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