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o3de/Gems/LmbrCentral/Code/Source/Builders/MaterialBuilder/MaterialBuilderComponent.h

66 lines
2.5 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
*
*/
#pragma once
#include <AzCore/Component/Component.h>
#include <AssetBuilderSDK/AssetBuilderBusses.h>
#include <AssetBuilderSDK/AssetBuilderSDK.h>
namespace MaterialBuilder
{
//! Material builder is responsible for building material files
class MaterialBuilderWorker
: public AssetBuilderSDK::AssetBuilderCommandBus::Handler
{
public:
MaterialBuilderWorker();
~MaterialBuilderWorker();
//! Asset Builder Callback Functions
void CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response);
void ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response);
//!AssetBuilderSDK::AssetBuilderCommandBus interface
void ShutDown() override;
//! Returns the UUID for this builder
static AZ::Uuid GetUUID();
bool GetResolvedTexturePathsFromMaterial(const AZStd::string& path, AZStd::vector<AZStd::string>& resolvedPaths);
bool PopulateProductDependencyList(AZStd::vector<AZStd::string>& resolvedPaths, AssetBuilderSDK::ProductPathDependencySet& dependencies);
private:
bool GatherProductDependencies(const AZStd::string& path, AssetBuilderSDK::ProductPathDependencySet& dependencies);
bool m_isShuttingDown = false;
};
class BuilderPluginComponent
: public AZ::Component
{
public:
AZ_COMPONENT(BuilderPluginComponent, "{4D1A4B0C-54CE-4397-B8AE-ADD08898C2CD}")
static void Reflect(AZ::ReflectContext* context);
BuilderPluginComponent();
//////////////////////////////////////////////////////////////////////////
// AZ::Component
virtual void Init(); // create objects, allocate memory and initialize yourself without reaching out to the outside world
virtual void Activate(); // reach out to the outside world and connect up to what you need to, register things, etc.
virtual void Deactivate(); // unregister things, disconnect from the outside world
//////////////////////////////////////////////////////////////////////////
virtual ~BuilderPluginComponent(); // free memory an uninitialize yourself.
private:
MaterialBuilderWorker m_materialBuilder;
};
}