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>
monroegm-disable-blank-issue-2
mrieggeramzn 4 years ago committed by GitHub
parent 8a1af282c4
commit 60a0d2ba01
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GPG Key ID: 4AEE18F83AFDEB23

@ -16,6 +16,7 @@
#include <Atom/Features/MatrixUtility.azsli>
#include <Atom/Features/Decals/DecalTextureUtil.azsli>
#include <Atom/Features/LightCulling/LightCullingTileIterator.azsli>
#include <Atom/RPI/TangentSpace.azsli>
void ApplyDecal(uint currDecalIndex, inout Surface surface);
@ -47,9 +48,10 @@ void ApplyDecal(uint currDecalIndex, inout Surface surface)
ViewSrg::Decal decal = ViewSrg::m_decals[currDecalIndex];
float3x3 decalRot = MatrixFromQuaternion(decal.m_quaternion);
decalRot = transpose(decalRot);
float3 localPos = surface.position - decal.m_position;
localPos = mul(localPos, decalRot);
localPos = mul(decalRot, localPos);
float3 decalUVW = localPos * rcp(decal.m_halfSize);
if(decalUVW.x >= -1.0f && decalUVW.x <= 1.0f &&
@ -63,30 +65,39 @@ void ApplyDecal(uint currDecalIndex, inout Surface surface)
decalUVW.y *= -1;
float3 decalUV = float3(decalUVW.xy * 0.5f + 0.5f, textureIndex);
float3 decalSample;
float4 baseMap = 0;
float2 normalMap = 0;
switch(textureArrayIndex)
{
case 0:
baseMap = ViewSrg::m_decalTextureArray0.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArrayDiffuse0.Sample(PassSrg::LinearSampler, decalUV);
normalMap = ViewSrg::m_decalTextureArrayNormalMaps0.Sample(PassSrg::LinearSampler, decalUV);
break;
case 1:
baseMap = ViewSrg::m_decalTextureArray1.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArrayDiffuse1.Sample(PassSrg::LinearSampler, decalUV);
normalMap = ViewSrg::m_decalTextureArrayNormalMaps1.Sample(PassSrg::LinearSampler, decalUV);
break;
case 2:
baseMap = ViewSrg::m_decalTextureArray2.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArrayDiffuse2.Sample(PassSrg::LinearSampler, decalUV);
normalMap = ViewSrg::m_decalTextureArrayNormalMaps2.Sample(PassSrg::LinearSampler, decalUV);
break;
case 3:
baseMap = ViewSrg::m_decalTextureArray3.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArrayDiffuse3.Sample(PassSrg::LinearSampler, decalUV);
normalMap = ViewSrg::m_decalTextureArrayNormalMaps3.Sample(PassSrg::LinearSampler, decalUV);
break;
case 4:
baseMap = ViewSrg::m_decalTextureArray4.Sample(PassSrg::LinearSampler, decalUV);
break;
baseMap = ViewSrg::m_decalTextureArrayDiffuse4.Sample(PassSrg::LinearSampler, decalUV);
normalMap = ViewSrg::m_decalTextureArrayNormalMaps4.Sample(PassSrg::LinearSampler, decalUV);
break;
}
float opacity = baseMap.a * decal.m_opacity * GetDecalAttenuation(surface.normal, decalRot[2], decal.m_angleAttenuation);
surface.albedo = lerp(surface.albedo, baseMap.rgb, opacity);
surface.albedo = lerp(surface.albedo, baseMap.rgb, opacity);
float3 normalMapWS = GetWorldSpaceNormal(normalMap, decalRot[2], decalRot[0], decalRot[1], 1.0f);
surface.normal = normalize(lerp(surface.normal, normalMapWS, opacity));
}
}

@ -31,12 +31,18 @@ partial ShaderResourceGroup ViewSrg
// e.g. m_decalTextureArray0 might store 24 textures @128x128,
// m_decalTextureArray1 might store 16 * 256x256
// and m_decalTextureArray2 might store 4 @ 512x512
Texture2DArray<float4> m_decalTextureArray0;
Texture2DArray<float4> m_decalTextureArray1;
Texture2DArray<float4> m_decalTextureArray2;
Texture2DArray<float4> m_decalTextureArray3;
Texture2DArray<float4> m_decalTextureArray4;
// This must match the variable NumTextureArrays in DecalTextureArrayFeatureProcessor.h
Texture2DArray<float4> m_decalTextureArrayDiffuse0;
Texture2DArray<float4> m_decalTextureArrayDiffuse1;
Texture2DArray<float4> m_decalTextureArrayDiffuse2;
Texture2DArray<float4> m_decalTextureArrayDiffuse3;
Texture2DArray<float4> m_decalTextureArrayDiffuse4;
Texture2DArray<float4> m_decalTextureArrayNormalMaps0;
Texture2DArray<float4> m_decalTextureArrayNormalMaps1;
Texture2DArray<float4> m_decalTextureArrayNormalMaps2;
Texture2DArray<float4> m_decalTextureArrayNormalMaps3;
Texture2DArray<float4> m_decalTextureArrayNormalMaps4;
uint m_decalCount;
}

@ -5,7 +5,6 @@
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "DecalTextureArray.h"
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAssetCreator.h>
@ -24,7 +23,16 @@ namespace AZ
{
namespace
{
static const char* BaseColorTextureMapName = "baseColor.textureMap";
static AZ::Name GetMapName(const DecalMapType mapType)
{
// Using local static to avoid cost of creating AZ::Name. Also so that this can be called from other static functions
static AZStd::array<AZ::Name, DecalMapType_Num> mapNames =
{
AZ::Name("baseColor.textureMap"),
AZ::Name("normal.textureMap")
};
return mapNames[mapType];
}
static AZ::Data::AssetId GetImagePoolId()
{
@ -40,6 +48,7 @@ namespace AZ
return asset;
}
// Extract exactly which texture asset we need to load from the given material and map type (diffuse, normal, etc).
static AZ::Data::Asset<AZ::RPI::StreamingImageAsset> GetStreamingImageAsset(const AZ::RPI::MaterialAsset& materialAsset, const AZ::Name& propertyName)
{
if (!materialAsset.IsReady())
@ -78,11 +87,6 @@ namespace AZ
const AZ::RPI::MaterialAsset* materialAsset = materialAssetData.GetAs<AZ::RPI::MaterialAsset>();
return GetStreamingImageAsset(*materialAsset, propertyName);
}
AZ::Data::Asset<AZ::RPI::StreamingImageAsset> GetBaseColorImageAsset(const AZ::Data::Asset<Data::AssetData> materialAssetData)
{
return GetStreamingImageAsset(materialAssetData, AZ::Name(BaseColorTextureMapName));
}
}
int DecalTextureArray::FindMaterial(const AZ::Data::AssetId materialAssetId) const
@ -103,7 +107,7 @@ namespace AZ
{
AZ_Error("DecalTextureArray", FindMaterial(materialAssetId) == -1, "Adding material when it already exists in the array");
// Invalidate the existing texture array, as we need to repack it taking into account the new material.
m_textureArrayPacked = nullptr;
AZStd::fill(m_textureArrayPacked.begin(), m_textureArrayPacked.end(), nullptr);
MaterialData materialData;
materialData.m_materialAssetId = materialAssetId;
@ -122,42 +126,42 @@ namespace AZ
return m_materials[index].m_materialAssetId;
}
RHI::Size DecalTextureArray::GetImageDimensions() const
RHI::Size DecalTextureArray::GetImageDimensions(const DecalMapType mapType) const
{
AZ_Assert(m_materials.size() > 0, "GetImageDimensions() cannot be called until at least one material has been added");
const int iter = m_materials.begin();
// All textures in a texture array must have the same size, so just pick the first
const MaterialData& firstMaterial = m_materials[iter];
const auto& baseColorAsset = GetBaseColorImageAsset(firstMaterial.m_materialAssetData);
const auto& baseColorAsset = GetStreamingImageAsset(firstMaterial.m_materialAssetData, GetMapName(mapType));
return baseColorAsset->GetImageDescriptor().m_size;
}
const AZ::Data::Instance<AZ::RPI::StreamingImage>& DecalTextureArray::GetPackedTexture() const
const AZ::Data::Instance<AZ::RPI::StreamingImage>& DecalTextureArray::GetPackedTexture(const DecalMapType mapType) const
{
return m_textureArrayPacked;
return m_textureArrayPacked[mapType];
}
bool DecalTextureArray::IsValidDecalMaterial(const AZ::RPI::MaterialAsset& materialAsset)
{
return GetStreamingImageAsset(materialAsset, AZ::Name(BaseColorTextureMapName)).IsReady();
return GetStreamingImageAsset(materialAsset, GetMapName(DecalMapType_Diffuse)).IsReady();
}
AZ::Data::Asset<AZ::RPI::ImageMipChainAsset> DecalTextureArray::BuildPackedMipChainAsset(const size_t numTexturesToCreate)
AZ::Data::Asset<AZ::RPI::ImageMipChainAsset> DecalTextureArray::BuildPackedMipChainAsset(const DecalMapType mapType, const size_t numTexturesToCreate)
{
RPI::ImageMipChainAssetCreator assetCreator;
const uint32_t mipLevels = GetNumMipLevels();
const uint32_t mipLevels = GetNumMipLevels(mapType);
assetCreator.Begin(Data::AssetId(AZ::Uuid::CreateRandom()), static_cast<uint16_t>(mipLevels), aznumeric_cast<uint16_t>(numTexturesToCreate));
assetCreator.Begin(Data::AssetId(AZ::Uuid::CreateRandom()), aznumeric_cast<uint16_t>(mipLevels), aznumeric_cast<uint16_t>(numTexturesToCreate));
for (uint32_t mipLevel = 0; mipLevel < mipLevels; ++mipLevel)
{
const auto& layout = GetLayout(mipLevel);
const auto& layout = GetLayout(mapType, mipLevel);
assetCreator.BeginMip(layout);
for (int i = 0; i < m_materials.array_size(); ++i)
{
const auto rawData = GetRawImageData(i, mipLevel);
assetCreator.AddSubImage(rawData.data(), rawData.size());
const auto imageData = GetRawImageData(GetMapName(mapType), i, mipLevel);
assetCreator.AddSubImage(imageData.data(), imageData.size());
}
assetCreator.EndMip();
@ -169,10 +173,12 @@ namespace AZ
return AZStd::move(asset);
}
RHI::ImageDescriptor DecalTextureArray::CreatePackedImageDescriptor(const uint16_t arraySize, const uint16_t mipLevels) const
RHI::ImageDescriptor DecalTextureArray::CreatePackedImageDescriptor(
const DecalMapType mapType, const uint16_t arraySize, const uint16_t mipLevels) const
{
const RHI::Size imageDimensions = GetImageDimensions();
RHI::ImageDescriptor imageDescriptor = RHI::ImageDescriptor::Create2DArray(RHI::ImageBindFlags::ShaderRead, imageDimensions.m_width, imageDimensions.m_height, arraySize, GetFormat());
const RHI::Size imageDimensions = GetImageDimensions(mapType);
RHI::ImageDescriptor imageDescriptor = RHI::ImageDescriptor::Create2DArray(
RHI::ImageBindFlags::ShaderRead, imageDimensions.m_width, imageDimensions.m_height, arraySize, GetFormat(mapType));
imageDescriptor.m_mipLevels = mipLevels;
return imageDescriptor;
}
@ -189,21 +195,34 @@ namespace AZ
}
const size_t numTexturesToCreate = m_materials.array_size();
const auto mipChainAsset = BuildPackedMipChainAsset(numTexturesToCreate);
RHI::ImageViewDescriptor imageViewDescriptor;
imageViewDescriptor.m_isArray = true;
RPI::StreamingImageAssetCreator assetCreator;
assetCreator.Begin(Data::AssetId(Uuid::CreateRandom()));
assetCreator.SetPoolAssetId(GetImagePoolId());
assetCreator.SetFlags(RPI::StreamingImageFlags::None);
assetCreator.SetImageDescriptor(CreatePackedImageDescriptor(aznumeric_cast<uint16_t>(numTexturesToCreate), GetNumMipLevels()));
assetCreator.SetImageViewDescriptor(imageViewDescriptor);
assetCreator.AddMipChainAsset(*mipChainAsset);
Data::Asset<RPI::StreamingImageAsset> packedAsset;
const bool createdOk = assetCreator.End(packedAsset);
AZ_Error("TextureArrayData", createdOk, "Pack() call failed.");
m_textureArrayPacked = createdOk ? RPI::StreamingImage::FindOrCreate(packedAsset) : nullptr;
for (int i = 0; i < DecalMapType_Num; ++i)
{
const DecalMapType mapType = aznumeric_cast<DecalMapType>(i);
if (!AreAllTextureMapsPresent(mapType))
{
AZ_Warning("DecalTextureArray", true, "Missing decal texture maps for %s. Please make sure all maps of this type are present.\n", GetMapName(mapType).GetCStr());
m_textureArrayPacked[i] = nullptr;
continue;
}
const auto mipChainAsset = BuildPackedMipChainAsset(mapType, numTexturesToCreate);
RHI::ImageViewDescriptor imageViewDescriptor;
imageViewDescriptor.m_isArray = true;
RPI::StreamingImageAssetCreator assetCreator;
assetCreator.Begin(Data::AssetId(Uuid::CreateRandom()));
assetCreator.SetPoolAssetId(GetImagePoolId());
assetCreator.SetFlags(RPI::StreamingImageFlags::None);
assetCreator.SetImageDescriptor(
CreatePackedImageDescriptor(mapType, aznumeric_cast<uint16_t>(numTexturesToCreate), GetNumMipLevels(mapType)));
assetCreator.SetImageViewDescriptor(imageViewDescriptor);
assetCreator.AddMipChainAsset(*mipChainAsset);
Data::Asset<RPI::StreamingImageAsset> packedAsset;
const bool createdOk = assetCreator.End(packedAsset);
AZ_Error("TextureArrayData", createdOk, "Pack() call failed.");
m_textureArrayPacked[i] = createdOk ? RPI::StreamingImage::FindOrCreate(packedAsset) : nullptr;
}
// Free unused memory
ClearAssets();
@ -225,29 +244,30 @@ namespace AZ
}
}
uint16_t DecalTextureArray::GetNumMipLevels() const
uint16_t DecalTextureArray::GetNumMipLevels(const DecalMapType mapType) const
{
AZ_Assert(m_materials.size() > 0, "GetNumMipLevels() cannot be called until at least one material has been added");
// All decals in a texture array must have the same number of mips, so just pick the first
const int iter = m_materials.begin();
const MaterialData& firstMaterial = m_materials[iter];
const auto& baseColorAsset = GetBaseColorImageAsset(firstMaterial.m_materialAssetData);
return baseColorAsset->GetImageDescriptor().m_mipLevels;
const auto& imageAsset = GetStreamingImageAsset(firstMaterial.m_materialAssetData, GetMapName(mapType));
return imageAsset->GetImageDescriptor().m_mipLevels;
}
RHI::ImageSubresourceLayout DecalTextureArray::GetLayout(int mip) const
RHI::ImageSubresourceLayout DecalTextureArray::GetLayout(const DecalMapType mapType, int mip) const
{
AZ_Assert(m_materials.size() > 0, "GetLayout() cannot be called unless at least one material has been added");
const int iter = m_materials.begin();
const auto& descriptor = GetBaseColorImageAsset(m_materials[iter].m_materialAssetData)->GetImageDescriptor();
const auto& descriptor =
GetStreamingImageAsset(m_materials[iter].m_materialAssetData, GetMapName(mapType))->GetImageDescriptor();
RHI::Size mipSize = descriptor.m_size;
mipSize.m_width >>= mip;
mipSize.m_height >>= mip;
return AZ::RHI::GetImageSubresourceLayout(mipSize, descriptor.m_format);
}
AZStd::array_view<uint8_t> DecalTextureArray::GetRawImageData(int arrayLevel, const int mip) const
AZStd::array_view<uint8_t> DecalTextureArray::GetRawImageData(const AZ::Name& mapName, int arrayLevel, const int mip) const
{
// We always want to provide valid data to the AssetCreator for each texture.
// If this spot in the array is empty, just provide some random image as filler.
@ -257,17 +277,20 @@ namespace AZ
{
arrayLevel = m_materials.begin();
}
const auto image = GetBaseColorImageAsset(m_materials[arrayLevel].m_materialAssetData);
const auto image = GetStreamingImageAsset(m_materials[arrayLevel].m_materialAssetData, mapName);
if (!image)
{
return {};
}
const auto srcData = image->GetSubImageData(mip, 0);
return srcData;
}
AZ::RHI::Format DecalTextureArray::GetFormat() const
AZ::RHI::Format DecalTextureArray::GetFormat(const DecalMapType mapType) const
{
AZ_Assert(m_materials.size() > 0, "GetFormat() can only be called after at least one material has been added.");
const int iter = m_materials.begin();
const auto& baseColorAsset = GetBaseColorImageAsset(m_materials[iter].m_materialAssetData);
const auto& baseColorAsset = GetStreamingImageAsset(m_materials[iter].m_materialAssetData, GetMapName(mapType));
return baseColorAsset->GetImageDescriptor().m_format;
}
@ -290,6 +313,25 @@ namespace AZ
return id.IsValid() && materialData.m_materialAssetData.IsReady();
}
bool DecalTextureArray::AreAllTextureMapsPresent(const DecalMapType mapType) const
{
int iter = m_materials.begin();
while (iter != -1)
{
if (!IsTextureMapPresentInMaterial(m_materials[iter], mapType))
{
return false;
}
iter = m_materials.next(iter);
}
return true;
}
bool DecalTextureArray::IsTextureMapPresentInMaterial(const MaterialData& materialData, const DecalMapType mapType) const
{
return GetStreamingImageAsset(materialData.m_materialAssetData, GetMapName(mapType)).IsReady();
}
void DecalTextureArray::ClearAssets()
{
int iter = m_materials.begin();
@ -330,7 +372,8 @@ namespace AZ
if (m_materials.size() == 0)
return false;
return m_textureArrayPacked == nullptr;
// We pack all diffuse/normal/etc in one go, so just check to see if the diffusemaps need packing
return m_textureArrayPacked[DecalMapType_Diffuse] == nullptr;
}
}

@ -28,8 +28,18 @@ namespace AZ
namespace Render
{
enum DecalMapType : uint32_t
{
DecalMapType_Diffuse,
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);
RHI::ImageDescriptor CreatePackedImageDescriptor(const uint16_t arraySize, const uint16_t mipLevels) const;
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;
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);
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());
// 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" };
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);
}

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