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- /*
- * 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
- *
- */
- #include "MaterialConverterSystemComponent.h"
- #include <AssetBuilderSDK/AssetBuilderSDK.h>
- #include <AzCore/Math/Color.h>
- #include <AzCore/Serialization/EditContext.h>
- #include <AzCore/Serialization/SerializeContext.h>
- #include <AzCore/Settings/SettingsRegistry.h>
- #include <AzToolsFramework/API/EditorAssetSystemAPI.h>
- #include <Atom/RPI.Reflect/Material/MaterialAsset.h>
- #include <Atom/RPI.Edit/Material/MaterialUtils.h>
- namespace AZ
- {
- namespace Render
- {
- void MaterialConverterSettings::Reflect(AZ::ReflectContext* context)
- {
- if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
- {
- serializeContext->Class<MaterialConverterSettings>()
- // If new settings are added here, be sure to update MaterialConverterSystemComponent::GetFingerprintInfo() as well.
- ->Version(2)
- ->Field("Enable", &MaterialConverterSettings::m_enable)
- ->Field("DefaultMaterial", &MaterialConverterSettings::m_defaultMaterial);
- }
- }
- void MaterialConverterSystemComponent::Reflect(AZ::ReflectContext* context)
- {
- if (auto* serialize = azrtti_cast<SerializeContext*>(context))
- {
- serialize->Class<MaterialConverterSystemComponent, Component>()
- // If changes are made to the material conversion process, update the version number in
- // MaterialConverterSystemComponent::GetFingerprintInfo(), not this one.
- ->Version(3)
- ->Attribute(Edit::Attributes::SystemComponentTags, AZStd::vector<Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }));
- }
- MaterialConverterSettings::Reflect(context);
- }
-
- void MaterialConverterSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& services)
- {
- services.emplace_back(AZ_CRC_CE("FingerprintModification"));
- }
- void MaterialConverterSystemComponent::Activate()
- {
- if (auto* settingsRegistry = AZ::SettingsRegistry::Get())
- {
- settingsRegistry->GetObject(m_settings, "/O3DE/SceneAPI/MaterialConverter");
- }
- RPI::MaterialConverterBus::Handler::BusConnect();
- }
- void MaterialConverterSystemComponent::Deactivate()
- {
- RPI::MaterialConverterBus::Handler::BusDisconnect();
- }
-
- bool MaterialConverterSystemComponent::IsEnabled() const
- {
- return m_settings.m_enable;
- }
-
- AZStd::string MaterialConverterSystemComponent::GetFingerprintInfo() const
- {
- static constexpr int Version = 2; // Bump this version whenever changes are made to the material conversion code to force the AP to reprocess scene files
- AZStd::string fingerprintInfo = AZStd::string::format("[MaterialConverter version=%d enabled=%d", Version, IsEnabled());
-
- if (!IsEnabled())
- {
- fingerprintInfo += AZStd::string::format(" defaultMaterial=%s", GetDefaultMaterialPath().c_str());
- }
- fingerprintInfo += "]";
- return fingerprintInfo;
- }
- bool MaterialConverterSystemComponent::ConvertMaterial(
- const AZ::SceneAPI::DataTypes::IMaterialData& materialData, RPI::MaterialSourceData& sourceData)
- {
- using namespace AZ::RPI;
-
- if (!m_settings.m_enable)
- {
- return false;
- }
- // The source data for generating material asset
- sourceData.m_materialType = GetMaterialTypePath();
- auto handleTexture = [&materialData, &sourceData](const char* propertyTextureGroup, const char* propertyTextureName, SceneAPI::DataTypes::IMaterialData::TextureMapType textureType)
- {
- const AZStd::string& texturePath = materialData.GetTexture(textureType);
- // Check to see if the image asset exists. If not, skip this texture map and just disable it.
- bool assetFound = false;
- if (!texturePath.empty())
- {
- using namespace AzToolsFramework;
- AZ::Data::AssetInfo sourceInfo;
- AZStd::string watchFolder;
- AssetSystemRequestBus::BroadcastResult(
- assetFound, &AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, texturePath.c_str(), sourceInfo,
- watchFolder);
- }
- if (assetFound)
- {
- sourceData.SetPropertyValue(MaterialPropertyId{propertyTextureGroup, propertyTextureName}, texturePath);
- }
- else if (!texturePath.empty())
- {
- AZ_Warning("AtomFeatureCommon", false, "Could not find asset '%s' for '%s'", texturePath.c_str(), propertyTextureGroup);
- }
- };
- // If PBR material properties aren't in use, fall back to legacy properties. Don't do that if some PBR material properties are set, though.
- bool anyPBRInUse = false;
- handleTexture("specularF0", "textureMap", SceneAPI::DataTypes::IMaterialData::TextureMapType::Specular);
- handleTexture("normal", "textureMap", SceneAPI::DataTypes::IMaterialData::TextureMapType::Normal);
- AZStd::optional<bool> useColorMap = materialData.GetUseColorMap();
- // If the useColorMap property exists, this is a PBR material and the color should be set to baseColor.
- if (useColorMap.has_value())
- {
- anyPBRInUse = true;
- handleTexture("baseColor", "textureMap", SceneAPI::DataTypes::IMaterialData::TextureMapType::BaseColor);
- sourceData.SetPropertyValue(Name{"baseColor.textureBlendMode"}, AZStd::string("Lerp"));
- }
- else
- {
- // If it doesn't have the useColorMap property, then it's a non-PBR material and the baseColor
- // texture needs to be set to the diffuse texture.
- handleTexture("baseColor", "textureMap", SceneAPI::DataTypes::IMaterialData::TextureMapType::Diffuse);
- }
- auto toColor = [](const AZ::Vector3& v) { return AZ::Color::CreateFromVector3AndFloat(v, 1.0f); };
- AZStd::optional<AZ::Vector3> baseColor = materialData.GetBaseColor();
- if (baseColor.has_value())
- {
- anyPBRInUse = true;
- sourceData.SetPropertyValue(Name{"baseColor.color"}, toColor(baseColor.value()));
- }
- sourceData.SetPropertyValue(Name{"opacity.factor"}, materialData.GetOpacity());
- if (1.0f - materialData.GetOpacity() > AZ::Constants::FloatEpsilon)
- {
- sourceData.SetPropertyValue(Name{ "opacity.mode" }, AZStd::string("Blended"));
- }
- auto applyOptionalPropertiesFunc = [&sourceData, &anyPBRInUse](const auto& propertyGroup, const auto& propertyName, const auto& propertyOptional)
- {
- // Only set PBR settings if they were specifically set in the scene's data.
- // Otherwise, leave them unset so the data driven default properties are used.
- if (propertyOptional.has_value())
- {
- anyPBRInUse = true;
- sourceData.SetPropertyValue(MaterialPropertyId{propertyGroup, propertyName}, propertyOptional.value());
- }
- };
- handleTexture("metallic", "textureMap", SceneAPI::DataTypes::IMaterialData::TextureMapType::Metallic);
- applyOptionalPropertiesFunc("metallic", "factor", materialData.GetMetallicFactor());
- applyOptionalPropertiesFunc("metallic", "useTexture", materialData.GetUseMetallicMap());
- handleTexture("roughness", "textureMap", SceneAPI::DataTypes::IMaterialData::TextureMapType::Roughness);
- applyOptionalPropertiesFunc("roughness", "useTexture", materialData.GetUseRoughnessMap());
- // Both PBR material and non-PBR material can have the RoughnessFactor property
- AZStd::optional<float> roughness = materialData.GetRoughnessFactor();
- if (roughness.has_value())
- {
- sourceData.SetPropertyValue(Name{"roughness.factor"}, roughness.value());
- }
- else if (materialData.GetShininess() > AZ::Constants::FloatEpsilon)
- {
- // When the MaterialData provides Shininess instead of Roughness, it is necessary to convert Shininess to Roughness.
- // Normalized Blinn-Phong: D_p(m)=((alpha_p+2)/(2*PI))dot(n, m)^alpha_p, Usually use formula: alpha_p=2*alpha^-2 - 2,
- // alpha = roughness^2
- sourceData.SetPropertyValue(
- Name{ "roughness.factor" }, aznumeric_cast<float>(pow(2.0f / (materialData.GetShininess() + 2.0f), 0.25)));
- }
- handleTexture("emissive", "textureMap", SceneAPI::DataTypes::IMaterialData::TextureMapType::Emissive);
- sourceData.SetPropertyValue(Name{"emissive.color"}, toColor(materialData.GetEmissiveColor()));
- applyOptionalPropertiesFunc("emissive", "intensity", materialData.GetEmissiveIntensity());
- applyOptionalPropertiesFunc("emissive", "useTexture", materialData.GetUseEmissiveMap());
- handleTexture("occlusion", "diffuseTextureMap", SceneAPI::DataTypes::IMaterialData::TextureMapType::AmbientOcclusion);
- applyOptionalPropertiesFunc("occlusion", "diffuseUseTexture", materialData.GetUseAOMap());
- if (!anyPBRInUse)
- {
- // If it doesn't have the useColorMap property, then it's a non-PBR material and the baseColor
- // texture needs to be set to the diffuse color.
- sourceData.SetPropertyValue(Name{"baseColor.color"}, toColor(materialData.GetDiffuseColor()));
- }
- return true;
- }
- AZStd::string MaterialConverterSystemComponent::GetMaterialTypePath() const
- {
- return AZ::RPI::MaterialUtils::PredictIntermediateMaterialTypeSourcePath("Materials/Types/StandardPBR.materialtype");
- }
- AZStd::string MaterialConverterSystemComponent::GetDefaultMaterialPath() const
- {
- if (m_settings.m_defaultMaterial.empty())
- {
- AZ_Error("MaterialConverterSystemComponent", m_settings.m_enable,
- "Material conversion is disabled but a default material not specified in registry /O3DE/SceneAPI/MaterialConverter/DefaultMaterial");
- }
- return m_settings.m_defaultMaterial;
- }
- }
- }
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