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53 lines
2.4 KiB
C++
53 lines
2.4 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/EditorComponents/EditorTerrainMacroMaterialComponent.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzToolsFramework/AssetBrowser/Entries/AssetBrowserEntry.h>
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namespace Terrain
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{
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void EditorTerrainMacroMaterialComponent::Reflect(AZ::ReflectContext* context)
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{
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BaseClassType::ReflectSubClass<EditorTerrainMacroMaterialComponent, BaseClassType>(
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context, 1,
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&LmbrCentral::EditorWrappedComponentBaseVersionConverter<typename BaseClassType::WrappedComponentType,
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typename BaseClassType::WrappedConfigType, 1>
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);
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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AZ::EditContext* editContext = serializeContext->GetEditContext();
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// The edit context for TerrainMacroMaterialConfig is specified here to make it easier to add custom filtering to the
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// asset picker for the material asset so that we can eventually only display materials that inherit from the proper
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// material type.
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if (editContext)
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{
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editContext
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->Class<TerrainMacroMaterialConfig>(
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"Terrain Macro Material Component", "Provide a terrain macro material for a region of the world")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->DataElement(
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AZ::Edit::UIHandlers::Default, &TerrainMacroMaterialConfig::m_materialAsset, "Macro Material",
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"Terrain macro material for use by any terrain inside the bounding box on this entity.")
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// This is disabled until ChangeValidate can support the Asset<T> type. :(
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//->Attribute(AZ::Edit::Attributes::ChangeValidate, &TerrainMacroMaterialConfig::ValidateMaterialAsset)
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;
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}
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}
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}
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}
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