Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponentSlot.h
T
Guthrie Adams e8142fa403 Updated editor material component slots to support dynamic previews rendered with property overrides applied
Fixed scaling issues with labels used for images
Reduced updating previews and material component inspector to only apply after a value is committed
Storing cache of previously rendered material previews

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-10-12 13:19:38 -05:00

86 lines
3.5 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
*
*/
#pragma once
#include <Atom/Feature/Material/MaterialAssignment.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/string/string.h>
#include <QPixmap>
namespace AZ
{
namespace Render
{
//! Details for a single editable material assignment
struct EditorMaterialComponentSlot final
{
AZ_RTTI(EditorMaterialComponentSlot, "{344066EB-7C3D-4E92-B53D-3C9EBD546488}");
AZ_CLASS_ALLOCATOR(EditorMaterialComponentSlot, SystemAllocator, 0);
static bool ConvertVersion(AZ::SerializeContext& context, AZ::SerializeContext::DataElementNode& classElement);
static void Reflect(ReflectContext* context);
//! Get cached preview image as a buffer to use as an RPE attribute
//! If a cached image isn't avalible then a request will be made to render one
AZStd::vector<char> GetPreviewPixmapData() const;
//! Returns the overridden asset id if it's valid, otherwise gets the default asseet id
AZ::Data::AssetId GetActiveAssetId() const;
//! Returns the default asseet id of the material provded by the model
AZ::Data::AssetId GetDefaultAssetId() const;
//! Returns the display name of the material slot
AZStd::string GetLabel() const;
//! Returns true if the active material asset has a source material
bool HasSourceData() const;
//! Assign a new material override asset
void SetAsset(const Data::AssetId& assetId);
//! Assign a new material override asset
void SetAsset(const Data::Asset<RPI::MaterialAsset>& asset);
//! Remove material and prperty overrides
void Clear();
//! Remove prperty overrides
void ClearOverrides();
void OpenMaterialExporter();
void OpenMaterialEditor() const;
void OpenMaterialInspector();
void OpenUvNameMapInspector();
AZ::EntityId m_entityId;
MaterialAssignmentId m_id;
Data::Asset<RPI::MaterialAsset> m_materialAsset;
private:
void OpenPopupMenu(const AZ::Data::AssetId& assetId, const AZ::Data::AssetType& assetType);
void OnMaterialChanged() const;
void OnDataChanged() const;
mutable bool m_updatePreview = true;
};
// Vector of slots for assignable or overridable material data.
using EditorMaterialComponentSlotContainer = AZStd::vector<EditorMaterialComponentSlot>;
// Table containing all editable material data that is displayed in the edit context and inspector
// The vector represents all the LODs that can have material overrides.
// The container will be populated with every potential material slot on an associated model, using its default values.
// Whenever changes are made to this container, the modified values are copied into the controller configuration material assignment
// map as overrides that will be applied to material instances
using EditorMaterialComponentSlotsByLodContainer = AZStd::vector<EditorMaterialComponentSlotContainer>;
} // namespace Render
} // namespace AZ