document related buses and components to have generic names
Added a base document class with default implementation from which other application specific documents can be derived to work with the document system
Added document factory function registration to the document system request bus so that each application can specify the type of document it creates
Updated all comments and messaging to only refer to documents, not materials or material documents
Updated material editor and shader management console to conform to the new buses
This will provide a first pass of a common interface for a document management system that can be shared by multiple applications
Corrected status bar message copy and paste errors
Updated all test scripts to use the new buses

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-08-12 22:11:18 -05:00

176 lines
7.1 KiB
Python
Executable File

"""
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
"""
import sys
import os
import azlmbr.asset as asset
import azlmbr.atom
import azlmbr.bus
import azlmbr.math as math
import azlmbr.name
import azlmbr.paths
import azlmbr.shadermanagementconsole
import azlmbr.shader
import collections
from PySide2 import QtWidgets
PROJECT_SHADER_VARIANTS_FOLDER = "ShaderVariants"
def clean_existing_shadervariantlist_files(filePaths):
for file in filePaths:
if os.path.exists(file):
os.remove(file)
def main():
print("==== Begin shader variant script ==========================================================")
if len(sys.argv) != 2:
print("The script requires a .shader file as input argument")
return
filename = sys.argv[1]
suffix, extension = filename.split(".", 1)
if extension != "shader":
print("The input argument for the script is not a valid .shader file")
return
# Get info such as relative path of the file and asset id
shaderAssetInfo = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
azlmbr.bus.Broadcast,
'GetSourceAssetInfo',
filename
)
# retrieves a list of all material source files that use the shader. Note that materials inherit from materialtype files, which are actual files that refer to shader files.
materialAssetIds = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
azlmbr.bus.Broadcast,
'FindMaterialAssetsUsingShader',
shaderAssetInfo.relativePath
)
msgBox = QtWidgets.QMessageBox(
QtWidgets.QMessageBox.Question,
"Choose Save Location for .shadervariantlist File",
"Save .shadervariantlist file in Project folder or in the same folder as shader file?"
)
projectButton = msgBox.addButton("Project Folder", QtWidgets.QMessageBox.AcceptRole)
msgBox.addButton("Same Folder as Shader", QtWidgets.QMessageBox.AcceptRole)
cancelButton = msgBox.addButton("Cancel", QtWidgets.QMessageBox.RejectRole)
msgBox.exec()
is_save_in_project_folder = False
if msgBox.clickedButton() == projectButton:
is_save_in_project_folder = True
elif msgBox.clickedButton() == cancelButton:
return
# This loop collects all uniquely-identified shader items used by the materials based on its shader variant id.
shader_file = os.path.basename(filename)
shaderVariantIds = []
shaderVariantListShaderOptionGroups = []
progressDialog = QtWidgets.QProgressDialog(f"Generating .shadervariantlist file for:\n{shader_file}", "Cancel", 0, len(materialAssetIds))
progressDialog.setMaximumWidth(400)
progressDialog.setMaximumHeight(100)
progressDialog.setModal(True)
progressDialog.setWindowTitle("Generating Shader Variant List")
for i, materialAssetId in enumerate(materialAssetIds):
materialInstanceShaderItems = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(azlmbr.bus.Broadcast, 'GetMaterialInstanceShaderItems', materialAssetId)
for shaderItem in materialInstanceShaderItems:
shaderAssetId = shaderItem.GetShaderAsset().get_id()
if shaderAssetInfo.assetId == shaderAssetId:
shaderVariantId = shaderItem.GetShaderVariantId()
if not shaderVariantId.IsEmpty():
# Check for repeat shader variant ids. We are using a list here
# instead of a set to check for duplicates on shaderVariantIds because
# shaderVariantId is not hashed by the ID like it is in the C++ side.
has_repeat = False
for variantId in shaderVariantIds:
if shaderVariantId == variantId:
has_repeat = True
break
if has_repeat:
continue
shaderVariantIds.append(shaderVariantId)
shaderVariantListShaderOptionGroups.append(shaderItem.GetShaderOptionGroup())
progressDialog.setValue(i)
if progressDialog.wasCanceled():
return
progressDialog.close()
# Generate the shader variant list data by collecting shader option name-value pairs.s
shaderVariantList = azlmbr.shader.ShaderVariantListSourceData()
shaderVariantList.shaderFilePath = shaderAssetInfo.relativePath
shaderVariants = []
stableId = 1
for shaderOptionGroup in shaderVariantListShaderOptionGroups:
variantInfo = azlmbr.shader.ShaderVariantInfo()
variantInfo.stableId = stableId
options = {}
shaderOptionDescriptors = shaderOptionGroup.GetShaderOptionDescriptors()
for shaderOptionDescriptor in shaderOptionDescriptors:
optionName = shaderOptionDescriptor.GetName()
optionValue = shaderOptionGroup.GetValueByOptionName(optionName)
if not optionValue.IsValid():
continue
valueName = shaderOptionDescriptor.GetValueName(optionValue)
options[optionName.ToString()] = valueName.ToString()
if len(options) != 0:
variantInfo.options = options
shaderVariants.append(variantInfo)
stableId += 1
shaderVariantList.shaderVariants = shaderVariants
# clean previously generated shader variant list file so they don't clash.
pre, ext = os.path.splitext(shaderAssetInfo.relativePath)
projectShaderVariantListFilePath = os.path.join(azlmbr.paths.devassets, PROJECT_SHADER_VARIANTS_FOLDER, f'{pre}.shadervariantlist')
pre, ext = os.path.splitext(filename)
defaultShaderVariantListFilePath = f'{pre}.shadervariantlist'
clean_existing_shadervariantlist_files([
projectShaderVariantListFilePath
])
# Save the shader variant list file
if is_save_in_project_folder:
shaderVariantListFilePath = projectShaderVariantListFilePath
else:
shaderVariantListFilePath = defaultShaderVariantListFilePath
shaderVariantListFilePath = shaderVariantListFilePath.replace("\\", "/")
azlmbr.shader.SaveShaderVariantListSourceData(shaderVariantListFilePath, shaderVariantList)
# Open the document in shader management console
result = azlmbr.atomtools.AtomToolsDocumentSystemRequestBus(
azlmbr.bus.Broadcast,
'OpenDocument',
shaderVariantListFilePath
)
if not result.IsNull():
msgBox = QtWidgets.QMessageBox(
QtWidgets.QMessageBox.Information,
"Shader Variant List File Successfully Generated",
f".shadervariantlist file was saved in:\n{shaderVariantListFilePath}",
QtWidgets.QMessageBox.Ok
)
msgBox.exec()
print("==== End shader variant script ============================================================")
if __name__ == "__main__":
main()