Detail material Id texture created from surface weights. (#4984)
* Added some structs for detail materials Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added some template functions for looking up materials. Added lookups for all the relevant detail material fields in StandardPBR. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added some structs for detail materials Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added some template functions for looking up materials. Added lookups for all the relevant detail material fields in StandardPBR. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added support for generating a detail material texture with IDs populated from surface weights. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Updated TerrainAreaMaterailRequestBus to have separate calls for region vs materials instead of the awkward out parameter Update MaterialPropertyDescriptor so that you can retrieve enum names by ID Several bug fixes / updates to the terrain feature processor dealing with detail materials. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Updating detail material texture based on offsets. Not quite working yet but close. Added visualization for detail material in shader (currently on, will be turned off before final commit) Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Small bugfixes * Fix compile error in non-unity builds * Fixed backwards x/y loops causing the wrong pixels to update * Fixed selection of surface type with multiple surface weights Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Adding seam to detail texture debug display. Offseting edges by a half-pixel to avoid bleed. Disabling debugging detail textures by default. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Missing file from last commit for detail material change. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Cleanups Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * bug fix Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Bug fix in the terrain fp for TerrainAreaMaterialRequestBus returning incomplete materials on GetSurfaceMaterialMappings Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Some PR updates. Exposing detail material id debugging through a cvar. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Various updates from review. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * PR updates dealing with debug texture boundary line. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Hiding some fields from the terrain material Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing type in generic lambda for linux / android Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> Co-authored-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
This commit is contained in:
@@ -7,11 +7,13 @@
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*/
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#include <TerrainRenderer/TerrainFeatureProcessor.h>
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#include <TerrainRenderer/Components/TerrainSurfaceMaterialsListComponent.h>
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#include <AzCore/Console/Console.h>
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#include <AzCore/Math/Frustum.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/math.h>
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#include <AzCore/Math/Frustum.h>
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#include <Atom/Utils/Utils.h>
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@@ -45,12 +47,49 @@ namespace Terrain
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{
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[[maybe_unused]] const char* TerrainFPName = "TerrainFeatureProcessor";
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const char* TerrainHeightmapChars = "TerrainHeightmap";
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const char* TerrainDetailChars = "TerrainDetail";
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}
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namespace MaterialInputs
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{
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// Terrain material
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static const char* const HeightmapImage("settings.heightmapImage");
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static const char* const DetailMaterialIdImage("settings.detailMaterialIdImage");
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static const char* const DetailCenter("settings.detailMaterialIdCenter");
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static const char* const DetailAabb("settings.detailAabb");
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static const char* const DetailHalfPixelUv("settings.detailHalfPixelUv");
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}
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namespace DetailMaterialInputs
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{
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static const char* const BaseColorMap("baseColor.textureMap");
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static const char* const BaseColorUseTexture("baseColor.useTexture");
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static const char* const BaseColorFactor("baseColor.factor");
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static const char* const BaseColorBlendMode("baseColor.textureBlendMode");
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static const char* const MetallicMap("metallic.textureMap");
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static const char* const MetallicUseTexture("metallic.useTexture");
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static const char* const MetallicFactor("metallic.factor");
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static const char* const RoughnessMap("roughness.textureMap");
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static const char* const RoughnessUseTexture("roughness.useTexture");
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static const char* const RoughnessFactor("roughness.factor");
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static const char* const RoughnessUpperBound("roughness.lowerBound");
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static const char* const RoughnessLowerBound("roughness.upperBound");
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static const char* const SpecularF0Map("specularF0.textureMap");
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static const char* const SpecularF0UseTexture("specularF0.useTexture");
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static const char* const SpecularF0Factor("specularF0.factor");
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static const char* const NormalMap("normal.textureMap");
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static const char* const NormalUseTexture("normal.useTexture");
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static const char* const NormalFactor("normal.factor");
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static const char* const NormalFlipX("normal.flipX");
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static const char* const NormalFlipY("normal.flipY");
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static const char* const DiffuseOcclusionMap("occlusion.diffuseTextureMap");
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static const char* const DiffuseOcclusionUseTexture("occlusion.diffuseUseTexture");
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static const char* const DiffuseOcclusionFactor("occlusion.diffuseFactor");
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static const char* const HeightMap("parallax.textureMap");
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static const char* const HeightUseTexture("parallax.useTexture");
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static const char* const HeightFactor("parallax.factor");
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static const char* const HeightOffset("parallax.offset");
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static const char* const HeightBlendFactor("parallax.blendFactor");
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}
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namespace ShaderInputs
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@@ -62,6 +101,17 @@ namespace Terrain
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static const char* const MacroColorMap("m_macroColorMap");
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static const char* const MacroNormalMap("m_macroNormalMap");
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}
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AZ_CVAR(bool,
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r_terrainDebugDetailMaterials,
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false,
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[](const bool& value)
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{
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AZ::RPI::ShaderSystemInterface::Get()->SetGlobalShaderOption(AZ::Name{ "o_debugDetailMaterialIds" }, AZ::RPI::ShaderOptionValue{ value });
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},
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AZ::ConsoleFunctorFlags::Null,
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"Turns on debugging for detail material ids for terrain."
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);
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void TerrainFeatureProcessor::Reflect(AZ::ReflectContext* context)
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@@ -78,6 +128,12 @@ namespace Terrain
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{
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Initialize();
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AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusConnect();
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m_handleGlobalShaderOptionUpdate = AZ::RPI::ShaderSystemInterface::GlobalShaderOptionUpdatedEvent::Handler
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{
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[this](const AZ::Name&, AZ::RPI::ShaderOptionValue) { m_forceRebuildDrawPackets = true; }
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};
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AZ::RPI::ShaderSystemInterface::Get()->Connect(m_handleGlobalShaderOptionUpdate);
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}
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void TerrainFeatureProcessor::Initialize()
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@@ -139,11 +195,18 @@ namespace Terrain
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void TerrainFeatureProcessor::OnTerrainDataChanged(const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask)
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{
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if ((dataChangedMask & (TerrainDataChangedMask::HeightData | TerrainDataChangedMask::Settings)) == 0)
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if ((dataChangedMask & (TerrainDataChangedMask::HeightData | TerrainDataChangedMask::Settings)) != 0)
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{
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return;
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TerrainHeightOrSettingsUpdated(dirtyRegion);
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}
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if ((dataChangedMask & TerrainDataChangedMask::SurfaceData) != 0)
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{
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TerrainSurfaceDataUpdated(dirtyRegion);
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}
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}
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void TerrainFeatureProcessor::TerrainHeightOrSettingsUpdated(const AZ::Aabb& dirtyRegion)
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{
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AZ::Aabb worldBounds = AZ::Aabb::CreateNull();
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AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
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worldBounds, &AzFramework::Terrain::TerrainDataRequests::GetTerrainAabb);
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@@ -177,10 +240,15 @@ namespace Terrain
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m_areaData.m_sampleSpacing = queryResolution.GetX();
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m_areaData.m_heightmapUpdated = true;
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}
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void TerrainFeatureProcessor::TerrainSurfaceDataUpdated(const AZ::Aabb& dirtyRegion)
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{
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m_dirtyDetailRegion.AddAabb(dirtyRegion);
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}
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void TerrainFeatureProcessor::OnTerrainMacroMaterialCreated(AZ::EntityId entityId, const MacroMaterialData& newMaterialData)
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{
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MacroMaterialData& materialData = FindOrCreateMacroMaterial(entityId);
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MacroMaterialData& materialData = FindOrCreateByEntityId(entityId, m_macroMaterials);
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UpdateMacroMaterialData(materialData, newMaterialData);
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@@ -197,14 +265,14 @@ namespace Terrain
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void TerrainFeatureProcessor::OnTerrainMacroMaterialChanged(AZ::EntityId entityId, const MacroMaterialData& newMaterialData)
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{
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MacroMaterialData& data = FindOrCreateMacroMaterial(entityId);
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MacroMaterialData& data = FindOrCreateByEntityId(entityId, m_macroMaterials);
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UpdateMacroMaterialData(data, newMaterialData);
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}
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void TerrainFeatureProcessor::OnTerrainMacroMaterialRegionChanged(
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AZ::EntityId entityId, [[maybe_unused]] const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion)
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{
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MacroMaterialData& materialData = FindOrCreateMacroMaterial(entityId);
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MacroMaterialData& materialData = FindOrCreateByEntityId(entityId, m_macroMaterials);
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for (SectorData& sectorData : m_sectorData)
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{
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bool overlapsOld = sectorData.m_aabb.Overlaps(materialData.m_bounds);
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@@ -236,7 +304,7 @@ namespace Terrain
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void TerrainFeatureProcessor::OnTerrainMacroMaterialDestroyed(AZ::EntityId entityId)
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{
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MacroMaterialData* materialData = FindMacroMaterial(entityId);
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const MacroMaterialData* materialData = FindByEntityId(entityId, m_macroMaterials);
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if (materialData)
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{
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@@ -255,13 +323,461 @@ namespace Terrain
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}
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m_areaData.m_macroMaterialsUpdated = true;
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RemoveMacroMaterial(entityId);
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RemoveByEntityId(entityId, m_macroMaterials);
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}
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void TerrainFeatureProcessor::OnTerrainSurfaceMaterialMappingCreated(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material)
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{
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DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
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// Validate that the surface tag is new
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for (DetailMaterialSurface& surface : materialRegion.m_materialsForSurfaces)
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{
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if (surface.m_surfaceTag == surfaceTag)
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{
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AZ_Error(TerrainFPName, false, "Already have a surface material mapping for this surface tag.");
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return;
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}
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}
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uint16_t detailMaterialId = CreateOrUpdateDetailMaterial(material);
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materialRegion.m_materialsForSurfaces.push_back({ surfaceTag, detailMaterialId });
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m_dirtyDetailRegion.AddAabb(materialRegion.m_region);
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}
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void TerrainFeatureProcessor::OnTerrainSurfaceMaterialMappingDestroyed(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag)
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{
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DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
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for (DetailMaterialSurface& surface : materialRegion.m_materialsForSurfaces)
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{
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if (surface.m_surfaceTag == surfaceTag)
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{
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if (surface.m_surfaceTag != materialRegion.m_materialsForSurfaces.back().m_surfaceTag)
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{
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AZStd::swap(surface, materialRegion.m_materialsForSurfaces.back());
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}
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materialRegion.m_materialsForSurfaces.pop_back();
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m_dirtyDetailRegion.AddAabb(materialRegion.m_region);
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return;
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}
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}
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AZ_Error(TerrainFPName, false, "Could not find surface tag to destroy for OnTerrainSurfaceMaterialMappingDestroyed().");
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}
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void TerrainFeatureProcessor::OnTerrainSurfaceMaterialMappingChanged(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material)
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{
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DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
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bool found = false;
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uint16_t materialId = CreateOrUpdateDetailMaterial(material);
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for (DetailMaterialSurface& surface : materialRegion.m_materialsForSurfaces)
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{
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if (surface.m_surfaceTag == surfaceTag)
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{
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found = true;
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surface.m_detailMaterialId = materialId;
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break;
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}
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}
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if (!found)
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{
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materialRegion.m_materialsForSurfaces.push_back({ surfaceTag, materialId });
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}
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m_dirtyDetailRegion.AddAabb(materialRegion.m_region);
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}
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void TerrainFeatureProcessor::OnTerrainSurfaceMaterialMappingRegionChanged(AZ::EntityId entityId, const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion)
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{
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DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
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materialRegion.m_region = newRegion;
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m_dirtyDetailRegion.AddAabb(oldRegion);
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m_dirtyDetailRegion.AddAabb(newRegion);
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}
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uint16_t TerrainFeatureProcessor::CreateOrUpdateDetailMaterial(MaterialInstance material)
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{
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static constexpr uint16_t InvalidDetailMaterial = 0xFFFF;
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uint16_t detailMaterialId = InvalidDetailMaterial;
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for (DetailMaterialData& detailMaterial : m_detailMaterials.GetDataVector())
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{
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if (detailMaterial.m_assetId == material->GetAssetId())
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{
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UpdateDetailMaterialData(detailMaterial, material);
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detailMaterialId = m_detailMaterials.GetIndexForData(&detailMaterial);
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break;
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}
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}
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if (detailMaterialId == InvalidDetailMaterial)
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{
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detailMaterialId = m_detailMaterials.GetFreeSlotIndex();
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UpdateDetailMaterialData(m_detailMaterials.GetData(detailMaterialId), material);
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}
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return detailMaterialId;
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}
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void TerrainFeatureProcessor::UpdateDetailMaterialData(DetailMaterialData& materialData, MaterialInstance material)
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{
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if (materialData.m_materialChangeId != material->GetCurrentChangeId())
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{
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materialData = DetailMaterialData();
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DetailTextureFlags& flags = materialData.m_properties.m_flags;
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materialData.m_materialChangeId = material->GetCurrentChangeId();
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materialData.m_assetId = material->GetAssetId();
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auto getIndex = [&](const char* const indexName) -> AZ::RPI::MaterialPropertyIndex
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{
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const AZ::RPI::MaterialPropertyIndex index = material->FindPropertyIndex(AZ::Name(indexName));
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AZ_Warning(TerrainFPName, index.IsValid(), "Failed to find shader input constant %s.", indexName);
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return index;
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};
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auto applyProperty = [&](const char* const indexName, auto& ref) -> void
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{
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const auto index = getIndex(indexName);
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if (index.IsValid())
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{
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using TypeRefRemoved = AZStd::remove_cvref_t<decltype(ref)>;
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ref = material->GetPropertyValue(index).GetValue<TypeRefRemoved>();
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}
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};
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auto applyFlag = [&](const char* const indexName, DetailTextureFlags flagToSet) -> void
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{
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const auto index = getIndex(indexName);
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if (index.IsValid())
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{
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bool flagValue = material->GetPropertyValue(index).GetValue<bool>();
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flags = DetailTextureFlags(flagValue ? flags | flagToSet : flags);
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}
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};
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auto getEnumName = [&](const char* const indexName) -> const AZStd::string_view
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{
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const auto index = getIndex(indexName);
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if (index.IsValid())
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{
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uint32_t enumIndex = material->GetPropertyValue(index).GetValue<uint32_t>();
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const AZ::Name& enumName = material->GetMaterialPropertiesLayout()->GetPropertyDescriptor(index)->GetEnumName(enumIndex);
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return enumName.GetStringView();
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}
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return "";
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};
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using namespace DetailMaterialInputs;
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applyProperty(BaseColorMap, materialData.m_colorImage);
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applyFlag(BaseColorUseTexture, DetailTextureFlags::UseTextureBaseColor);
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applyProperty(BaseColorFactor, materialData.m_properties.m_baseColorFactor);
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const AZStd::string_view& blendModeString = getEnumName(BaseColorBlendMode);
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if (blendModeString == "Multiply")
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{
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flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeMultiply);
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}
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else if (blendModeString == "LinearLight")
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{
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flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeLinearLight);
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}
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else if (blendModeString == "Lerp")
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{
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flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeLerp);
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}
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else if (blendModeString == "Overlay")
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{
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flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeOverlay);
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}
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applyProperty(MetallicMap, materialData.m_metalnessImage);
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applyFlag(MetallicUseTexture, DetailTextureFlags::UseTextureMetallic);
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applyProperty(MetallicFactor, materialData.m_properties.m_metalFactor);
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applyProperty(RoughnessMap, materialData.m_roughnessImage);
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applyFlag(RoughnessUseTexture, DetailTextureFlags::UseTextureRoughness);
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if ((flags & DetailTextureFlags::UseTextureRoughness) > 0)
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{
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float lowerBound = 0.0;
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float upperBound = 1.0;
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applyProperty(RoughnessLowerBound, lowerBound);
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applyProperty(RoughnessUpperBound, upperBound);
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materialData.m_properties.m_roughnessBias = lowerBound;
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materialData.m_properties.m_roughnessScale = upperBound - lowerBound;
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}
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else
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{
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materialData.m_properties.m_roughnessBias = 0.0;
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applyProperty(RoughnessFactor, materialData.m_properties.m_roughnessScale);
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}
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applyProperty(SpecularF0Map, materialData.m_specularF0Image);
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applyFlag(SpecularF0UseTexture, DetailTextureFlags::UseTextureSpecularF0);
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applyProperty(SpecularF0Factor, materialData.m_properties.m_specularF0Factor);
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applyProperty(NormalMap, materialData.m_normalImage);
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applyFlag(NormalUseTexture, DetailTextureFlags::UseTextureNormal);
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applyProperty(NormalFactor, materialData.m_properties.m_normalFactor);
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applyFlag(NormalFlipX, DetailTextureFlags::FlipNormalX);
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applyFlag(NormalFlipY, DetailTextureFlags::FlipNormalY);
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applyProperty(DiffuseOcclusionMap, materialData.m_occlusionImage);
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applyFlag(DiffuseOcclusionUseTexture, DetailTextureFlags::UseTextureOcclusion);
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applyProperty(DiffuseOcclusionFactor, materialData.m_properties.m_occlusionFactor);
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applyProperty(HeightMap, materialData.m_heightImage);
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applyFlag(HeightUseTexture, DetailTextureFlags::UseTextureHeight);
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applyProperty(HeightFactor, materialData.m_properties.m_heightFactor);
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applyProperty(HeightOffset, materialData.m_properties.m_heightOffset);
|
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applyProperty(HeightBlendFactor, materialData.m_properties.m_heightBlendFactor);
|
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|
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}
|
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}
|
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|
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void TerrainFeatureProcessor::CheckUpdateDetailTexture(const Aabb2i& newBounds, const Vector2i& newCenter)
|
||||
{
|
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if (!m_detailTextureImage)
|
||||
{
|
||||
// If the m_detailTextureImage doesn't exist, create it and populate the entire texture
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||||
|
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const AZ::Data::Instance<AZ::RPI::AttachmentImagePool> imagePool = AZ::RPI::ImageSystemInterface::Get()->GetSystemAttachmentPool();
|
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AZ::RHI::ImageDescriptor imageDescriptor = AZ::RHI::ImageDescriptor::Create2D(
|
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AZ::RHI::ImageBindFlags::ShaderRead, DetailTextureSize, DetailTextureSize, AZ::RHI::Format::R8G8B8A8_UINT
|
||||
);
|
||||
const AZ::Name TerrainDetailName = AZ::Name(TerrainDetailChars);
|
||||
m_detailTextureImage = AZ::RPI::AttachmentImage::Create(*imagePool.get(), imageDescriptor, TerrainDetailName, nullptr, nullptr);
|
||||
AZ_Error(TerrainFPName, m_detailTextureImage, "Failed to initialize the detail texture image.");
|
||||
|
||||
UpdateDetailTexture(newBounds, newBounds, newCenter);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the new bounds of the detail texture are different than the old bounds, then the edges of the texture need to be updated.
|
||||
|
||||
int32_t offsetX = m_detailTextureBounds.m_min.m_x - newBounds.m_min.m_x;
|
||||
|
||||
// Horizontal edge update
|
||||
if (newBounds.m_min.m_x != m_detailTextureBounds.m_min.m_x)
|
||||
{
|
||||
Aabb2i updateBounds;
|
||||
if (newBounds.m_min.m_x < m_detailTextureBounds.m_min.m_x)
|
||||
{
|
||||
updateBounds.m_min.m_x = newBounds.m_min.m_x;
|
||||
updateBounds.m_max.m_x = m_detailTextureBounds.m_min.m_x;
|
||||
}
|
||||
else
|
||||
{
|
||||
updateBounds.m_min.m_x = m_detailTextureBounds.m_max.m_x;
|
||||
updateBounds.m_max.m_x = newBounds.m_max.m_x;
|
||||
}
|
||||
updateBounds.m_min.m_y = newBounds.m_min.m_y;
|
||||
updateBounds.m_max.m_y = newBounds.m_max.m_y;
|
||||
UpdateDetailTexture(updateBounds, newBounds, newCenter);
|
||||
}
|
||||
|
||||
// Vertical edge update
|
||||
if (newBounds.m_min.m_y != m_detailTextureBounds.m_min.m_y)
|
||||
{
|
||||
Aabb2i updateBounds;
|
||||
// Don't update areas that have already been updated in the horizontal update.
|
||||
updateBounds.m_min.m_x = newBounds.m_min.m_x + AZ::GetMax(0, offsetX);
|
||||
updateBounds.m_max.m_x = newBounds.m_max.m_x + AZ::GetMin(0, offsetX);
|
||||
if (newBounds.m_min.m_y < m_detailTextureBounds.m_min.m_y)
|
||||
{
|
||||
updateBounds.m_min.m_y = newBounds.m_min.m_y;
|
||||
updateBounds.m_max.m_y = m_detailTextureBounds.m_min.m_y;
|
||||
}
|
||||
else
|
||||
{
|
||||
updateBounds.m_min.m_y = m_detailTextureBounds.m_max.m_y;
|
||||
updateBounds.m_max.m_y = newBounds.m_max.m_y;
|
||||
}
|
||||
UpdateDetailTexture(updateBounds, newBounds, newCenter);
|
||||
}
|
||||
|
||||
if (m_dirtyDetailRegion.IsValid())
|
||||
{
|
||||
// If any regions are marked as dirty, then they should be updated.
|
||||
|
||||
AZ::Vector3 currentMin = AZ::Vector3(newBounds.m_min.m_x * DetailTextureScale, newBounds.m_min.m_y * DetailTextureScale, -0.5f);
|
||||
AZ::Vector3 currentMax = AZ::Vector3(newBounds.m_max.m_x * DetailTextureScale, newBounds.m_max.m_y * DetailTextureScale, 0.5f);
|
||||
AZ::Aabb detailTextureCoverage = AZ::Aabb::CreateFromMinMax(currentMin, currentMax);
|
||||
AZ::Vector3 previousMin = AZ::Vector3(m_detailTextureBounds.m_min.m_x * DetailTextureScale, m_detailTextureBounds.m_min.m_y * DetailTextureScale, -0.5f);
|
||||
AZ::Vector3 previousMax = AZ::Vector3(m_detailTextureBounds.m_max.m_x * DetailTextureScale, m_detailTextureBounds.m_max.m_y * DetailTextureScale, 0.5f);
|
||||
AZ::Aabb previousCoverage = AZ::Aabb::CreateFromMinMax(previousMin, previousMax);
|
||||
|
||||
// Area of texture not already updated by camera movement above.
|
||||
AZ::Aabb clampedCoverage = previousCoverage.GetClamped(detailTextureCoverage);
|
||||
|
||||
// Clamp the dirty region to the area of the detail texture that is visible and not already updated.
|
||||
clampedCoverage.Clamp(m_dirtyDetailRegion);
|
||||
|
||||
if (clampedCoverage.IsValid())
|
||||
{
|
||||
Aabb2i updateBounds;
|
||||
updateBounds.m_min.m_x = aznumeric_cast<int32_t>(AZStd::roundf(clampedCoverage.GetMin().GetX() / DetailTextureScale));
|
||||
updateBounds.m_min.m_y = aznumeric_cast<int32_t>(AZStd::roundf(clampedCoverage.GetMin().GetY() / DetailTextureScale));
|
||||
updateBounds.m_max.m_x = aznumeric_cast<int32_t>(AZStd::roundf(clampedCoverage.GetMax().GetX() / DetailTextureScale));
|
||||
updateBounds.m_max.m_y = aznumeric_cast<int32_t>(AZStd::roundf(clampedCoverage.GetMax().GetY() / DetailTextureScale));
|
||||
if (updateBounds.m_min.m_x < updateBounds.m_max.m_x && updateBounds.m_min.m_y < updateBounds.m_max.m_y)
|
||||
{
|
||||
UpdateDetailTexture(updateBounds, newBounds, newCenter);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
uint8_t TerrainFeatureProcessor::CalculateUpdateRegions(const Aabb2i& updateArea, const Aabb2i& textureBounds, const Vector2i& centerPixel,
|
||||
AZStd::array<Aabb2i, 4>& textureSpaceAreas, AZStd::array<Aabb2i, 4>& scaledWorldSpaceAreas)
|
||||
{
|
||||
Vector2i centerOffset = { centerPixel.m_x - DetailTextureSizeHalf, centerPixel.m_y - DetailTextureSizeHalf };
|
||||
|
||||
int32_t quadrantXOffset = centerPixel.m_x < DetailTextureSizeHalf ? DetailTextureSize : -DetailTextureSize;
|
||||
int32_t quadrantYOffset = centerPixel.m_y < DetailTextureSizeHalf ? DetailTextureSize : -DetailTextureSize;
|
||||
|
||||
uint8_t numQuadrants = 0;
|
||||
|
||||
// For each of the 4 quadrants:
|
||||
auto calculateQuadrant = [&](Vector2i quadrantOffset)
|
||||
{
|
||||
Aabb2i offsetUpdateArea = updateArea + centerOffset + quadrantOffset;
|
||||
Aabb2i updateSectionBounds = textureBounds.GetClamped(offsetUpdateArea);
|
||||
if (updateSectionBounds.IsValid())
|
||||
{
|
||||
textureSpaceAreas[numQuadrants] = updateSectionBounds - textureBounds.m_min;
|
||||
scaledWorldSpaceAreas[numQuadrants] = updateSectionBounds - centerOffset - quadrantOffset;
|
||||
++numQuadrants;
|
||||
}
|
||||
};
|
||||
|
||||
calculateQuadrant({ 0, 0 });
|
||||
calculateQuadrant({ quadrantXOffset, 0 });
|
||||
calculateQuadrant({ 0, quadrantYOffset });
|
||||
calculateQuadrant({ quadrantXOffset, quadrantYOffset });
|
||||
|
||||
return numQuadrants;
|
||||
}
|
||||
|
||||
void TerrainFeatureProcessor::UpdateDetailTexture(const Aabb2i& updateArea, const Aabb2i& textureBounds, const Vector2i& centerPixel)
|
||||
{
|
||||
if (!m_detailTextureImage)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
struct DetailMaterialPixel
|
||||
{
|
||||
uint8_t m_material1{ 255 };
|
||||
uint8_t m_material2{ 255 };
|
||||
uint8_t m_blend{ 0 }; // 0 = full weight on material1, 255 = full weight on material2
|
||||
uint8_t m_padding{ 0 };
|
||||
};
|
||||
|
||||
// Because the center of the detail texture may be offset, each update area may actually need to be split into
|
||||
// up to 4 separate update areas in each sector of the quadrant.
|
||||
AZStd::array<Aabb2i, 4> textureSpaceAreas;
|
||||
AZStd::array<Aabb2i, 4> scaledWorldSpaceAreas;
|
||||
uint8_t updateAreaCount = CalculateUpdateRegions(updateArea, textureBounds, centerPixel, textureSpaceAreas, scaledWorldSpaceAreas);
|
||||
|
||||
// Pull the data for each area updated and use it to construct an update for the detail material id texture.
|
||||
for (uint8_t i = 0; i < updateAreaCount; ++i)
|
||||
{
|
||||
const Aabb2i& quadrantTextureArea = textureSpaceAreas[i];
|
||||
const Aabb2i& quadrantWorldArea = scaledWorldSpaceAreas[i];
|
||||
|
||||
AZStd::vector<DetailMaterialPixel> pixels;
|
||||
pixels.resize((quadrantWorldArea.m_max.m_x - quadrantWorldArea.m_min.m_x) * (quadrantWorldArea.m_max.m_y - quadrantWorldArea.m_min.m_y));
|
||||
uint32_t index = 0;
|
||||
|
||||
for (int yPos = quadrantWorldArea.m_min.m_y; yPos < quadrantWorldArea.m_max.m_y; ++yPos)
|
||||
{
|
||||
for (int xPos = quadrantWorldArea.m_min.m_x; xPos < quadrantWorldArea.m_max.m_x; ++xPos)
|
||||
{
|
||||
AZ::Vector2 position = AZ::Vector2(xPos * DetailTextureScale, yPos * DetailTextureScale);
|
||||
AzFramework::SurfaceData::SurfaceTagWeightList surfaceWeights;
|
||||
AzFramework::Terrain::TerrainDataRequestBus::Broadcast(&AzFramework::Terrain::TerrainDataRequests::GetSurfaceWeightsFromVector2, position, surfaceWeights, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, nullptr);
|
||||
|
||||
// Store the top two surface weights in the texture with m_blend storing the relative weight.
|
||||
bool isFirstMaterial = true;
|
||||
float firstWeight = 0.0f;
|
||||
for (const auto& surfaceTagWeight : surfaceWeights)
|
||||
{
|
||||
if (surfaceTagWeight.m_weight > 0.0f)
|
||||
{
|
||||
AZ::Crc32 surfaceType = surfaceTagWeight.m_surfaceType;
|
||||
uint16_t materialId = GetDetailMaterialForSurfaceTypeAndPosition(surfaceType, position);
|
||||
if (materialId != m_detailMaterials.NoFreeSlot && materialId < 255)
|
||||
{
|
||||
if (isFirstMaterial)
|
||||
{
|
||||
pixels.at(index).m_material1 = aznumeric_cast<uint8_t>(materialId);
|
||||
firstWeight = surfaceTagWeight.m_weight;
|
||||
// m_blend only needs to be calculated is material 2 is found, otherwise the initial value of 0 is correct.
|
||||
isFirstMaterial = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
pixels.at(index).m_material2 = aznumeric_cast<uint8_t>(materialId);
|
||||
float totalWeight = firstWeight + surfaceTagWeight.m_weight;
|
||||
float blendWeight = 1.0f - (firstWeight / totalWeight);
|
||||
pixels.at(index).m_blend = aznumeric_cast<uint8_t>(AZStd::round(blendWeight * 255.0f));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break; // since the list is ordered, no other materials are in the list with positive weights.
|
||||
}
|
||||
}
|
||||
++index;
|
||||
}
|
||||
}
|
||||
|
||||
const int32_t left = quadrantTextureArea.m_min.m_x;
|
||||
const int32_t top = quadrantTextureArea.m_min.m_y;
|
||||
const int32_t width = quadrantTextureArea.m_max.m_x - quadrantTextureArea.m_min.m_x;
|
||||
const int32_t height = quadrantTextureArea.m_max.m_y - quadrantTextureArea.m_min.m_y;
|
||||
|
||||
AZ::RHI::ImageUpdateRequest imageUpdateRequest;
|
||||
imageUpdateRequest.m_imageSubresourcePixelOffset.m_left = aznumeric_cast<uint32_t>(left);
|
||||
imageUpdateRequest.m_imageSubresourcePixelOffset.m_top = aznumeric_cast<uint32_t>(top);
|
||||
imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerRow = width * sizeof(DetailMaterialPixel);
|
||||
imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerImage = width * height * sizeof(DetailMaterialPixel);
|
||||
imageUpdateRequest.m_sourceSubresourceLayout.m_rowCount = height;
|
||||
imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_width = width;
|
||||
imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_height = height;
|
||||
imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_depth = 1;
|
||||
imageUpdateRequest.m_sourceData = pixels.data();
|
||||
imageUpdateRequest.m_image = m_detailTextureImage->GetRHIImage();
|
||||
|
||||
m_detailTextureImage->UpdateImageContents(imageUpdateRequest);
|
||||
}
|
||||
}
|
||||
|
||||
uint16_t TerrainFeatureProcessor::GetDetailMaterialForSurfaceTypeAndPosition(AZ::Crc32 surfaceType, const AZ::Vector2& position)
|
||||
{
|
||||
for (const auto& materialRegion : m_detailMaterialRegions.GetDataVector())
|
||||
{
|
||||
if (materialRegion.m_region.Contains(AZ::Vector3(position.GetX(), position.GetY(), 0.0f)))
|
||||
{
|
||||
for (const auto& materialSurface : materialRegion.m_materialsForSurfaces)
|
||||
{
|
||||
if (materialSurface.m_surfaceTag == surfaceType)
|
||||
{
|
||||
return materialSurface.m_detailMaterialId;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return m_detailMaterials.NoFreeSlot;
|
||||
}
|
||||
|
||||
void TerrainFeatureProcessor::UpdateTerrainData()
|
||||
{
|
||||
static const AZ::Name TerrainHeightmapName = AZ::Name(TerrainHeightmapChars);
|
||||
|
||||
uint32_t width = m_areaData.m_updateWidth;
|
||||
uint32_t height = m_areaData.m_updateHeight;
|
||||
const AZ::Aabb& worldBounds = m_areaData.m_terrainBounds;
|
||||
@@ -280,8 +796,10 @@ namespace Terrain
|
||||
AZ::RHI::ImageDescriptor imageDescriptor = AZ::RHI::ImageDescriptor::Create2D(
|
||||
AZ::RHI::ImageBindFlags::ShaderRead, width, height, AZ::RHI::Format::R16_UNORM
|
||||
);
|
||||
|
||||
const AZ::Name TerrainHeightmapName = AZ::Name(TerrainHeightmapChars);
|
||||
m_areaData.m_heightmapImage = AZ::RPI::AttachmentImage::Create(*imagePool.get(), imageDescriptor, TerrainHeightmapName, nullptr, nullptr);
|
||||
AZ_Error(TerrainFPName, m_areaData.m_heightmapImage, "Failed to initialize the heightmap image!");
|
||||
AZ_Error(TerrainFPName, m_areaData.m_heightmapImage, "Failed to initialize the heightmap image.");
|
||||
}
|
||||
|
||||
AZStd::vector<uint16_t> pixels;
|
||||
@@ -366,6 +884,19 @@ namespace Terrain
|
||||
m_heightmapPropertyIndex = m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::HeightmapImage));
|
||||
AZ_Error(TerrainFPName, m_heightmapPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::HeightmapImage);
|
||||
|
||||
m_detailMaterialIdPropertyIndex = m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::DetailMaterialIdImage));
|
||||
AZ_Error(TerrainFPName, m_detailMaterialIdPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::DetailMaterialIdImage);
|
||||
|
||||
m_detailCenterPropertyIndex = m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::DetailCenter));
|
||||
AZ_Error(TerrainFPName, m_detailCenterPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::DetailCenter);
|
||||
|
||||
m_detailAabbPropertyIndex = m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::DetailAabb));
|
||||
AZ_Error(TerrainFPName, m_detailAabbPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::DetailAabb);
|
||||
|
||||
m_detailHalfPixelUvPropertyIndex = m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::DetailHalfPixelUv));
|
||||
AZ_Error(TerrainFPName, m_detailHalfPixelUvPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::DetailHalfPixelUv);
|
||||
|
||||
// Find any macro materials that have already been created.
|
||||
TerrainMacroMaterialRequestBus::EnumerateHandlers(
|
||||
[&](TerrainMacroMaterialRequests* handler)
|
||||
{
|
||||
@@ -376,6 +907,30 @@ namespace Terrain
|
||||
}
|
||||
);
|
||||
TerrainMacroMaterialNotificationBus::Handler::BusConnect();
|
||||
|
||||
// Find any detail material areas that have already been created.
|
||||
TerrainAreaMaterialRequestBus::EnumerateHandlers(
|
||||
[&](TerrainAreaMaterialRequests* handler)
|
||||
{
|
||||
const AZ::Aabb& bounds = handler->GetTerrainSurfaceMaterialRegion();
|
||||
const AZStd::vector<TerrainSurfaceMaterialMapping> materialMappings = handler->GetSurfaceMaterialMappings();
|
||||
AZ::EntityId entityId = *(Terrain::TerrainAreaMaterialRequestBus::GetCurrentBusId());
|
||||
|
||||
DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
|
||||
materialRegion.m_region = bounds;
|
||||
|
||||
for (const auto& materialMapping : materialMappings)
|
||||
{
|
||||
if (materialMapping.m_materialInstance)
|
||||
{
|
||||
OnTerrainSurfaceMaterialMappingCreated(entityId, materialMapping.m_surfaceTag, materialMapping.m_materialInstance);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
);
|
||||
TerrainAreaMaterialNotificationBus::Handler::BusConnect();
|
||||
|
||||
}
|
||||
|
||||
void TerrainFeatureProcessor::UpdateMacroMaterialData(MacroMaterialData& macroMaterialData, const MacroMaterialData& newMaterialData)
|
||||
@@ -474,14 +1029,73 @@ namespace Terrain
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (m_forceRebuildDrawPackets)
|
||||
{
|
||||
for (auto& sectorData : m_sectorData)
|
||||
{
|
||||
for (auto& drawPacket : sectorData.m_drawPackets)
|
||||
{
|
||||
drawPacket.Update(*GetParentScene(), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
m_forceRebuildDrawPackets = false;
|
||||
|
||||
if (m_areaData.m_heightmapUpdated)
|
||||
{
|
||||
UpdateTerrainData();
|
||||
|
||||
const AZ::Data::Instance<AZ::RPI::Image> heightmapImage = m_areaData.m_heightmapImage;
|
||||
|
||||
const AZ::Data::Instance<AZ::RPI::Image> heightmapImage = m_areaData.m_heightmapImage; // cast StreamingImage to Image
|
||||
m_materialInstance->SetPropertyValue(m_heightmapPropertyIndex, heightmapImage);
|
||||
m_materialInstance->Compile();
|
||||
}
|
||||
|
||||
AZ::Vector3 cameraPosition = AZ::Vector3::CreateZero();
|
||||
for (auto& view : process.m_views)
|
||||
{
|
||||
if ((view->GetUsageFlags() & AZ::RPI::View::UsageFlags::UsageCamera) > 0)
|
||||
{
|
||||
cameraPosition = view->GetCameraTransform().GetTranslation();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_dirtyDetailRegion.IsValid() || !cameraPosition.IsClose(m_previousCameraPosition))
|
||||
{
|
||||
int32_t newDetailTexturePosX = aznumeric_cast<int32_t>(AZStd::roundf(cameraPosition.GetX() / DetailTextureScale));
|
||||
int32_t newDetailTexturePosY = aznumeric_cast<int32_t>(AZStd::roundf(cameraPosition.GetY() / DetailTextureScale));
|
||||
|
||||
Aabb2i newBounds;
|
||||
newBounds.m_min.m_x = newDetailTexturePosX - DetailTextureSizeHalf;
|
||||
newBounds.m_min.m_y = newDetailTexturePosY - DetailTextureSizeHalf;
|
||||
newBounds.m_max.m_x = newDetailTexturePosX + DetailTextureSizeHalf;
|
||||
newBounds.m_max.m_y = newDetailTexturePosY + DetailTextureSizeHalf;
|
||||
|
||||
// Use modulo to find the center point in texture space. Care must be taken so negative values are
|
||||
// handled appropriately (ie, we want -1 % 1024 to equal 1023, not -1)
|
||||
Vector2i newCenter;
|
||||
newCenter.m_x = (DetailTextureSize + (newDetailTexturePosX % DetailTextureSize)) % DetailTextureSize;
|
||||
newCenter.m_y = (DetailTextureSize + (newDetailTexturePosY % DetailTextureSize)) % DetailTextureSize;
|
||||
|
||||
CheckUpdateDetailTexture(newBounds, newCenter);
|
||||
|
||||
m_detailTextureBounds = newBounds;
|
||||
m_dirtyDetailRegion = AZ::Aabb::CreateNull();
|
||||
|
||||
m_previousCameraPosition = cameraPosition;
|
||||
const AZ::Data::Instance<AZ::RPI::Image> detailTextureImage = m_detailTextureImage; // cast StreamingImage to Image
|
||||
m_materialInstance->SetPropertyValue(m_detailMaterialIdPropertyIndex, detailTextureImage);
|
||||
|
||||
AZ::Vector4 detailAabb = AZ::Vector4(
|
||||
m_detailTextureBounds.m_min.m_x * DetailTextureScale,
|
||||
m_detailTextureBounds.m_min.m_y * DetailTextureScale,
|
||||
m_detailTextureBounds.m_max.m_x * DetailTextureScale,
|
||||
m_detailTextureBounds.m_max.m_y * DetailTextureScale
|
||||
);
|
||||
m_materialInstance->SetPropertyValue(m_detailAabbPropertyIndex, detailAabb);
|
||||
m_materialInstance->SetPropertyValue(m_detailHalfPixelUvPropertyIndex, 0.5f / DetailTextureSize);
|
||||
|
||||
AZ::Vector2 detailUvOffset = AZ::Vector2(float(newCenter.m_x) / DetailTextureSize, float(newCenter.m_y) / DetailTextureSize);
|
||||
m_materialInstance->SetPropertyValue(m_detailCenterPropertyIndex, detailUvOffset);
|
||||
}
|
||||
|
||||
if (m_areaData.m_heightmapUpdated || m_areaData.m_macroMaterialsUpdated)
|
||||
@@ -603,6 +1217,11 @@ namespace Terrain
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_materialInstance)
|
||||
{
|
||||
m_materialInstance->Compile();
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainFeatureProcessor::InitializeTerrainPatch(uint16_t gridSize, float gridSpacing, PatchData& patchdata)
|
||||
@@ -746,9 +1365,10 @@ namespace Terrain
|
||||
// larger but this will limit how much is rendered.
|
||||
}
|
||||
|
||||
MacroMaterialData* TerrainFeatureProcessor::FindMacroMaterial(AZ::EntityId entityId)
|
||||
template <typename T>
|
||||
T* TerrainFeatureProcessor::FindByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<T>& container)
|
||||
{
|
||||
for (MacroMaterialData& data : m_macroMaterials.GetDataVector())
|
||||
for (T& data : container.GetDataVector())
|
||||
{
|
||||
if (data.m_entityId == entityId)
|
||||
{
|
||||
@@ -757,34 +1377,36 @@ namespace Terrain
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
MacroMaterialData& TerrainFeatureProcessor::FindOrCreateMacroMaterial(AZ::EntityId entityId)
|
||||
|
||||
template <typename T>
|
||||
T& TerrainFeatureProcessor::FindOrCreateByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<T>& container)
|
||||
{
|
||||
MacroMaterialData* dataPtr = FindMacroMaterial(entityId);
|
||||
T* dataPtr = FindByEntityId(entityId, container);
|
||||
if (dataPtr != nullptr)
|
||||
{
|
||||
return *dataPtr;
|
||||
}
|
||||
|
||||
const uint16_t slotId = m_macroMaterials.GetFreeSlotIndex();
|
||||
AZ_Assert(slotId != m_macroMaterials.NoFreeSlot, "Ran out of indices for macro materials");
|
||||
const uint16_t slotId = container.GetFreeSlotIndex();
|
||||
AZ_Assert(slotId != AZ::Render::IndexedDataVector<T>::NoFreeSlot, "Ran out of indices");
|
||||
|
||||
MacroMaterialData& data = m_macroMaterials.GetData(slotId);
|
||||
T& data = container.GetData(slotId);
|
||||
data.m_entityId = entityId;
|
||||
return data;
|
||||
}
|
||||
|
||||
void TerrainFeatureProcessor::RemoveMacroMaterial(AZ::EntityId entityId)
|
||||
|
||||
template <typename T>
|
||||
void TerrainFeatureProcessor::RemoveByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<T>& container)
|
||||
{
|
||||
for (MacroMaterialData& data : m_macroMaterials.GetDataVector())
|
||||
for (T& data : container.GetDataVector())
|
||||
{
|
||||
if (data.m_entityId == entityId)
|
||||
{
|
||||
m_macroMaterials.RemoveData(&data);
|
||||
container.RemoveData(&data);
|
||||
return;
|
||||
}
|
||||
}
|
||||
AZ_Assert(false, "Entity Id not found in m_macroMaterials.")
|
||||
AZ_Assert(false, "Entity Id not found in container.")
|
||||
}
|
||||
|
||||
template<typename Callback>
|
||||
@@ -798,4 +1420,60 @@ namespace Terrain
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto TerrainFeatureProcessor::Vector2i::operator+(const Vector2i& rhs) const -> Vector2i
|
||||
{
|
||||
Vector2i offsetPoint = *this;
|
||||
offsetPoint += rhs;
|
||||
return offsetPoint;
|
||||
}
|
||||
|
||||
auto TerrainFeatureProcessor::Vector2i::operator+=(const Vector2i& rhs) -> Vector2i&
|
||||
{
|
||||
m_x += rhs.m_x;
|
||||
m_y += rhs.m_y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
auto TerrainFeatureProcessor::Vector2i::operator-(const Vector2i& rhs) const -> Vector2i
|
||||
{
|
||||
return *this + -rhs;
|
||||
}
|
||||
|
||||
auto TerrainFeatureProcessor::Vector2i::operator-=(const Vector2i& rhs) -> Vector2i&
|
||||
{
|
||||
return *this += -rhs;
|
||||
}
|
||||
|
||||
auto TerrainFeatureProcessor::Vector2i::operator-() const -> Vector2i
|
||||
{
|
||||
return {-m_x, -m_y};
|
||||
}
|
||||
|
||||
auto TerrainFeatureProcessor::Aabb2i::operator+(const Vector2i& rhs) const -> Aabb2i
|
||||
{
|
||||
return { m_min + rhs, m_max + rhs };
|
||||
}
|
||||
|
||||
auto TerrainFeatureProcessor::Aabb2i::operator-(const Vector2i& rhs) const -> Aabb2i
|
||||
{
|
||||
return *this + -rhs;
|
||||
}
|
||||
|
||||
auto TerrainFeatureProcessor::Aabb2i::GetClamped(Aabb2i rhs) const -> Aabb2i
|
||||
{
|
||||
Aabb2i ret;
|
||||
ret.m_min.m_x = AZ::GetMax(m_min.m_x, rhs.m_min.m_x);
|
||||
ret.m_min.m_y = AZ::GetMax(m_min.m_y, rhs.m_min.m_y);
|
||||
ret.m_max.m_x = AZ::GetMin(m_max.m_x, rhs.m_max.m_x);
|
||||
ret.m_max.m_y = AZ::GetMin(m_max.m_y, rhs.m_max.m_y);
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool TerrainFeatureProcessor::Aabb2i::IsValid() const
|
||||
{
|
||||
// Intentionally strict, equal min/max not valid.
|
||||
return m_min.m_x < m_max.m_x && m_min.m_y < m_max.m_y;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user