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288 lines
12 KiB
C++
288 lines
12 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 <TerrainRenderer/Components/TerrainMacroMaterialComponent.h>
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#include <AzCore/Asset/AssetSerializer.h>
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <AzCore/Component/Entity.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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namespace Terrain
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{
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AZ::Data::AssetId TerrainMacroMaterialConfig::s_macroMaterialTypeAssetId{};
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void TerrainMacroMaterialConfig::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context);
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if (serialize)
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{
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serialize->Class<TerrainMacroMaterialConfig, AZ::ComponentConfig>()
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->Version(1)
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->Field("MacroMaterial", &TerrainMacroMaterialConfig::m_materialAsset)
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;
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// The edit context for this appears in EditorTerrainMacroMaterialComponent.cpp.
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}
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}
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AZ::Data::AssetId TerrainMacroMaterialConfig::GetTerrainMacroMaterialTypeAssetId()
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{
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// Get the Asset ID for the TerrainMacroMaterial material type and store it in a class static so that we don't have to look it
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// up again.
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if (!s_macroMaterialTypeAssetId.IsValid())
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{
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(
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s_macroMaterialTypeAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, TerrainMacroMaterialTypeAsset,
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azrtti_typeid<AZ::RPI::MaterialTypeAsset>(), false);
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AZ_Assert(s_macroMaterialTypeAssetId.IsValid(), "The asset '%s' couldn't be found.", TerrainMacroMaterialTypeAsset);
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}
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return s_macroMaterialTypeAssetId;
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}
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bool TerrainMacroMaterialConfig::IsMaterialTypeCorrect(const AZ::Data::AssetId& assetId)
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{
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// We'll verify that whatever material we try to load has this material type as a dependency, as a way to implicitly detect
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// that we're only trying to use terrain macro materials even before we load the asset.
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auto macroMaterialTypeAssetId = GetTerrainMacroMaterialTypeAssetId();
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// Get the dependencies for the requested asset.
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AZ::Outcome<AZStd::vector<AZ::Data::ProductDependency>, AZStd::string> result;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(
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result, &AZ::Data::AssetCatalogRequestBus::Events::GetDirectProductDependencies, assetId);
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// If any of the dependencies match the TerrainMacroMaterial materialtype asset, then this should be the correct type of material.
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if (result)
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{
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for (auto& dependency : result.GetValue())
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{
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if (dependency.m_assetId == macroMaterialTypeAssetId)
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{
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return true;
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}
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}
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}
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// Didn't have the expected dependency, so it must not be the right material type.
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return false;
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}
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AZ::Outcome<void, AZStd::string> TerrainMacroMaterialConfig::ValidateMaterialAsset(void* newValue, const AZ::Uuid& valueType)
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{
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if (azrtti_typeid<AZ::Data::Asset<AZ::RPI::MaterialAsset>>() != valueType)
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{
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AZ_Assert(false, "Unexpected value type");
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return AZ::Failure(AZStd::string("Unexpectedly received something other than a material asset for the MacroMaterial!"));
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}
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auto newMaterialAsset = *static_cast<AZ::Data::Asset<AZ::RPI::MaterialAsset>*>(newValue);
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if (!IsMaterialTypeCorrect(newMaterialAsset.GetId()))
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{
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return AZ::Failure(AZStd::string::format(
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"The selected MacroMaterial ('%s') needs to use the TerrainMacroMaterial material type.",
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newMaterialAsset.GetHint().c_str()));
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}
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return AZ::Success();
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}
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void TerrainMacroMaterialComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services)
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{
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services.push_back(AZ_CRC_CE("TerrainMacroMaterialProviderService"));
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}
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void TerrainMacroMaterialComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& services)
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{
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services.push_back(AZ_CRC_CE("TerrainMacroMaterialProviderService"));
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}
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void TerrainMacroMaterialComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& services)
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{
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services.push_back(AZ_CRC_CE("AxisAlignedBoxShapeService"));
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}
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void TerrainMacroMaterialComponent::Reflect(AZ::ReflectContext* context)
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{
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TerrainMacroMaterialConfig::Reflect(context);
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AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context);
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if (serialize)
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{
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serialize->Class<TerrainMacroMaterialComponent, AZ::Component>()
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->Version(0)
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->Field("Configuration", &TerrainMacroMaterialComponent::m_configuration)
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;
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}
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}
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TerrainMacroMaterialComponent::TerrainMacroMaterialComponent(const TerrainMacroMaterialConfig& configuration)
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: m_configuration(configuration)
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{
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}
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void TerrainMacroMaterialComponent::Activate()
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{
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// Clear out our shape bounds and make sure the material is queued to load.
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m_cachedShapeBounds = AZ::Aabb::CreateNull();
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m_configuration.m_materialAsset.QueueLoad();
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// Don't mark our material as active until it's finished loading and is valid.
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m_macroMaterialActive = false;
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// Listen for the material asset to complete loading.
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AZ::Data::AssetBus::Handler::BusConnect(m_configuration.m_materialAsset.GetId());
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}
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void TerrainMacroMaterialComponent::Deactivate()
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{
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TerrainMacroMaterialRequestBus::Handler::BusDisconnect();
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AZ::Data::AssetBus::Handler::BusDisconnect();
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m_configuration.m_materialAsset.Release();
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m_macroMaterialInstance.reset();
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// Send out any notifications as appropriate based on the macro material destruction.
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HandleMaterialStateChange();
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}
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bool TerrainMacroMaterialComponent::ReadInConfig(const AZ::ComponentConfig* baseConfig)
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{
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if (auto config = azrtti_cast<const TerrainMacroMaterialConfig*>(baseConfig))
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{
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m_configuration = *config;
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return true;
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}
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return false;
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}
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bool TerrainMacroMaterialComponent::WriteOutConfig(AZ::ComponentConfig* outBaseConfig) const
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{
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if (auto config = azrtti_cast<TerrainMacroMaterialConfig*>(outBaseConfig))
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{
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*config = m_configuration;
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return true;
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}
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return false;
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}
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void TerrainMacroMaterialComponent::OnShapeChanged([[maybe_unused]] ShapeComponentNotifications::ShapeChangeReasons reasons)
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{
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// This should only get called while the macro material is active. If it gets called while the macro material isn't active,
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// we've got a bug where we haven't managed the bus connections properly.
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AZ_Assert(m_macroMaterialActive, "The ShapeComponentNotificationBus connection is out of sync with the material load.");
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AZ::Aabb oldShapeBounds = m_cachedShapeBounds;
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LmbrCentral::ShapeComponentRequestsBus::EventResult(
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m_cachedShapeBounds, GetEntityId(), &LmbrCentral::ShapeComponentRequestsBus::Events::GetEncompassingAabb);
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TerrainMacroMaterialNotificationBus::Broadcast(
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&TerrainMacroMaterialNotificationBus::Events::OnTerrainMacroMaterialRegionChanged,
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GetEntityId(), oldShapeBounds, m_cachedShapeBounds);
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}
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void TerrainMacroMaterialComponent::HandleMaterialStateChange()
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{
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// We only want our component to appear active during the time that the macro material is loaded and valid. The logic below
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// will handle all transition possibilities to notify if we've become active, inactive, or just changed. We'll also only
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// keep a valid up-to-date copy of the shape bounds while the material is valid, since we don't need it any other time.
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bool wasPreviouslyActive = m_macroMaterialActive;
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bool isNowActive = (m_macroMaterialInstance != nullptr);
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// Set our state to active or inactive, based on whether or not the macro material instance is now valid.
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m_macroMaterialActive = isNowActive;
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// Handle the different inactive/active transition possibilities.
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if (!wasPreviouslyActive && !isNowActive)
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{
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// Do nothing, we haven't yet successfully loaded a valid material.
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}
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else if (!wasPreviouslyActive && isNowActive)
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{
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// We've transitioned from inactive to active, so send out a message saying that we've been created and start tracking the
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// overall shape bounds.
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// Get the current shape bounds.
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LmbrCentral::ShapeComponentRequestsBus::EventResult(
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m_cachedShapeBounds, GetEntityId(), &LmbrCentral::ShapeComponentRequestsBus::Events::GetEncompassingAabb);
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// Start listening for terrain macro material requests.
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TerrainMacroMaterialRequestBus::Handler::BusConnect(GetEntityId());
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// Start listening for shape changes.
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LmbrCentral::ShapeComponentNotificationsBus::Handler::BusConnect(GetEntityId());
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TerrainMacroMaterialNotificationBus::Broadcast(
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&TerrainMacroMaterialNotificationBus::Events::OnTerrainMacroMaterialCreated, GetEntityId(), m_macroMaterialInstance,
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m_cachedShapeBounds);
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}
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else if (wasPreviouslyActive && !isNowActive)
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{
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// Stop listening to macro material requests or shape changes, and send out a notification that we no longer have a valid
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// macro material.
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TerrainMacroMaterialRequestBus::Handler::BusDisconnect();
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LmbrCentral::ShapeComponentNotificationsBus::Handler::BusDisconnect();
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m_cachedShapeBounds = AZ::Aabb::CreateNull();
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TerrainMacroMaterialNotificationBus::Broadcast(
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&TerrainMacroMaterialNotificationBus::Events::OnTerrainMacroMaterialDestroyed, GetEntityId());
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}
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else
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{
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// We were active both before and after, so just send out a material changed event.
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TerrainMacroMaterialNotificationBus::Broadcast(
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&TerrainMacroMaterialNotificationBus::Events::OnTerrainMacroMaterialChanged, GetEntityId(), m_macroMaterialInstance);
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}
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}
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void TerrainMacroMaterialComponent::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
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{
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m_configuration.m_materialAsset = asset;
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if (m_configuration.m_materialAsset.Get()->GetMaterialTypeAsset().GetId() ==
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TerrainMacroMaterialConfig::GetTerrainMacroMaterialTypeAssetId())
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{
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m_macroMaterialInstance = AZ::RPI::Material::FindOrCreate(m_configuration.m_materialAsset);
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}
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else
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{
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AZ_Error("Terrain", false, "Material '%s' has the wrong material type.", m_configuration.m_materialAsset.GetHint().c_str());
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m_macroMaterialInstance.reset();
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}
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// Clear the material asset reference to make sure we don't prevent hot-reloading.
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m_configuration.m_materialAsset.Release();
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HandleMaterialStateChange();
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}
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void TerrainMacroMaterialComponent::OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset)
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{
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OnAssetReady(asset);
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}
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void TerrainMacroMaterialComponent::GetTerrainMacroMaterialData(
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AZ::Data::Instance<AZ::RPI::Material>& macroMaterial, AZ::Aabb& macroMaterialRegion)
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{
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macroMaterial = m_macroMaterialInstance;
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macroMaterialRegion = m_cachedShapeBounds;
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}
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}
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