Re-implement functionality for importing materials as instances.

This commit is contained in:
Menotdan
2023-08-09 15:28:47 -04:00
parent 9156e7727b
commit af3d9d0eb3
2 changed files with 14 additions and 3 deletions

View File

@@ -385,6 +385,8 @@ void ModelTool::Options::Serialize(SerializeStream& stream, const void* otherObj
SERIALIZE(LODCount);
SERIALIZE(TriangleReduction);
SERIALIZE(ImportMaterials);
SERIALIZE(ImportMaterialsAsInstances);
SERIALIZE(InstanceToImportAs);
SERIALIZE(ImportTextures);
SERIALIZE(RestoreMaterialsOnReimport);
SERIALIZE(GenerateSDF);
@@ -426,6 +428,8 @@ void ModelTool::Options::Deserialize(DeserializeStream& stream, ISerializeModifi
DESERIALIZE(LODCount);
DESERIALIZE(TriangleReduction);
DESERIALIZE(ImportMaterials);
DESERIALIZE(ImportMaterialsAsInstances);
DESERIALIZE(InstanceToImportAs);
DESERIALIZE(ImportTextures);
DESERIALIZE(RestoreMaterialsOnReimport);
DESERIALIZE(GenerateSDF);
@@ -977,17 +981,17 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
if (options.ImportMaterialsAsInstances)
{
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialInstanceTag, assetPath, material.AssetID);
MaterialInstance* materialInstance = (MaterialInstance*) LoadAsset(assetPath, MaterialInstance::TypeInitializer);
MaterialInstance* materialInstance = (MaterialInstance*)LoadAsset(assetPath, MaterialInstance::TypeInitializer);
if (materialInstance->WaitForLoaded())
{
LOG(Error, "Failed to load material instance after creation. ({0})", assetPath);
return true;
}
MaterialBase* materialInstanceOf = (MaterialBase*) LoadAsset(options.InstanceToImportAs, MaterialBase::TypeInitializer);
MaterialBase* materialInstanceOf = options.InstanceToImportAs;
if (materialInstanceOf->WaitForLoaded())
{
LOG(Error, "Failed to load material to create an instance of. ({0})", options.InstanceToImportAs);
LOG(Error, "Failed to load material to create an instance of. ({0})", options.InstanceToImportAs->GetID());
return true;
}

View File

@@ -12,6 +12,7 @@
#include "Engine/Graphics/Models/SkeletonData.h"
#include "Engine/Animations/AnimationData.h"
#include <Engine/Content/Assets/Material.h>
#include <Engine/Graphics/GPUDevice.h>
class JsonWriter;
@@ -329,6 +330,12 @@ public:
// If checked, the importer will create materials for model meshes as specified in the file.
API_FIELD(Attributes="EditorOrder(400), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
bool ImportMaterials = true;
// If checked, the importer will create the model's materials as instances of a base material.
API_FIELD(Attributes = "EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials))")
bool ImportMaterialsAsInstances = false;
// The material to import the model's materials as an instance of.
API_FIELD(Attributes = "EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances))")
AssetReference<Material> InstanceToImportAs = (Material*) GPUDevice::Instance->GetDefaultMaterial();
// If checked, the importer will import texture files used by the model and any embedded texture resources.
API_FIELD(Attributes="EditorOrder(410), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
bool ImportTextures = true;