2c59f1b8a4
The main addition here is the MaterialNameContext class which represents the concept of a namespace for properties, shader options, and SRG fields. This concept was already somewhat supported in LuaMaterialFunctor through bespoke "prefix" fields, but I have generalized it be available for all material functors. Note that I have not yet updated the other material functor types to ensure they take advantage of this feature, that will be in another commit. Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
58 lines
1.9 KiB
C++
58 lines
1.9 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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#include <Atom/RPI.Public/Material/Material.h>
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#include <Atom/RPI.Public/Material/MaterialSystem.h>
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
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#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
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#include <Atom/RPI.Reflect/Material/LuaMaterialFunctor.h>
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#include <AtomCore/Instance/InstanceDatabase.h>
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namespace AZ
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{
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namespace RPI
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{
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void MaterialSystem::Reflect(AZ::ReflectContext* context)
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{
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MaterialPropertyValue::Reflect(context);
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MaterialTypeAsset::Reflect(context);
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MaterialAsset::Reflect(context);
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MaterialPropertiesLayout::Reflect(context);
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MaterialFunctor::Reflect(context);
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MaterialNameContext::Reflect(context);
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LuaMaterialFunctor::Reflect(context);
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ReflectMaterialDynamicMetadata(context);
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}
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void MaterialSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
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{
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assetHandlers.emplace_back(MakeAssetHandler<MaterialTypeAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<MaterialAssetHandler>());
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}
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void MaterialSystem::Init()
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{
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AZ::Data::InstanceHandler<Material> handler;
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handler.m_createFunction = [](Data::AssetData* materialAsset)
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{
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return Material::CreateInternal(*(azrtti_cast<MaterialAsset*>(materialAsset)));
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};
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Data::InstanceDatabase<Material>::Create(azrtti_typeid<MaterialAsset>(), handler);
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}
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void MaterialSystem::Shutdown()
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{
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Data::InstanceDatabase<Material>::Destroy();
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}
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} // namespace RPI
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} // namespace AZ
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