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