Files
o3de/Gems/Atom/RPI/Code/Source/RPI.Public/Material/MaterialSystem.cpp
T
santorac 2c59f1b8a4 Added support for deeply nested material property groups.
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>
2022-02-01 16:35:42 -08:00

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1.9 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/RPI.Public/Material/Material.h>
#include <Atom/RPI.Public/Material/MaterialSystem.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
#include <Atom/RPI.Reflect/Material/LuaMaterialFunctor.h>
#include <AtomCore/Instance/InstanceDatabase.h>
namespace AZ
{
namespace RPI
{
void MaterialSystem::Reflect(AZ::ReflectContext* context)
{
MaterialPropertyValue::Reflect(context);
MaterialTypeAsset::Reflect(context);
MaterialAsset::Reflect(context);
MaterialPropertiesLayout::Reflect(context);
MaterialFunctor::Reflect(context);
MaterialNameContext::Reflect(context);
LuaMaterialFunctor::Reflect(context);
ReflectMaterialDynamicMetadata(context);
}
void MaterialSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
{
assetHandlers.emplace_back(MakeAssetHandler<MaterialTypeAssetHandler>());
assetHandlers.emplace_back(MakeAssetHandler<MaterialAssetHandler>());
}
void MaterialSystem::Init()
{
AZ::Data::InstanceHandler<Material> handler;
handler.m_createFunction = [](Data::AssetData* materialAsset)
{
return Material::CreateInternal(*(azrtti_cast<MaterialAsset*>(materialAsset)));
};
Data::InstanceDatabase<Material>::Create(azrtti_typeid<MaterialAsset>(), handler);
}
void MaterialSystem::Shutdown()
{
Data::InstanceDatabase<Material>::Destroy();
}
} // namespace RPI
} // namespace AZ