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o3de/Gems/Atom/Feature/Common/Code/Source/Material/ConvertEmissiveUnitFunctorS...

95 lines
4.2 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 "./ConvertEmissiveUnitFunctorSourceData.h"
#include <Atom/RHI.Reflect/ShaderResourceGroupLayout.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace AZ
{
namespace Render
{
void ConvertEmissiveUnitFunctorSourceData::Reflect(AZ::ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<ConvertEmissiveUnitFunctorSourceData>()
->Version(5)
->Field("intensityProperty", &ConvertEmissiveUnitFunctorSourceData::m_intensityPropertyName)
->Field("lightUnitProperty", &ConvertEmissiveUnitFunctorSourceData::m_lightUnitPropertyName)
->Field("shaderInput", &ConvertEmissiveUnitFunctorSourceData::m_shaderInputName)
->Field("ev100Index", &ConvertEmissiveUnitFunctorSourceData::m_ev100Index)
->Field("nitIndex", &ConvertEmissiveUnitFunctorSourceData::m_nitIndex)
->Field("ev100MinMax", &ConvertEmissiveUnitFunctorSourceData::m_ev100MinMax)
->Field("nitMinMax", &ConvertEmissiveUnitFunctorSourceData::m_nitMinMax)
;
}
}
RPI::MaterialFunctorSourceData::FunctorResult ConvertEmissiveUnitFunctorSourceData::CreateFunctor(const RuntimeContext& context) const
{
RPI::Ptr<ConvertEmissiveUnitFunctor> functor = aznew ConvertEmissiveUnitFunctor;
functor->m_intensityPropertyIndex = context.FindMaterialPropertyIndex(AZ::Name{ m_intensityPropertyName });
if (functor->m_intensityPropertyIndex.IsNull())
{
return Failure();
}
AddMaterialPropertyDependency(functor, functor->m_intensityPropertyIndex);
functor->m_lightUnitPropertyIndex = context.FindMaterialPropertyIndex(AZ::Name{ m_lightUnitPropertyName });
if (functor->m_lightUnitPropertyIndex.IsNull())
{
return Failure();
}
AddMaterialPropertyDependency(functor, functor->m_lightUnitPropertyIndex);
functor->m_shaderInputIndex = context.GetShaderResourceGroupLayout()->FindShaderInputConstantIndex(AZ::Name{ m_shaderInputName });
if (functor->m_shaderInputIndex.IsNull())
{
AZ_Error("ConvertEmissiveUnitFunctorSourceData", false, "Could not find shader input '%s'", m_shaderInputName.data());
return Failure();
}
functor->m_ev100Index = m_ev100Index;
functor->m_nitIndex = m_nitIndex;
return Success(RPI::Ptr<RPI::MaterialFunctor>(functor));
}
RPI::MaterialFunctorSourceData::FunctorResult ConvertEmissiveUnitFunctorSourceData::CreateFunctor(const EditorContext& context) const
{
RPI::Ptr<ConvertEmissiveUnitFunctor> functor = aznew ConvertEmissiveUnitFunctor;
functor->m_intensityPropertyIndex = context.FindMaterialPropertyIndex(AZ::Name{ m_intensityPropertyName });
if (functor->m_intensityPropertyIndex.IsNull())
{
return Failure();
}
AddMaterialPropertyDependency(functor, functor->m_intensityPropertyIndex);
functor->m_lightUnitPropertyIndex = context.FindMaterialPropertyIndex(AZ::Name{ m_lightUnitPropertyName });
if (functor->m_lightUnitPropertyIndex.IsNull())
{
return Failure();
}
AddMaterialPropertyDependency(functor, functor->m_lightUnitPropertyIndex);
functor->m_ev100Index = m_ev100Index;
functor->m_nitIndex = m_nitIndex;
functor->m_ev100Min = m_ev100MinMax.GetX();
functor->m_ev100Max = m_ev100MinMax.GetY();
functor->m_nitMin = m_nitMinMax.GetX();
functor->m_nitMax = m_nitMinMax.GetY();
return Success(RPI::Ptr<RPI::MaterialFunctor>(functor));
}
}
}