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113 lines
5.1 KiB
C++
113 lines
5.1 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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#pragma once
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#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentBus.h>
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#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentConstants.h>
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#include <Atom/Feature/Utils/EditorRenderComponentAdapter.h>
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#include <Material/MaterialComponent.h>
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#include <Material/EditorMaterialComponentSlot.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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//! In-editor material component for displaying and editing material assignments.
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class EditorMaterialComponent final
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: public EditorRenderComponentAdapter<MaterialComponentController, MaterialComponent, MaterialComponentConfig>
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, private MaterialReceiverNotificationBus::Handler
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, private MaterialComponentNotificationBus::Handler
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{
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public:
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using BaseClass = EditorRenderComponentAdapter<MaterialComponentController, MaterialComponent, MaterialComponentConfig>;
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AZ_EDITOR_COMPONENT(EditorMaterialComponent, EditorMaterialComponentTypeId, BaseClass);
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static void Reflect(AZ::ReflectContext* context);
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static bool ConvertVersion(AZ::SerializeContext& context, AZ::SerializeContext::DataElementNode& classElement);
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EditorMaterialComponent() = default;
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EditorMaterialComponent(const MaterialComponentConfig& config);
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private:
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// BaseClass overrides ...
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void Activate() override;
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void Deactivate() override;
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void AddContextMenuActions(QMenu* menu) override;
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//! Called when you want to change the game asset through code (like when creating components based on assets).
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void SetPrimaryAsset(const AZ::Data::AssetId& assetId) override;
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AZ::u32 OnConfigurationChanged() override;
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//! MaterialReceiverNotificationBus::Handler overrides...
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void OnMaterialAssignmentsChanged() override;
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//! MaterialComponentNotificationBus::Handler overrides...
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void OnMaterialsEdited(const MaterialAssignmentMap& materials) override;
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// Apply a material component configuration to the active controller
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void UpdateConfiguration(const MaterialComponentConfig& config);
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// Converts the editor components material slots to the material component
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// configuration and updates the controller
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void UpdateController();
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// Regenerates the editor component material slots based on the material and
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// LOD mapping from the model or other consumer of materials.
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// If any corresponding material assignments are found in the component
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// controller configuration then those values will be assigned to the editor component slots.
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void UpdateMaterialSlots();
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// Clears all values related to the material component and regenerates the editor slots
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AZ::u32 ResetMaterialSlots();
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// Opens the source material export dialog and updates editor material slots based on
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// selected actions
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AZ::u32 OpenMaterialExporter();
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AZ::u32 OnLodsToggled();
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// Get the visibility of the LOD material slots based on the enable flag
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AZ::Crc32 GetLodVisibility() const;
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// Get the visibility of the default material slot based on the enable flag
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AZ::Crc32 GetDefaultMaterialVisibility() const;
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// Get the visibility of the entire component interface based on the number of selected entities
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AZ::Crc32 GetEditorVisibility() const;
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// Get the visibility of the 'multiple entity selected' warning message box
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AZ::Crc32 GetMessageVisibility() const;
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// Evaluate if materials can be edited
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bool IsEditingAllowed() const;
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template<typename ComponentType, typename ContainerType>
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static void BuildMaterialSlotMap(ComponentType& component, ContainerType& materialSlots);
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AZStd::unordered_map<MaterialAssignmentId, EditorMaterialComponentSlot*> GetMaterialSlots();
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AZStd::unordered_map<MaterialAssignmentId, const EditorMaterialComponentSlot*> GetMaterialSlots() const;
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AZStd::string GetLabelForLod(int lodIndex) const;
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AZStd::string m_message;
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EditorMaterialComponentSlot m_defaultMaterialSlot;
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EditorMaterialComponentSlotContainer m_materialSlots;
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EditorMaterialComponentSlotsByLodContainer m_materialSlotsByLod;
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bool m_materialSlotsByLodEnabled = false;
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bool m_configurationChangeInProgress = false; // when true, model changes are ignored
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static const char* GenerateMaterialsButtonText;
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static const char* GenerateMaterialsToolTipText;
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static const char* ResetMaterialsButtonText;
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static const char* ResetMaterialsToolTipText;
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};
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} // namespace Render
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} // namespace AZ
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