Atom/mriegger/decalnormalmaps (#4302)
* Adding normal maps to decals initial commit Signed-off-by: mrieggeramzn <mriegger@amazon.com> * Adding checks for normal maps not present Signed-off-by: mrieggeramzn <mriegger@amazon.com> * Readding the proper switch statement Signed-off-by: mrieggeramzn <mriegger@amazon.com> * Addressing PR feedback, adding brackets Signed-off-by: mrieggeramzn <mriegger@amazon.com> * Adding comments Signed-off-by: mrieggeramzn <mriegger@amazon.com> * fixing compile issue Signed-off-by: mrieggeramzn <mriegger@amazon.com>
This commit is contained in:
@@ -16,6 +16,7 @@
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#include <Atom/Features/MatrixUtility.azsli>
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#include <Atom/Features/Decals/DecalTextureUtil.azsli>
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#include <Atom/Features/LightCulling/LightCullingTileIterator.azsli>
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#include <Atom/RPI/TangentSpace.azsli>
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void ApplyDecal(uint currDecalIndex, inout Surface surface);
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@@ -47,9 +48,10 @@ void ApplyDecal(uint currDecalIndex, inout Surface surface)
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ViewSrg::Decal decal = ViewSrg::m_decals[currDecalIndex];
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float3x3 decalRot = MatrixFromQuaternion(decal.m_quaternion);
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decalRot = transpose(decalRot);
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float3 localPos = surface.position - decal.m_position;
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localPos = mul(localPos, decalRot);
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localPos = mul(decalRot, localPos);
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float3 decalUVW = localPos * rcp(decal.m_halfSize);
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if(decalUVW.x >= -1.0f && decalUVW.x <= 1.0f &&
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@@ -63,30 +65,39 @@ void ApplyDecal(uint currDecalIndex, inout Surface surface)
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decalUVW.y *= -1;
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float3 decalUV = float3(decalUVW.xy * 0.5f + 0.5f, textureIndex);
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float3 decalSample;
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float4 baseMap = 0;
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float2 normalMap = 0;
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switch(textureArrayIndex)
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{
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case 0:
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baseMap = ViewSrg::m_decalTextureArray0.Sample(PassSrg::LinearSampler, decalUV);
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baseMap = ViewSrg::m_decalTextureArrayDiffuse0.Sample(PassSrg::LinearSampler, decalUV);
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normalMap = ViewSrg::m_decalTextureArrayNormalMaps0.Sample(PassSrg::LinearSampler, decalUV);
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break;
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case 1:
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baseMap = ViewSrg::m_decalTextureArray1.Sample(PassSrg::LinearSampler, decalUV);
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baseMap = ViewSrg::m_decalTextureArrayDiffuse1.Sample(PassSrg::LinearSampler, decalUV);
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normalMap = ViewSrg::m_decalTextureArrayNormalMaps1.Sample(PassSrg::LinearSampler, decalUV);
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break;
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case 2:
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baseMap = ViewSrg::m_decalTextureArray2.Sample(PassSrg::LinearSampler, decalUV);
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baseMap = ViewSrg::m_decalTextureArrayDiffuse2.Sample(PassSrg::LinearSampler, decalUV);
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normalMap = ViewSrg::m_decalTextureArrayNormalMaps2.Sample(PassSrg::LinearSampler, decalUV);
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break;
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case 3:
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baseMap = ViewSrg::m_decalTextureArray3.Sample(PassSrg::LinearSampler, decalUV);
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baseMap = ViewSrg::m_decalTextureArrayDiffuse3.Sample(PassSrg::LinearSampler, decalUV);
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normalMap = ViewSrg::m_decalTextureArrayNormalMaps3.Sample(PassSrg::LinearSampler, decalUV);
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break;
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case 4:
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baseMap = ViewSrg::m_decalTextureArray4.Sample(PassSrg::LinearSampler, decalUV);
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break;
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baseMap = ViewSrg::m_decalTextureArrayDiffuse4.Sample(PassSrg::LinearSampler, decalUV);
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normalMap = ViewSrg::m_decalTextureArrayNormalMaps4.Sample(PassSrg::LinearSampler, decalUV);
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break;
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}
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float opacity = baseMap.a * decal.m_opacity * GetDecalAttenuation(surface.normal, decalRot[2], decal.m_angleAttenuation);
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surface.albedo = lerp(surface.albedo, baseMap.rgb, opacity);
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surface.albedo = lerp(surface.albedo, baseMap.rgb, opacity);
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float3 normalMapWS = GetWorldSpaceNormal(normalMap, decalRot[2], decalRot[0], decalRot[1], 1.0f);
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surface.normal = normalize(lerp(surface.normal, normalMapWS, opacity));
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}
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}
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@@ -31,12 +31,18 @@ partial ShaderResourceGroup ViewSrg
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// e.g. m_decalTextureArray0 might store 24 textures @128x128,
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// m_decalTextureArray1 might store 16 * 256x256
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// and m_decalTextureArray2 might store 4 @ 512x512
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Texture2DArray<float4> m_decalTextureArray0;
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Texture2DArray<float4> m_decalTextureArray1;
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Texture2DArray<float4> m_decalTextureArray2;
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Texture2DArray<float4> m_decalTextureArray3;
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Texture2DArray<float4> m_decalTextureArray4;
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// This must match the variable NumTextureArrays in DecalTextureArrayFeatureProcessor.h
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Texture2DArray<float4> m_decalTextureArrayDiffuse0;
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Texture2DArray<float4> m_decalTextureArrayDiffuse1;
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Texture2DArray<float4> m_decalTextureArrayDiffuse2;
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Texture2DArray<float4> m_decalTextureArrayDiffuse3;
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Texture2DArray<float4> m_decalTextureArrayDiffuse4;
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Texture2DArray<float4> m_decalTextureArrayNormalMaps0;
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Texture2DArray<float4> m_decalTextureArrayNormalMaps1;
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Texture2DArray<float4> m_decalTextureArrayNormalMaps2;
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Texture2DArray<float4> m_decalTextureArrayNormalMaps3;
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Texture2DArray<float4> m_decalTextureArrayNormalMaps4;
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uint m_decalCount;
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}
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@@ -5,7 +5,6 @@
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "DecalTextureArray.h"
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#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
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#include <Atom/RPI.Reflect/Image/StreamingImageAssetCreator.h>
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@@ -24,7 +23,16 @@ namespace AZ
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{
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namespace
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{
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static const char* BaseColorTextureMapName = "baseColor.textureMap";
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static AZ::Name GetMapName(const DecalMapType mapType)
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{
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// Using local static to avoid cost of creating AZ::Name. Also so that this can be called from other static functions
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static AZStd::array<AZ::Name, DecalMapType_Num> mapNames =
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{
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AZ::Name("baseColor.textureMap"),
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AZ::Name("normal.textureMap")
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};
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return mapNames[mapType];
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}
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static AZ::Data::AssetId GetImagePoolId()
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{
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@@ -40,6 +48,7 @@ namespace AZ
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return asset;
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}
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// Extract exactly which texture asset we need to load from the given material and map type (diffuse, normal, etc).
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static AZ::Data::Asset<AZ::RPI::StreamingImageAsset> GetStreamingImageAsset(const AZ::RPI::MaterialAsset& materialAsset, const AZ::Name& propertyName)
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{
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if (!materialAsset.IsReady())
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@@ -78,11 +87,6 @@ namespace AZ
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const AZ::RPI::MaterialAsset* materialAsset = materialAssetData.GetAs<AZ::RPI::MaterialAsset>();
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return GetStreamingImageAsset(*materialAsset, propertyName);
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}
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AZ::Data::Asset<AZ::RPI::StreamingImageAsset> GetBaseColorImageAsset(const AZ::Data::Asset<Data::AssetData> materialAssetData)
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{
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return GetStreamingImageAsset(materialAssetData, AZ::Name(BaseColorTextureMapName));
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}
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}
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int DecalTextureArray::FindMaterial(const AZ::Data::AssetId materialAssetId) const
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@@ -103,7 +107,7 @@ namespace AZ
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{
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AZ_Error("DecalTextureArray", FindMaterial(materialAssetId) == -1, "Adding material when it already exists in the array");
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// Invalidate the existing texture array, as we need to repack it taking into account the new material.
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m_textureArrayPacked = nullptr;
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AZStd::fill(m_textureArrayPacked.begin(), m_textureArrayPacked.end(), nullptr);
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MaterialData materialData;
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materialData.m_materialAssetId = materialAssetId;
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@@ -122,42 +126,42 @@ namespace AZ
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return m_materials[index].m_materialAssetId;
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}
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RHI::Size DecalTextureArray::GetImageDimensions() const
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RHI::Size DecalTextureArray::GetImageDimensions(const DecalMapType mapType) const
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{
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AZ_Assert(m_materials.size() > 0, "GetImageDimensions() cannot be called until at least one material has been added");
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const int iter = m_materials.begin();
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// All textures in a texture array must have the same size, so just pick the first
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const MaterialData& firstMaterial = m_materials[iter];
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const auto& baseColorAsset = GetBaseColorImageAsset(firstMaterial.m_materialAssetData);
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const auto& baseColorAsset = GetStreamingImageAsset(firstMaterial.m_materialAssetData, GetMapName(mapType));
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return baseColorAsset->GetImageDescriptor().m_size;
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}
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const AZ::Data::Instance<AZ::RPI::StreamingImage>& DecalTextureArray::GetPackedTexture() const
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const AZ::Data::Instance<AZ::RPI::StreamingImage>& DecalTextureArray::GetPackedTexture(const DecalMapType mapType) const
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{
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return m_textureArrayPacked;
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return m_textureArrayPacked[mapType];
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}
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bool DecalTextureArray::IsValidDecalMaterial(const AZ::RPI::MaterialAsset& materialAsset)
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{
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return GetStreamingImageAsset(materialAsset, AZ::Name(BaseColorTextureMapName)).IsReady();
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return GetStreamingImageAsset(materialAsset, GetMapName(DecalMapType_Diffuse)).IsReady();
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}
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AZ::Data::Asset<AZ::RPI::ImageMipChainAsset> DecalTextureArray::BuildPackedMipChainAsset(const size_t numTexturesToCreate)
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AZ::Data::Asset<AZ::RPI::ImageMipChainAsset> DecalTextureArray::BuildPackedMipChainAsset(const DecalMapType mapType, const size_t numTexturesToCreate)
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{
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RPI::ImageMipChainAssetCreator assetCreator;
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const uint32_t mipLevels = GetNumMipLevels();
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const uint32_t mipLevels = GetNumMipLevels(mapType);
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assetCreator.Begin(Data::AssetId(AZ::Uuid::CreateRandom()), static_cast<uint16_t>(mipLevels), aznumeric_cast<uint16_t>(numTexturesToCreate));
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assetCreator.Begin(Data::AssetId(AZ::Uuid::CreateRandom()), aznumeric_cast<uint16_t>(mipLevels), aznumeric_cast<uint16_t>(numTexturesToCreate));
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for (uint32_t mipLevel = 0; mipLevel < mipLevels; ++mipLevel)
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{
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const auto& layout = GetLayout(mipLevel);
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const auto& layout = GetLayout(mapType, mipLevel);
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assetCreator.BeginMip(layout);
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for (int i = 0; i < m_materials.array_size(); ++i)
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{
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const auto rawData = GetRawImageData(i, mipLevel);
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assetCreator.AddSubImage(rawData.data(), rawData.size());
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const auto imageData = GetRawImageData(GetMapName(mapType), i, mipLevel);
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assetCreator.AddSubImage(imageData.data(), imageData.size());
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}
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assetCreator.EndMip();
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@@ -169,10 +173,12 @@ namespace AZ
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return AZStd::move(asset);
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}
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RHI::ImageDescriptor DecalTextureArray::CreatePackedImageDescriptor(const uint16_t arraySize, const uint16_t mipLevels) const
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RHI::ImageDescriptor DecalTextureArray::CreatePackedImageDescriptor(
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const DecalMapType mapType, const uint16_t arraySize, const uint16_t mipLevels) const
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{
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const RHI::Size imageDimensions = GetImageDimensions();
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RHI::ImageDescriptor imageDescriptor = RHI::ImageDescriptor::Create2DArray(RHI::ImageBindFlags::ShaderRead, imageDimensions.m_width, imageDimensions.m_height, arraySize, GetFormat());
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const RHI::Size imageDimensions = GetImageDimensions(mapType);
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RHI::ImageDescriptor imageDescriptor = RHI::ImageDescriptor::Create2DArray(
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RHI::ImageBindFlags::ShaderRead, imageDimensions.m_width, imageDimensions.m_height, arraySize, GetFormat(mapType));
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imageDescriptor.m_mipLevels = mipLevels;
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return imageDescriptor;
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}
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@@ -189,21 +195,34 @@ namespace AZ
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}
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const size_t numTexturesToCreate = m_materials.array_size();
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const auto mipChainAsset = BuildPackedMipChainAsset(numTexturesToCreate);
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RHI::ImageViewDescriptor imageViewDescriptor;
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imageViewDescriptor.m_isArray = true;
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for (int i = 0; i < DecalMapType_Num; ++i)
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{
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const DecalMapType mapType = aznumeric_cast<DecalMapType>(i);
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if (!AreAllTextureMapsPresent(mapType))
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{
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AZ_Warning("DecalTextureArray", true, "Missing decal texture maps for %s. Please make sure all maps of this type are present.\n", GetMapName(mapType).GetCStr());
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m_textureArrayPacked[i] = nullptr;
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continue;
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}
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RPI::StreamingImageAssetCreator assetCreator;
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assetCreator.Begin(Data::AssetId(Uuid::CreateRandom()));
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assetCreator.SetPoolAssetId(GetImagePoolId());
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assetCreator.SetFlags(RPI::StreamingImageFlags::None);
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assetCreator.SetImageDescriptor(CreatePackedImageDescriptor(aznumeric_cast<uint16_t>(numTexturesToCreate), GetNumMipLevels()));
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assetCreator.SetImageViewDescriptor(imageViewDescriptor);
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assetCreator.AddMipChainAsset(*mipChainAsset);
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Data::Asset<RPI::StreamingImageAsset> packedAsset;
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const bool createdOk = assetCreator.End(packedAsset);
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AZ_Error("TextureArrayData", createdOk, "Pack() call failed.");
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m_textureArrayPacked = createdOk ? RPI::StreamingImage::FindOrCreate(packedAsset) : nullptr;
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const auto mipChainAsset = BuildPackedMipChainAsset(mapType, numTexturesToCreate);
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RHI::ImageViewDescriptor imageViewDescriptor;
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imageViewDescriptor.m_isArray = true;
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RPI::StreamingImageAssetCreator assetCreator;
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assetCreator.Begin(Data::AssetId(Uuid::CreateRandom()));
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assetCreator.SetPoolAssetId(GetImagePoolId());
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assetCreator.SetFlags(RPI::StreamingImageFlags::None);
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assetCreator.SetImageDescriptor(
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CreatePackedImageDescriptor(mapType, aznumeric_cast<uint16_t>(numTexturesToCreate), GetNumMipLevels(mapType)));
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assetCreator.SetImageViewDescriptor(imageViewDescriptor);
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assetCreator.AddMipChainAsset(*mipChainAsset);
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Data::Asset<RPI::StreamingImageAsset> packedAsset;
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const bool createdOk = assetCreator.End(packedAsset);
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AZ_Error("TextureArrayData", createdOk, "Pack() call failed.");
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m_textureArrayPacked[i] = createdOk ? RPI::StreamingImage::FindOrCreate(packedAsset) : nullptr;
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}
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// Free unused memory
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ClearAssets();
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@@ -225,29 +244,30 @@ namespace AZ
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}
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}
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uint16_t DecalTextureArray::GetNumMipLevels() const
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uint16_t DecalTextureArray::GetNumMipLevels(const DecalMapType mapType) const
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{
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AZ_Assert(m_materials.size() > 0, "GetNumMipLevels() cannot be called until at least one material has been added");
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// All decals in a texture array must have the same number of mips, so just pick the first
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const int iter = m_materials.begin();
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const MaterialData& firstMaterial = m_materials[iter];
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const auto& baseColorAsset = GetBaseColorImageAsset(firstMaterial.m_materialAssetData);
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return baseColorAsset->GetImageDescriptor().m_mipLevels;
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const auto& imageAsset = GetStreamingImageAsset(firstMaterial.m_materialAssetData, GetMapName(mapType));
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return imageAsset->GetImageDescriptor().m_mipLevels;
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}
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RHI::ImageSubresourceLayout DecalTextureArray::GetLayout(int mip) const
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RHI::ImageSubresourceLayout DecalTextureArray::GetLayout(const DecalMapType mapType, int mip) const
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{
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AZ_Assert(m_materials.size() > 0, "GetLayout() cannot be called unless at least one material has been added");
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const int iter = m_materials.begin();
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const auto& descriptor = GetBaseColorImageAsset(m_materials[iter].m_materialAssetData)->GetImageDescriptor();
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const auto& descriptor =
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GetStreamingImageAsset(m_materials[iter].m_materialAssetData, GetMapName(mapType))->GetImageDescriptor();
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RHI::Size mipSize = descriptor.m_size;
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mipSize.m_width >>= mip;
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mipSize.m_height >>= mip;
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return AZ::RHI::GetImageSubresourceLayout(mipSize, descriptor.m_format);
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}
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AZStd::array_view<uint8_t> DecalTextureArray::GetRawImageData(int arrayLevel, const int mip) const
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AZStd::array_view<uint8_t> DecalTextureArray::GetRawImageData(const AZ::Name& mapName, int arrayLevel, const int mip) const
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{
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// We always want to provide valid data to the AssetCreator for each texture.
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// If this spot in the array is empty, just provide some random image as filler.
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@@ -257,17 +277,20 @@ namespace AZ
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{
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arrayLevel = m_materials.begin();
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}
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const auto image = GetBaseColorImageAsset(m_materials[arrayLevel].m_materialAssetData);
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const auto image = GetStreamingImageAsset(m_materials[arrayLevel].m_materialAssetData, mapName);
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if (!image)
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{
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return {};
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}
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const auto srcData = image->GetSubImageData(mip, 0);
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return srcData;
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}
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AZ::RHI::Format DecalTextureArray::GetFormat() const
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AZ::RHI::Format DecalTextureArray::GetFormat(const DecalMapType mapType) const
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{
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AZ_Assert(m_materials.size() > 0, "GetFormat() can only be called after at least one material has been added.");
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const int iter = m_materials.begin();
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const auto& baseColorAsset = GetBaseColorImageAsset(m_materials[iter].m_materialAssetData);
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const auto& baseColorAsset = GetStreamingImageAsset(m_materials[iter].m_materialAssetData, GetMapName(mapType));
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return baseColorAsset->GetImageDescriptor().m_format;
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}
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@@ -290,6 +313,25 @@ namespace AZ
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return id.IsValid() && materialData.m_materialAssetData.IsReady();
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}
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bool DecalTextureArray::AreAllTextureMapsPresent(const DecalMapType mapType) const
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{
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int iter = m_materials.begin();
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while (iter != -1)
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{
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if (!IsTextureMapPresentInMaterial(m_materials[iter], mapType))
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{
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return false;
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}
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iter = m_materials.next(iter);
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}
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return true;
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}
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bool DecalTextureArray::IsTextureMapPresentInMaterial(const MaterialData& materialData, const DecalMapType mapType) const
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{
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return GetStreamingImageAsset(materialData.m_materialAssetData, GetMapName(mapType)).IsReady();
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}
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void DecalTextureArray::ClearAssets()
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{
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int iter = m_materials.begin();
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@@ -330,7 +372,8 @@ namespace AZ
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if (m_materials.size() == 0)
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return false;
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return m_textureArrayPacked == nullptr;
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// We pack all diffuse/normal/etc in one go, so just check to see if the diffusemaps need packing
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return m_textureArrayPacked[DecalMapType_Diffuse] == nullptr;
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}
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}
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@@ -28,8 +28,18 @@ namespace AZ
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namespace Render
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{
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enum DecalMapType : uint32_t
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{
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DecalMapType_Diffuse,
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DecalMapType_Normal,
|
||||
DecalMapType_Num
|
||||
};
|
||||
|
||||
//! Helper class used by DecalTextureArrayFeatureProcessor.
|
||||
//! Given a set of images (all with the same dimensions and format), it can pack them together into a single textureArray that can be sent to the GPU.
|
||||
//! Note that once textures are packed, this class will release any material references
|
||||
//! This might free memory if nothing else is holding onto them
|
||||
//! The class DOES keep note of which material asset ids were added, so it can load them again if necessary if the whole thing needs to be repacked
|
||||
class DecalTextureArray : public Data::AssetBus::MultiHandler
|
||||
{
|
||||
public:
|
||||
@@ -40,8 +50,12 @@ namespace AZ
|
||||
|
||||
AZ::Data::AssetId GetMaterialAssetId(const int index) const;
|
||||
|
||||
// Packs all the added materials into one texture array per DecalMapType.
|
||||
void Pack();
|
||||
const Data::Instance<RPI::StreamingImage>& GetPackedTexture() const;
|
||||
|
||||
// Note that we pack each type into a separate texture array. This is because formats are
|
||||
// often different (BC5 for normals, BC7 for diffuse, etc)
|
||||
const Data::Instance<RPI::StreamingImage>& GetPackedTexture(const DecalMapType mapType) const;
|
||||
|
||||
static bool IsValidDecalMaterial(const RPI::MaterialAsset& materialAsset);
|
||||
|
||||
@@ -56,22 +70,25 @@ namespace AZ
|
||||
|
||||
void OnAssetReady(Data::Asset<Data::AssetData> asset) override;
|
||||
|
||||
// Returns the index of the material in the m_materials container. -1 if not present.
|
||||
int FindMaterial(const AZ::Data::AssetId materialAssetId) const;
|
||||
|
||||
// packs the contents of the source images into a texture array readable by the GPU and returns it
|
||||
AZ::Data::Asset<AZ::RPI::ImageMipChainAsset> BuildPackedMipChainAsset(const size_t numTexturesToCreate);
|
||||
AZ::Data::Asset<AZ::RPI::ImageMipChainAsset> BuildPackedMipChainAsset(const DecalMapType mapType, const size_t numTexturesToCreate);
|
||||
RHI::ImageDescriptor CreatePackedImageDescriptor(const DecalMapType mapType, const uint16_t arraySize, const uint16_t mipLevels) const;
|
||||
|
||||
RHI::ImageDescriptor CreatePackedImageDescriptor(const uint16_t arraySize, const uint16_t mipLevels) const;
|
||||
|
||||
uint16_t GetNumMipLevels() const;
|
||||
RHI::Size GetImageDimensions() const;
|
||||
RHI::Format GetFormat() const;
|
||||
RHI::ImageSubresourceLayout GetLayout(int mip) const;
|
||||
AZStd::array_view<uint8_t> GetRawImageData(int arrayLevel, int mip) const;
|
||||
uint16_t GetNumMipLevels(const DecalMapType mapType) const;
|
||||
RHI::Size GetImageDimensions(const DecalMapType mapType) const;
|
||||
RHI::Format GetFormat(const DecalMapType mapType) const;
|
||||
RHI::ImageSubresourceLayout GetLayout(const DecalMapType mapType, int mip) const;
|
||||
AZStd::array_view<uint8_t> GetRawImageData(const AZ::Name& mapName, int arrayLevel, int mip) const;
|
||||
|
||||
bool AreAllAssetsReady() const;
|
||||
bool IsAssetReady(const MaterialData& materialData) const;
|
||||
|
||||
bool AreAllTextureMapsPresent(const DecalMapType mapType) const;
|
||||
bool IsTextureMapPresentInMaterial(const MaterialData& materialData, const DecalMapType mapType) const;
|
||||
|
||||
void ClearAssets();
|
||||
void ClearAsset(MaterialData& materialData);
|
||||
|
||||
@@ -81,7 +98,7 @@ namespace AZ
|
||||
bool NeedsPacking() const;
|
||||
|
||||
IndexableList<MaterialData> m_materials;
|
||||
Data::Instance<RPI::StreamingImage> m_textureArrayPacked;
|
||||
AZStd::array<Data::Instance<RPI::StreamingImage>, DecalMapType_Num> m_textureArrayPacked;
|
||||
|
||||
AZStd::unordered_set<AZ::Data::AssetId> m_assetsCurrentlyLoading;
|
||||
};
|
||||
|
||||
@@ -322,13 +322,30 @@ namespace AZ
|
||||
|
||||
void DecalTextureArrayFeatureProcessor::CacheShaderIndices()
|
||||
{
|
||||
for (int i = 0; i < NumTextureArrays; ++i)
|
||||
{
|
||||
const RHI::ShaderResourceGroupLayout* viewSrgLayout = RPI::RPISystemInterface::Get()->GetViewSrgLayout().get();
|
||||
const AZStd::string baseName = "m_decalTextureArray" + AZStd::to_string(i);
|
||||
// The azsl shader should define several texture arrays such as:
|
||||
// Texture2DArray<float4> m_decalTextureArrayDiffuse0;
|
||||
// Texture2DArray<float4> m_decalTextureArrayDiffuse1;
|
||||
// Texture2DArray<float4> m_decalTextureArrayDiffuse2;
|
||||
// and
|
||||
// Texture2DArray<float2> m_decalTextureArrayNormalMaps0;
|
||||
// Texture2DArray<float2> m_decalTextureArrayNormalMaps1;
|
||||
// Texture2DArray<float2> m_decalTextureArrayNormalMaps2;
|
||||
static const AZStd::array<AZStd::string, DecalMapType_Num> ShaderNames = { "m_decalTextureArrayDiffuse",
|
||||
"m_decalTextureArrayNormalMaps" };
|
||||
|
||||
m_decalTextureArrayIndices[i] = viewSrgLayout->FindShaderInputImageIndex(Name(baseName.c_str()));
|
||||
AZ_Warning("DecalTextureArrayFeatureProcessor", m_decalTextureArrayIndices[i].IsValid(), "Unable to find %s in decal shader.", baseName.c_str());
|
||||
for (int mapType = 0; mapType < DecalMapType_Num; ++mapType)
|
||||
{
|
||||
for (int texArrayIdx = 0; texArrayIdx < NumTextureArrays; ++texArrayIdx)
|
||||
{
|
||||
const RHI::ShaderResourceGroupLayout* viewSrgLayout = RPI::RPISystemInterface::Get()->GetViewSrgLayout().get();
|
||||
const AZStd::string baseName = ShaderNames[mapType] + AZStd::to_string(texArrayIdx);
|
||||
|
||||
m_decalTextureArrayIndices[texArrayIdx][mapType] = viewSrgLayout->FindShaderInputImageIndex(Name(baseName.c_str()));
|
||||
AZ_Warning(
|
||||
"DecalTextureArrayFeatureProcessor", m_decalTextureArrayIndices[texArrayIdx][mapType].IsValid(),
|
||||
"Unable to find %s in decal shader.",
|
||||
baseName.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -411,8 +428,11 @@ namespace AZ
|
||||
int iter = m_textureArrayList.begin();
|
||||
while (iter != -1)
|
||||
{
|
||||
const auto& packedTexture = m_textureArrayList[iter].second.GetPackedTexture();
|
||||
view->GetShaderResourceGroup()->SetImage(m_decalTextureArrayIndices[iter], packedTexture);
|
||||
for (int mapType = 0 ; mapType < DecalMapType_Num ; ++mapType)
|
||||
{
|
||||
const auto& packedTexture = m_textureArrayList[iter].second.GetPackedTexture(aznumeric_cast<DecalMapType>(mapType));
|
||||
view->GetShaderResourceGroup()->SetImage(m_decalTextureArrayIndices[iter][mapType], packedTexture);
|
||||
}
|
||||
iter = m_textureArrayList.next(iter);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -89,6 +89,7 @@ namespace AZ
|
||||
private:
|
||||
|
||||
// Number of size and format permutations
|
||||
// This number should match the number of texture arrays in Decals/ViewSrg.azsli
|
||||
static constexpr int NumTextureArrays = 5;
|
||||
static constexpr const char* FeatureProcessorName = "DecalTextureArrayFeatureProcessor";
|
||||
|
||||
@@ -128,7 +129,7 @@ namespace AZ
|
||||
// 4 textures @ 512x512
|
||||
IndexableList < AZStd::pair < AZ::RHI::Size, DecalTextureArray>> m_textureArrayList;
|
||||
|
||||
AZStd::array<RHI::ShaderInputImageIndex, NumTextureArrays> m_decalTextureArrayIndices;
|
||||
AZStd::array<AZStd::array<RHI::ShaderInputImageIndex, DecalMapType_Num>, NumTextureArrays> m_decalTextureArrayIndices;
|
||||
GpuBufferHandler m_decalBufferHandler;
|
||||
|
||||
AsyncLoadTracker<DecalHandle> m_materialLoadTracker;
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace UnitTest
|
||||
{
|
||||
AZ::Render::DecalTextureArray decalTextureArray;
|
||||
decalTextureArray.Pack();
|
||||
auto nothing = decalTextureArray.GetPackedTexture();
|
||||
auto nothing = decalTextureArray.GetPackedTexture(AZ::Render::DecalMapType_Diffuse);
|
||||
EXPECT_EQ(nothing, nullptr);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user