Clipmap bounds class (#7134)

* ClipmapBounds class - This class is built to keep track of textures for clipmap like structures where there is a virtual center point and the edges need to be updated as the camera moves around the world

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Removing dead code

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Updates from PR feedback.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* comment update

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Updates from review suggestions

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* More updates. Moved the snapped center point calculation out to a separate function so the constructor doesn't need to do unnecessary work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Removing unused variable.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixing bug in unit test that was doing a comparison and throwing away the result instead of actually testing it.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Adding some comments and constifying some functions.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixing numeric casting issue on linux

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
This commit is contained in:
Ken Pruiksma
2022-01-26 14:30:13 -06:00
committed by GitHub
parent 52f1ef84c7
commit 453808eb90
9 changed files with 892 additions and 17 deletions
@@ -18,12 +18,40 @@ namespace Terrain
Aabb2i Aabb2i::operator+(const Vector2i& rhs) const
{
return { m_min + rhs, m_max + rhs };
Aabb2i returnValue = *this;
returnValue += rhs;
return returnValue;
}
Aabb2i& Aabb2i::operator+=(const Vector2i& rhs)
{
m_min += rhs;
m_max += rhs;
return *this;
}
Aabb2i Aabb2i::operator-(const Vector2i& rhs) const
{
return *this + -rhs;
Aabb2i returnValue = *this;
returnValue -= rhs;
return returnValue;
}
Aabb2i& Aabb2i::operator-=(const Vector2i& rhs)
{
m_min -= rhs;
m_max -= rhs;
return *this;
}
bool Aabb2i::operator==(const Aabb2i& other) const
{
return m_min == other.m_min && m_max == other.m_max;
}
bool Aabb2i::operator!=(const Aabb2i& other) const
{
return !(*this == other);
}
Aabb2i Aabb2i::GetClamped(Aabb2i rhs) const
@@ -21,7 +21,11 @@ namespace Terrain
Aabb2i(const Vector2i& min, const Vector2i& max);
Aabb2i operator+(const Vector2i& offset) const;
Aabb2i& operator+=(const Vector2i& offset);
Aabb2i operator-(const Vector2i& offset) const;
Aabb2i& operator-=(const Vector2i& offset);
bool operator==(const Aabb2i& other) const;
bool operator!=(const Aabb2i& other) const;
Aabb2i GetClamped(Aabb2i rhs) const;
bool IsValid() const;
@@ -0,0 +1,278 @@
/*
* 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 <TerrainRenderer/ClipmapBounds.h>
#include <AzCore/Casting/numeric_cast.h>
#include <AzCore/Math/MathUtils.h>
namespace Terrain
{
bool ClipmapBoundsRegion::operator==(const ClipmapBoundsRegion& other) const
{
return m_localAabb == other.m_localAabb && m_worldAabb.IsClose(other.m_worldAabb);
}
bool ClipmapBoundsRegion::operator!=(const ClipmapBoundsRegion& other) const
{
return !(*this == other);
}
ClipmapBounds::ClipmapBounds(const ClipmapBoundsDescriptor& desc)
: m_size(desc.m_size)
, m_halfSize(desc.m_size >> 1)
, m_clipmapUpdateMultiple(AZ::GetMax<uint32_t>(desc.m_clipmapUpdateMultiple, 1))
, m_scale(desc.m_clipToWorldScale)
, m_rcpScale(1.0f / desc.m_clipToWorldScale)
{
AZ_Error("ClipmapBounds", m_scale > 0.0f, "ClipmapBounds should have a scale that is greater than 0.0f.");
m_scale = AZ::GetMax(m_scale, AZ::Constants::FloatEpsilon);
// recalculate m_center
m_center = GetSnappedCenter(GetClipSpaceVector(desc.m_worldSpaceCenter));
}
auto ClipmapBounds::UpdateCenter(const AZ::Vector2& newCenter, AZ::Aabb* untouchedRegion) -> ClipmapBoundsRegionList
{
return UpdateCenter(GetClipSpaceVector(newCenter), untouchedRegion);
}
auto ClipmapBounds::UpdateCenter(const Vector2i& newCenter, AZ::Aabb* untouchedRegion) -> ClipmapBoundsRegionList
{
AZStd::vector<Aabb2i> updateRegions;
// If the new snapped center isn't the same as the old, then generate update regions in clipmap space
Vector2i updatedCenter = GetSnappedCenter(newCenter);
int32_t xDiff = updatedCenter.m_x - m_center.m_x;
int32_t updateWidth = AZStd::GetMin<uint32_t>(abs(xDiff), m_size);
/*
Calculate the update regions. In the common case, there will be two update regions that form either
an L or inverted L shape. To avoid double-counting the corner, it is always put in the vertical box:
_
| |
| |____
|_|____|
*/
// Calculate the vertical box
if (updatedCenter.m_x != m_center.m_x)
{
updateRegions.push_back();
Aabb2i& updateRegion = updateRegions.back();
if (updatedCenter.m_x < m_center.m_x)
{
updateRegion.m_min.m_x = updatedCenter.m_x - m_halfSize;
updateRegion.m_max.m_x = updateRegion.m_min.m_x + updateWidth;
}
else
{
updateRegion.m_max.m_x = updatedCenter.m_x + m_halfSize;
updateRegion.m_min.m_x = updateRegion.m_max.m_x - updateWidth;
}
updateRegion.m_min.m_y = updatedCenter.m_y - m_halfSize;
updateRegion.m_max.m_y = updatedCenter.m_y + m_halfSize;
}
// Calculate the horizontal box
if (updatedCenter.m_y != m_center.m_y && updateWidth < m_size)
{
updateRegions.push_back();
Aabb2i& updateRegion = updateRegions.back();
uint32_t updateHeight = AZStd::GetMin<uint32_t>(abs(updatedCenter.m_y - m_center.m_y), m_size);
if (updatedCenter.m_y < m_center.m_y)
{
updateRegion.m_min.m_y = updatedCenter.m_y - m_halfSize;
updateRegion.m_max.m_y = updateRegion.m_min.m_y + updateHeight;
}
else
{
updateRegion.m_max.m_y = updatedCenter.m_y + m_halfSize;
updateRegion.m_min.m_y = updateRegion.m_max.m_y - updateHeight;
}
// If there was a vertical box, then don't double-count the corner of the update.
if (xDiff < 0)
{
updateRegion.m_min.m_x = updatedCenter.m_x - m_halfSize + updateWidth;
updateRegion.m_max.m_x = updatedCenter.m_x + m_halfSize;
}
else if (xDiff > 0)
{
updateRegion.m_min.m_x = updatedCenter.m_x - m_halfSize;
updateRegion.m_max.m_x = updatedCenter.m_x + m_halfSize - updateWidth;
}
}
if (untouchedRegion)
{
// Default to the entire area being untouched.
AZ::Aabb worldBounds = GetWorldBounds();
float maxX = worldBounds.GetMax().GetX();
float minX = worldBounds.GetMin().GetX();
float maxY = worldBounds.GetMax().GetY();
float minY = worldBounds.GetMin().GetY();
if (updatedCenter.m_x < m_center.m_x)
{
maxX = (updatedCenter.m_x + m_halfSize) * m_rcpScale;
}
else if (updatedCenter.m_x > m_center.m_x)
{
minX = (updatedCenter.m_x - m_halfSize) * m_rcpScale;
}
if (updatedCenter.m_y < m_center.m_y)
{
maxY = (updatedCenter.m_y + m_halfSize) * m_rcpScale;
}
else if (updatedCenter.m_y > m_center.m_y)
{
minY = (updatedCenter.m_y - m_halfSize) * m_rcpScale;
}
untouchedRegion->Set(AZ::Vector3(minX, minY, 0.0f), AZ::Vector3(maxX, maxY, 0.0f));
}
m_center = updatedCenter;
m_modCenter.m_x = (m_size + (m_center.m_x % m_size)) % m_size;
m_modCenter.m_y = (m_size + (m_center.m_y % m_size)) % m_size;
ClipmapBoundsRegionList boundsUpdate;
for (Aabb2i& updateRegion : updateRegions)
{
ClipmapBoundsRegionList update = TransformRegion(updateRegion);
boundsUpdate.insert(boundsUpdate.end(), update.begin(), update.end());
}
return boundsUpdate;
}
auto ClipmapBounds::TransformRegion(AZ::Aabb worldSpaceRegion) -> ClipmapBoundsRegionList
{
AZ::Vector2 worldMin = AZ::Vector2(worldSpaceRegion.GetMin().GetX(), worldSpaceRegion.GetMin().GetY());
AZ::Vector2 worldMax = AZ::Vector2(worldSpaceRegion.GetMax().GetX(), worldSpaceRegion.GetMax().GetY());
Aabb2i clipSpaceRegion;
clipSpaceRegion.m_min = GetClipSpaceVector(worldMin);
clipSpaceRegion.m_max = GetClipSpaceVector(worldMax);
return TransformRegion(clipSpaceRegion);
}
auto ClipmapBounds::TransformRegion(Aabb2i region) -> ClipmapBoundsRegionList
{
ClipmapBoundsRegionList transformedRegions;
Aabb2i clampedRegion = region.GetClamped(GetLocalBounds());
if (!clampedRegion.IsValid())
{
// Early out if the region is outside the bounds
return transformedRegions;
}
Vector2i minCorner = m_center - m_halfSize;
Vector2i minBoundary;
minBoundary.m_x = (minCorner.m_x / m_size - (minCorner.m_x < 0 ? 1 : 0)) * m_size;
minBoundary.m_y = (minCorner.m_y / m_size - (minCorner.m_y < 0 ? 1 : 0)) * m_size;
Aabb2i bottomLeftTile = Aabb2i(minBoundary, minBoundary + m_size);
// For each of the 4 quadrants:
auto calculateQuadrant = [&](Aabb2i tile)
{
Aabb2i regionClampedToTile = clampedRegion.GetClamped(tile);
if (regionClampedToTile.IsValid())
{
transformedRegions.push_back(
ClipmapBoundsRegion({
GetWorldSpaceAabb(regionClampedToTile),
regionClampedToTile - tile.m_min
})
);
}
};
calculateQuadrant(bottomLeftTile);
calculateQuadrant(bottomLeftTile + Vector2i(m_size, 0));
calculateQuadrant(bottomLeftTile + Vector2i(0, m_size));
calculateQuadrant(bottomLeftTile + Vector2i(m_size, m_size));
return transformedRegions;
}
AZ::Aabb ClipmapBounds::GetWorldBounds() const
{
Aabb2i localBounds = GetLocalBounds();
return AZ::Aabb::CreateFromMinMaxValues(
localBounds.m_min.m_x * m_scale, localBounds.m_min.m_y * m_scale, 0.0f,
localBounds.m_max.m_x * m_scale, localBounds.m_max.m_y * m_scale, 0.0f);
}
float ClipmapBounds::GetWorldSpaceSafeDistance() const
{
return (m_halfSize - m_clipmapUpdateMultiple) * m_scale;
}
Vector2i ClipmapBounds::GetSnappedCenter(const Vector2i& center)
{
Vector2i updatedCenter = m_center;
// Update the snapped center if the new center has drifted beyond the margin
auto UpdateDim = [&](int32_t centerDim, int32_t& snappedCenterDim) -> void
{
int32_t diff = centerDim - snappedCenterDim;
int32_t scaledCenterDim = (centerDim / m_clipmapUpdateMultiple);
if (centerDim < 0)
{
// Force rounding down for negatives
scaledCenterDim--;
}
if (diff >= m_clipmapUpdateMultiple)
{
snappedCenterDim = scaledCenterDim * m_clipmapUpdateMultiple;
}
if (diff < -m_clipmapUpdateMultiple)
{
snappedCenterDim = (scaledCenterDim + 1) * m_clipmapUpdateMultiple;
}
};
UpdateDim(center.m_x, updatedCenter.m_x);
UpdateDim(center.m_y, updatedCenter.m_y);
return updatedCenter;
}
Aabb2i ClipmapBounds::GetLocalBounds() const
{
return Aabb2i(m_center - m_halfSize, m_center + m_halfSize);
}
Vector2i ClipmapBounds::GetClipSpaceVector(const AZ::Vector2& worldSpaceVector) const
{
// Get rounded integer x/y coords in clipmap space.
int32_t x = AZStd::lround(worldSpaceVector.GetX() * m_rcpScale);
int32_t y = AZStd::lround(worldSpaceVector.GetY() * m_rcpScale);
return Vector2i(x, y);
}
AZ::Aabb ClipmapBounds::GetWorldSpaceAabb(const Aabb2i& clipSpaceAabb) const
{
return AZ::Aabb::CreateFromMinMaxValues(
clipSpaceAabb.m_min.m_x * m_scale, clipSpaceAabb.m_min.m_y * m_scale, 0.0f,
clipSpaceAabb.m_max.m_x * m_scale, clipSpaceAabb.m_max.m_y * m_scale, 0.0f
);
}
}
@@ -0,0 +1,159 @@
/*
* 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
*
*/
#pragma once
#include <AzCore/base.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/Math/Vector2.h>
#include <AzCore/std/containers/vector.h>
#include <TerrainRenderer/Vector2i.h>
#include <TerrainRenderer/Aabb2i.h>
namespace Terrain
{
struct ClipmapBoundsDescriptor
{
//! Width and height of the clipmap in texels.
uint32_t m_size = 1024;
//! Current center location of the clipmap in world space
AZ::Vector2 m_worldSpaceCenter = AZ::Vector2::CreateZero();
// Updates to the clipmap will be produced in multiples of this value. This
// allows for larger but less frequent updates, and gives some wiggle room
// for each movement before an update is triggered.
// Note: This also means that whatever uses this clipmap should only ever
// display m_size - (2 * m_clipmapUpdateMultiple) pixels from the clipmap.
// Use GetWorldSpaceSafeDistance() to get the safe distance from center.
uint32_t m_clipmapUpdateMultiple = 4;
//! Scale of the clip map compared to the world. A scale of 0.5 means that
//! a clipmap of size 1024 would cover 512 meters.
float m_clipToWorldScale = 1.0f;
};
struct ClipmapBoundsRegion
{
//! The world bounds of the updated region. Z is ignored.
AZ::Aabb m_worldAabb;
//! The clipmaps bounds of the updated region. Will always be between 0 and size.
//! Min inclusive, max exclusive.
Aabb2i m_localAabb;
bool operator==(const ClipmapBoundsRegion& other) const;
bool operator!=(const ClipmapBoundsRegion& other) const;
};
// This class manages a single clipmap region. A clipmap is a virtual view into a much larger
// region, where the clipmap view is centered around a point like the current camera position.
// The clipmap texture wraps to form a repeating grid and never moves, but only data within
// the clipmap bounds is actually valid. This makes looking up data in the clipmap trivial
// since it's just the world coordinate scaled by some amount. This technique also allows for
// only the edge areas of the clipmap to be updated as the center point moves around the world.
//
// The edges of the clipmap bounds will typically run through the texture, dividing it into 4
// regions, except in cases where the clipmap bounds happen to be aligned with the underlying
// grid. This means whenever some bounding box needs to be updated in the clipmap, it may actually
// translate to 4 different areas of the underlying texture - one for each quadrant.
//
// This class aids in figuring out which areas of a clipmap need to be updated as its center point
// moves around in the world, and can map a single region that needs to be updated into several
// separate regions for each quadrant.
/*
___________________________
| | | | | Clipmap Clipmap
| | | | | Bounds Texture (Tiled)
|______|______|______|______| ______ ______
| | _|____ | | | | | |____|_|
| | | | | | | |_|_*__| | | |
|______|____|_|_*__|_|______| |_|____| |_*__|_|
| | |_|____| | |
| | | | |
|______|______|______|______|
| | | | |
| | | | |
|______|______|______|______|
*/
class ClipmapBounds
{
public:
explicit ClipmapBounds(const ClipmapBoundsDescriptor& desc);
~ClipmapBounds() = default;
using ClipmapBoundsRegionList = AZStd::vector<ClipmapBoundsRegion>;
//! Updates the clipmap bounds using a world coordinate center position and returns
//! 0-2 regions that need to be updated due to moving beyond the margins. These update
//! regions will always be at least the size of the margin, and will represent horizontal
//! and/or vertical strips along the edges of the clipmap. An optional untouched region
//! aabb can be passed to this function to get an aabb of areas inside the bounds of the
//! clipmap but not updated by the center moving. This can be useful in cases where part
//! of the bounds of the clipmap is dirty, but areas that will already be updated due
//! to the center moving shouldn't be updated twice.
ClipmapBoundsRegionList UpdateCenter(const AZ::Vector2& newCenter, AZ::Aabb* untouchedRegion = nullptr);
//! Updates the clipmap bounds using a position in clipmap space (no scaling) and returns
//! 0-2 regions that need to be updated due to moving beyond the margins. These update
//! regions will always be at least the size of the margin, and will represent horizontal
//! and/or vertical strips along the edges of the clipmap. An optional untouched region
//! aabb can be passed to this function to get an aabb of areas inside the bounds of the
//! clipmap but not updated by the center moving. This can be useful in cases where part
//! of the bounds of the clipmap is dirty, but areas that will already be updated due
//! to the center moving shouldn't be updated twice.
ClipmapBoundsRegionList UpdateCenter(const Vector2i& newCenter, AZ::Aabb* untouchedRegion = nullptr);
//! Takes in a single world space region and transforms it into 0-4 regions in the clipmap clamped
//! to the bounds of the clipmap.
ClipmapBoundsRegionList TransformRegion(AZ::Aabb worldSpaceRegion);
//! Takes in a single unscaled clipmap space region and transforms it into 0-4 regions in the clipmap clamped
//! to the bounds of the clipmap.
ClipmapBoundsRegionList TransformRegion(Aabb2i clipSpaceRegion);
//! Returns the bounds covered by this clipmap in world space. Z component is always 0.
AZ::Aabb GetWorldBounds() const;
//! Returns the safe x and y distance from the center in world space. This is based on the scale,
//! clipmap size, and m_clipmapUpdateMultiple. For example, a clipmap size 1024 with scale
//! 0.25 and margin of 4 would have a safe distance of (1024 * 0.5 - 4) * 0.25 = 127.0f.
float GetWorldSpaceSafeDistance() const;
private:
//! Returns the center point snapped to a multiple of m_clipmapUpdateMultiple. This isn't
//! a simple rounding operation. The value returned will only be different from the curernt
//! center if the value passed in is greater than m_clipmapUpdateMultiple away from the center.
Vector2i GetSnappedCenter(const Vector2i& center);
//! Returns the bounds covered by the clipmap in local space
Aabb2i GetLocalBounds() const;
//! Applies scale and averages a world space vector to get a clip space vector.
Vector2i GetClipSpaceVector(const AZ::Vector2& worldSpaceVector) const;
//! Applies inverse scale to get a world aabb from clip space aabb.
AZ::Aabb GetWorldSpaceAabb(const Aabb2i& clipSpaceAabb) const;
Vector2i m_center;
Vector2i m_modCenter;
int32_t m_size;
int32_t m_halfSize;
int32_t m_clipmapUpdateMultiple;
float m_scale;
float m_rcpScale;
};
}
@@ -7,35 +7,90 @@
*/
#include <TerrainRenderer/Vector2i.h>
#include <AzCore/Casting/numeric_cast.h>
namespace Terrain
{
auto Vector2i::operator+(const Vector2i& rhs) const -> Vector2i
Vector2i::Vector2i(int32_t x, int32_t y)
: m_x(x)
, m_y(y)
{}
Vector2i::Vector2i(uint32_t value)
: m_x(aznumeric_cast<int32_t>(value))
, m_y(aznumeric_cast<int32_t>(value))
{}
Vector2i::Vector2i(int32_t value)
: m_x(value)
, m_y(value)
{}
Vector2i Vector2i::operator+(const Vector2i& rhs) const
{
Vector2i offsetPoint = *this;
offsetPoint += rhs;
return offsetPoint;
Vector2i returnPoint = *this;
returnPoint += rhs;
return returnPoint;
}
auto Vector2i::operator+=(const Vector2i& rhs) -> Vector2i&
Vector2i& Vector2i::operator+=(const Vector2i& rhs)
{
m_x += rhs.m_x;
m_y += rhs.m_y;
return *this;
}
auto Vector2i::operator-(const Vector2i& rhs) const -> Vector2i
Vector2i Vector2i::operator-(const Vector2i& rhs) const
{
return *this + -rhs;
}
auto Vector2i::operator-=(const Vector2i& rhs) -> Vector2i&
Vector2i& Vector2i::operator-=(const Vector2i& rhs)
{
return *this += -rhs;
}
auto Vector2i::operator-() const -> Vector2i
Vector2i Vector2i::operator-() const
{
return {-m_x, -m_y};
}
Vector2i Vector2i::operator*(const Vector2i& rhs) const
{
Vector2i returnPoint = *this;
returnPoint *= rhs;
return returnPoint;
}
Vector2i& Vector2i::operator*=(const Vector2i& rhs)
{
m_x *= rhs.m_x;
m_y *= rhs.m_y;
return *this;
}
Vector2i Vector2i::operator/(const Vector2i& rhs) const
{
Vector2i returnPoint = *this;
returnPoint /= rhs;
return returnPoint;
}
Vector2i& Vector2i::operator/=(const Vector2i& rhs)
{
m_x /= rhs.m_x;
m_y /= rhs.m_y;
return *this;
}
bool Vector2i::operator==(const Vector2i& rhs) const
{
return rhs.m_x == m_x && rhs.m_y == m_y;
}
bool Vector2i::operator!=(const Vector2i& rhs) const
{
return !(*this == rhs);
}
}
@@ -16,14 +16,26 @@ namespace Terrain
{
public:
Vector2i() = default;
Vector2i(int32_t x, int32_t y);
Vector2i(uint32_t value);
Vector2i(int32_t value);
Vector2i operator+(const Vector2i& rhs) const;
Vector2i& operator+=(const Vector2i& rhs);
Vector2i operator-(const Vector2i& rhs) const;
Vector2i& operator-=(const Vector2i& rhs);
Vector2i operator-() const;
Vector2i operator*(const Vector2i& rhs) const;
Vector2i& operator*=(const Vector2i& rhs);
Vector2i operator/(const Vector2i& rhs) const;
Vector2i& operator/=(const Vector2i& rhs);
bool operator==(const Vector2i& rhs) const;
bool operator!=(const Vector2i& rhs) const;
int32_t m_x{ 0 };
int32_t m_y{ 0 };
};
}
@@ -0,0 +1,336 @@
/*
* 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 <AzCore/UnitTest/TestTypes.h>
#include <gmock/gmock.h>
#include <TerrainRenderer/ClipmapBounds.h>
#include <TerrainRenderer/Aabb2i.h>
#include <AzCore/std/containers/span.h>
#include <AzCore/std/containers/vector.h>
namespace UnitTest
{
class ClipmapBoundsTests
: public UnitTest::AllocatorsTestFixture
{
public:
void CheckTransformRegionFullBounds(const Terrain::ClipmapBoundsDescriptor& desc);
};
void ClipmapBoundsTests::CheckTransformRegionFullBounds(const Terrain::ClipmapBoundsDescriptor& desc)
{
Terrain::ClipmapBounds bounds(desc);
AZ::Aabb worldBounds = bounds.GetWorldBounds();
float worldBoundsSize = worldBounds.GetXExtent();
auto output = bounds.TransformRegion(worldBounds);
ASSERT_EQ(output.size(), 4);
AZ::Vector2 boundary = AZ::Vector2(
floorf(worldBounds.GetMax().GetX() / worldBoundsSize),
floorf(worldBounds.GetMax().GetY() / worldBoundsSize)
) * worldBoundsSize;
Terrain::Vector2i localMax = {
aznumeric_cast<int32_t>(AZStd::lround(desc.m_worldSpaceCenter.GetX() / desc.m_clipToWorldScale)),
aznumeric_cast<int32_t>(AZStd::lround(desc.m_worldSpaceCenter.GetY() / desc.m_clipToWorldScale))
};
localMax += aznumeric_cast<int32_t>(desc.m_size / 2ul);
int32_t intSize = int32_t(desc.m_size);
Terrain::Vector2i localBoundary = {
((localMax.m_x % intSize) + intSize) % intSize,
((localMax.m_y % intSize) + intSize) % intSize
};
// Check each quadrant returned
AZStd::vector<Terrain::ClipmapBoundsRegion> expected;
expected.resize(4);
expected.at(0).m_localAabb = Terrain::Aabb2i({localBoundary.m_x, localBoundary.m_y}, {intSize, intSize});
expected.at(0).m_worldAabb = AZ::Aabb::CreateFromMinMaxValues(
worldBounds.GetMin().GetX(), worldBounds.GetMin().GetY(), 0.0f,
boundary.GetX(), boundary.GetY(), 0.0f);
expected.at(1).m_localAabb = Terrain::Aabb2i({0, localBoundary.m_y}, {localBoundary.m_x, intSize});
expected.at(1).m_worldAabb = AZ::Aabb::CreateFromMinMaxValues(
boundary.GetX(), worldBounds.GetMin().GetY(), 0.0f,
worldBounds.GetMax().GetX(), boundary.GetY(), 0.0f);
expected.at(2).m_localAabb = Terrain::Aabb2i({localBoundary.m_x, 0}, {intSize, localBoundary.m_y});
expected.at(2).m_worldAabb = AZ::Aabb::CreateFromMinMaxValues(
worldBounds.GetMin().GetX(), boundary.GetY(), 0.0f,
boundary.GetX(), worldBounds.GetMax().GetY(), 0.0f);
expected.at(3).m_localAabb = Terrain::Aabb2i({ 0, 0 }, { localBoundary.m_x, localBoundary.m_y });
expected.at(3).m_worldAabb = AZ::Aabb::CreateFromMinMaxValues(
boundary.GetX(), boundary.GetY(), 0.0f,
worldBounds.GetMax().GetX(), worldBounds.GetMax().GetY(), 0.0f);
EXPECT_THAT(output, ::testing::UnorderedElementsAreArray(expected));
}
TEST_F(ClipmapBoundsTests, Construction)
{
Terrain::ClipmapBoundsDescriptor desc;
Terrain::ClipmapBounds bounds(desc);
}
TEST_F(ClipmapBoundsTests, BasicTransform)
{
// Create clipmap around 0.0, so it's perfectly divided into 4 quadrants
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(0.0f, 0.0f);
desc.m_clipmapUpdateMultiple = 0;
desc.m_clipToWorldScale = 1.0f;
desc.m_size = 1024;
Terrain::ClipmapBounds bounds(desc);
auto output = bounds.TransformRegion(AZ::Aabb::CreateFromMinMaxValues(-512.0f, -512.0f, 0.0f, 512.0f, 512.0f, 0.0f));
ASSERT_EQ(output.size(), 4);
// Check each quadrant returned
EXPECT_EQ(output.at(0).m_localAabb, Terrain::Aabb2i({512, 512}, {1024, 1024}));
EXPECT_TRUE(output.at(0).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(-512.0f, -512.0f, 0.0f, 0.0f, 0.0f, 0.0f)));
EXPECT_EQ(output.at(1).m_localAabb, Terrain::Aabb2i({0, 512}, {512, 1024}));
EXPECT_TRUE(output.at(1).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(0.0f, -512.0f, 0.0f, 512.0f, 0.0f, 0.0f)));
EXPECT_EQ(output.at(2).m_localAabb, Terrain::Aabb2i({512, 0}, {1024, 512}));
EXPECT_TRUE(output.at(2).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(-512.0f, 0.0f, 0.0f, 0.0f, 512.0f, 0.0f)));
EXPECT_EQ(output.at(3).m_localAabb, Terrain::Aabb2i({0, 0}, {512, 512}));
EXPECT_TRUE(output.at(3).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(0.0f, 0.0f, 0.0f, 512.0f, 512.0f, 0.0f)));
}
TEST_F(ClipmapBoundsTests, ScaledTransform)
{
// Create clipmap around 0.0, so it's perfectly divided into 4 quadrants, but half-scale
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(0.0f, 0.0f);
desc.m_clipmapUpdateMultiple = 0;
desc.m_clipToWorldScale = 0.5f;
desc.m_size = 1024;
Terrain::ClipmapBounds bounds(desc);
auto output = bounds.TransformRegion(AZ::Aabb::CreateFromMinMaxValues(-256.0f, -256.0f, 0.0f, 256.0f, 256.0f, 0.0f));
ASSERT_EQ(output.size(), 4);
// Check each quadrant returned
EXPECT_EQ(output.at(0).m_localAabb, Terrain::Aabb2i({512, 512}, {1024, 1024}));
EXPECT_TRUE(output.at(0).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(-256.0f, -256.0f, 0.0f, 0.0f, 0.0f, 0.0f)));
EXPECT_EQ(output.at(1).m_localAabb, Terrain::Aabb2i({0, 512}, {512, 1024}));
EXPECT_TRUE(output.at(1).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(0.0f, -256.0f, 0.0f, 256.0f, 0.0f, 0.0f)));
EXPECT_EQ(output.at(2).m_localAabb, Terrain::Aabb2i({512, 0}, {1024, 512}));
EXPECT_TRUE(output.at(2).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(-256.0f, 0.0f, 0.0f, 0.0f, 256.0f, 0.0f)));
EXPECT_EQ(output.at(3).m_localAabb, Terrain::Aabb2i({0, 0}, {512, 512}));
EXPECT_TRUE(output.at(3).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(0.0f, 0.0f, 0.0f, 256.0f, 256.0f, 0.0f)));
}
TEST_F(ClipmapBoundsTests, ComplexTransformsFullBounds)
{
// Check 4 different clipmaps - one in completely positive space, one in negative space, and two straddling the axis
// Clipmap in negative space
{
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(-1234.0f, -5432.0f);
desc.m_clipmapUpdateMultiple = 0;
desc.m_clipToWorldScale = 0.75f;
desc.m_size = 512;
CheckTransformRegionFullBounds(desc);
}
// Clipmap in positive space
{
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(1234.0f, 5432.0f);
desc.m_clipmapUpdateMultiple = 0;
desc.m_clipToWorldScale = 1.25f;
desc.m_size = 1024;
CheckTransformRegionFullBounds(desc);
}
// Clipmap on x axis
{
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(1234.0f, -100.0f);
desc.m_clipmapUpdateMultiple = 0;
desc.m_clipToWorldScale = 1.5f;
desc.m_size = 256;
CheckTransformRegionFullBounds(desc);
}
// Clipmap on y axis
{
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(-100.0f, 5432.0f);
desc.m_clipmapUpdateMultiple = 0;
desc.m_clipToWorldScale = 1.0f;
desc.m_size = 2048;
CheckTransformRegionFullBounds(desc);
}
}
TEST_F(ClipmapBoundsTests, TransformSmallBounds)
{
// Create clipmap around 0.0, so it's perfectly divided into 4 quadrants
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(0.0f, 0.0f);
desc.m_clipmapUpdateMultiple = 0;
desc.m_clipToWorldScale = 1.0f;
desc.m_size = 1024;
Terrain::ClipmapBounds bounds(desc);
{
// Single quadrant positive
AZ::Aabb smallArea = AZ::Aabb::CreateFromMinMaxValues(
10.0f, 10.0f, 0.0f, 50.0f, 50.0f, 0.0f
);
auto output = bounds.TransformRegion(smallArea);
ASSERT_EQ(output.size(), 1);
EXPECT_EQ(output.at(0).m_localAabb, Terrain::Aabb2i({10, 10}, {50, 50}));
EXPECT_TRUE(output.at(0).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(10.0f, 10.0f, 0.0f, 50.0f, 50.0f, 0.0f)));
}
{
// Single quadrant negative
AZ::Aabb smallArea = AZ::Aabb::CreateFromMinMaxValues(
-50.0f, -50.0f, 0.0f, -10.0f, -10.0f, 0.0f
);
auto output = bounds.TransformRegion(smallArea);
ASSERT_EQ(output.size(), 1);
EXPECT_EQ(output.at(0).m_localAabb, Terrain::Aabb2i({974, 974}, {1014, 1014}));
EXPECT_TRUE(output.at(0).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(-50.0f, -50.0f, 0.0f, -10.0f, -10.0f, 0.0f)));
}
{
// 2 quadrant positive
AZ::Aabb smallArea = AZ::Aabb::CreateFromMinMaxValues(
10.0f, -10.0f, 0.0f, 50.0f, 50.0f, 0.0f
);
auto output = bounds.TransformRegion(smallArea);
ASSERT_EQ(output.size(), 2);
EXPECT_EQ(output.at(0).m_localAabb, Terrain::Aabb2i({10, 1014}, {50, 1024}));
EXPECT_TRUE(output.at(0).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(10.0f, -10.0f, 0.0f, 50.0f, 0.0f, 0.0f)));
EXPECT_EQ(output.at(1).m_localAabb, Terrain::Aabb2i({10, 0}, {50, 50}));
EXPECT_TRUE(output.at(1).m_worldAabb.IsClose(AZ::Aabb::CreateFromMinMaxValues(10.0f, 0.0f, 0.0f, 50.0f, 50.0f, 0.0f)));
}
}
TEST_F(ClipmapBoundsTests, MarginReducesUpdates)
{
// With a margin defined, the bounds should only trigger updates when the camera moves outside the margins
// Create clipmap around 0.0, so it's perfectly divided into 4 quadrants
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(0.0f, 0.0f);
desc.m_clipmapUpdateMultiple = 16;
desc.m_clipToWorldScale = 1.0f;
desc.m_size = 1024;
Terrain::ClipmapBounds bounds(desc);
// center moved forward to 10, still within margin
auto output1 = bounds.UpdateCenter(AZ::Vector2(10.0f, 10.0f));
EXPECT_EQ(output1.size(), 0);
// center moved forwrd to 20, beyond margin, triggers update
auto output2 = bounds.UpdateCenter(AZ::Vector2(20.0f, 20.0f));
EXPECT_GT(output2.size(), 0);
// center moved back to 10, still within margin
auto output3 = bounds.UpdateCenter(AZ::Vector2(10.0f, 10.0f));
EXPECT_EQ(output3.size(), 0);
// center moved back to 0, still within margin (on edge)
auto output4 = bounds.UpdateCenter(AZ::Vector2(0.0f, 0.0f));
EXPECT_EQ(output4.size(), 0);
// center moved back to -10, beyond margin, triggers update
auto output5 = bounds.UpdateCenter(AZ::Vector2(-10.0f, -10.0f));
EXPECT_GT(output5.size(), 0);
}
TEST_F(ClipmapBoundsTests, CenterMovementUpdates)
{
// Create clipmap around 0.0, so it's perfectly divided into 4 quadrants
Terrain::ClipmapBoundsDescriptor desc;
desc.m_worldSpaceCenter = AZ::Vector2(0.0f, 0.0f);
desc.m_clipmapUpdateMultiple = 16;
desc.m_clipToWorldScale = 1.0f;
desc.m_size = 1024;
Terrain::ClipmapBounds bounds(desc);
{
AZ::Aabb untouchedRegion = AZ::Aabb::CreateNull();
auto output = bounds.UpdateCenter(AZ::Vector2(20.0f, 20.0f), &untouchedRegion);
ASSERT_EQ(output.size(), 4);
// Instead of checking bounds directly, do several checks to make sure the bounds are appropriate. Since
// the center moved just outside the margin along the diagonal, we should expect two edges to be updated
// that are the width of the margin.
// 1. The number of pixels updated in the bounds should be two sides of margin width
float pixelsCovered = 0;
for (auto& region : output)
{
// Note: GetSurfaceArea() returns the area of all 6 sides of the aabb. With a Z extent of 0, that
// means that only the top and bottom will be counted, so we need to multiply by 0.5.
pixelsCovered += region.m_worldAabb.GetSurfaceArea() * 0.5f;
}
// Two edges of margin * size, minus the overlap in the corner.
const uint32_t updateMultiple = desc.m_clipmapUpdateMultiple;
float expectedCoverage = updateMultiple * desc.m_size * 2.0f - updateMultiple * updateMultiple;
EXPECT_NEAR(pixelsCovered, expectedCoverage, 0.0001f);
// 2. The untouched region area should match what's expected
float untouchedRegionArea = untouchedRegion.GetSurfaceArea() * 0.5f;
float expectedUntouchedRegionSide = aznumeric_cast<float>(desc.m_size - desc.m_clipmapUpdateMultiple);
float expectedUntouchedRegionArea = expectedUntouchedRegionSide * expectedUntouchedRegionSide;
EXPECT_NEAR(untouchedRegionArea, expectedUntouchedRegionArea, 0.0001f);
// 3. All of the update regions should be inside the world bounds of the clipmap
AZ::Aabb worldBounds = bounds.GetWorldBounds();
for (auto& region : output)
{
EXPECT_EQ(region.m_worldAabb.GetClamped(worldBounds), region.m_worldAabb);
}
// 4. The untouched region should also be inside the world bounds of the clipmap;
EXPECT_EQ(untouchedRegion.GetClamped(worldBounds), untouchedRegion);
// 5. None of the update regions should overlap each other or the untouched region
// push the untouched region on the vector to make comparisons easier
output.push_back(Terrain::ClipmapBoundsRegion({untouchedRegion, Terrain::Aabb2i({}) }));
for (uint32_t i = 0; i < output.size(); ++i)
{
const AZ::Aabb boundsToCheck = output.at(i).m_worldAabb;
for (uint32_t j = i + 1; j < output.size(); ++j)
{
// AZ::Aabb::Overlaps() counts touching edges as overlapping, so we need a strict version
auto strictOverlaps = [](const AZ::Aabb& aabb1, const AZ::Aabb& aabb2) -> bool
{
return aabb1.GetMin().IsLessThan(aabb2.GetMax()) &&
aabb1.GetMax().IsGreaterThan(aabb2.GetMin());
};
EXPECT_FALSE(strictOverlaps(boundsToCheck, output.at(j).m_worldAabb));
}
}
}
}
}
+4 -2
View File
@@ -35,6 +35,10 @@ set(FILES
Source/TerrainRenderer/Components/TerrainMacroMaterialComponent.h
Source/TerrainRenderer/Aabb2i.cpp
Source/TerrainRenderer/Aabb2i.h
Source/TerrainRenderer/BindlessImageArrayHandler.cpp
Source/TerrainRenderer/BindlessImageArrayHandler.h
Source/TerrainRenderer/ClipmapBounds.cpp
Source/TerrainRenderer/ClipmapBounds.h
Source/TerrainRenderer/TerrainFeatureProcessor.cpp
Source/TerrainRenderer/TerrainFeatureProcessor.h
Source/TerrainRenderer/TerrainDetailMaterialManager.cpp
@@ -43,8 +47,6 @@ set(FILES
Source/TerrainRenderer/TerrainMacroMaterialManager.h
Source/TerrainRenderer/TerrainMeshManager.cpp
Source/TerrainRenderer/TerrainMeshManager.h
Source/TerrainRenderer/BindlessImageArrayHandler.cpp
Source/TerrainRenderer/BindlessImageArrayHandler.h
Source/TerrainRenderer/TerrainAreaMaterialRequestBus.h
Source/TerrainRenderer/TerrainMacroMaterialBus.cpp
Source/TerrainRenderer/TerrainMacroMaterialBus.h
+5 -4
View File
@@ -7,14 +7,15 @@
#
set(FILES
Tests/TerrainTest.cpp
Tests/TerrainSystemTest.cpp
Tests/ClipmapBoundsTests.cpp
Tests/LayerSpawnerTests.cpp
Tests/TerrainPhysicsColliderTests.cpp
Tests/SurfaceMaterialsListTest.cpp
Tests/MockAxisAlignedBoxShapeComponent.h
Tests/TerrainHeightGradientListTests.cpp
Tests/TerrainMacroMaterialTests.cpp
Tests/SurfaceMaterialsListTest.cpp
Tests/TerrainPhysicsColliderTests.cpp
Tests/TerrainSurfaceGradientListTests.cpp
Tests/TerrainSystemBenchmarks.cpp
Tests/TerrainSystemTest.cpp
Tests/TerrainTest.cpp
)