First batch of GetValues() overrides (#6852)
* Benchmarks and tests for Image and Constant GetValues Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Verify GetValues for Perlin and Random Gradients Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Standardized the assert format for GetValues(). Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * More GetValues unit tests and test cleanup Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Fixed typos Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * GetValues() unit tests for surface gradients. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Benchmarks for ShapeAreaFalloff Gradient Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Added benchmarks for all remaining gradients and cleaned up the helper methods. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Renamed class for better report formatting. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Added missing Mocks dependencies for the Editor tests. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * First batch of specific GetValues() overrides. Each one is measurably faster than the generic version. Also, in ShapeAreaFalloffGradient, I optimized and simplified the logic a bit, so GetValue() is marginally faster too. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
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@@ -145,6 +145,22 @@ namespace GradientSignal
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m_gradientTransform = newTransform;
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}
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float RandomGradientComponent::GetRandomValue(const AZ::Vector3& position, AZStd::size_t seed) const
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{
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// generating stable pseudo-random noise from a position based hash
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float x = position.GetX();
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float y = position.GetY();
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AZStd::size_t result = 0;
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AZStd::hash_combine<float>(result, x * seed + y);
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AZStd::hash_combine<float>(result, y * seed + x);
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AZStd::hash_combine<float>(result, x * y * seed);
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// always returns [0.0,1.0]
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return static_cast<float>(result % std::numeric_limits<AZ::u8>::max()) / static_cast<float>(std::numeric_limits<AZ::u8>::max());
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}
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float RandomGradientComponent::GetValue(const GradientSampleParams& sampleParams) const
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{
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@@ -158,23 +174,50 @@ namespace GradientSignal
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if (!wasPointRejected)
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{
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//generating stable pseudo-random noise from a position based hash
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float x = uvw.GetX();
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float y = uvw.GetY();
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AZStd::size_t result = 0;
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const AZStd::size_t seed = m_configuration.m_randomSeed + AZStd::size_t(2); // Add 2 to avoid seeds 0 and 1, which can create strange patterns with this particular algorithm
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const AZStd::size_t seed = m_configuration.m_randomSeed +
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AZStd::size_t(2); // Add 2 to avoid seeds 0 and 1, which can create strange patterns with this particular algorithm
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AZStd::hash_combine<float>(result, x * seed + y);
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AZStd::hash_combine<float>(result, y * seed + x);
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AZStd::hash_combine<float>(result, x * y * seed);
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//always returns [0.0,1.0]
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return static_cast<float>(result % std::numeric_limits<AZ::u8>::max()) / static_cast<float>(std::numeric_limits<AZ::u8>::max());
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return GetRandomValue(uvw, seed);
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}
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return 0.0f;
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}
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void RandomGradientComponent::GetValues(AZStd::array_view<AZ::Vector3> positions, AZStd::array_view<float> outValues) const
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{
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if (positions.size() != outValues.size())
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{
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AZ_Assert(false, "input and output lists are different sizes (%zu vs %zu).", positions.size(), outValues.size());
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return;
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}
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AZ::Vector3 uvw;
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bool wasPointRejected = false;
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const AZStd::size_t seed = m_configuration.m_randomSeed +
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AZStd::size_t(2); // Add 2 to avoid seeds 0 and 1, which can create strange patterns with this particular algorithm
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AZStd::shared_lock<decltype(m_transformMutex)> lock(m_transformMutex);
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for (size_t index = 0; index < positions.size(); index++)
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{
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// The const_cast is necessary for now since array_view currently only supports const entries.
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// If/when array_view is fixed to support non-const, or AZStd::span gets created, the const_cast can get removed.
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auto& outValue = const_cast<float&>(outValues[index]);
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m_gradientTransform.TransformPositionToUVW(positions[index], uvw, wasPointRejected);
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if (!wasPointRejected)
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{
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outValue = GetRandomValue(uvw, seed);
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}
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else
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{
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outValue = 0.0f;
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}
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}
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}
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int RandomGradientComponent::GetRandomSeed() const
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{
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return m_configuration.m_randomSeed;
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