MultiSceneExampleComponent.cpp 23 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <AtomSampleViewerOptions.h>
  9. #include <MultiSceneExampleComponent.h>
  10. #include <Atom/Component/DebugCamera/CameraComponent.h>
  11. #include <Atom/Component/DebugCamera/NoClipControllerComponent.h>
  12. #include <Atom/RPI.Public/RenderPipeline.h>
  13. #include <Atom/RPI.Public/Scene.h>
  14. #include <Atom/RHI/RHISystemInterface.h>
  15. #include <Atom/RPI.Public/RPISystemInterface.h>
  16. #include <Atom/RPI.Reflect/Asset/AssetUtils.h>
  17. #include <Atom/RPI.Reflect/Model/ModelAsset.h>
  18. #include <Automation/ScriptRunnerBus.h>
  19. #include <AzCore/Math/MatrixUtils.h>
  20. #include <AzCore/Component/Entity.h>
  21. #include <AzFramework/Components/TransformComponent.h>
  22. #include <AzFramework/Scene/SceneSystemInterface.h>
  23. #include <AzFramework/Entity/GameEntityContextComponent.h>
  24. #include <SampleComponentConfig.h>
  25. #include <SampleComponentManager.h>
  26. #include <EntityUtilityFunctions.h>
  27. #include <RHI/BasicRHIComponent.h>
  28. namespace AtomSampleViewer
  29. {
  30. using namespace AZ;
  31. //////////////////////////////////////////////////////////////////////////
  32. // SecondWindowedScene
  33. SecondWindowedScene::SecondWindowedScene(AZStd::string_view sceneName, MultiSceneExampleComponent* parent)
  34. {
  35. using namespace AZ;
  36. m_sceneName = sceneName;
  37. m_parent = parent;
  38. // Create a new EntityContext and AzFramework::Scene, and link them together via SetSceneForEntityContextId
  39. m_entityContext = AZStd::make_unique<AzFramework::EntityContext>();
  40. m_entityContext->InitContext();
  41. // Create the scene
  42. auto sceneSystem = AzFramework::SceneSystemInterface::Get();
  43. AZ_Assert(sceneSystem, "Unable to retrieve scene system.");
  44. Outcome<AZStd::shared_ptr<AzFramework::Scene>, AZStd::string> createSceneOutcome = sceneSystem->CreateScene(m_sceneName);
  45. AZ_Assert(createSceneOutcome, "%s", createSceneOutcome.GetError().data());
  46. m_frameworkScene = createSceneOutcome.TakeValue();
  47. m_frameworkScene->SetSubsystem<AzFramework::EntityContext::SceneStorageType>(m_entityContext.get());
  48. // Create a NativeWindow and WindowContext
  49. m_nativeWindow = AZStd::make_unique<AzFramework::NativeWindow>("Multi Scene: Second Window", AzFramework::WindowGeometry(0, 0, 1280, 720));
  50. m_nativeWindow->Activate();
  51. RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
  52. m_windowContext = AZStd::make_shared<RPI::WindowContext>();
  53. m_windowContext->Initialize(*device, m_nativeWindow->GetWindowHandle());
  54. // Create the RPI::Scene, add some feature processors
  55. RPI::SceneDescriptor sceneDesc;
  56. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::SimplePointLightFeatureProcessor");
  57. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::SimpleSpotLightFeatureProcessor");
  58. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::CapsuleLightFeatureProcessor");
  59. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::DecalTextureArrayFeatureProcessor");
  60. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::DirectionalLightFeatureProcessor");
  61. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::DiskLightFeatureProcessor");
  62. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::ImageBasedLightFeatureProcessor");
  63. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::MeshFeatureProcessor");
  64. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::PointLightFeatureProcessor");
  65. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::PostProcessFeatureProcessor");
  66. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::QuadLightFeatureProcessor");
  67. sceneDesc.m_featureProcessorNames.push_back("ReflectionProbeFeatureProcessor");
  68. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::SkyBoxFeatureProcessor");
  69. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::DiskLightFeatureProcessor");
  70. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::TransformServiceFeatureProcessor");
  71. sceneDesc.m_featureProcessorNames.push_back("AZ::Render::ProjectedShadowFeatureProcessor");
  72. m_scene = RPI::Scene::CreateScene(sceneDesc);
  73. // Setup scene srg modification callback (to push per-frame values to the shaders)
  74. RPI::ShaderResourceGroupCallback srgCallback = [this](RPI::ShaderResourceGroup* srg)
  75. {
  76. if (srg == nullptr)
  77. {
  78. return;
  79. }
  80. RHI::ShaderInputNameIndex timeIndex = "m_time";
  81. RHI::ShaderInputNameIndex deltaTimeIndex = "m_deltaTime";
  82. srg->SetConstant(timeIndex, aznumeric_cast<float>(m_simulateTime));
  83. srg->SetConstant(deltaTimeIndex, m_deltaTime);
  84. bool needCompile = timeIndex.IsValid() || deltaTimeIndex.IsValid();
  85. if (needCompile)
  86. {
  87. srg->Compile();
  88. }
  89. };
  90. m_scene->SetShaderResourceGroupCallback(srgCallback);
  91. // Link our RPI::Scene to the AzFramework::Scene
  92. m_frameworkScene->SetSubsystem(m_scene);
  93. // Create a custom pipeline descriptor
  94. RPI::RenderPipelineDescriptor pipelineDesc;
  95. pipelineDesc.m_mainViewTagName = "MainCamera"; // Surface shaders render to the "MainCamera" tag
  96. pipelineDesc.m_name = "SecondPipeline"; // Sets the debug name for this pipeline
  97. pipelineDesc.m_rootPassTemplate = "MainPipeline"; // References a template in AtomSampleViewer\Passes\MainPipeline.pass
  98. pipelineDesc.m_renderSettings.m_multisampleState.m_samples = 4;
  99. m_pipeline = RPI::RenderPipeline::CreateRenderPipelineForWindow(pipelineDesc, *m_windowContext);
  100. m_scene->AddRenderPipeline(m_pipeline);
  101. m_scene->Activate();
  102. RPI::RPISystemInterface::Get()->RegisterScene(m_scene);
  103. // Create a camera entity, hook it up to the RenderPipeline
  104. m_cameraEntity = CreateEntity("WindowedSceneCamera", m_entityContext->GetContextId());
  105. Debug::CameraComponentConfig cameraConfig(m_windowContext);
  106. cameraConfig.m_fovY = Constants::HalfPi;
  107. m_cameraEntity->CreateComponent(azrtti_typeid<Debug::CameraComponent>())->SetConfiguration(cameraConfig);
  108. m_cameraEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
  109. m_cameraEntity->CreateComponent(azrtti_typeid<Debug::NoClipControllerComponent>());
  110. m_cameraEntity->Init();
  111. m_cameraEntity->Activate();
  112. m_pipeline->SetDefaultViewFromEntity(m_cameraEntity->GetId());
  113. // Create a Depth of Field entity
  114. m_depthOfFieldEntity = CreateEntity("DepthOfField", m_entityContext->GetContextId());
  115. m_depthOfFieldEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
  116. // Get the FeatureProcessors
  117. m_meshFeatureProcessor = m_scene->GetFeatureProcessor<Render::MeshFeatureProcessorInterface>();
  118. m_skyBoxFeatureProcessor = m_scene->GetFeatureProcessor<Render::SkyBoxFeatureProcessorInterface>();
  119. m_pointLightFeatureProcessor = m_scene->GetFeatureProcessor<Render::PointLightFeatureProcessorInterface>();
  120. m_diskLightFeatureProcessor = m_scene->GetFeatureProcessor<Render::DiskLightFeatureProcessorInterface>();
  121. m_directionalLightFeatureProcessor = m_scene->GetFeatureProcessor<Render::DirectionalLightFeatureProcessorInterface>();
  122. m_reflectionProbeFeatureProcessor = m_scene->GetFeatureProcessor<Render::ReflectionProbeFeatureProcessorInterface>();
  123. m_postProcessFeatureProcessor = m_scene->GetFeatureProcessor<Render::PostProcessFeatureProcessorInterface>();
  124. // Helper function to load meshes
  125. const auto LoadMesh = [this](const char* modelPath) -> Render::MeshFeatureProcessorInterface::MeshHandle
  126. {
  127. AZ_Assert(m_meshFeatureProcessor, "Cannot find mesh feature processor on scene");
  128. auto meshAsset = RPI::AssetUtils::GetAssetByProductPath<RPI::ModelAsset>(modelPath, RPI::AssetUtils::TraceLevel::Assert);
  129. auto materialAsset = RPI::AssetUtils::LoadAssetByProductPath<RPI::MaterialAsset>(DefaultPbrMaterialPath,
  130. RPI::AssetUtils::TraceLevel::Assert);
  131. auto material = AZ::RPI::Material::FindOrCreate(materialAsset);
  132. Render::MeshFeatureProcessorInterface::MeshHandle meshHandle = m_meshFeatureProcessor->AcquireMesh(Render::MeshHandleDescriptor{ meshAsset }, material);
  133. return meshHandle;
  134. };
  135. // Create the ShaderBalls
  136. {
  137. for (uint32_t i = 0u; i < ShaderBallCount; i++)
  138. {
  139. m_shaderBallMeshHandles.push_back(LoadMesh(ShaderBallModelFilePath));
  140. auto updateShaderBallTransform = [this, i](Data::Instance<RPI::Model> model)
  141. {
  142. const Aabb& aabb = model->GetModelAsset()->GetAabb();
  143. const Vector3 translation{ 0.0f, -aabb.GetMin().GetZ() * aznumeric_cast<float>(i), -aabb.GetMin().GetY() };
  144. const auto transform = Transform::CreateTranslation(translation);
  145. m_meshFeatureProcessor->SetTransform(m_shaderBallMeshHandles[i], transform);
  146. };
  147. // If the model is available already, set the tranform immediately, else utilize the EBus::Event feature
  148. Data::Instance<RPI::Model> shaderBallModel = m_meshFeatureProcessor->GetModel(m_shaderBallMeshHandles[i]);
  149. if (shaderBallModel)
  150. {
  151. updateShaderBallTransform(shaderBallModel);
  152. }
  153. else
  154. {
  155. m_shaderBallChangedHandles.push_back(ModelChangedHandler(updateShaderBallTransform));
  156. m_meshFeatureProcessor->ConnectModelChangeEventHandler(m_shaderBallMeshHandles[i], m_shaderBallChangedHandles.back());
  157. }
  158. }
  159. }
  160. // Create the floor
  161. {
  162. const Vector3 nonUniformScale{ 24.f, 24.f, 1.0f };
  163. const Vector3 translation{ 0.f, 0.f, 0.0f };
  164. const auto transform = Transform::CreateTranslation(translation);
  165. m_floorMeshHandle = LoadMesh(CubeModelFilePath);
  166. m_meshFeatureProcessor->SetTransform(m_floorMeshHandle, transform, nonUniformScale);
  167. }
  168. // Create the Skybox
  169. {
  170. m_skyBoxFeatureProcessor->SetSkyboxMode(Render::SkyBoxMode::PhysicalSky);
  171. m_skyBoxFeatureProcessor->Enable(true);
  172. }
  173. // Create PointLight
  174. {
  175. m_pointLightHandle = m_pointLightFeatureProcessor->AcquireLight();
  176. const Vector3 pointLightPosition(4.0f, 0.0f, 5.0f);
  177. m_pointLightFeatureProcessor->SetPosition(m_pointLightHandle, pointLightPosition);
  178. Render::PhotometricValue rgbIntensity;
  179. rgbIntensity.SetEffectiveSolidAngle(Render::PhotometricValue::OmnidirectionalSteradians);
  180. m_pointLightFeatureProcessor->SetRgbIntensity(m_pointLightHandle, rgbIntensity.GetCombinedRgb<Render::PhotometricUnit::Candela>());
  181. m_pointLightFeatureProcessor->SetBulbRadius(m_pointLightHandle, 4.0f);
  182. }
  183. // Create DiskLight
  184. {
  185. m_diskLightHandle = m_diskLightFeatureProcessor->AcquireLight();
  186. const Vector3 diskLightPosition(3.0f, 0.0f, 4.0f);
  187. m_diskLightFeatureProcessor->SetPosition(m_diskLightHandle, diskLightPosition);
  188. Render::PhotometricValue rgbIntensity;
  189. m_diskLightFeatureProcessor->SetRgbIntensity(m_diskLightHandle, Render::PhotometricColor<Render::PhotometricUnit::Candela>(Color::CreateOne() * 2000.0f));
  190. const auto lightDir = Transform::CreateLookAt(
  191. diskLightPosition,
  192. Vector3::CreateZero());
  193. m_diskLightFeatureProcessor->SetDirection(m_diskLightHandle, lightDir.GetBasis(1));
  194. const float radius = sqrtf(2000.0f / 0.5f);
  195. m_diskLightFeatureProcessor->SetAttenuationRadius(m_diskLightHandle, radius);
  196. m_diskLightFeatureProcessor->SetShadowsEnabled(m_diskLightHandle, true);
  197. m_diskLightFeatureProcessor->SetShadowmapMaxResolution(m_diskLightHandle, Render::ShadowmapSize::Size512);
  198. m_diskLightFeatureProcessor->SetConeAngles(m_diskLightHandle, DegToRad(22.5f), DegToRad(27.5f));
  199. m_diskLightFeatureProcessor->SetSofteningBoundaryWidthAngle(m_diskLightHandle, DegToRad(0.25f));
  200. }
  201. // Create DirectionalLight
  202. {
  203. m_directionalLightHandle = m_directionalLightFeatureProcessor->AcquireLight();
  204. // Get the camera configuration
  205. {
  206. Camera::Configuration config;
  207. Camera::CameraRequestBus::EventResult(
  208. config,
  209. m_cameraEntity->GetId(),
  210. &Camera::CameraRequestBus::Events::GetCameraConfiguration);
  211. m_directionalLightFeatureProcessor->SetCameraConfiguration(
  212. m_directionalLightHandle,
  213. config);
  214. }
  215. // Camera Transform
  216. {
  217. Transform transform = Transform::CreateIdentity();
  218. TransformBus::EventResult(
  219. transform,
  220. m_cameraEntity->GetId(),
  221. &TransformBus::Events::GetWorldTM);
  222. m_directionalLightFeatureProcessor->SetCameraTransform(
  223. m_directionalLightHandle, transform);
  224. }
  225. Render::PhotometricColor<Render::PhotometricUnit::Lux> lightColor(Color::CreateOne() * 50.0f);
  226. m_directionalLightFeatureProcessor->SetRgbIntensity(m_directionalLightHandle, lightColor);
  227. const Vector3 helperPosition(-3.0f, 0.0f, 4.0f);
  228. const auto lightDir = Transform::CreateLookAt(
  229. helperPosition,
  230. Vector3::CreateZero());
  231. m_directionalLightFeatureProcessor->SetDirection(m_directionalLightHandle, lightDir.GetBasis(1));
  232. m_directionalLightFeatureProcessor->SetShadowmapSize(m_directionalLightHandle, Render::ShadowmapSize::Size512);
  233. m_directionalLightFeatureProcessor->SetCascadeCount(m_directionalLightHandle, 2);
  234. }
  235. // Create ReflectionProbe
  236. {
  237. const Vector3 probePosition{ -5.0f, 0.0f, 1.5f };
  238. const Transform probeTransform = Transform::CreateTranslation(probePosition);
  239. m_reflectionProbeHandle = m_reflectionProbeFeatureProcessor->AddProbe(probeTransform, true);
  240. m_reflectionProbeFeatureProcessor->ShowProbeVisualization(m_reflectionProbeHandle, true);
  241. }
  242. // Enable Depth of Field
  243. {
  244. // Setup the depth of field
  245. auto* postProcessSettings = m_postProcessFeatureProcessor->GetOrCreateSettingsInterface(m_depthOfFieldEntity->GetId());
  246. m_depthOfFieldSettings = postProcessSettings->GetOrCreateDepthOfFieldSettingsInterface();
  247. m_depthOfFieldSettings->SetQualityLevel(1u);
  248. m_depthOfFieldSettings->SetApertureF(0.5f);
  249. m_depthOfFieldSettings->SetEnableDebugColoring(false);
  250. m_depthOfFieldSettings->SetEnableAutoFocus(true);
  251. m_depthOfFieldSettings->SetAutoFocusScreenPosition(Vector2{ 0.5f, 0.5f });
  252. m_depthOfFieldSettings->SetAutoFocusSensitivity(1.0f);
  253. m_depthOfFieldSettings->SetAutoFocusSpeed(Render::DepthOfField::AutoFocusSpeedMax);
  254. m_depthOfFieldSettings->SetAutoFocusDelay(0.2f);
  255. m_depthOfFieldSettings->SetCameraEntityId(m_cameraEntity->GetId());
  256. m_depthOfFieldSettings->SetEnabled(true);
  257. m_depthOfFieldSettings->OnConfigChanged();
  258. m_depthOfFieldEntity->Init();
  259. m_depthOfFieldEntity->Activate();
  260. }
  261. // IBL
  262. m_defaultIbl.Init(m_scene.get());
  263. TickBus::Handler::BusConnect();
  264. AzFramework::WindowNotificationBus::Handler::BusConnect(m_nativeWindow->GetWindowHandle());
  265. }
  266. SecondWindowedScene::~SecondWindowedScene()
  267. {
  268. using namespace AZ;
  269. // Disconnect hte busses
  270. TickBus::Handler::BusDisconnect();
  271. AzFramework::WindowNotificationBus::Handler::BusDisconnect(m_nativeWindow->GetWindowHandle());
  272. m_defaultIbl.Reset();
  273. // Release all the light types
  274. m_pointLightFeatureProcessor->ReleaseLight(m_pointLightHandle);
  275. m_diskLightFeatureProcessor->ReleaseLight(m_diskLightHandle);
  276. m_directionalLightFeatureProcessor->ReleaseLight(m_directionalLightHandle);
  277. // Release the probe
  278. m_reflectionProbeFeatureProcessor->RemoveProbe(m_reflectionProbeHandle);
  279. m_reflectionProbeHandle = nullptr;
  280. // Release all meshes
  281. for (auto& shaderBallMeshHandle : m_shaderBallMeshHandles)
  282. {
  283. m_meshFeatureProcessor->ReleaseMesh(shaderBallMeshHandle);
  284. }
  285. m_meshFeatureProcessor->ReleaseMesh(m_floorMeshHandle);
  286. DestroyEntity(m_cameraEntity);
  287. DestroyEntity(m_depthOfFieldEntity);
  288. m_frameworkScene->UnsetSubsystem<RPI::Scene>();
  289. // Remove the scene
  290. m_scene->Deactivate();
  291. m_scene->RemoveRenderPipeline(m_pipeline->GetId());
  292. RPI::RPISystemInterface::Get()->UnregisterScene(m_scene);
  293. auto sceneSystem = AzFramework::SceneSystemInterface::Get();
  294. AZ_Assert(sceneSystem, "Scene system wasn't found to remove scene '%s' from.", m_sceneName.c_str());
  295. [[maybe_unused]] bool sceneRemovedSuccessfully = sceneSystem->RemoveScene(m_sceneName);
  296. AZ_Assert(sceneRemovedSuccessfully, "Unable to remove scene '%s'.", m_sceneName.c_str());
  297. m_scene = nullptr;
  298. m_windowContext->Shutdown();
  299. }
  300. void SecondWindowedScene::MoveCamera(bool enabled)
  301. {
  302. m_moveCamera = enabled;
  303. }
  304. // AZ::TickBus::Handler overrides ...
  305. void SecondWindowedScene::OnTick(float deltaTime, AZ::ScriptTimePoint timePoint)
  306. {
  307. using namespace AZ;
  308. m_deltaTime = deltaTime;
  309. m_simulateTime = timePoint.GetSeconds();
  310. // Move the camera a bit each frame
  311. // Note: view space in this scene is right-handed, Z-up, Y-forward
  312. const float dynamicOffsetScale = 4.0f;
  313. if (m_moveCamera)
  314. {
  315. m_dynamicCameraOffset = Vector3(dynamicOffsetScale * sinf(aznumeric_cast<float>(timePoint.GetSeconds())), 0.0f, 0.0f);
  316. }
  317. Vector3 cameraPosition = m_cameraOffset + m_dynamicCameraOffset;
  318. TransformBus::Event(m_cameraEntity->GetId(), &TransformBus::Events::SetLocalTranslation, cameraPosition);
  319. const auto cameraDirection = Transform::CreateLookAt(
  320. cameraPosition,
  321. Vector3::CreateZero());
  322. TransformBus::Event(m_cameraEntity->GetId(), &TransformBus::Events::SetLocalRotationQuaternion, cameraDirection.GetRotation());
  323. }
  324. void SecondWindowedScene::OnWindowClosed()
  325. {
  326. m_parent->OnChildWindowClosed();
  327. }
  328. AzFramework::NativeWindowHandle SecondWindowedScene::GetNativeWindowHandle()
  329. {
  330. if (m_nativeWindow)
  331. {
  332. return m_nativeWindow->GetWindowHandle();
  333. }
  334. else
  335. {
  336. return nullptr;
  337. }
  338. }
  339. //////////////////////////////////////////////////////////////////////////
  340. // MultiSceneExampleComponent
  341. void MultiSceneExampleComponent::Reflect(AZ::ReflectContext* context)
  342. {
  343. if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
  344. {
  345. serializeContext->Class<MultiSceneExampleComponent, AZ::Component>()
  346. ->Version(0)
  347. ;
  348. }
  349. }
  350. MultiSceneExampleComponent::MultiSceneExampleComponent()
  351. {
  352. }
  353. void MultiSceneExampleComponent::Activate()
  354. {
  355. using namespace AZ;
  356. // Setup primary camera controls
  357. Debug::CameraControllerRequestBus::Event(
  358. GetCameraEntityId(), &Debug::CameraControllerRequestBus::Events::Enable, azrtti_typeid<Debug::NoClipControllerComponent>());
  359. m_defaultIbl.PreloadAssets();
  360. // preload assets
  361. AZStd::vector<AssetCollectionAsyncLoader::AssetToLoadInfo> assetList = {
  362. { DefaultPbrMaterialPath, azrtti_typeid<RPI::MaterialAsset>() },
  363. { BunnyModelFilePath, azrtti_typeid<RPI::ModelAsset>() },
  364. { CubeModelFilePath, azrtti_typeid<RPI::ModelAsset>() },
  365. { ShaderBallModelFilePath, azrtti_typeid<RPI::ModelAsset>() }
  366. };
  367. PreloadAssets(assetList);
  368. ScriptRunnerRequestBus::Broadcast(&ScriptRunnerRequests::PauseScriptWithTimeout, 120.0f);
  369. }
  370. void MultiSceneExampleComponent::OnAllAssetsReadyActivate()
  371. {
  372. using namespace AZ;
  373. RPI::ScenePtr scene = RPI::RPISystemInterface::Get()->GetDefaultScene();
  374. // Setup Main Mesh Entity
  375. {
  376. auto materialAsset = RPI::AssetUtils::LoadAssetByProductPath<RPI::MaterialAsset>(DefaultPbrMaterialPath,
  377. RPI::AssetUtils::TraceLevel::Assert);
  378. auto material = AZ::RPI::Material::FindOrCreate(materialAsset);
  379. auto bunnyAsset = RPI::AssetUtils::LoadAssetByProductPath<RPI::ModelAsset>(BunnyModelFilePath,
  380. RPI::AssetUtils::TraceLevel::Assert);
  381. m_meshHandle = GetMeshFeatureProcessor()->AcquireMesh(Render::MeshHandleDescriptor{ bunnyAsset }, material);
  382. GetMeshFeatureProcessor()->SetTransform(m_meshHandle, Transform::CreateRotationZ(Constants::Pi));
  383. }
  384. // IBL
  385. {
  386. m_defaultIbl.Init(scene.get());
  387. }
  388. if (SupportsMultipleWindows())
  389. {
  390. OpenSecondSceneWindow();
  391. }
  392. ScriptRunnerRequestBus::Broadcast(&ScriptRunnerRequests::ResumeScript);
  393. TickBus::Handler::BusConnect();
  394. }
  395. void MultiSceneExampleComponent::Deactivate()
  396. {
  397. using namespace AZ;
  398. TickBus::Handler::BusDisconnect();
  399. Debug::CameraControllerRequestBus::Event(GetCameraEntityId(), &Debug::CameraControllerRequestBus::Events::Disable);
  400. m_defaultIbl.Reset();
  401. GetMeshFeatureProcessor()->ReleaseMesh(m_meshHandle);
  402. if (m_windowedScene)
  403. {
  404. m_windowedScene = nullptr;
  405. }
  406. }
  407. void MultiSceneExampleComponent::OnChildWindowClosed()
  408. {
  409. m_windowedScene = nullptr;
  410. }
  411. void MultiSceneExampleComponent::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint timePoint)
  412. {
  413. if (ImGui::Begin("Multi Scene Panel"))
  414. {
  415. if (m_windowedScene)
  416. {
  417. static bool moveCamera = false;
  418. if (ImGui::Button("Close Second Scene Window"))
  419. {
  420. m_windowedScene = nullptr;
  421. moveCamera = false;
  422. }
  423. if (ImGui::Checkbox("Move camera##MultiSceneExample", &moveCamera))
  424. {
  425. if (m_windowedScene)
  426. {
  427. m_windowedScene->MoveCamera(moveCamera);
  428. }
  429. }
  430. }
  431. else
  432. {
  433. if (ImGui::Button("Open Second Scene Window"))
  434. {
  435. OpenSecondSceneWindow();
  436. }
  437. }
  438. }
  439. ImGui::End();
  440. }
  441. void MultiSceneExampleComponent::OpenSecondSceneWindow()
  442. {
  443. if (!m_windowedScene)
  444. {
  445. m_windowedScene = AZStd::make_unique<SecondWindowedScene>("SecondScene", this);
  446. }
  447. }
  448. } // namespace AtomSampleViewer