Terrain feature processor improvements regarding material, mesh, and lod (#4303)

* Terrain feature processor improvements regarding material, mesh, and lod
- Now using a material with pbr lighting for terrain. Removed some of the old shader code that wasn't needed anymore
- Move heightmap image declaration to the material so it's not needed in the object SRG anymore
- Added prototype code (commented out) for smoothing the terrain with a b-spline weighting function
- Mesh data is all made with a proper mesh asset now.
- Added basic LOD support (no continuous LOD yet, but it does pop between lod levels)
- Moved RenderCommon to be accessible publicly. It contains stencil refs that should be public.

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

* Fixing terrain's per object srg because of changes in the default per object srg.

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

* PR Fixes

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

* Removing unused static.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
This commit is contained in:
Ken Pruiksma
2021-09-28 15:31:59 -05:00
committed by GitHub
parent 9f1a308177
commit 8791ae7ed7
18 changed files with 770 additions and 513 deletions
@@ -20,28 +20,39 @@
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/View.h>
#include <Atom/RPI.Public/MeshDrawPacket.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
#include <Atom/RPI.Public/Buffer/BufferSystem.h>
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Public/Image/StreamingImagePool.h>
#include <Atom/RPI.Public/Model/Model.h>
#include <Atom/RPI.Public/Material/Material.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/RPI.Reflect/Buffer/BufferAssetCreator.h>
#include <Atom/RPI.Reflect/Model/ModelAssetCreator.h>
#include <Atom/RPI.Reflect/Model/ModelLodAssetCreator.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Reflect/Image/ImageMipChainAssetCreator.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAssetCreator.h>
#include <Atom/RHI.Reflect/InputStreamLayout.h>
#include <Atom/RHI.Reflect/InputStreamLayoutBuilder.h>
#include <Atom/Feature/RenderCommon.h>
namespace Terrain
{
namespace
{
const uint32_t DEFAULT_UploadBufferSize = 512 * 1024; // 512k
[[maybe_unused]] const char* TerrainFPName = "TerrainFeatureProcessor";
}
namespace MaterialInputs
{
static const char* const HeightmapImage("settings.heightmapImage");
}
namespace ShaderInputs
{
static const char* const HeightmapImage("m_heightmapImage");
static const char* const ModelToWorld("m_modelToWorld");
static const char* const TerrainData("m_terrainData");
}
@@ -60,142 +71,44 @@ namespace Terrain
void TerrainFeatureProcessor::Activate()
{
m_areaData = {};
InitializeAtomStuff();
EnableSceneNotification();
Initialize();
}
void TerrainFeatureProcessor::ConfigurePipelineState(ShaderState& shaderState, bool assertOnFail)
void TerrainFeatureProcessor::Initialize()
{
if (shaderState.m_shader == nullptr)
{
AZ_Assert(shaderState.m_shader || !assertOnFail, "Terrain shader failed to load correctly.");
return;
}
bool success = GetParentScene()->ConfigurePipelineState(shaderState.m_shader->GetDrawListTag(), shaderState.m_pipelineStateDescriptor);
AZ_Assert(success || !assertOnFail, "Couldn't configure the pipeline state.");
if (success)
{
shaderState.m_pipelineState = shaderState.m_shader->AcquirePipelineState(shaderState.m_pipelineStateDescriptor);
AZ_Assert(shaderState.m_pipelineState, "Failed to acquire default pipeline state.");
}
}
void TerrainFeatureProcessor::InitializeAtomStuff()
{
m_rhiSystem = AZ::RHI::RHISystemInterface::Get();
{
auto LoadShader = [this](const char* filePath, ShaderState& shaderState)
{
shaderState.m_shader = AZ::RPI::LoadShader(filePath);
if (!shaderState.m_shader)
// Load the terrain material asynchronously
const AZStd::string materialFilePath = "Materials/Terrain/DefaultPbrTerrain.azmaterial";
m_materialAssetLoader = AZStd::make_unique<AZ::RPI::AssetUtils::AsyncAssetLoader>();
*m_materialAssetLoader = AZ::RPI::AssetUtils::AsyncAssetLoader::Create<AZ::RPI::MaterialAsset>(materialFilePath, 0u,
[&](AZ::Data::Asset<AZ::Data::AssetData> assetData, bool success) -> void
{
AZ_Error(TerrainFPName, false, "Failed to find or create a shader instance from shader asset '%s'", filePath);
return;
const AZ::Data::Asset<AZ::RPI::MaterialAsset>& materialAsset = static_cast<AZ::Data::Asset<AZ::RPI::MaterialAsset>>(assetData);
if (success)
{
m_materialInstance = AZ::RPI::Material::FindOrCreate(assetData);
if (!materialAsset->GetObjectSrgLayout())
{
AZ_Error("TerrainFeatureProcessor", false, "No per-object ShaderResourceGroup found on terrain material.");
}
}
}
// Create the data layout
shaderState.m_pipelineStateDescriptor = AZ::RHI::PipelineStateDescriptorForDraw{};
{
AZ::RHI::InputStreamLayoutBuilder layoutBuilder;
layoutBuilder.AddBuffer()
->Channel("POSITION", AZ::RHI::Format::R32G32_FLOAT)
->Channel("UV", AZ::RHI::Format::R32G32_FLOAT)
;
shaderState.m_pipelineStateDescriptor.m_inputStreamLayout = layoutBuilder.End();
}
auto shaderVariant = shaderState.m_shader->GetVariant(AZ::RPI::ShaderAsset::RootShaderVariantStableId);
shaderVariant.ConfigurePipelineState(shaderState.m_pipelineStateDescriptor);
// If this fails to run now, it's ok, we'll initialize it in OnRenderPipelineAdded later.
ConfigurePipelineState(shaderState, false);
};
LoadShader("Shaders/Terrain/Terrain.azshader", m_shaderStates[ShaderType::Forward]);
LoadShader("Shaders/Terrain/Terrain_DepthPass.azshader", m_shaderStates[ShaderType::Depth]);
// Forward and depth shader use same srg layout.
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> perObjectSrgLayout =
m_shaderStates[ShaderType::Forward].m_shader->FindShaderResourceGroupLayout(AZ::Name{"ObjectSrg"});
if (!perObjectSrgLayout)
{
AZ_Error(TerrainFPName, false, "Failed to get shader resource group layout");
return;
}
else if (!perObjectSrgLayout->IsFinalized())
{
AZ_Error(TerrainFPName, false, "Shader resource group layout is not loaded");
return;
}
m_heightmapImageIndex = perObjectSrgLayout->FindShaderInputImageIndex(AZ::Name(ShaderInputs::HeightmapImage));
AZ_Error(TerrainFPName, m_heightmapImageIndex.IsValid(), "Failed to find shader input image %s.", ShaderInputs::HeightmapImage);
m_modelToWorldIndex = perObjectSrgLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::ModelToWorld));
AZ_Error(TerrainFPName, m_modelToWorldIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::ModelToWorld);
m_terrainDataIndex = perObjectSrgLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::TerrainData));
AZ_Error(TerrainFPName, m_terrainDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::TerrainData);
);
}
AZ::RHI::BufferPoolDescriptor dmaPoolDescriptor;
dmaPoolDescriptor.m_heapMemoryLevel = AZ::RHI::HeapMemoryLevel::Host;
dmaPoolDescriptor.m_bindFlags = AZ::RHI::BufferBindFlags::InputAssembly;
m_hostPool = AZ::RHI::Factory::Get().CreateBufferPool();
m_hostPool->SetName(AZ::Name("TerrainVertexPool"));
AZ::RHI::ResultCode resultCode = m_hostPool->Init(*m_rhiSystem->GetDevice(), dmaPoolDescriptor);
if (resultCode != AZ::RHI::ResultCode::Success)
{
AZ_Error(TerrainFPName, false, "Failed to create host buffer pool from RPI");
return;
}
InitializeTerrainPatch();
if (!InitializeRenderBuffers())
if (!InitializePatchModel())
{
AZ_Error(TerrainFPName, false, "Failed to create Terrain render buffers!");
return;
}
}
void TerrainFeatureProcessor::OnRenderPipelineAdded([[maybe_unused]] AZ::RPI::RenderPipelinePtr pipeline)
{
for (ShaderState& shaderState: m_shaderStates)
{
ConfigurePipelineState(shaderState, true);
}
}
void TerrainFeatureProcessor::OnRenderPipelineRemoved([[maybe_unused]] AZ::RPI::RenderPipeline* pipeline)
{
}
void TerrainFeatureProcessor::OnRenderPipelinePassesChanged([[maybe_unused]] AZ::RPI::RenderPipeline* renderPipeline)
{
}
void TerrainFeatureProcessor::Deactivate()
{
DisableSceneNotification();
DestroyRenderBuffers();
m_patchModel = {};
m_areaData = {};
if (m_hostPool)
{
m_hostPool.reset();
}
m_rhiSystem = nullptr;
}
void TerrainFeatureProcessor::Render(const AZ::RPI::FeatureProcessor::RenderPacket& packet)
@@ -254,240 +167,269 @@ namespace Terrain
{
AZ_PROFILE_FUNCTION(AzRender);
if ((m_shaderStates[ShaderType::Forward].m_shader == nullptr) ||
(m_shaderStates[ShaderType::Depth].m_shader == nullptr) ||
m_shaderStates[ShaderType::Forward].m_shader->GetDrawListTag().IsNull() ||
m_shaderStates[ShaderType::Depth].m_shader->GetDrawListTag().IsNull())
{
return;
}
if (!m_areaData.m_terrainBounds.IsValid())
{
return;
}
if (m_areaData.m_propertiesDirty)
if (m_areaData.m_propertiesDirty && m_materialInstance)
{
m_areaData.m_propertiesDirty = false;
m_sectorData.clear();
AZ::RHI::DrawPacketBuilder drawPacketBuilder;
AZ::RPI::MaterialPropertyIndex heightmapPropertyIndex =
m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::HeightmapImage));
AZ_Error(TerrainFPName, heightmapPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::HeightmapImage);
AZ::Data::Instance<AZ::RPI::Image> heightmapImage = m_areaData.m_heightmapImage;
m_materialInstance->SetPropertyValue(heightmapPropertyIndex, heightmapImage);
m_materialInstance->Compile();
uint32_t numIndices = static_cast<uint32_t>(m_gridIndices.size());
const auto layout = m_materialInstance->GetAsset()->GetObjectSrgLayout();
AZ::RHI::DrawIndexed drawIndexed;
drawIndexed.m_indexCount = numIndices;
drawIndexed.m_indexOffset = 0;
drawIndexed.m_vertexOffset = 0;
m_modelToWorldIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::ModelToWorld));
AZ_Error(TerrainFPName, m_modelToWorldIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::ModelToWorld);
m_terrainDataIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::TerrainData));
AZ_Error(TerrainFPName, m_terrainDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::TerrainData);
float xFirstPatchStart =
m_areaData.m_terrainBounds.GetMin().GetX() - fmod(m_areaData.m_terrainBounds.GetMin().GetX(), m_gridMeters);
float xLastPatchStart = m_areaData.m_terrainBounds.GetMax().GetX() - fmod(m_areaData.m_terrainBounds.GetMax().GetX(), m_gridMeters);
m_areaData.m_terrainBounds.GetMin().GetX() - fmod(m_areaData.m_terrainBounds.GetMin().GetX(), GridMeters);
float xLastPatchStart = m_areaData.m_terrainBounds.GetMax().GetX() - fmod(m_areaData.m_terrainBounds.GetMax().GetX(), GridMeters);
float yFirstPatchStart =
m_areaData.m_terrainBounds.GetMin().GetY() - fmod(m_areaData.m_terrainBounds.GetMin().GetY(), m_gridMeters);
float yLastPatchStart = m_areaData.m_terrainBounds.GetMax().GetY() - fmod(m_areaData.m_terrainBounds.GetMax().GetY(), m_gridMeters);
m_areaData.m_terrainBounds.GetMin().GetY() - fmod(m_areaData.m_terrainBounds.GetMin().GetY(), GridMeters);
float yLastPatchStart = m_areaData.m_terrainBounds.GetMax().GetY() - fmod(m_areaData.m_terrainBounds.GetMax().GetY(), GridMeters);
for (float yPatch = yFirstPatchStart; yPatch <= yLastPatchStart; yPatch += m_gridMeters)
for (float yPatch = yFirstPatchStart; yPatch <= yLastPatchStart; yPatch += GridMeters)
{
for (float xPatch = xFirstPatchStart; xPatch <= xLastPatchStart; xPatch += m_gridMeters)
for (float xPatch = xFirstPatchStart; xPatch <= xLastPatchStart; xPatch += GridMeters)
{
drawPacketBuilder.Begin(nullptr);
drawPacketBuilder.SetDrawArguments(drawIndexed);
drawPacketBuilder.SetIndexBufferView(m_indexBufferView);
auto& forwardShader = m_shaderStates[ShaderType::Forward].m_shader;
auto resourceGroup = AZ::RPI::ShaderResourceGroup::Create(forwardShader->GetAsset(), forwardShader->GetSupervariantIndex(), AZ::Name("ObjectSrg"));
if (!resourceGroup)
const auto& materialAsset = m_materialInstance->GetAsset();
auto& shaderAsset = materialAsset->GetMaterialTypeAsset()->GetShaderAssetForObjectSrg();
auto objectSrg = AZ::RPI::ShaderResourceGroup::Create(shaderAsset, materialAsset->GetObjectSrgLayout()->GetName());
if (!objectSrg)
{
AZ_Error(TerrainFPName, false, "Failed to create shader resource group");
return;
AZ_Warning("TerrainFeatureProcessor", false, "Failed to create a new shader resource group, skipping.");
continue;
}
AZStd::array<float, 2> uvMin = { 0.0f, 0.0f };
AZStd::array<float, 2> uvMax = { 1.0f, 1.0f };
{ // Update SRG
AZStd::array<float, 2> uvMin = { 0.0f, 0.0f };
AZStd::array<float, 2> uvMax = { 1.0f, 1.0f };
uvMin[0] = (float)((xPatch - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
uvMin[1] = (float)((yPatch - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
uvMin[0] = (float)((xPatch - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
uvMin[1] = (float)((yPatch - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
uvMax[0] =
(float)(((xPatch + m_gridMeters) - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
uvMax[1] =
(float)(((yPatch + m_gridMeters) - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
uvMax[0] =
(float)(((xPatch + GridMeters) - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
uvMax[1] =
(float)(((yPatch + GridMeters) - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
AZStd::array<float, 2> uvStep =
{
1.0f / m_areaData.m_heightmapImageWidth, 1.0f / m_areaData.m_heightmapImageHeight,
};
AZStd::array<float, 2> uvStep =
{
1.0f / m_areaData.m_heightmapImageWidth, 1.0f / m_areaData.m_heightmapImageHeight,
};
AZ::Transform transform = m_areaData.m_transform;
transform.SetTranslation(xPatch, yPatch, m_areaData.m_transform.GetTranslation().GetZ());
AZ::Transform transform = m_areaData.m_transform;
transform.SetTranslation(xPatch, yPatch, m_areaData.m_transform.GetTranslation().GetZ());
AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::CreateFromTransform(transform);
AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::CreateFromTransform(transform);
resourceGroup->SetImage(m_heightmapImageIndex, m_areaData.m_heightmapImage);
resourceGroup->SetConstant(m_modelToWorldIndex, matrix3x4);
objectSrg->SetConstant(m_modelToWorldIndex, matrix3x4);
ShaderTerrainData terrainDataForSrg;
terrainDataForSrg.m_sampleSpacing = m_areaData.m_sampleSpacing;
terrainDataForSrg.m_heightScale = m_areaData.m_heightScale;
terrainDataForSrg.m_uvMin = uvMin;
terrainDataForSrg.m_uvMax = uvMax;
terrainDataForSrg.m_uvStep = uvStep;
resourceGroup->SetConstant(m_terrainDataIndex, terrainDataForSrg);
ShaderTerrainData terrainDataForSrg;
terrainDataForSrg.m_sampleSpacing = m_areaData.m_sampleSpacing;
terrainDataForSrg.m_heightScale = m_areaData.m_heightScale;
terrainDataForSrg.m_uvMin = uvMin;
terrainDataForSrg.m_uvMax = uvMax;
terrainDataForSrg.m_uvStep = uvStep;
objectSrg->SetConstant(m_terrainDataIndex, terrainDataForSrg);
resourceGroup->Compile();
drawPacketBuilder.AddShaderResourceGroup(resourceGroup->GetRHIShaderResourceGroup());
auto addDrawItem = [&](ShaderState& shaderState)
{
AZ::RHI::DrawPacketBuilder::DrawRequest drawRequest;
drawRequest.m_listTag = shaderState.m_shader->GetDrawListTag();
drawRequest.m_pipelineState = shaderState.m_pipelineState.get();
drawRequest.m_streamBufferViews = AZStd::array_view<AZ::RHI::StreamBufferView>(&m_vertexBufferView, 1);
drawPacketBuilder.AddDrawItem(drawRequest);
};
for (ShaderState& shaderState : m_shaderStates)
{
addDrawItem(shaderState);
objectSrg->Compile();
}
//addDrawItem(m_shaderStates[ShaderType::Forward]);
m_sectorData.emplace_back(
drawPacketBuilder.End(),
m_sectorData.push_back();
SectorData& sectorData = m_sectorData.back();
for (auto& lod : m_patchModel->GetLods())
{
AZ::RPI::ModelLod& modelLod = *lod.get();
sectorData.m_drawPackets.emplace_back(modelLod, 0, m_materialInstance, objectSrg);
AZ::RPI::MeshDrawPacket& drawPacket = sectorData.m_drawPackets.back();
// set the shader option to select forward pass IBL specular if necessary
if (!drawPacket.SetShaderOption(AZ::Name("o_meshUseForwardPassIBLSpecular"), AZ::RPI::ShaderOptionValue{ false }))
{
AZ_Warning("MeshDrawPacket", false, "Failed to set o_meshUseForwardPassIBLSpecular on mesh draw packet");
}
uint8_t stencilRef = AZ::Render::StencilRefs::UseDiffuseGIPass | AZ::Render::StencilRefs::UseIBLSpecularPass;
drawPacket.SetStencilRef(stencilRef);
drawPacket.Update(*GetParentScene(), true);
}
sectorData.m_aabb =
AZ::Aabb::CreateFromMinMax(
AZ::Vector3(xPatch, yPatch, m_areaData.m_terrainBounds.GetMin().GetZ()),
AZ::Vector3(xPatch + m_gridMeters, yPatch + m_gridMeters, m_areaData.m_terrainBounds.GetMax().GetZ())
),
resourceGroup
);
AZ::Vector3(xPatch + GridMeters, yPatch + GridMeters, m_areaData.m_terrainBounds.GetMax().GetZ())
);
sectorData.m_srg = objectSrg;
}
}
}
for (auto& view : process.m_views)
for (auto& sectorData : m_sectorData)
{
AZ::Frustum viewFrustum = AZ::Frustum::CreateFromMatrixColumnMajor(view->GetWorldToClipMatrix());
for (auto& sectorData : m_sectorData)
uint8_t lodChoice = AZ::RPI::ModelLodAsset::LodCountMax;
// Go through all cameras and choose an LOD based on the closest camera.
for (auto& view : process.m_views)
{
if ((view->GetUsageFlags() & AZ::RPI::View::UsageFlags::UsageCamera) > 0)
{
AZ::Vector3 cameraPosition = view->GetCameraTransform().GetTranslation();
AZ::Vector2 cameraPositionXY = AZ::Vector2(cameraPosition.GetX(), cameraPosition.GetY());
AZ::Vector2 sectorCenterXY = AZ::Vector2(sectorData.m_aabb.GetCenter().GetX(), sectorData.m_aabb.GetCenter().GetY());
float sectorDistance = sectorCenterXY.GetDistance(cameraPositionXY);
float lodForCamera = ceilf(AZ::GetMax(0.0f, log2f(sectorDistance / (GridMeters * 4.0f))));
lodChoice = AZ::GetMin(lodChoice, aznumeric_cast<uint8_t>(lodForCamera));
}
}
// Add the correct LOD draw packet for visible sectors.
for (auto& view : process.m_views)
{
AZ::Frustum viewFrustum = AZ::Frustum::CreateFromMatrixColumnMajor(view->GetWorldToClipMatrix());
if (viewFrustum.IntersectAabb(sectorData.m_aabb) != AZ::IntersectResult::Exterior)
{
view->AddDrawPacket(sectorData.m_drawPacket.get());
uint8_t lodToRender = AZ::GetMin(lodChoice, aznumeric_cast<uint8_t>(sectorData.m_drawPackets.size() - 1));
view->AddDrawPacket(sectorData.m_drawPackets.at(lodToRender).GetRHIDrawPacket());
}
}
}
}
void TerrainFeatureProcessor::InitializeTerrainPatch()
void TerrainFeatureProcessor::InitializeTerrainPatch(uint16_t gridSize, float gridSpacing, PatchData& patchdata)
{
m_gridVertices.clear();
m_gridIndices.clear();
patchdata.m_positions.clear();
patchdata.m_uvs.clear();
patchdata.m_indices.clear();
for (float y = 0.0f; y < m_gridMeters; y += m_gridSpacing)
uint16_t gridVertices = gridSize + 1; // For m_gridSize quads, (m_gridSize + 1) vertices are needed.
size_t size = gridVertices * gridVertices;
patchdata.m_positions.reserve(size);
patchdata.m_uvs.reserve(size);
for (uint16_t y = 0; y < gridVertices; ++y)
{
for (float x = 0.0f; x < m_gridMeters; x += m_gridSpacing)
for (uint16_t x = 0; x < gridVertices; ++x)
{
float x0 = x;
float x1 = x + m_gridSpacing;
float y0 = y;
float y1 = y + m_gridSpacing;
patchdata.m_positions.push_back({ aznumeric_cast<float>(x) * gridSpacing, aznumeric_cast<float>(y) * gridSpacing });
patchdata.m_uvs.push_back({ aznumeric_cast<float>(x) / gridSize, aznumeric_cast<float>(y) / gridSize });
}
}
uint16_t startIndex = (uint16_t)(m_gridVertices.size());
patchdata.m_indices.reserve(gridSize * gridSize * 6); // total number of quads, 2 triangles with 6 indices per quad.
for (uint16_t y = 0; y < gridSize; ++y)
{
for (uint16_t x = 0; x < gridSize; ++x)
{
uint16_t topLeft = y * gridVertices + x;
uint16_t topRight = topLeft + 1;
uint16_t bottomLeft = (y + 1) * gridVertices + x;
uint16_t bottomRight = bottomLeft + 1;
m_gridVertices.emplace_back(x0, y0, x0 / m_gridMeters, y0 / m_gridMeters);
m_gridVertices.emplace_back(x1, y0, x1 / m_gridMeters, y0 / m_gridMeters);
m_gridVertices.emplace_back(x0, y1, x0 / m_gridMeters, y1 / m_gridMeters);
m_gridVertices.emplace_back(x1, y1, x1 / m_gridMeters, y1 / m_gridMeters);
m_gridIndices.emplace_back(startIndex);
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 1));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 2));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 1));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 3));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 2));
patchdata.m_indices.emplace_back(topLeft);
patchdata.m_indices.emplace_back(topRight);
patchdata.m_indices.emplace_back(bottomLeft);
patchdata.m_indices.emplace_back(bottomLeft);
patchdata.m_indices.emplace_back(topRight);
patchdata.m_indices.emplace_back(bottomRight);
}
}
}
bool TerrainFeatureProcessor::InitializeRenderBuffers()
AZ::Outcome<AZ::Data::Asset<AZ::RPI::BufferAsset>> TerrainFeatureProcessor::CreateBufferAsset(
const void* data, const AZ::RHI::BufferViewDescriptor& bufferViewDescriptor, const AZStd::string& bufferName)
{
AZ::RHI::ResultCode result = AZ::RHI::ResultCode::Fail;
AZ::RPI::BufferAssetCreator creator;
creator.Begin(AZ::Uuid::CreateRandom());
// Create geometry buffers
m_indexBuffer = AZ::RHI::Factory::Get().CreateBuffer();
m_vertexBuffer = AZ::RHI::Factory::Get().CreateBuffer();
AZ::RHI::BufferDescriptor bufferDescriptor;
bufferDescriptor.m_bindFlags = AZ::RHI::BufferBindFlags::InputAssembly | AZ::RHI::BufferBindFlags::ShaderRead;
bufferDescriptor.m_byteCount = static_cast<uint64_t>(bufferViewDescriptor.m_elementSize) * static_cast<uint64_t>(bufferViewDescriptor.m_elementCount);
m_indexBuffer->SetName(AZ::Name("TerrainIndexBuffer"));
m_vertexBuffer->SetName(AZ::Name("TerrainVertexBuffer"));
creator.SetBuffer(data, bufferDescriptor.m_byteCount, bufferDescriptor);
creator.SetBufferViewDescriptor(bufferViewDescriptor);
creator.SetUseCommonPool(AZ::RPI::CommonBufferPoolType::StaticInputAssembly);
AZStd::vector<AZ::RHI::Ptr<AZ::RHI::Buffer>> buffers = { m_indexBuffer , m_vertexBuffer };
// Fill our buffers with the vertex/index data
for (size_t bufferIndex = 0; bufferIndex < buffers.size(); ++bufferIndex)
AZ::Data::Asset<AZ::RPI::BufferAsset> bufferAsset;
if (creator.End(bufferAsset))
{
AZ::RHI::Ptr<AZ::RHI::Buffer> buffer = buffers[bufferIndex];
bufferAsset.SetHint(bufferName);
return AZ::Success(bufferAsset);
}
// Initialize the buffer
return AZ::Failure();
}
AZ::RHI::BufferInitRequest bufferRequest;
bufferRequest.m_descriptor = AZ::RHI::BufferDescriptor{ AZ::RHI::BufferBindFlags::InputAssembly, DEFAULT_UploadBufferSize };
bufferRequest.m_buffer = buffer.get();
bool TerrainFeatureProcessor::InitializePatchModel()
{
AZ::RPI::ModelAssetCreator modelAssetCreator;
modelAssetCreator.Begin(AZ::Uuid::CreateRandom());
result = m_hostPool->InitBuffer(bufferRequest);
uint16_t gridSize = GridSize;
float gridSpacing = GridSpacing;
if (result != AZ::RHI::ResultCode::Success)
for (uint32_t i = 0; i < AZ::RPI::ModelLodAsset::LodCountMax && gridSize > 0; ++i)
{
PatchData patchData;
InitializeTerrainPatch(gridSize, gridSpacing, patchData);
auto positionBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_positions.size()), AZ::RHI::Format::R32G32_FLOAT);
auto positionsOutcome = CreateBufferAsset(patchData.m_positions.data(), positionBufferViewDesc, "TerrainPatchPositions");
auto uvBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_uvs.size()), AZ::RHI::Format::R32G32_FLOAT);
auto uvsOutcome = CreateBufferAsset(patchData.m_uvs.data(), uvBufferViewDesc, "TerrainPatchUvs");
auto indexBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_indices.size()), AZ::RHI::Format::R16_UINT);
auto indicesOutcome = CreateBufferAsset(patchData.m_indices.data(), indexBufferViewDesc, "TerrainPatchIndices");
if (!positionsOutcome.IsSuccess() || !uvsOutcome.IsSuccess() || !indicesOutcome.IsSuccess())
{
AZ_Error(TerrainFPName, false, "Failed to create GPU buffers for Terrain");
return false;
}
AZ::RPI::ModelLodAssetCreator modelLodAssetCreator;
modelLodAssetCreator.Begin(AZ::Uuid::CreateRandom());
// Grab a pointer to the buffer's data
modelLodAssetCreator.BeginMesh();
modelLodAssetCreator.AddMeshStreamBuffer(AZ::RHI::ShaderSemantic{ "POSITION" }, AZ::Name(), {positionsOutcome.GetValue(), positionBufferViewDesc});
modelLodAssetCreator.AddMeshStreamBuffer(AZ::RHI::ShaderSemantic{ "UV" }, AZ::Name(), {uvsOutcome.GetValue(), uvBufferViewDesc});
modelLodAssetCreator.SetMeshIndexBuffer({indicesOutcome.GetValue(), indexBufferViewDesc});
m_hostPool->OrphanBuffer(*buffer);
AZ::Aabb aabb = AZ::Aabb::CreateFromMinMax(AZ::Vector3(0.0, 0.0, 0.0), AZ::Vector3(GridMeters, GridMeters, 0.0));
modelLodAssetCreator.SetMeshAabb(AZStd::move(aabb));
modelLodAssetCreator.SetMeshName(AZ::Name("Terrain Patch"));
modelLodAssetCreator.EndMesh();
AZ::RHI::BufferMapResponse mapResponse;
m_hostPool->MapBuffer(AZ::RHI::BufferMapRequest(*buffer, 0, DEFAULT_UploadBufferSize), mapResponse);
AZ::Data::Asset<AZ::RPI::ModelLodAsset> modelLodAsset;
modelLodAssetCreator.End(modelLodAsset);
modelAssetCreator.AddLodAsset(AZStd::move(modelLodAsset));
auto* mappedData = reinterpret_cast<uint8_t*>(mapResponse.m_data);
//0th index should always be the index buffer
if (bufferIndex == 0)
{
// Fill the index buffer with our terrain patch indices
const uint64_t idxSize = m_gridIndices.size() * sizeof(uint16_t);
memcpy(mappedData, m_gridIndices.data(), idxSize);
m_indexBufferView = AZ::RHI::IndexBufferView(
*buffer, 0, static_cast<uint32_t>(idxSize), AZ::RHI::IndexFormat::Uint16);
}
else
{
// Fill the vertex buffer with our terrain patch vertices
const uint64_t elementSize = m_gridVertices.size() * sizeof(Vertex);
memcpy(mappedData, m_gridVertices.data(), elementSize);
m_vertexBufferView = AZ::RHI::StreamBufferView(
*buffer, 0, static_cast<uint32_t>(elementSize), static_cast<uint32_t>(sizeof(Vertex)));
}
m_hostPool->UnmapBuffer(*buffer);
gridSize = gridSize / 2;
gridSpacing *= 2.0f;
}
return true;
}
AZ::Data::Asset<AZ::RPI::ModelAsset> modelAsset;
bool success = modelAssetCreator.End(modelAsset);
void TerrainFeatureProcessor::DestroyRenderBuffers()
{
m_indexBuffer.reset();
m_vertexBuffer.reset();
m_patchModel = AZ::RPI::Model::FindOrCreate(modelAsset);
m_indexBufferView = {};
m_vertexBufferView = {};
for (ShaderState& shaderState : m_shaderStates)
{
shaderState.Reset();
}
return success;
}
}