Hair - fixing per object UI control per object (#4507)

- Deferred material array index was not passed every frame (the objects' material array is built during the frame)

Signed-off-by: Adi-Amazon <barlev@amazon.com>
This commit is contained in:
Adi Bar-Lev
2021-10-06 12:41:51 -04:00
committed by GitHub
parent 8f1a589fcf
commit 15ecf3c65a
3 changed files with 37 additions and 22 deletions
@@ -226,27 +226,34 @@ namespace AZ
// Prepare materials array for the per pass srg
std::vector<const AMD::TressFXRenderParams*> hairObjectsRenderMaterials;
uint32_t obj = 0;
for (auto objIter = m_hairRenderObjects.begin(); objIter != m_hairRenderObjects.end(); ++objIter, ++obj)
uint32_t objectIndex = 0;
for (auto& renderObject : m_hairRenderObjects)
{
HairRenderObject* renderObject = objIter->get();
if (!renderObject->IsEnabled())
{
continue;
}
renderObject->Update();
renderObject->SetRenderIndex(objectIndex);
// [To Do] Hair - update the following parameters for dynamic LOD control
// should change or when parameters are being changed on the editor side.
// float Distance = sqrtf( m_activeScene.scene->GetCameraPos().x * m_activeScene.scene->GetCameraPos().x +
// m_activeScene.scene->GetCameraPos().y * m_activeScene.scene->GetCameraPos().y +
// m_activeScene.scene->GetCameraPos().z * m_activeScene.scene->GetCameraPos().z);
// objIter->get()->UpdateRenderingParameters(
// renderingSettings, m_nScreenWidth * m_nScreenHeight * AVE_FRAGS_PER_PIXEL, m_deltaTime, Distance);
const float distanceFromCamera = 1.0f; // fixed distance until LOD mechanism is worked on
const float updateShadows = false; // same here - currently cheap self shadow approx
renderObject->UpdateRenderingParameters( nullptr, RESERVED_PIXELS_FOR_OIT, distanceFromCamera, updateShadows);
// this will be used for the constant buffer
// this will be used in the constant buffer to set the material array used by the resolve pass
hairObjectsRenderMaterials.push_back(renderObject->GetHairRenderParams());
// The data update for the GPU bind - this should be the very last thing done after the
// data has been read and / or altered on the CPU side.
renderObject->Update();
++objectIndex;
}
FillHairMaterialsArray(hairObjectsRenderMaterials);
}
@@ -532,4 +539,3 @@ namespace AZ
} // namespace Hair
} // namespace Render
} // namespace AZ