diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_DepthPass_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_DepthPass_WithPS.azsl index db99ee7e24..644473fef9 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_DepthPass_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_DepthPass_WithPS.azsl @@ -77,10 +77,9 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace) if(ShouldHandleParallaxInDepthShaders()) { - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1); + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3(); float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3(); diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_ForwardPass.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_ForwardPass.azsl index a91e88afad..440bb97c4e 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_ForwardPass.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_ForwardPass.azsl @@ -117,19 +117,12 @@ VSOutput EnhancedPbr_ForwardPassVS(VSInput IN) PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depth) { // ------- Tangents & Bitangets ------- + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - - if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0) - || (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0) - || (o_clearCoat_enabled && o_clearCoat_normal_useTexture && MaterialSrg::m_clearCoatNormalMapUvIndex != 0) - || (o_detail_normal_useTexture && MaterialSrg::m_detail_allMapsUvIndex != 0)) + if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering) || o_normal_useTexture || (o_clearCoat_enabled && o_clearCoat_normal_useTexture) || o_detail_normal_useTexture) { - // Generate the tangent/bitangent for UV[1+] - const int startIndex = 1; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex); + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); } // ------- Depth & Parallax ------- @@ -260,7 +253,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float // Convert the angle from [0..1] = [0 .. 180 degrees] to radians [0 .. PI] const float anisotropyAngle = MaterialSrg::m_anisotropicAngle * PI; const float anisotropyFactor = MaterialSrg::m_anisotropicFactor; - surface.anisotropy.Init(surface.normal, tangents[0], bitangents[0], anisotropyAngle, anisotropyFactor, surface.roughnessA); + surface.anisotropy.Init(surface.normal, IN.m_tangent, IN.m_bitangent, anisotropyAngle, anisotropyFactor, surface.roughnessA); } // ------- Lighting Data ------- diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_Shadowmap_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_Shadowmap_WithPS.azsl index 80aedcd6f4..7f6be252e2 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_Shadowmap_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_Shadowmap_WithPS.azsl @@ -80,10 +80,10 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace) { static const float ShadowMapDepthBias = 0.000001; - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1); + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; + + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3(); float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3(); diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.azsl index 456d7cbabe..4fe1f2b364 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.azsl @@ -180,17 +180,12 @@ PbrLightingOutput SkinPS_Common(VSOutput IN) float3x3 uvMatrix = CreateIdentity3x3(); // ------- Tangents & Bitangets ------- + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - - if ( (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0) || - (o_detail_normal_useTexture && MaterialSrg::m_detail_allMapsUvIndex != 0)) + if (o_normal_useTexture || o_detail_normal_useTexture) { - // Generate the tangent/bitangent for UV[1+] - const int startIndex = 1; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex); + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); } Surface surface; diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_DepthPass_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_DepthPass_WithPS.azsl index 178deca8a2..dfdc522884 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_DepthPass_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_DepthPass_WithPS.azsl @@ -103,11 +103,11 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace) if(ShouldHandleParallaxInDepthShaders()) { - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1); - + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; + + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); + s_blendMaskFromVertexStream = IN.m_blendMask; float depth; diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_ForwardPass.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_ForwardPass.azsl index 580e5206ab..818c81d216 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_ForwardPass.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_ForwardPass.azsl @@ -311,23 +311,19 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float s_blendMaskFromVertexStream = IN.m_blendMask; // ------- Tangents & Bitangets ------- + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - - if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0) - || (o_layer1_o_normal_useTexture && MaterialSrg::m_layer1_m_normalMapUvIndex != 0) - || (o_layer2_o_normal_useTexture && MaterialSrg::m_layer2_m_normalMapUvIndex != 0) - || (o_layer3_o_normal_useTexture && MaterialSrg::m_layer3_m_normalMapUvIndex != 0) - || (o_layer1_o_clearCoat_normal_useTexture && MaterialSrg::m_layer1_m_clearCoatNormalMapUvIndex != 0) - || (o_layer2_o_clearCoat_normal_useTexture && MaterialSrg::m_layer2_m_clearCoatNormalMapUvIndex != 0) - || (o_layer3_o_clearCoat_normal_useTexture && MaterialSrg::m_layer3_m_clearCoatNormalMapUvIndex != 0) + if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering) + || o_layer1_o_normal_useTexture + || o_layer2_o_normal_useTexture + || o_layer3_o_normal_useTexture + || o_layer1_o_clearCoat_normal_useTexture + || o_layer2_o_clearCoat_normal_useTexture + || o_layer3_o_clearCoat_normal_useTexture ) { - // Generate the tangent/bitangent for UV[1+] - const int startIndex = 1; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex); + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); } // ------- Debug Modes ------- diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl index 02ccd78735..68d75cc0f0 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl @@ -102,10 +102,10 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace) if(ShouldHandleParallaxInDepthShaders()) { - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1); + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; + + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); s_blendMaskFromVertexStream = IN.m_blendMask; diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl index 28708c12d5..afc93f060e 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl @@ -78,10 +78,10 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace) if(ShouldHandleParallaxInDepthShaders()) { - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1); + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; + + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3(); float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3(); diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl index bf1ec96b79..2667c8123b 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl @@ -110,19 +110,12 @@ VSOutput StandardPbr_ForwardPassVS(VSInput IN) PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depthNDC) { // ------- Tangents & Bitangets ------- + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - - if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0) - || (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0) - || (o_clearCoat_enabled && o_clearCoat_normal_useTexture && MaterialSrg::m_clearCoatNormalMapUvIndex != 0) - ) + if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering) || o_normal_useTexture || (o_clearCoat_enabled && o_clearCoat_normal_useTexture)) { - // Generate the tangent/bitangent for UV[1+] - const int startIndex = 1; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex); + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); } // ------- Depth & Parallax ------- diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_Shadowmap_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_Shadowmap_WithPS.azsl index 7f24b29700..533df3bb92 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_Shadowmap_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_Shadowmap_WithPS.azsl @@ -81,10 +81,9 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace) { static const float ShadowMapDepthBias = 0.000001; - // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, float3(0, 0, 0) }; - float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; - PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1); + float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; + float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; + PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3(); float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3(); diff --git a/Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp b/Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp index 4059d65cbb..117b177f05 100644 --- a/Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp +++ b/Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp @@ -741,7 +741,7 @@ namespace AZ // retrieve vertex/index buffers RPI::ModelLod::StreamBufferViewList streamBufferViews; - [[maybe_unused]] bool result = modelLod->GetStreamsForMesh(inputStreamLayout, streamBufferViews, shaderInputContract, meshIndex); + [[maybe_unused]] bool result = modelLod->GetStreamsForMesh(inputStreamLayout, streamBufferViews, nullptr, shaderInputContract, meshIndex); AZ_Assert(result, "Failed to retrieve mesh stream buffer views"); // note that the element count is the size of the entire buffer, even though this mesh may only diff --git a/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli b/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli index 69381ca0fc..e12736dfec 100644 --- a/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli +++ b/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli @@ -16,7 +16,12 @@ ShaderResourceGroup DrawSrg : SRG_PerDraw { - float4 m_placeholder; // [GFX-TODO] [Atom-1727] Bug in AZSLc, empty SRGs cannot be shader variant fallbacks! // This SRG is unique per draw packet + uint m_uvStreamTangentBitmask; + + uint GetTangentAtUv(uint uvIndex) + { + return (m_uvStreamTangentBitmask >> (4 * uvIndex)) & 0xF; + } } diff --git a/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli b/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli index 13e3c652db..eb049d4676 100644 --- a/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli +++ b/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli @@ -190,12 +190,22 @@ void SurfaceGradientNormalMapping_GenerateTB(float2 uv, out float3 tangentWS, ou } //! Utility macro to nest SGBNM setup processes. -#define PrepareGeneratedTangent(normal, worldPos, isFrontFace, uvSets, uvSetCount, outTangents, outBitangents, startIndex) \ +//! We support two UV streams, but only a single stream of tangent/bitangent. +//! By default, the first UV stream is applied and the default tangent/bitangent are used. +//! If anything uses the second UV stream, and it is not a duplication of the first stream, +//! generated tangent/bitangent will be applied. +//! (As it implies, cases may occur where all/none of the UV steams use the default TB.) +//! What tangent/bitangent a UV stream uses is encoded in DrawSrg. +#define PrepareGeneratedTangent(normal, worldPos, isFrontFace, uvSets, uvSetCount, outTangents, outBitangents) \ { \ SurfaceGradientNormalMapping_Init(normal, worldPos, !isFrontFace); \ [unroll] \ - for (int i = startIndex; i < uvSetCount; ++i) \ + for (uint i = 0; i < uvSetCount; ++i) \ { \ + if (DrawSrg::GetTangentAtUv(i) == 0) \ + { \ + continue; \ + } \ SurfaceGradientNormalMapping_GenerateTB(uvSets[i], outTangents[i], outBitangents[i]); \ } \ } diff --git a/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/MeshDrawPacket.h b/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/MeshDrawPacket.h index 0aa979d611..70cabca371 100644 --- a/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/MeshDrawPacket.h +++ b/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/MeshDrawPacket.h @@ -98,7 +98,7 @@ namespace AZ //! List of shader options set for this specific draw packet typedef AZStd::pair ShaderOptionPair; typedef AZStd::vector ShaderOptionVector; - ShaderOptionVector m_shaderOptions; + ShaderOptionVector m_shaderOptions; }; } // namespace RPI } // namespace AZ diff --git a/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Model/ModelLod.h b/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Model/ModelLod.h index 285cf80aca..5a1c571a26 100644 --- a/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Model/ModelLod.h +++ b/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Model/ModelLod.h @@ -14,6 +14,7 @@ #include #include +#include #include @@ -108,6 +109,7 @@ namespace AZ const MaterialUvNameMap& materialUvNameMap = {}) const; //! Fills a InputStreamLayout and StreamBufferViewList for the set of streams that satisfy a ShaderInputContract. + // @param uvStreamTangentBitmaskOut a mask processed during UV stream matching, and later to determine which tangent/bitangent stream to use. // @param contract the contract that defines the expected inputs for a shader, used to determine which streams are optional. // @param meshIndex the index of the mesh to search in. // @param materialModelUvMap a map of UV name overrides, which can be supplied to bind a specific mesh stream name to a different material shader stream name. @@ -115,6 +117,7 @@ namespace AZ bool GetStreamsForMesh( RHI::InputStreamLayout& layoutOut, ModelLod::StreamBufferViewList& streamBufferViewsOut, + UvStreamTangentBitmask* uvStreamTangentBitmaskOut, const ShaderInputContract& contract, size_t meshIndex, const MaterialModelUvOverrideMap& materialModelUvMap = {}, @@ -130,6 +133,8 @@ namespace AZ const ModelLodAsset::Mesh::StreamBufferInfo& streamBufferInfo, Mesh& meshInstance); + StreamInfoList::const_iterator FindFirstUvStreamFromMesh(size_t meshIndex) const; + StreamInfoList::const_iterator FindDefaultUvStream(size_t meshIndex, const MaterialUvNameMap& materialUvNameMap) const; // Finds a mesh vertex input stream that is the best match for a contracted stream channel. @@ -137,12 +142,16 @@ namespace AZ // @param materialModelUvMap a map of UV name overrides, which can be supplied to bind a specific mesh stream name to a different material shader stream name. // @param materialUvNameMap the UV name map that came from a MaterialTypeAsset, which defines the default set of material shader stream names. // @param defaultUv the default UV stream to use if a matching UV stream could not be found. Use FindDefaultUvStream() to populate this. + // @param firstUv the first UV stream from the mesh, which, by design, the tangent/bitangent stream belongs to. + // @param uvStreamTangentIndex a bitset indicating which tangent/bitangent stream (including generated ones) a UV stream will be using. StreamInfoList::const_iterator FindMatchingStream( size_t meshIndex, const MaterialModelUvOverrideMap& materialModelUvMap, const MaterialUvNameMap& materialUvNameMap, const ShaderInputContract::StreamChannelInfo& contractStreamChannel, - StreamInfoList::const_iterator defaultUv) const; + StreamInfoList::const_iterator defaultUv, + StreamInfoList::const_iterator firstUv, + UvStreamTangentBitmask* uvStreamTangentBitmaskOut) const; // Meshes may share index/stream buffers in an LOD or they may have // unique buffers. Often the asset builder will prioritize shared buffers diff --git a/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Model/UvStreamTangentBitmask.h b/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Model/UvStreamTangentBitmask.h new file mode 100644 index 0000000000..aa599bc27c --- /dev/null +++ b/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Model/UvStreamTangentBitmask.h @@ -0,0 +1,72 @@ +/* +* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or +* its licensors. +* +* For complete copyright and license terms please see the LICENSE at the root of this +* distribution (the "License"). All use of this software is governed by the License, +* or, if provided, by the license below or the license accompanying this file. Do not +* remove or modify any license notices. This file is distributed on an "AS IS" BASIS, +* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +* +*/ + +#pragma once + +#include + +#include + +namespace AZ +{ + namespace RPI + { + //! An encoded bitmask for tangent used by UV streams. + //! It contains the information about number of UV streams and which tangent/bitangent is used by each UV stream. + //! See m_mask for more details. + //! The mask will be passed through per draw SRG. + class UvStreamTangentBitmask + { + public: + //! Get the full mask including number of UVs and tangent/bitangent assignment to each UV. + uint32_t GetFullTangentBitmask() const; + + //! Get number of UVs that have tangent/bitangent assigned. + uint32_t GetUvStreamCount() const; + + //! Get tangent/bitangent assignment to the specified UV in the material. + //! @param uvIndex the index of the UV from the material, in default order as in the shader code. + uint32_t GetTangentAtUv(uint32_t uvIndex) const; + + //! Apply the tangent to the next UV, whose index is the same as GetUvStreamCount. + //! @param tangent the tangent/bitangent to be assigned. Ranged in [0, 0xF) + //! It comes from the model in order, e.g. 0 means the first available tangent stream from the model. + //! Specially, value 0xF(=UnassignedTangent) means generated tangent/bitangent will be used in shader. + //! If ranged out of definition, unassigned tangent will be applied. + void ApplyTangent(uint32_t tangent); + + //! Reset the bitmask to clear state. + void Reset(); + + //! The bit mask indicating generated tangent/bitangent will be used. + static constexpr uint32_t UnassignedTangent = 0b1111u; + + //! The variable name defined in the SRG shader code. + static constexpr const char* SrgName = "m_uvStreamTangentBitmask"; + private: + //! Mask composition: + //! The number of UV slots (highest 4 bits) + tangent mask (4 bits each) * 7 + //! e.g. 0x200000F0 means there are 2 UV streams, + //! the first UV stream uses 0th tangent stream (0x0), + //! the second UV stream uses the generated tangent stream (0xF). + uint32_t m_mask = 0; + + //! Bit size in the mask composition. + static constexpr uint32_t BitsPerTangent = 4; + static constexpr uint32_t BitsForUvIndex = 4; + + public: + //! Max UV slots available in this bit mask. + static constexpr uint32_t MaxUvSlots = (sizeof(m_mask) * CHAR_BIT - BitsForUvIndex) / BitsPerTangent; + }; + } +} diff --git a/Gems/Atom/RPI/Code/Source/RPI.Public/MeshDrawPacket.cpp b/Gems/Atom/RPI/Code/Source/RPI.Public/MeshDrawPacket.cpp index d0a277304e..b1265b1228 100644 --- a/Gems/Atom/RPI/Code/Source/RPI.Public/MeshDrawPacket.cpp +++ b/Gems/Atom/RPI/Code/Source/RPI.Public/MeshDrawPacket.cpp @@ -169,7 +169,7 @@ namespace AZ const AZ::Data::Asset& drawSrgAsset = shader->GetAsset()->GetDrawSrgAsset(); // Set all unspecified shader options to default values, so that we get the most specialized variant possible. - // (because FindVariantStableId treats unspecified options as a request specificlly for a variant that doesn't specify those options) + // (because FindVariantStableId treats unspecified options as a request specifically for a variant that doesn't specify those options) // [GFX TODO][ATOM-3883] We should consider updating the FindVariantStableId algorithm to handle default values for us, and remove this step here. RPI::ShaderOptionGroup shaderOptions = *shaderItem.GetShaderOptions(); shaderOptions.SetUnspecifiedToDefaultValues(); @@ -198,6 +198,31 @@ namespace AZ const ShaderVariantId finalVariantId = shaderOptions.GetShaderVariantId(); const ShaderVariant& variant = r_forceRootShaderVariantUsage ? shader->GetRootVariant() : shader->GetVariant(finalVariantId); + RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor; + variant.ConfigurePipelineState(pipelineStateDescriptor); + + // Render states need to merge the runtime variation. + // This allows materials to customize the render states that the shader uses. + const RHI::RenderStates& renderStatesOverlay = *shaderItem.GetRenderStatesOverlay(); + RHI::MergeStateInto(renderStatesOverlay, pipelineStateDescriptor.m_renderStates); + + streamBufferViewsPerShader.push_back(); + auto& streamBufferViews = streamBufferViewsPerShader.back(); + + UvStreamTangentBitmask uvStreamTangentBitmask; + + if (!m_modelLod->GetStreamsForMesh( + pipelineStateDescriptor.m_inputStreamLayout, + streamBufferViews, + &uvStreamTangentBitmask, + variant.GetInputContract(), + m_modelLodMeshIndex, + m_materialModelUvMap, + m_material->GetAsset()->GetMaterialTypeAsset()->GetUvNameMap())) + { + return false; + } + Data::Instance drawSrg; if (drawSrgAsset) { @@ -210,31 +235,20 @@ namespace AZ drawSrg->SetShaderVariantKeyFallbackValue(shaderOptions.GetShaderVariantKeyFallbackValue()); } + // Pass UvStreamTangentBitmask to the shader if the draw SRG has it. + { + AZ::Name shaderUvStreamTangentBitmask = AZ::Name(UvStreamTangentBitmask::SrgName); + auto index = drawSrg->FindShaderInputConstantIndex(shaderUvStreamTangentBitmask); + + if (index.IsValid()) + { + drawSrg->SetConstant(index, uvStreamTangentBitmask.GetFullTangentBitmask()); + } + } + drawSrg->Compile(); } - RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor; - variant.ConfigurePipelineState(pipelineStateDescriptor); - - // Render states need to merge the runtime variation. - // This allows materials to customize the render states that the shader uses. - const RHI::RenderStates& renderStatesOverlay = *shaderItem.GetRenderStatesOverlay(); - RHI::MergeStateInto(renderStatesOverlay, pipelineStateDescriptor.m_renderStates); - - streamBufferViewsPerShader.push_back(); - auto& streamBufferViews = streamBufferViewsPerShader.back(); - - if (!m_modelLod->GetStreamsForMesh( - pipelineStateDescriptor.m_inputStreamLayout, - streamBufferViews, - variant.GetInputContract(), - m_modelLodMeshIndex, - m_materialModelUvMap, - m_material->GetAsset()->GetMaterialTypeAsset()->GetUvNameMap())) - { - return false; - } - // Use the default draw list tag from the shader variant. RHI::DrawListTag drawListTag = shader->GetDrawListTag(); diff --git a/Gems/Atom/RPI/Code/Source/RPI.Public/Model/ModelLod.cpp b/Gems/Atom/RPI/Code/Source/RPI.Public/Model/ModelLod.cpp index 8747dac663..c6a1a51f39 100644 --- a/Gems/Atom/RPI/Code/Source/RPI.Public/Model/ModelLod.cpp +++ b/Gems/Atom/RPI/Code/Source/RPI.Public/Model/ModelLod.cpp @@ -117,6 +117,17 @@ namespace AZ return RHI::ResultCode::Success; } + ModelLod::StreamInfoList::const_iterator ModelLod::FindFirstUvStreamFromMesh(size_t meshIndex) const + { + const Mesh& mesh = m_meshes[meshIndex]; + + auto firstUv = AZStd::find_if(mesh.m_streamInfo.begin(), mesh.m_streamInfo.end(), [](const StreamBufferInfo& info) { + return info.m_semantic.m_name.GetStringView().starts_with(RHI::ShaderSemantic::UvStreamSemantic); + }); + + return firstUv; + } + ModelLod::StreamInfoList::const_iterator ModelLod::FindDefaultUvStream(size_t meshIndex, const MaterialUvNameMap& materialUvNameMap) const { const Mesh& mesh = m_meshes[meshIndex]; @@ -160,7 +171,9 @@ namespace AZ const MaterialModelUvOverrideMap& materialModelUvMap, const MaterialUvNameMap& materialUvNameMap, const ShaderInputContract::StreamChannelInfo& contractStreamChannel, - StreamInfoList::const_iterator defaultUv) const + StreamInfoList::const_iterator defaultUv, + StreamInfoList::const_iterator firstUv, + UvStreamTangentBitmask* uvStreamTangentBitmaskOut) const { const Mesh& mesh = m_meshes[meshIndex]; auto iter = mesh.m_streamInfo.end(); @@ -184,8 +197,8 @@ namespace AZ // Cost of linear search UV names is low because the size is extremely limited. return uvNamePair.m_shaderInput == contractStreamChannel.m_semantic; }); - const bool IsUv = materialUvIter != materialUvNameMap.end(); - if (IsUv) + const bool isUv = materialUvIter != materialUvNameMap.end(); + if (isUv) { const AZ::Name& materialUvName = materialUvIter->m_uvName; auto modelUvMapIter = materialModelUvMap.find(materialUvIter->m_shaderInput); @@ -224,17 +237,23 @@ namespace AZ }); } - if (iter == mesh.m_streamInfo.end() && IsUv) + if (iter == mesh.m_streamInfo.end() && isUv) { iter = defaultUv; } + if (isUv && uvStreamTangentBitmaskOut) + { + uvStreamTangentBitmaskOut->ApplyTangent(iter == firstUv ? 0 : UvStreamTangentBitmask::UnassignedTangent); + } + return iter; } bool ModelLod::GetStreamsForMesh( RHI::InputStreamLayout& layoutOut, StreamBufferViewList& streamBufferViewsOut, + UvStreamTangentBitmask* uvStreamTangentBitmaskOut, const ShaderInputContract& contract, size_t meshIndex, const MaterialModelUvOverrideMap& materialModelUvMap, @@ -250,11 +269,17 @@ namespace AZ bool success = true; + // Searching for the first UV in the mesh, so it can be used to paired with tangent/bitangent stream + auto firstUv = FindFirstUvStreamFromMesh(meshIndex); auto defaultUv = FindDefaultUvStream(meshIndex, materialUvNameMap); + if (uvStreamTangentBitmaskOut) + { + uvStreamTangentBitmaskOut->Reset(); + } for (auto& contractStreamChannel : contract.m_streamChannels) { - auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv); + auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv, firstUv, uvStreamTangentBitmaskOut); if (iter == mesh.m_streamInfo.end()) { @@ -340,6 +365,7 @@ namespace AZ const Mesh& mesh = m_meshes[meshIndex]; auto defaultUv = FindDefaultUvStream(meshIndex, materialUvNameMap); + auto firstUv = FindFirstUvStreamFromMesh(meshIndex); for (auto& contractStreamChannel : contract.m_streamChannels) { @@ -350,7 +376,7 @@ namespace AZ AZ_Assert(contractStreamChannel.m_streamBoundIndicatorIndex.IsValid(), "m_streamBoundIndicatorIndex was invalid for an optional shader input stream"); - auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv); + auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv, firstUv, nullptr); ShaderOptionValue isStreamBound = (iter == mesh.m_streamInfo.end()) ? ShaderOptionValue{0} : ShaderOptionValue{1}; shaderOptions.SetValue(contractStreamChannel.m_streamBoundIndicatorIndex, isStreamBound); diff --git a/Gems/Atom/RPI/Code/Source/RPI.Public/Model/UvStreamTangentBitmask.cpp b/Gems/Atom/RPI/Code/Source/RPI.Public/Model/UvStreamTangentBitmask.cpp new file mode 100644 index 0000000000..829207e406 --- /dev/null +++ b/Gems/Atom/RPI/Code/Source/RPI.Public/Model/UvStreamTangentBitmask.cpp @@ -0,0 +1,71 @@ +/* +* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or +* its licensors. +* +* For complete copyright and license terms please see the LICENSE at the root of this +* distribution (the "License"). All use of this software is governed by the License, +* or, if provided, by the license below or the license accompanying this file. Do not +* remove or modify any license notices. This file is distributed on an "AS IS" BASIS, +* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +* +*/ + +#include +#include + +namespace AZ +{ + namespace RPI + { + uint32_t UvStreamTangentBitmask::GetFullTangentBitmask() const + { + return m_mask; + } + + uint32_t UvStreamTangentBitmask::GetUvStreamCount() const + { + return m_mask >> (sizeof(m_mask) * CHAR_BIT - BitsForUvIndex); + } + + uint32_t UvStreamTangentBitmask::GetTangentAtUv(uint32_t uvIndex) const + { + return (m_mask >> (BitsPerTangent * uvIndex)) & 0b1111u; + } + + void UvStreamTangentBitmask::ApplyTangent(uint32_t tangentIndex) + { + uint32_t currentSlot = GetUvStreamCount(); + if (currentSlot >= MaxUvSlots) + { + AZ_Error("UV Stream", false, "Reaching the max of avaiblable stream slots."); + return; + } + + if (tangentIndex > UnassignedTangent) + { + AZ_Warning( + "UV Stream", false, + "Tangent index must use %d bits as defined in UvStreamTangentIndex::m_flag. Unassigned index will be applied.", + BitsPerTangent); + tangentIndex = UnassignedTangent; + } + + uint32_t clearMask = 0b1111u << (BitsPerTangent * currentSlot); + clearMask = ~clearMask; + + // Clear the writing bits in case + m_mask &= clearMask; + + // Write the bits to the slot + m_mask |= (tangentIndex << (BitsPerTangent * currentSlot)); + + // Increase the index + m_mask += (1u << (sizeof(m_mask) * CHAR_BIT - BitsForUvIndex)); + } + + void UvStreamTangentBitmask::Reset() + { + m_mask = 0; + } + } +} diff --git a/Gems/Atom/RPI/Code/Tests/Model/ModelTests.cpp b/Gems/Atom/RPI/Code/Tests/Model/ModelTests.cpp index 980a9ac320..1ec14c6169 100644 --- a/Gems/Atom/RPI/Code/Tests/Model/ModelTests.cpp +++ b/Gems/Atom/RPI/Code/Tests/Model/ModelTests.cpp @@ -17,6 +17,7 @@ #include #include #include +#include #include #include @@ -917,6 +918,43 @@ namespace UnitTest } } + TEST_F(ModelTests, UvStream) + { + AZ::RPI::UvStreamTangentBitmask uvStreamTangentBitmask; + EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0u); + + uvStreamTangentBitmask.ApplyTangent(1u); + EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(0u), 1u); + EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x10000001); + EXPECT_EQ(uvStreamTangentBitmask.GetUvStreamCount(), 1u); + + uvStreamTangentBitmask.ApplyTangent(5u); + EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(0u), 1u); + EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(1u), 5u); + EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x20000051); + EXPECT_EQ(uvStreamTangentBitmask.GetUvStreamCount(), 2u); + + uvStreamTangentBitmask.ApplyTangent(100u); + EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(0u), 1u); + EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(1u), 5u); + EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(2u), AZ::RPI::UvStreamTangentBitmask::UnassignedTangent); + EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x30000F51); + EXPECT_EQ(uvStreamTangentBitmask.GetUvStreamCount(), 3u); + + for (uint32_t i = 3; i < AZ::RPI::UvStreamTangentBitmask::MaxUvSlots; ++i) + { + uvStreamTangentBitmask.ApplyTangent(0u); + } + + EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x70000F51); + + AZ_TEST_START_TRACE_SUPPRESSION; + uvStreamTangentBitmask.ApplyTangent(0u); + AZ_TEST_STOP_TRACE_SUPPRESSION(1); + + EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x70000F51); + } + // This class creates a Model with one LOD, whose mesh contains 2 planes. Plane 1 is in the XY plane at Z=-0.5, and // plane 2 is in the XY plane at Z=0.5. The two planes each have 9 quads which have been triangulated. It only has // a position and index buffer. diff --git a/Gems/Atom/RPI/Code/atom_rpi_public_files.cmake b/Gems/Atom/RPI/Code/atom_rpi_public_files.cmake index 0d5c19758b..6242f3f140 100644 --- a/Gems/Atom/RPI/Code/atom_rpi_public_files.cmake +++ b/Gems/Atom/RPI/Code/atom_rpi_public_files.cmake @@ -57,6 +57,7 @@ set(FILES Include/Atom/RPI.Public/Model/ModelLod.h Include/Atom/RPI.Public/Model/ModelLodUtils.h Include/Atom/RPI.Public/Model/ModelSystem.h + Include/Atom/RPI.Public/Model/UvStreamTangentBitmask.h Include/Atom/RPI.Public/Pass/AttachmentReadback.h Include/Atom/RPI.Public/Pass/ComputePass.h Include/Atom/RPI.Public/Pass/CopyPass.h @@ -136,6 +137,7 @@ set(FILES Source/RPI.Public/Model/ModelLod.cpp Source/RPI.Public/Model/ModelLodUtils.cpp Source/RPI.Public/Model/ModelSystem.cpp + Source/RPI.Public/Model/UvStreamTangentBitmask.cpp Source/RPI.Public/Pass/AttachmentReadback.cpp Source/RPI.Public/Pass/ComputePass.cpp Source/RPI.Public/Pass/CopyPass.cpp