Merge branch 'main' into LYN-1932

This commit is contained in:
jjjoness
2021-04-28 11:34:43 +01:00
144 changed files with 5473 additions and 1523 deletions
+68 -62
View File
@@ -19,37 +19,50 @@ add_subdirectory(assetpipeline)
add_subdirectory(atom_renderer)
## Physics ##
# DISABLED - see LYN-2536
#if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
# ly_add_pytest(
# NAME AutomatedTesting::PhysicsTests
# TEST_SUITE main
# TEST_SERIAL
# PATH ${CMAKE_CURRENT_LIST_DIR}/physics/TestSuite_Active.py
# TIMEOUT 3600
# RUNTIME_DEPENDENCIES
# Legacy::Editor
# Legacy::CryRenderNULL
# AZ::AssetProcessor
# AutomatedTesting.Assets
# COMPONENT
# Physics
# )
# ly_add_pytest(
# NAME AutomatedTesting::PhysicsTests_Sandbox
# TEST_SUITE sandbox
# TEST_SERIAL
# PATH ${CMAKE_CURRENT_LIST_DIR}/physics/TestSuite_Sandbox.py
# TIMEOUT 3600
# RUNTIME_DEPENDENCIES
# Legacy::Editor
# Legacy::CryRenderNULL
# AZ::AssetProcessor
# AutomatedTesting.Assets
# COMPONENT
# Physics
# )
#endif()
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
ly_add_pytest(
NAME AutomatedTesting::PhysicsTests_Main
TEST_SUITE main
TEST_SERIAL
PATH ${CMAKE_CURRENT_LIST_DIR}/physics/TestSuite_Main.py
TIMEOUT 3600
RUNTIME_DEPENDENCIES
Legacy::Editor
Legacy::CryRenderNULL
AZ::AssetProcessor
AutomatedTesting.Assets
COMPONENT
Physics
)
ly_add_pytest(
NAME AutomatedTesting::PhysicsTests_Periodic
TEST_SUITE periodic
TEST_SERIAL
PATH ${CMAKE_CURRENT_LIST_DIR}/physics/TestSuite_Periodic.py
TIMEOUT 3600
RUNTIME_DEPENDENCIES
Legacy::Editor
Legacy::CryRenderNULL
AZ::AssetProcessor
AutomatedTesting.Assets
COMPONENT
Physics
)
ly_add_pytest(
NAME AutomatedTesting::PhysicsTests_Sandbox
TEST_SUITE sandbox
TEST_SERIAL
PATH ${CMAKE_CURRENT_LIST_DIR}/physics/TestSuite_Sandbox.py
TIMEOUT 3600
RUNTIME_DEPENDENCIES
Legacy::Editor
Legacy::CryRenderNULL
AZ::AssetProcessor
AutomatedTesting.Assets
COMPONENT
Physics
)
endif()
## ScriptCanvas ##
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
@@ -82,23 +95,22 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
endif()
## White Box ##
# DISABLED - See LYN-2663
#if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
# ly_add_pytest(
# NAME AutomatedTesting::WhiteBoxTests
# TEST_SUITE main
# TEST_SERIAL
# PATH ${CMAKE_CURRENT_LIST_DIR}/WhiteBox/TestSuite_Active.py
# TIMEOUT 3600
# RUNTIME_DEPENDENCIES
# Legacy::Editor
# Legacy::CryRenderNULL
# AZ::AssetProcessor
# AutomatedTesting.Assets
# COMPONENT
# WhiteBox
# )
#endif()
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
ly_add_pytest(
NAME AutomatedTesting::WhiteBoxTests
TEST_SUITE main
TEST_SERIAL
PATH ${CMAKE_CURRENT_LIST_DIR}/WhiteBox/TestSuite_Active.py
TIMEOUT 3600
RUNTIME_DEPENDENCIES
Legacy::Editor
Legacy::CryRenderNULL
AZ::AssetProcessor
AutomatedTesting.Assets
COMPONENT
WhiteBox
)
endif()
## NvCloth ##
# [TODO LYN-1928] Enable when AutomatedTesting runs with Atom
@@ -178,8 +190,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
## DynVeg ##
ly_add_pytest(
NAME DynamicVegetationTests_Main_GPU
TEST_REQUIRES gpu
NAME AutomatedTesting::DynamicVegetationTests_Main
TEST_SERIAL
TEST_SUITE main
PATH ${CMAKE_CURRENT_LIST_DIR}/largeworlds/dyn_veg
@@ -195,8 +206,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
)
ly_add_pytest(
NAME DynamicVegetationTests_Sandbox_GPU
TEST_REQUIRES gpu
NAME AutomatedTesting::DynamicVegetationTests_Sandbox
TEST_SERIAL
TEST_SUITE sandbox
PATH ${CMAKE_CURRENT_LIST_DIR}/largeworlds/dyn_veg
@@ -212,8 +222,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
)
ly_add_pytest(
NAME DynamicVegetationTests_Periodic_GPU
TEST_REQUIRES gpu
NAME AutomatedTesting::DynamicVegetationTests_Periodic
TEST_SERIAL
TEST_SUITE periodic
PATH ${CMAKE_CURRENT_LIST_DIR}/largeworlds/dyn_veg
@@ -229,8 +238,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
## LandscapeCanvas ##
ly_add_pytest(
NAME LandscapeCanvasTests_Main
TEST_REQUIRES gpu
NAME AutomatedTesting::LandscapeCanvasTests_Main
TEST_SERIAL
TEST_SUITE main
PATH ${CMAKE_CURRENT_LIST_DIR}/largeworlds/landscape_canvas
@@ -245,8 +253,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
)
ly_add_pytest(
NAME LandscapeCanvasTests_Periodic
TEST_REQUIRES gpu
NAME AutomatedTesting::LandscapeCanvasTests_Periodic
TEST_SERIAL
TEST_SUITE periodic
PATH ${CMAKE_CURRENT_LIST_DIR}/largeworlds/landscape_canvas
@@ -262,8 +269,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
## GradientSignal ##
ly_add_pytest(
NAME GradientSignalTests_Periodic
TEST_REQUIRES gpu
NAME AutomatedTesting::GradientSignalTests_Periodic
TEST_SERIAL
TEST_SUITE periodic
PATH ${CMAKE_CURRENT_LIST_DIR}/largeworlds/gradient_signal
@@ -281,7 +287,7 @@ endif()
## Editor ##
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_FOUNDATION_TEST_SUPPORTED)
ly_add_pytest(
NAME EditorTests_Periodic
NAME AutomatedTesting::EditorTests_Periodic
TEST_SUITE periodic
TEST_SERIAL
PATH ${CMAKE_CURRENT_LIST_DIR}/editor
@@ -299,7 +305,7 @@ endif()
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
# Unstable, SPEC-3838 will restore
#ly_add_pytest(
# NAME asset_load_benchmark_test
# NAME AutomatedTesting::asset_load_benchmark_test
# TEST_SERIAL
# TEST_SUITE benchmark
# PATH ${CMAKE_CURRENT_LIST_DIR}/streaming/benchmark/asset_load_benchmark_test.py
@@ -32,7 +32,7 @@ def teardown_editor(editor):
def launch_and_validate_results(request, test_directory, editor, editor_script, expected_lines, unexpected_lines=[],
halt_on_unexpected=False, run_python="--runpythontest", auto_test_mode=True, null_renderer=False, cfg_args=[],
halt_on_unexpected=False, run_python="--runpythontest", auto_test_mode=True, null_renderer=True, cfg_args=[],
timeout=300):
"""
Runs the Editor with the specified script, and monitors for expected log lines.
@@ -58,7 +58,7 @@ def launch_and_validate_results(request, test_directory, editor, editor_script,
if auto_test_mode:
editor.args.extend(["--autotest_mode"])
if null_renderer:
editor.args.extend(["-rhi=null"])
editor.args.extend(["-rhi=Null"])
with editor.start():
@@ -278,6 +278,12 @@ class Tracer:
self.function = args[3]
self.message = args[4]
def __str__(self):
return f"Warning: [{self.filename}:{self.function}:{self.line}]: [{self.window}] {self.message}"
def __repr__(self):
return f"[Warning: {self.message}]"
class ErrorInfo:
def __init__(self, args):
self.window = args[0]
@@ -285,6 +291,12 @@ class Tracer:
self.line = args[2]
self.function = args[3]
self.message = args[4]
def __str__(self):
return f"Error: [{self.filename}:{self.function}:{self.line}]: [{self.window}] {self.message}"
def __repr__(self):
return f"[Error: {self.message}]"
class AssertInfo:
def __init__(self, args):
@@ -292,6 +304,12 @@ class Tracer:
self.line = args[1]
self.function = args[2]
self.message = args[3]
def __str__(self):
return f"Assert: [{self.filename}:{self.function}:{self.line}]: {self.message}"
def __repr__(self):
return f"[Assert: {self.message}]"
def _on_warning(self, args):
warningInfo = Tracer.WarningInfo(args)
@@ -22,10 +22,10 @@ class Tests():
# fmt:on
def run():
def C28798177_WhiteBox_AddComponentToEntity():
import os
import sys
import WhiteBoxInit as init
from Gems.WhiteBox.Editor.Scripts import WhiteBoxInit as init
import ImportPathHelper as imports
imports.init()
@@ -58,4 +58,8 @@ def run():
if __name__ == "__main__":
run()
import ImportPathHelper as imports
imports.init()
from editor_python_test_tools.utils import Report
Report.start_test(C28798177_WhiteBox_AddComponentToEntity)
@@ -22,13 +22,13 @@ class Tests():
# fmt:on
def run():
def C28798205_WhiteBox_SetInvisible():
# note: This automated test does not fully replicate the test case in Test Rail as it's
# not currently possible using the Hydra API to get an EntityComponentIdPair at runtime,
# in future game_mode will be activated and a runtime White Box Component queried
import os
import sys
import WhiteBoxInit as init
from Gems.WhiteBox.Editor.Scripts import WhiteBoxInit as init
import ImportPathHelper as imports
import editor_python_test_tools.hydra_editor_utils as hydra
imports.init()
@@ -68,4 +68,8 @@ def run():
if __name__ == "__main__":
run()
import ImportPathHelper as imports
imports.init()
from editor_python_test_tools.utils import Report
Report.start_test(C28798205_WhiteBox_SetInvisible)
@@ -26,10 +26,10 @@ class Tests():
critical_shape_check = ("Default shape has more than 0 sides", "default shape has 0 sides")
def run():
def C29279329_WhiteBox_SetDefaultShape():
import os
import sys
import WhiteBoxInit as init
from Gems.WhiteBox.Editor.Scripts import WhiteBoxInit as init
import ImportPathHelper as imports
imports.init()
@@ -107,4 +107,8 @@ def run():
if __name__ == "__main__":
run()
import ImportPathHelper as imports
imports.init()
from editor_python_test_tools.utils import Report
Report.start_test(C29279329_WhiteBox_SetDefaultShape)
@@ -16,7 +16,7 @@
if(PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_BUILD_TESTS_SUPPORTED AND AutomatedTesting IN_LIST LY_PROJECTS)
ly_add_pytest(
NAME AtomRenderer::HydraTestsMain
NAME AutomatedTesting::AtomRenderer_HydraTests_Main
TEST_SUITE main
PATH ${CMAKE_CURRENT_LIST_DIR}/test_Atom_MainSuite.py
TEST_SERIAL
@@ -26,4 +26,15 @@ if(PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_BUILD_TESTS_SUPPORTED AND AutomatedT
AutomatedTesting.Assets
Editor
)
ly_add_pytest(
NAME AutomatedTesting::AtomRenderer_HydraTests_Sandbox
TEST_SUITE sandbox
PATH ${CMAKE_CURRENT_LIST_DIR}/test_Atom_SandboxSuite.py
TEST_SERIAL
TIMEOUT 300
RUNTIME_DEPENDENCIES
AssetProcessor
AutomatedTesting.Assets
Editor
)
endif()
@@ -39,181 +39,6 @@ class TestAtomEditorComponents(object):
request.addfinalizer(teardown)
@pytest.mark.test_case_id(
"C32078130", # Tone Mapper
"C32078129", # Light
"C32078131", # Radius Weight Modifier
"C32078127", # PostFX Layer
"C32078126", # Point Light
"C32078125", # Physical Sky
"C32078115", # Global Skylight (IBL)
"C32078121", # Exposure Control
"C32078120", # Directional Light
"C32078119", # DepthOfField
"C32078118") # Decal
def test_AtomEditorComponents_AddedToEntity(self, request, editor, level, workspace, project, launcher_platform):
cfg_args = [level]
expected_lines = [
# Area Light Component
"Area Light Entity successfully created",
"Area Light_test: Component added to the entity: True",
"Area Light_test: Component removed after UNDO: True",
"Area Light_test: Component added after REDO: True",
"Area Light_test: Entered game mode: True",
"Area Light_test: Entity enabled after adding required components: True",
"Area Light_test: Entity is hidden: True",
"Area Light_test: Entity is shown: True",
"Area Light_test: Entity deleted: True",
"Area Light_test: UNDO entity deletion works: True",
"Area Light_test: REDO entity deletion works: True",
# Decal Component
"Decal Entity successfully created",
"Decal_test: Component added to the entity: True",
"Decal_test: Component removed after UNDO: True",
"Decal_test: Component added after REDO: True",
"Decal_test: Entered game mode: True",
"Decal_test: Exit game mode: True",
"Decal Settings|Decal Settings|Material: SUCCESS",
"Decal_test: Entity is hidden: True",
"Decal_test: Entity is shown: True",
"Decal_test: Entity deleted: True",
"Decal_test: UNDO entity deletion works: True",
"Decal_test: REDO entity deletion works: True",
# DepthOfField Component
"DepthOfField Entity successfully created",
"DepthOfField_test: Component added to the entity: True",
"DepthOfField_test: Component removed after UNDO: True",
"DepthOfField_test: Component added after REDO: True",
"DepthOfField_test: Entered game mode: True",
"DepthOfField_test: Exit game mode: True",
"DepthOfField_test: Entity disabled initially: True",
"DepthOfField_test: Entity enabled after adding required components: True",
"DepthOfField Controller|Configuration|Camera Entity: SUCCESS",
"DepthOfField_test: Entity is hidden: True",
"DepthOfField_test: Entity is shown: True",
"DepthOfField_test: Entity deleted: True",
"DepthOfField_test: UNDO entity deletion works: True",
"DepthOfField_test: REDO entity deletion works: True",
# Directional Light Component
"Directional Light Entity successfully created",
"Directional Light_test: Component added to the entity: True",
"Directional Light_test: Component removed after UNDO: True",
"Directional Light_test: Component added after REDO: True",
"Directional Light_test: Entered game mode: True",
"Directional Light_test: Exit game mode: True",
"Directional Light Controller|Configuration|Shadow|Camera: SUCCESS",
"Directional Light_test: Entity is hidden: True",
"Directional Light_test: Entity is shown: True",
"Directional Light_test: Entity deleted: True",
"Directional Light_test: UNDO entity deletion works: True",
"Directional Light_test: REDO entity deletion works: True",
# Exposure Control Component
"Exposure Control Entity successfully created",
"Exposure Control_test: Component added to the entity: True",
"Exposure Control_test: Component removed after UNDO: True",
"Exposure Control_test: Component added after REDO: True",
"Exposure Control_test: Entered game mode: True",
"Exposure Control_test: Exit game mode: True",
"Exposure Control_test: Entity disabled initially: True",
"Exposure Control_test: Entity enabled after adding required components: True",
"Exposure Control_test: Entity is hidden: True",
"Exposure Control_test: Entity is shown: True",
"Exposure Control_test: Entity deleted: True",
"Exposure Control_test: UNDO entity deletion works: True",
"Exposure Control_test: REDO entity deletion works: True",
# Global Skylight (IBL) Component
"Global Skylight (IBL) Entity successfully created",
"Global Skylight (IBL)_test: Component added to the entity: True",
"Global Skylight (IBL)_test: Component removed after UNDO: True",
"Global Skylight (IBL)_test: Component added after REDO: True",
"Global Skylight (IBL)_test: Entered game mode: True",
"Global Skylight (IBL)_test: Exit game mode: True",
"Global Skylight (IBL) Controller|Configuration|Diffuse Image: SUCCESS",
"Global Skylight (IBL) Controller|Configuration|Specular Image: SUCCESS",
"Global Skylight (IBL)_test: Entity is hidden: True",
"Global Skylight (IBL)_test: Entity is shown: True",
"Global Skylight (IBL)_test: Entity deleted: True",
"Global Skylight (IBL)_test: UNDO entity deletion works: True",
"Global Skylight (IBL)_test: REDO entity deletion works: True",
# Physical Sky Component
"Physical Sky Entity successfully created",
"Physical Sky component was added to entity",
"Entity has a Physical Sky component",
"Physical Sky_test: Component added to the entity: True",
"Physical Sky_test: Component removed after UNDO: True",
"Physical Sky_test: Component added after REDO: True",
"Physical Sky_test: Entered game mode: True",
"Physical Sky_test: Exit game mode: True",
"Physical Sky_test: Entity is hidden: True",
"Physical Sky_test: Entity is shown: True",
"Physical Sky_test: Entity deleted: True",
"Physical Sky_test: UNDO entity deletion works: True",
"Physical Sky_test: REDO entity deletion works: True",
# Point Light Component
"Point Light Entity successfully created",
"Point Light_test: Component added to the entity: True",
"Point Light_test: Component removed after UNDO: True",
"Point Light_test: Component added after REDO: True",
"Point Light_test: Entered game mode: True",
"Point Light_test: Exit game mode: True",
"Point Light_test: Entity is hidden: True",
"Point Light_test: Entity is shown: True",
"Point Light_test: Entity deleted: True",
"Point Light_test: UNDO entity deletion works: True",
"Point Light_test: REDO entity deletion works: True",
# PostFX Layer Component
"PostFX Layer Entity successfully created",
"PostFX Layer_test: Component added to the entity: True",
"PostFX Layer_test: Component removed after UNDO: True",
"PostFX Layer_test: Component added after REDO: True",
"PostFX Layer_test: Entered game mode: True",
"PostFX Layer_test: Exit game mode: True",
"PostFX Layer_test: Entity is hidden: True",
"PostFX Layer_test: Entity is shown: True",
"PostFX Layer_test: Entity deleted: True",
"PostFX Layer_test: UNDO entity deletion works: True",
"PostFX Layer_test: REDO entity deletion works: True",
# Radius Weight Modifier Component
"Radius Weight Modifier Entity successfully created",
"Radius Weight Modifier_test: Component added to the entity: True",
"Radius Weight Modifier_test: Component removed after UNDO: True",
"Radius Weight Modifier_test: Component added after REDO: True",
"Radius Weight Modifier_test: Entered game mode: True",
"Radius Weight Modifier_test: Exit game mode: True",
"Radius Weight Modifier_test: Entity is hidden: True",
"Radius Weight Modifier_test: Entity is shown: True",
"Radius Weight Modifier_test: Entity deleted: True",
"Radius Weight Modifier_test: UNDO entity deletion works: True",
"Radius Weight Modifier_test: REDO entity deletion works: True",
# Light Component
"Light Entity successfully created",
"Light_test: Component added to the entity: True",
"Light_test: Component removed after UNDO: True",
"Light_test: Component added after REDO: True",
"Light_test: Entered game mode: True",
"Light_test: Exit game mode: True",
"Light_test: Entity is hidden: True",
"Light_test: Entity is shown: True",
"Light_test: Entity deleted: True",
"Light_test: UNDO entity deletion works: True",
"Light_test: REDO entity deletion works: True",
]
unexpected_lines = [
"failed to open",
"Traceback (most recent call last):",
]
hydra.launch_and_validate_results(
request,
TEST_DIRECTORY,
editor,
"hydra_AtomEditorComponents_AddedToEntity.py",
timeout=EDITOR_TIMEOUT,
expected_lines=expected_lines,
unexpected_lines=unexpected_lines,
halt_on_unexpected=True,
null_renderer=True,
cfg_args=cfg_args,
)
# It requires at least one test
def test_Dummy(self, request, editor, level, workspace, project, launcher_platform):
pass
@@ -0,0 +1,219 @@
"""
All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
its licensors.
For complete copyright and license terms please see the LICENSE at the root of this
distribution (the "License"). All use of this software is governed by the License,
or, if provided, by the license below or the license accompanying this file. Do not
remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
"""
import logging
import os
import pytest
import ly_test_tools.environment.file_system as file_system
import editor_python_test_tools.hydra_test_utils as hydra
logger = logging.getLogger(__name__)
EDITOR_TIMEOUT = 60
TEST_DIRECTORY = os.path.join(os.path.dirname(__file__), "atom_hydra_scripts")
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("level", ["tmp_level"])
class TestAtomEditorComponents(object):
@pytest.fixture(autouse=True)
def setup_teardown(self, request, workspace, project, level):
# Cleanup our temp level
file_system.delete(
[os.path.join(workspace.paths.engine_root(), project, "Levels", "AtomLevels", level)], True, True)
def teardown():
# Cleanup our temp level
file_system.delete(
[os.path.join(workspace.paths.engine_root(), project, "Levels", "AtomLevels", level)], True, True)
request.addfinalizer(teardown)
@pytest.mark.test_case_id(
"C32078130", # Tone Mapper
"C32078129", # Light
"C32078131", # Radius Weight Modifier
"C32078127", # PostFX Layer
"C32078126", # Point Light
"C32078125", # Physical Sky
"C32078115", # Global Skylight (IBL)
"C32078121", # Exposure Control
"C32078120", # Directional Light
"C32078119", # DepthOfField
"C32078118") # Decal
def test_AtomEditorComponents_AddedToEntity(self, request, editor, level, workspace, project, launcher_platform):
cfg_args = [level]
expected_lines = [
# Area Light Component
"Area Light Entity successfully created",
"Area Light_test: Component added to the entity: True",
"Area Light_test: Component removed after UNDO: True",
"Area Light_test: Component added after REDO: True",
"Area Light_test: Entered game mode: True",
"Area Light_test: Entity enabled after adding required components: True",
"Area Light_test: Entity is hidden: True",
"Area Light_test: Entity is shown: True",
"Area Light_test: Entity deleted: True",
"Area Light_test: UNDO entity deletion works: True",
"Area Light_test: REDO entity deletion works: True",
# Decal Component
"Decal Entity successfully created",
"Decal_test: Component added to the entity: True",
"Decal_test: Component removed after UNDO: True",
"Decal_test: Component added after REDO: True",
"Decal_test: Entered game mode: True",
"Decal_test: Exit game mode: True",
"Decal Settings|Decal Settings|Material: SUCCESS",
"Decal_test: Entity is hidden: True",
"Decal_test: Entity is shown: True",
"Decal_test: Entity deleted: True",
"Decal_test: UNDO entity deletion works: True",
"Decal_test: REDO entity deletion works: True",
# DepthOfField Component
"DepthOfField Entity successfully created",
"DepthOfField_test: Component added to the entity: True",
"DepthOfField_test: Component removed after UNDO: True",
"DepthOfField_test: Component added after REDO: True",
"DepthOfField_test: Entered game mode: True",
"DepthOfField_test: Exit game mode: True",
"DepthOfField_test: Entity disabled initially: True",
"DepthOfField_test: Entity enabled after adding required components: True",
"DepthOfField Controller|Configuration|Camera Entity: SUCCESS",
"DepthOfField_test: Entity is hidden: True",
"DepthOfField_test: Entity is shown: True",
"DepthOfField_test: Entity deleted: True",
"DepthOfField_test: UNDO entity deletion works: True",
"DepthOfField_test: REDO entity deletion works: True",
# Directional Light Component
"Directional Light Entity successfully created",
"Directional Light_test: Component added to the entity: True",
"Directional Light_test: Component removed after UNDO: True",
"Directional Light_test: Component added after REDO: True",
"Directional Light_test: Entered game mode: True",
"Directional Light_test: Exit game mode: True",
"Directional Light Controller|Configuration|Shadow|Camera: SUCCESS",
"Directional Light_test: Entity is hidden: True",
"Directional Light_test: Entity is shown: True",
"Directional Light_test: Entity deleted: True",
"Directional Light_test: UNDO entity deletion works: True",
"Directional Light_test: REDO entity deletion works: True",
# Exposure Control Component
"Exposure Control Entity successfully created",
"Exposure Control_test: Component added to the entity: True",
"Exposure Control_test: Component removed after UNDO: True",
"Exposure Control_test: Component added after REDO: True",
"Exposure Control_test: Entered game mode: True",
"Exposure Control_test: Exit game mode: True",
"Exposure Control_test: Entity disabled initially: True",
"Exposure Control_test: Entity enabled after adding required components: True",
"Exposure Control_test: Entity is hidden: True",
"Exposure Control_test: Entity is shown: True",
"Exposure Control_test: Entity deleted: True",
"Exposure Control_test: UNDO entity deletion works: True",
"Exposure Control_test: REDO entity deletion works: True",
# Global Skylight (IBL) Component
"Global Skylight (IBL) Entity successfully created",
"Global Skylight (IBL)_test: Component added to the entity: True",
"Global Skylight (IBL)_test: Component removed after UNDO: True",
"Global Skylight (IBL)_test: Component added after REDO: True",
"Global Skylight (IBL)_test: Entered game mode: True",
"Global Skylight (IBL)_test: Exit game mode: True",
"Global Skylight (IBL) Controller|Configuration|Diffuse Image: SUCCESS",
"Global Skylight (IBL) Controller|Configuration|Specular Image: SUCCESS",
"Global Skylight (IBL)_test: Entity is hidden: True",
"Global Skylight (IBL)_test: Entity is shown: True",
"Global Skylight (IBL)_test: Entity deleted: True",
"Global Skylight (IBL)_test: UNDO entity deletion works: True",
"Global Skylight (IBL)_test: REDO entity deletion works: True",
# Physical Sky Component
"Physical Sky Entity successfully created",
"Physical Sky component was added to entity",
"Entity has a Physical Sky component",
"Physical Sky_test: Component added to the entity: True",
"Physical Sky_test: Component removed after UNDO: True",
"Physical Sky_test: Component added after REDO: True",
"Physical Sky_test: Entered game mode: True",
"Physical Sky_test: Exit game mode: True",
"Physical Sky_test: Entity is hidden: True",
"Physical Sky_test: Entity is shown: True",
"Physical Sky_test: Entity deleted: True",
"Physical Sky_test: UNDO entity deletion works: True",
"Physical Sky_test: REDO entity deletion works: True",
# Point Light Component
"Point Light Entity successfully created",
"Point Light_test: Component added to the entity: True",
"Point Light_test: Component removed after UNDO: True",
"Point Light_test: Component added after REDO: True",
"Point Light_test: Entered game mode: True",
"Point Light_test: Exit game mode: True",
"Point Light_test: Entity is hidden: True",
"Point Light_test: Entity is shown: True",
"Point Light_test: Entity deleted: True",
"Point Light_test: UNDO entity deletion works: True",
"Point Light_test: REDO entity deletion works: True",
# PostFX Layer Component
"PostFX Layer Entity successfully created",
"PostFX Layer_test: Component added to the entity: True",
"PostFX Layer_test: Component removed after UNDO: True",
"PostFX Layer_test: Component added after REDO: True",
"PostFX Layer_test: Entered game mode: True",
"PostFX Layer_test: Exit game mode: True",
"PostFX Layer_test: Entity is hidden: True",
"PostFX Layer_test: Entity is shown: True",
"PostFX Layer_test: Entity deleted: True",
"PostFX Layer_test: UNDO entity deletion works: True",
"PostFX Layer_test: REDO entity deletion works: True",
# Radius Weight Modifier Component
"Radius Weight Modifier Entity successfully created",
"Radius Weight Modifier_test: Component added to the entity: True",
"Radius Weight Modifier_test: Component removed after UNDO: True",
"Radius Weight Modifier_test: Component added after REDO: True",
"Radius Weight Modifier_test: Entered game mode: True",
"Radius Weight Modifier_test: Exit game mode: True",
"Radius Weight Modifier_test: Entity is hidden: True",
"Radius Weight Modifier_test: Entity is shown: True",
"Radius Weight Modifier_test: Entity deleted: True",
"Radius Weight Modifier_test: UNDO entity deletion works: True",
"Radius Weight Modifier_test: REDO entity deletion works: True",
# Light Component
"Light Entity successfully created",
"Light_test: Component added to the entity: True",
"Light_test: Component removed after UNDO: True",
"Light_test: Component added after REDO: True",
"Light_test: Entered game mode: True",
"Light_test: Exit game mode: True",
"Light_test: Entity is hidden: True",
"Light_test: Entity is shown: True",
"Light_test: Entity deleted: True",
"Light_test: UNDO entity deletion works: True",
"Light_test: REDO entity deletion works: True",
]
unexpected_lines = [
"failed to open",
"Traceback (most recent call last):",
]
hydra.launch_and_validate_results(
request,
TEST_DIRECTORY,
editor,
"hydra_AtomEditorComponents_AddedToEntity.py",
timeout=EDITOR_TIMEOUT,
expected_lines=expected_lines,
unexpected_lines=unexpected_lines,
halt_on_unexpected=True,
null_renderer=True,
cfg_args=cfg_args,
)
@@ -94,13 +94,13 @@ class TestAutomationBase:
editor_starttime = time.time()
self.logger.debug("Running automated test")
testcase_module_filepath = self._get_testcase_module_filepath(testcase_module)
pycmd = ["--runpythontest", testcase_module_filepath, "-BatchMode", "-autotest_mode", "-NullRenderer"] + extra_cmdline_args
pycmd = ["--runpythontest", testcase_module_filepath, "-BatchMode", "-autotest_mode", "-rhi=null"] + extra_cmdline_args
editor.args.extend(pycmd) # args are added to the WinLauncher start command
editor.start(backupFiles = False, launch_ap = False)
try:
editor.wait(TestAutomationBase.MAX_TIMEOUT)
except WaitTimeoutError:
errors.append(TestRunError("TIMEOUT", "Editor did not close after {TestAutomationBase.MAX_TIMEOUT} seconds, verify the test is ending and the application didn't freeze"))
errors.append(TestRunError("TIMEOUT", f"Editor did not close after {TestAutomationBase.MAX_TIMEOUT} seconds, verify the test is ending and the application didn't freeze"))
editor.kill()
output = editor.get_output()
@@ -118,16 +118,16 @@ class TestAutomationBase:
else:
error_str = "Test failed, no output available..\n"
errors.append(TestRunError("FAILED TEST", error_str))
if return_code != TestAutomationBase.TEST_FAIL_RETCODE: # Crashed
if return_code and return_code != TestAutomationBase.TEST_FAIL_RETCODE: # Crashed
crash_info = "-- No crash log available --"
error_log = os.path.join(workspace.paths.project_log(), 'error.log')
crash_log = os.path.join(workspace.paths.project_log(), 'error.log')
try:
waiter.wait_for(lambda: os.path.exists(error_log), timeout=TestAutomationBase.WAIT_FOR_CRASH_LOG)
waiter.wait_for(lambda: os.path.exists(crash_log), timeout=TestAutomationBase.WAIT_FOR_CRASH_LOG)
except AssertionError:
pass
try:
with open(error_log) as f:
with open(crash_log) as f:
crash_info = f.read()
except Exception as ex:
crash_info += f"\n{str(ex)}"
@@ -21,8 +21,8 @@ import azlmbr.legacy.general as general
import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.devroot, 'AutomatedTesting', 'Gem', 'PythonTests'))
from automatedtesting_shared.editor_test_helper import EditorTestHelper
import automatedtesting_shared.pyside_utils as pyside_utils
from editor_python_test_tools.editor_test_helper import EditorTestHelper
import editor_python_test_tools.pyside_utils as pyside_utils
class AssetBrowserTreeNavigationTest(EditorTestHelper):
@@ -66,7 +66,7 @@ class AssetBrowserTreeNavigationTest(EditorTestHelper):
return collapse_success and expand_success
# This is the hierarchy we are expanding (4 steps inside)
self.file_path = ("AutomatedTesting", "Assets", "ImageGradients", "lumberyard_gsi.png")
self.file_path = ("AutomatedTesting", "Assets", "ImageGradients", "image_grad_test_gsi.png")
# 1) Open a new level
self.test_success = self.create_level(
@@ -22,8 +22,8 @@ import azlmbr.entity as entity
import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.devroot, 'AutomatedTesting', 'Gem', 'PythonTests'))
from automatedtesting_shared.editor_test_helper import EditorTestHelper
import automatedtesting_shared.pyside_utils as pyside_utils
from editor_python_test_tools.editor_test_helper import EditorTestHelper
import editor_python_test_tools.pyside_utils as pyside_utils
class TestDockingBasicDockedTools(EditorTestHelper):
@@ -19,8 +19,8 @@ import sys
import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.devroot, 'AutomatedTesting', 'Gem', 'PythonTests'))
from automatedtesting_shared.editor_test_helper import EditorTestHelper
import automatedtesting_shared.pyside_utils as pyside_utils
from editor_python_test_tools.editor_test_helper import EditorTestHelper
import editor_python_test_tools.pyside_utils as pyside_utils
class TestEditMenuOptions(EditorTestHelper):
@@ -20,8 +20,8 @@ import sys
import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.devroot, 'AutomatedTesting', 'Gem', 'PythonTests'))
from automatedtesting_shared.editor_test_helper import EditorTestHelper
import automatedtesting_shared.pyside_utils as pyside_utils
from editor_python_test_tools.editor_test_helper import EditorTestHelper
import editor_python_test_tools.pyside_utils as pyside_utils
class TestFileMenuOptions(EditorTestHelper):
@@ -19,8 +19,8 @@ import sys
import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.devroot, 'AutomatedTesting', 'Gem', 'PythonTests'))
from automatedtesting_shared.editor_test_helper import EditorTestHelper
import automatedtesting_shared.pyside_utils as pyside_utils
from editor_python_test_tools.editor_test_helper import EditorTestHelper
import editor_python_test_tools.pyside_utils as pyside_utils
class TestViewMenuOptions(EditorTestHelper):
@@ -19,7 +19,7 @@ logger = logging.getLogger(__name__)
layout = {
'path': r'Software\Amazon\Lumberyard\Editor\fancyWindowLayouts',
'path': r'Software\Amazon\O3DE\Editor\fancyWindowLayouts',
'value': 'last'
}
restore_camera = {
@@ -1,71 +0,0 @@
"""
All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
its licensors.
For complete copyright and license terms please see the LICENSE at the root of this
distribution (the "License"). All use of this software is governed by the License,
or, if provided, by the license below or the license accompanying this file. Do not
remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
"""
"""
C13660194 : Asset Browser - Filtering
"""
import os
import pytest
# Bail on the test if ly_test_tools doesn't exist.
pytest.importorskip('ly_test_tools')
import ly_test_tools.environment.file_system as file_system
import editor_python_test_tools.hydra_test_utils as hydra
test_directory = os.path.join(os.path.dirname(__file__), "EditorScripts")
log_monitor_timeout = 90
@pytest.mark.parametrize('project', ['AutomatedTesting'])
@pytest.mark.parametrize('level', ['tmp_level'])
@pytest.mark.usefixtures("automatic_process_killer")
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
class TestSearchFiltering(object):
@pytest.fixture(autouse=True)
def setup_teardown(self, request, workspace, project, level):
def teardown():
file_system.delete([os.path.join(workspace.paths.engine_root(), project, "Levels", level)], True, True)
request.addfinalizer(teardown)
file_system.delete([os.path.join(workspace.paths.engine_root(), project, "Levels", level)], True, True)
@pytest.mark.test_case_id("C13660194")
@pytest.mark.SUITE_periodic
def test_SearchFiltering_Asset_Browser_Filtering(self, request, editor, level, launcher_platform):
expected_lines = [
"cedar.fbx asset is filtered in Asset Browser",
"Animation file type(s) is present in the file tree: True",
"FileTag file type(s) and Animation file type(s) is present in the file tree: True",
"FileTag file type(s) is present in the file tree after removing Animation filter: True",
]
unexpected_lines = [
"Asset Browser opened: False",
"Animation file type(s) is present in the file tree: False",
"FileTag file type(s) and Animation file type(s) is present in the file tree: False",
"FileTag file type(s) is present in the file tree after removing Animation filter: False",
]
hydra.launch_and_validate_results(
request,
test_directory,
editor,
"AssetBrowser_SearchFiltering.py",
expected_lines,
unexpected_lines=unexpected_lines,
cfg_args=[level],
auto_test_mode=False,
run_python="--runpython",
timeout=log_monitor_timeout,
)
@@ -1,62 +0,0 @@
"""
All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
its licensors.
For complete copyright and license terms please see the LICENSE at the root of this
distribution (the "License"). All use of this software is governed by the License,
or, if provided, by the license below or the license accompanying this file. Do not
remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
"""
"""
C13660195: Asset Browser - File Tree Navigation
"""
import os
import pytest
# Bail on the test if ly_test_tools doesn't exist.
pytest.importorskip('ly_test_tools')
import ly_test_tools.environment.file_system as file_system
import editor_python_test_tools.hydra_test_utils as hydra
test_directory = os.path.join(os.path.dirname(__file__), "EditorScripts")
log_monitor_timeout = 90
@pytest.mark.parametrize('project', ['AutomatedTesting'])
@pytest.mark.parametrize('level', ['tmp_level'])
@pytest.mark.usefixtures("automatic_process_killer")
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
class TestTreeNavigation(object):
@pytest.fixture(autouse=True)
def setup_teardown(self, request, workspace, project, level):
def teardown():
file_system.delete([os.path.join(workspace.paths.engine_root(), project, "Levels", level)], True, True)
request.addfinalizer(teardown)
file_system.delete([os.path.join(workspace.paths.engine_root(), project, "Levels", level)], True, True)
@pytest.mark.test_case_id("C13660195")
@pytest.mark.SUITE_periodic
def test_TreeNavigation_Asset_Browser(self, request, editor, level, launcher_platform):
expected_lines = [
"Collapse/Expand tests: True",
"Asset visibility test: True",
"Scrollbar visibility test: True",
"TreeNavigation_Asset_Browser: result=SUCCESS"
]
hydra.launch_and_validate_results(
request,
test_directory,
editor,
"TreeNavigation_Asset_Browser.py",
expected_lines,
run_python="--runpython",
cfg_args=[level],
timeout=log_monitor_timeout,
)
@@ -85,7 +85,8 @@ class TestAltitudeFilter(object):
@pytest.mark.test_case_id("C4847478")
@pytest.mark.SUITE_periodic
def test_AltitudeFilterFilterStageToggle(self, request, editor, level, workspace, launcher_platform):
@pytest.mark.xfail # LYN-3275
def test_AltitudeFilter_FilterStageToggle(self, request, editor, level, workspace, launcher_platform):
cfg_args = [level]
expected_lines = [
@@ -101,6 +101,7 @@ class TestLayerSpawner(object):
@pytest.mark.test_case_id("C4765973")
@pytest.mark.SUITE_periodic
@pytest.mark.xfail # LYN-3275
def test_LayerSpawner_FilterStageToggle(self, request, editor, level, workspace, launcher_platform):
expected_lines = [
@@ -46,6 +46,7 @@ class TestMeshBlocker(object):
"""
@pytest.mark.test_case_id("C3980834")
@pytest.mark.SUITE_periodic
@pytest.mark.xfail # LYN-3273
def test_MeshBlocker_InstancesBlockedByMesh(self, request, editor, level, launcher_platform):
expected_lines = [
"'Instance Spawner' created",
@@ -69,6 +70,7 @@ class TestMeshBlocker(object):
"""
@pytest.mark.test_case_id("C4766030")
@pytest.mark.SUITE_periodic
@pytest.mark.xfail # LYN-3273
def test_MeshBlocker_InstancesBlockedByMeshHeightTuning(self, request, editor, level, launcher_platform):
expected_lines = [
"'Instance Spawner' created",
@@ -60,6 +60,7 @@ class TestPositionModifier(object):
@pytest.mark.test_case_id("C4874100")
@pytest.mark.SUITE_sandbox
@pytest.mark.xfail # LYN-3275
def test_PositionModifier_AutoSnapToSurfaceWorks(self, request, editor, level, launcher_platform):
expected_lines = [
@@ -21,7 +21,7 @@ import azlmbr.math as math
import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.devroot, 'AutomatedTesting', 'Gem', 'PythonTests'))
from automatedtesting_shared.editor_test_helper import EditorTestHelper
from editor_python_test_tools.editor_test_helper import EditorTestHelper
editorId = azlmbr.globals.property.LANDSCAPE_CANVAS_EDITOR_ID
createdEntityId = None
@@ -22,7 +22,7 @@ import pytest
# Bail on the test if ly_test_tools doesn't exist.
pytest.importorskip('ly_test_tools')
import ly_test_tools.environment.file_system as file_system
import automateeditor_python_test_toolsdtesting_shared.hydra_test_utils as hydra
import editor_python_test_tools.hydra_test_utils as hydra
test_directory = os.path.join(os.path.dirname(__file__), 'EditorScripts')
@@ -24,7 +24,7 @@ class Tests():
# fmt: on
def run():
def C14861501_PhysXCollider_RenderMeshAutoAssigned():
"""
Summary:
Create entity with Mesh component and assign a render mesh to the Mesh component. Add Physics Collider component
@@ -61,7 +61,7 @@ def run():
from asset_utils import Asset
# Asset paths
STATIC_MESH = os.path.join("assets", "c14861501_physxcollider_rendermeshautoassigned", "spherebot", "r0-b_body.cgf")
STATIC_MESH = os.path.join("assets", "c14861501_physxcollider_rendermeshautoassigned", "spherebot", "r0-b_body.azmodel")
PHYSX_MESH = os.path.join(
"assets", "c14861501_physxcollider_rendermeshautoassigned", "spherebot", "r0-b_body.pxmesh"
)
@@ -80,8 +80,8 @@ def run():
# 4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
mesh_component.set_component_property_value("MeshComponentRenderNode|Mesh asset", mesh_asset.id)
mesh_asset.id = mesh_component.get_component_property_value("MeshComponentRenderNode|Mesh asset")
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
Report.result(Tests.assign_mesh_asset, mesh_asset.get_path() == STATIC_MESH.replace(os.sep, "/"))
# 5) Add PhysX Collider component
@@ -95,4 +95,8 @@ def run():
if __name__ == "__main__":
run()
import ImportPathHelper as imports
imports.init()
from utils import Report
Report.start_test(C14861501_PhysXCollider_RenderMeshAutoAssigned)
@@ -62,8 +62,8 @@ def C14861502_PhysXCollider_AssetAutoAssigned():
# Open 3D Engine Imports
import azlmbr.legacy.general as general
MESH_ASSET_PATH = os.path.join("Objects", "SphereBot", "r0-b_body.cgf")
MESH_PROPERTY_PATH = "MeshComponentRenderNode|Mesh asset"
MESH_ASSET_PATH = os.path.join("Objects", "SphereBot", "r0-b_body.azmodel")
MESH_PROPERTY_PATH = "Controller|Configuration|Mesh Asset"
TESTED_PROPERTY_PATH = "Shape Configuration|Asset|PhysX Mesh"
helper.init_idle()
@@ -69,7 +69,7 @@ def run():
import azlmbr.asset as azasset
# Asset paths
STATIC_MESH = os.path.join("assets", "c14861504_rendermeshasset_withnopxasset", "test_asset.cgf")
STATIC_MESH = os.path.join("assets", "c14861504_rendermeshasset_withnopxasset", "test_asset.azmodel")
helper.init_idle()
# 1) Load the empty level
@@ -85,8 +85,8 @@ def run():
# 4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
mesh_component.set_component_property_value("MeshComponentRenderNode|Mesh asset", mesh_asset.id)
mesh_asset.id = mesh_component.get_component_property_value("MeshComponentRenderNode|Mesh asset")
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
Report.result(Tests.assign_mesh_asset, mesh_asset.get_path() == STATIC_MESH.replace(os.sep, "/"))
# 5) Add PhysX Collider component
@@ -27,7 +27,7 @@ class Tests():
# fmt: on
def run():
def C4044695_PhysXCollider_AddMultipleSurfaceFbx():
"""
Summary:
Create entity with Mesh and PhysX Collider components and assign a fbx file in both the components.
@@ -45,12 +45,7 @@ def run():
4) Select the PhysicsAsset shape in the PhysX Collider component
5) Assign the fbx file in PhysX Mesh and Mesh component
6) Check if multiple material slots show up under Materials section in the PhysX Collider component
Note:
- This test file must be called from the Open 3D Engine Editor command terminal
- Any passed and failed tests are written to the Editor.log file.
Parsing the file or running a log_monitor are required to observe the test results.
:return: None
"""
# Builtins
@@ -70,7 +65,7 @@ def run():
SURFACE_TAG_COUNT = 4 # Number of surface tags included in used asset
# Asset paths
STATIC_MESH = os.path.join("assets", "c4044695_physxcollider_addmultiplesurfacefbx", "test.cgf")
STATIC_MESH = os.path.join("assets", "c4044695_physxcollider_addmultiplesurfacefbx", "test.azmodel")
PHYSX_MESH = os.path.join("assets", "c4044695_physxcollider_addmultiplesurfacefbx", "test.pxmesh")
helper.init_idle()
@@ -100,8 +95,8 @@ def run():
Report.result(Tests.assign_px_mesh_asset, px_asset.get_path() == PHYSX_MESH.replace(os.sep, "/"))
mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
mesh_component.set_component_property_value("MeshComponentRenderNode|Mesh asset", mesh_asset.id)
mesh_asset.id = mesh_component.get_component_property_value("MeshComponentRenderNode|Mesh asset")
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
Report.result(Tests.assign_mesh_asset, mesh_asset.get_path() == STATIC_MESH.replace(os.sep, "/"))
# 6) Check if multiple material slots show up under Materials section in the PhysX Collider component
@@ -116,4 +111,8 @@ def run():
if __name__ == "__main__":
run()
import ImportPathHelper as imports
imports.init()
from utils import Report
Report.start_test(C4044695_PhysXCollider_AddMultipleSurfaceFbx)
@@ -27,7 +27,7 @@ class Tests():
def C4976236_AddPhysxColliderComponent():
"""
Summary:
Load level with Entity having PhysX Collider component. Verify that editor remains stable in Game mode.
Opens an empty level and creates an Entity with PhysX Collider. Verify that editor remains stable in Game mode.
Expected Behavior:
The Editor is stable there are no warnings or errors.
@@ -37,16 +37,10 @@ def C4976236_AddPhysxColliderComponent():
2) Create test entity
3) Start the Tracer to catch any errors and warnings
4) Add the PhysX Collider component and change shape to box
5) Add Mesh component and an asset
6) Enter game mode
7) Verify there are no errors and warnings in the logs
8) Exit game mode
9) Close the editor
Note:
- This test file must be called from the Open 3D Engine Editor command terminal
- Any passed and failed tests are written to the Editor.log file.
Parsing the file or running a log_monitor are required to observe the test results.
5) Enter game mode
6) Verify there are no errors and warnings in the logs
7) Exit game mode
8) Close the editor
:return: None
"""
@@ -60,7 +54,7 @@ def C4976236_AddPhysxColliderComponent():
from editor_python_test_tools.utils import TestHelper as helper
from editor_python_test_tools.utils import Tracer
from asset_utils import Asset
helper.init_idle()
# 1) Load the level
helper.open_level("Physics", "Base")
@@ -74,17 +68,12 @@ def C4976236_AddPhysxColliderComponent():
# 4) Add the PhysX Collider component and change shape to box
collider_component = test_entity.add_component("PhysX Collider")
Report.result(Tests.add_physx_collider, test_entity.has_component("PhysX Collider"))
collider_component.set_component_property_value('Shape Configuration|Shape', 1)
collider_component.set_component_property_value('Shape Configuration|Shape', azlmbr.physics.ShapeType_Box)
# 5) Add Mesh component and an asset
mesh_component = test_entity.add_component("Mesh")
asset = Asset.find_asset_by_path(r"Objects\default\primitive_cube.cgf")
mesh_component.set_component_property_value('MeshComponentRenderNode|Mesh asset', asset.id)
# 6) Enter game mode
# 5) Enter game mode
helper.enter_game_mode(Tests.enter_game_mode)
# 7) Verify there are no errors and warnings in the logs
# 6) Verify there are no errors and warnings in the logs
success_condition = not (section_tracer.has_errors or section_tracer.has_warnings)
Report.result(Tests.no_errors_and_warnings_found, success_condition)
if not success_condition:
@@ -92,9 +81,8 @@ def C4976236_AddPhysxColliderComponent():
Report.info(f"Warnings found: {section_tracer.warnings}")
if section_tracer.has_errors:
Report.info(f"Errors found: {section_tracer.errors}")
Report.failure(Tests.no_errors_and_warnings_found)
# 8) Exit game mode
# 7) Exit game mode
helper.exit_game_mode(Tests.exit_game_mode)
@@ -0,0 +1,37 @@
"""
All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
its licensors.
For complete copyright and license terms please see the LICENSE at the root of this
distribution (the "License"). All use of this software is governed by the License,
or, if provided, by the license below or the license accompanying this file. Do not
remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
"""
# This suite consists of all test cases that are passing and have been verified.
import pytest
import os
import sys
from .FileManagement import FileManagement as fm
from ly_test_tools import LAUNCHERS
sys.path.append(os.path.dirname(os.path.abspath(__file__)) + '/../automatedtesting_shared')
from base import TestAutomationBase
revert_physics_config = fm.file_revert_list(['physxdebugconfiguration.setreg', 'physxdefaultsceneconfiguration.setreg', 'physxsystemconfiguration.setreg'], 'AutomatedTesting/Registry')
@pytest.mark.SUITE_main
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("project", ["AutomatedTesting"])
class TestAutomation(TestAutomationBase):
def test_C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC(self, request, workspace, editor, launcher_platform):
from . import C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC as test_module
self._run_test(request, workspace, editor, test_module)
@@ -27,26 +27,16 @@ from base import TestAutomationBase
revert_physics_config = fm.file_revert_list(['physxdebugconfiguration.setreg', 'physxdefaultsceneconfiguration.setreg', 'physxsystemconfiguration.setreg'], 'AutomatedTesting/Registry')
@pytest.mark.SUITE_main
@pytest.mark.SUITE_periodic
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("project", ["AutomatedTesting"])
class TestAutomation(TestAutomationBase):
# Marking the test as an expected failure due to sporadic failure on Automated Review: SPEC-3146
# The test still runs, but a failure of the test doesn't result in the test run failing
@pytest.mark.xfail(
reason="This test seems to fail sometimes due to it being the first test in the testsuite, we'll duplicate it temporarly."
"Need to figure out the reason why this is the case")
@revert_physics_config
def test_C000000_RigidBody_EnablingGravityWorksPoC_DUPLICATE(self, request, workspace, editor, launcher_platform):
from . import C100000_RigidBody_EnablingGravityWorksPoC as test_module
self._run_test(request, workspace, editor, test_module)
@revert_physics_config
def test_C3510642_Terrain_NotCollideWithTerrain(self, request, workspace, editor, launcher_platform):
from . import C3510642_Terrain_NotCollideWithTerrain as test_module
self._run_test(request, workspace, editor, test_module)
@revert_physics_config
def test_C4976195_RigidBodies_InitialLinearVelocity(self, request, workspace, editor, launcher_platform):
from . import C4976195_RigidBodies_InitialLinearVelocity as test_module
@@ -530,8 +520,4 @@ class TestAutomation(TestAutomationBase):
def test_C100000_RigidBody_EnablingGravityWorksPoC(self, request, workspace, editor, launcher_platform):
from . import C100000_RigidBody_EnablingGravityWorksPoC as test_module
self._run_test(request, workspace, editor, test_module)
def test_C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC(self, request, workspace, editor, launcher_platform):
from . import C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC as test_module
self._run_test(request, workspace, editor, test_module)
self._run_test(request, workspace, editor, test_module)
+2 -2
View File
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:75cb1c8454aafc3de81351450a9480f91cb98d926a6e47f87a5ffe91e1d5a7d5
size 4745
oid sha256:f63204a86af8bc0963a4823d047a2e222cc19aabd14570d0789dc90cdc82970c
size 2017
@@ -1,356 +1,356 @@
<TimeOfDay Time="13.5" TimeStart="13.5" TimeEnd="13.5" TimeAnimSpeed="0">
<Variable Name="Sun color" Color="0.99989021,0.99946922,0.9991194">
<Spline Keys="-0.000628322:(0.783538:0.89627:0.930341):36,0:(0.783538:0.887923:0.921582):36,0.229167:(0.783538:0.879623:0.921582):36,0.25:(0.947307:0.745404:0.577581):36,0.458333:(1:1:1):36,0.5625:(1:1:1):36,0.75:(0.947307:0.745404:0.577581):36,0.770833:(0.783538:0.879623:0.921582):36,1:(0.783538:0.89627:0.930556):36,"/>
<Variable Name="Sun color" Color="0.78353798,0.89626998,0.93034101">
<Spline Keys="-0.000628322:(0.783538:0.89627:0.930341):36"/>
</Variable>
<Variable Name="Sun intensity" Value="92366.68">
<Spline Keys="0:1000:36,0.229167:1000:36,0.5:120000:36,0.770833:1000:65572,0.999306:1000:36,"/>
<Variable Name="Sun intensity" Value="1000">
<Spline Keys="0:1000:36"/>
</Variable>
<Variable Name="Sun specular multiplier" Value="1">
<Spline Keys="0:1:36,0.25:1:36,0.5:1:36,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Fog color" Color="0.27049801,0.47353199,0.83076996">
<Spline Keys="0:(0.00651209:0.00972122:0.0137021):36,0.229167:(0.00604883:0.00972122:0.0137021):36,0.25:(0.270498:0.473532:0.83077):36,0.5:(0.270498:0.473532:0.83077):458788,0.75:(0.270498:0.473532:0.83077):36,0.770833:(0.00604883:0.00972122:0.0137021):36,1:(0.00651209:0.00972122:0.0137021):36,"/>
<Variable Name="Fog color" Color="0.0065120901,0.0097212195,0.0137021">
<Spline Keys="0:(0.00651209:0.00972122:0.0137021):36"/>
</Variable>
<Variable Name="Fog color multiplier" Value="1">
<Spline Keys="0:0.5:36,0.229167:0.5:36,0.25:1:36,0.5:1:36,0.75:1:36,0.770833:0.5:36,1:0.5:65572,"/>
<Variable Name="Fog color multiplier" Value="0.5">
<Spline Keys="0:0.5:36"/>
</Variable>
<Variable Name="Fog height (bottom)" Value="0">
<Spline Keys="0:0:36,0.25:0:36,0.5:0:36,0.75:0:36,1:0:36,"/>
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Fog layer density (bottom)" Value="1">
<Spline Keys="0:1:36,0.25:1:36,0.5:1:36,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Fog color (top)" Color="0.597202,0.72305501,0.91309899">
<Spline Keys="0:(0.00699541:0.00972122:0.0122865):36,0.229167:(0.00699541:0.00972122:0.0122865):36,0.25:(0.597202:0.723055:0.913099):36,0.5:(0.597202:0.723055:0.913099):458788,0.75:(0.597202:0.723055:0.913099):36,0.770833:(0.00699541:0.00972122:0.0122865):36,1:(0.00699541:0.00972122:0.0122865):36,"/>
<Variable Name="Fog color (top)" Color="0.0069954102,0.0097212195,0.0122865">
<Spline Keys="0:(0.00699541:0.00972122:0.0122865):36"/>
</Variable>
<Variable Name="Fog color (top) multiplier" Value="0.88389361">
<Spline Keys="-4.40702e-06:0.5:36,0.0297507:0.499195:36,0.229167:0.5:36,0.5:1:36,0.770833:0.5:36,1:0.5:36,"/>
<Variable Name="Fog color (top) multiplier" Value="0.5">
<Spline Keys="-4.40702e-06:0.5:36"/>
</Variable>
<Variable Name="Fog height (top)" Value="100.00001">
<Spline Keys="0:100:36,0.25:100:36,0.5:100:36,0.75:100:65572,1:100:36,"/>
<Variable Name="Fog height (top)" Value="100">
<Spline Keys="0:100:36"/>
</Variable>
<Variable Name="Fog layer density (top)" Value="9.9999997e-05">
<Spline Keys="0:0.0001:36,0.25:0.0001:36,0.5:0.0001:65572,0.75:0.0001:36,1:0.0001:36,"/>
<Spline Keys="0:0.0001:36"/>
</Variable>
<Variable Name="Fog color height offset" Value="0">
<Spline Keys="0:0:36,0.25:0:36,0.5:0:36,0.75:0:36,1:0:65572,"/>
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Fog color (radial)" Color="0.78592348,0.52744436,0.17234583">
<Spline Keys="0:(0:0:0):36,0.229167:(0.00439144:0.00367651:0.00334654):36,0.25:(0.838799:0.564712:0.184475):36,0.5:(0.768151:0.514918:0.168269):458788,0.75:(0.838799:0.564712:0.184475):36,0.770833:(0.00402472:0.00334654:0.00303527):36,1:(0:0:0):36,"/>
<Variable Name="Fog color (radial)" Color="0,0,0">
<Spline Keys="0:(0:0:0):36"/>
</Variable>
<Variable Name="Fog color (radial) multiplier" Value="6">
<Spline Keys="0:0:36,0.25:6:36,0.5:6:36,0.75:6:36,1:0:36,"/>
<Variable Name="Fog color (radial) multiplier" Value="0">
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Fog radial size" Value="0.85000002">
<Spline Keys="0:0:36,0.25:0.85:65572,0.5:0.85:36,0.75:0.85:36,1:0:36,"/>
<Variable Name="Fog radial size" Value="0">
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Fog radial lobe" Value="0.75">
<Spline Keys="0:0:36,0.25:0.75:36,0.5:0.75:36,0.75:0.75:65572,1:0:36,"/>
<Variable Name="Fog radial lobe" Value="0">
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Volumetric fog: Final density clamp" Value="1">
<Spline Keys="0:1:36,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Volumetric fog: Global density" Value="1.5">
<Spline Keys="0:1.5:36,0.25:1.5:36,0.5:1.5:65572,0.75:1.5:36,1:1.5:36,"/>
<Spline Keys="0:1.5:36"/>
</Variable>
<Variable Name="Volumetric fog: Ramp start" Value="25.000002">
<Spline Keys="0:25:36,0.25:25:36,0.5:25:65572,0.75:25:36,1:25:36,"/>
<Variable Name="Volumetric fog: Ramp start" Value="25">
<Spline Keys="0:25:36"/>
</Variable>
<Variable Name="Volumetric fog: Ramp end" Value="1000.0001">
<Spline Keys="0:1000:36,0.25:1000:36,0.5:1000:65572,0.75:1000:36,1:1000:36,"/>
<Variable Name="Volumetric fog: Ramp end" Value="1000">
<Spline Keys="0:1000:36"/>
</Variable>
<Variable Name="Volumetric fog: Ramp influence" Value="0.69999993">
<Spline Keys="0:0.7:36,0.25:0.7:36,0.5:0.7:65572,0.75:0.7:36,1:0.7:36,"/>
<Variable Name="Volumetric fog: Ramp influence" Value="0.69999999">
<Spline Keys="0:0.7:36"/>
</Variable>
<Variable Name="Volumetric fog: Shadow darkening" Value="0.20000002">
<Spline Keys="0:0.2:36,0.25:0.2:36,0.5:0.2:65572,0.75:0.2:36,1:0.2:36,"/>
<Variable Name="Volumetric fog: Shadow darkening" Value="0.2">
<Spline Keys="0:0.2:36"/>
</Variable>
<Variable Name="Volumetric fog: Shadow darkening sun" Value="0.5">
<Spline Keys="0:0.5:36,0.25:0.5:36,0.5:0.5:65572,0.75:0.5:36,1:0.5:36,"/>
<Spline Keys="0:0.5:36"/>
</Variable>
<Variable Name="Volumetric fog: Shadow darkening ambient" Value="1">
<Spline Keys="0:1:36,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Volumetric fog: Shadow range" Value="0.10000001">
<Spline Keys="0:0.1:36,0.25:0.1:36,0.5:0.1:65572,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Volumetric fog: Shadow range" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Volumetric fog 2: Fog height (bottom)" Value="0">
<Spline Keys="0:0:0,1:0:0,"/>
<Spline Keys="0:0:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Fog layer density (bottom)" Value="1">
<Spline Keys="0:1:0,1:1:0,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Fog height (top)" Value="4000">
<Spline Keys="0:4000:0,1:4000:0,"/>
<Spline Keys="0:4000:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Fog layer density (top)" Value="9.9999997e-05">
<Spline Keys="0:0.0001:0,1:0.0001:0,"/>
<Spline Keys="0:0.0001:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Global fog density" Value="0.1">
<Spline Keys="0:0.1:0,1:0.1:0,"/>
<Spline Keys="0:0.1:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Ramp start" Value="0">
<Spline Keys="0:0:0,1:0:0,"/>
<Spline Keys="0:0:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Ramp end" Value="0">
<Spline Keys="0:0:0,1:0:0,"/>
<Spline Keys="0:0:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Fog albedo color (atmosphere)" Color="1,1,1">
<Spline Keys="0:(1:1:1):0,1:(1:1:1):0,"/>
<Spline Keys="0:(1:1:1):0"/>
</Variable>
<Variable Name="Volumetric fog 2: Anisotropy factor (atmosphere)" Value="0.60000002">
<Spline Keys="0:0.6:0,1:0.6:0,"/>
<Spline Keys="0:0.6:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Fog albedo color (sun radial)" Color="1,1,1">
<Spline Keys="0:(1:1:1):0,1:(1:1:1):0,"/>
<Spline Keys="0:(1:1:1):0"/>
</Variable>
<Variable Name="Volumetric fog 2: Anisotropy factor (sun radial)" Value="0.94999999">
<Spline Keys="0:0.95:0,1:0.95:0,"/>
<Spline Keys="0:0.95:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Blend factor for sun scattering" Value="1">
<Spline Keys="0:1:0,1:1:0,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Blend mode for sun scattering" Value="0">
<Spline Keys="0:0:0,1:0:0,"/>
<Spline Keys="0:0:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Fog albedo color (entities)" Color="1,1,1">
<Spline Keys="0:(1:1:1):0,1:(1:1:1):0,"/>
<Spline Keys="0:(1:1:1):0"/>
</Variable>
<Variable Name="Volumetric fog 2: Anisotropy factor (entities)" Value="0.60000002">
<Spline Keys="0:0.6:0,1:0.6:0,"/>
<Spline Keys="0:0.6:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Maximum range of ray-marching" Value="64">
<Spline Keys="0:64:0,1:64:0,"/>
<Spline Keys="0:64:0"/>
</Variable>
<Variable Name="Volumetric fog 2: In-scattering factor" Value="1">
<Spline Keys="0:1:0,1:1:0,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Extinction factor" Value="0.30000001">
<Spline Keys="0:0.3:0,1:0.3:0,"/>
<Spline Keys="0:0.3:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Analytical volumetric fog visibility" Value="0.5">
<Spline Keys="0:0.5:0,1:0.5:0,"/>
<Spline Keys="0:0.5:0"/>
</Variable>
<Variable Name="Volumetric fog 2: Final density clamp" Value="1">
<Spline Keys="0:1:0,0.5:1:36,1:1:0,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Sky light: Sun intensity" Color="1,1,1">
<Spline Keys="0:(1:1:1):36,0.25:(1:1:1):36,0.494381:(1:1:1):65572,0.5:(1:1:1):36,0.75:(1:1:1):36,1:(1:1:1):36,"/>
<Spline Keys="0:(1:1:1):36"/>
</Variable>
<Variable Name="Sky light: Sun intensity multiplier" Value="200.00002">
<Spline Keys="0:200:36,0.25:200:36,0.5:200:36,0.75:200:36,1:200:36,"/>
<Variable Name="Sky light: Sun intensity multiplier" Value="200">
<Spline Keys="0:200:36"/>
</Variable>
<Variable Name="Sky light: Mie scattering" Value="6.779707">
<Spline Keys="0:40:36,0.5:2:36,1:40:36,"/>
<Variable Name="Sky light: Mie scattering" Value="40">
<Spline Keys="0:40:36"/>
</Variable>
<Variable Name="Sky light: Rayleigh scattering" Value="0.20000002">
<Spline Keys="0:0.2:36,0.229167:0.2:36,0.25:1:36,0.291667:0.2:36,0.5:0.2:36,0.729167:0.2:36,0.75:1:36,0.770833:0.2:36,1:0.2:36,"/>
<Variable Name="Sky light: Rayleigh scattering" Value="0.2">
<Spline Keys="0:0.2:36"/>
</Variable>
<Variable Name="Sky light: Sun anisotropy factor" Value="-0.99989998">
<Spline Keys="0:-0.9999:36,0.25:-0.9999:36,0.5:-0.9999:65572,0.75:-0.9999:36,1:-0.9999:36,"/>
<Spline Keys="0:-0.9999:36"/>
</Variable>
<Variable Name="Sky light: Wavelength (R)" Value="694">
<Spline Keys="0:694:36,0.25:694:36,0.5:694:65572,0.75:694:36,1:694:36,"/>
<Spline Keys="0:694:36"/>
</Variable>
<Variable Name="Sky light: Wavelength (G)" Value="596.99994">
<Spline Keys="0:597:36,0.25:597:36,0.5:597:36,0.75:597:36,1:597:36,"/>
<Variable Name="Sky light: Wavelength (G)" Value="597">
<Spline Keys="0:597:36"/>
</Variable>
<Variable Name="Sky light: Wavelength (B)" Value="488">
<Spline Keys="0:488:36,0.25:488:36,0.5:488:65572,0.75:488:36,1:488:36,"/>
<Spline Keys="0:488:36"/>
</Variable>
<Variable Name="Night sky: Horizon color" Color="0.27049801,0.39157301,0.52711499">
<Spline Keys="0:(0.270498:0.391573:0.520996):36,0.25:(0.270498:0.391573:0.527115):36,0.5:(0.270498:0.391573:0.527115):262180,0.75:(0.270498:0.391573:0.527115):36,1:(0.270498:0.391573:0.520996):36,"/>
<Variable Name="Night sky: Horizon color" Color="0.27049801,0.39157301,0.52099597">
<Spline Keys="0:(0.270498:0.391573:0.520996):36"/>
</Variable>
<Variable Name="Night sky: Horizon color multiplier" Value="0">
<Spline Keys="0:0.1:36,0.25:0:36,0.5:0:65572,0.75:0:36,1:0.1:36,"/>
<Variable Name="Night sky: Horizon color multiplier" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Night sky: Zenith color" Color="0.36130697,0.434154,0.46778399">
<Spline Keys="0:(0.361307:0.434154:0.467784):36,0.25:(0.361307:0.434154:0.467784):36,0.5:(0.361307:0.434154:0.467784):262180,0.75:(0.361307:0.434154:0.467784):36,1:(0.361307:0.434154:0.467784):36,"/>
<Variable Name="Night sky: Zenith color" Color="0.361307,0.434154,0.46778399">
<Spline Keys="0:(0.361307:0.434154:0.467784):36"/>
</Variable>
<Variable Name="Night sky: Zenith color multiplier" Value="0">
<Spline Keys="0:0.02:36,0.25:0:36,0.5:0:65572,0.75:0:36,1:0.02:36,"/>
<Variable Name="Night sky: Zenith color multiplier" Value="0.02">
<Spline Keys="0:0.02:36"/>
</Variable>
<Variable Name="Night sky: Zenith shift" Value="0.5">
<Spline Keys="0:0.5:36,0.25:0.5:36,0.5:0.5:65572,0.75:0.5:36,1:0.5:36,"/>
<Spline Keys="0:0.5:36"/>
</Variable>
<Variable Name="Night sky: Star intensity" Value="0">
<Spline Keys="0:3:36,0.25:0:36,0.5:0:65572,0.75:0:36,0.836647:1.03977:36,1:3:36,"/>
<Variable Name="Night sky: Star intensity" Value="3">
<Spline Keys="0:3:36"/>
</Variable>
<Variable Name="Night sky: Moon color" Color="1,1,1">
<Spline Keys="0:(1:1:1):36,0.25:(1:1:1):36,0.5:(1:1:1):458788,0.75:(1:1:1):36,1:(1:1:1):36,"/>
<Spline Keys="0:(1:1:1):36"/>
</Variable>
<Variable Name="Night sky: Moon color multiplier" Value="0">
<Spline Keys="0:0.4:36,0.25:0:36,0.5:0:36,0.75:0:65572,1:0.4:36,"/>
<Variable Name="Night sky: Moon color multiplier" Value="0.40000001">
<Spline Keys="0:0.4:36"/>
</Variable>
<Variable Name="Night sky: Moon inner corona color" Color="0.904661,1,1">
<Spline Keys="0:(0.89627:1:1):36,0.25:(0.904661:1:1):36,0.5:(0.904661:1:1):393252,0.75:(0.904661:1:1):36,0.836647:(0.89627:1:1):36,1:(0.89627:1:1):36,"/>
<Variable Name="Night sky: Moon inner corona color" Color="0.89626998,1,1">
<Spline Keys="0:(0.89627:1:1):36"/>
</Variable>
<Variable Name="Night sky: Moon inner corona color multiplier" Value="0">
<Spline Keys="0:0.1:36,0.25:0:36,0.5:0:65572,0.75:0:36,1:0.1:36,"/>
<Variable Name="Night sky: Moon inner corona color multiplier" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Night sky: Moon inner corona scale" Value="0">
<Spline Keys="0:2:36,0.25:0:36,0.5:0:65572,0.75:0:36,0.836647:0.693178:36,1:2:36,"/>
<Variable Name="Night sky: Moon inner corona scale" Value="2">
<Spline Keys="0:2:36"/>
</Variable>
<Variable Name="Night sky: Moon outer corona color" Color="0.201556,0.22696599,0.25415203">
<Spline Keys="0:(0.198069:0.226966:0.250158):36,0.25:(0.201556:0.226966:0.254152):36,0.5:(0.201556:0.226966:0.254152):36,0.75:(0.201556:0.226966:0.254152):36,1:(0.198069:0.226966:0.250158):36,"/>
<Variable Name="Night sky: Moon outer corona color" Color="0.19806901,0.22696599,0.25015801">
<Spline Keys="0:(0.198069:0.226966:0.250158):36"/>
</Variable>
<Variable Name="Night sky: Moon outer corona color multiplier" Value="0">
<Spline Keys="0:0.1:36,0.25:0:36,0.5:0:65572,0.75:0:36,1:0.1:36,"/>
<Variable Name="Night sky: Moon outer corona color multiplier" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Night sky: Moon outer corona scale" Value="0">
<Spline Keys="0:0.01:36,0.25:0:36,0.5:0:65572,0.75:0:36,1:0.01:36,"/>
<Variable Name="Night sky: Moon outer corona scale" Value="0.0099999998">
<Spline Keys="0:0.01:36"/>
</Variable>
<Variable Name="Cloud shading: Sun light multiplier" Value="1">
<Spline Keys="0:1:36,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Cloud shading: Sun custom color" Color="0.83076996,0.76815104,0.65837508">
<Spline Keys="0:(0.737911:0.737911:0.737911):36,0.25:(0.83077:0.768151:0.658375):36,0.5:(0.83077:0.768151:0.658375):458788,0.75:(0.83077:0.768151:0.658375):36,1:(0.737911:0.737911:0.737911):36,"/>
<Variable Name="Cloud shading: Sun custom color" Color="0.73791099,0.73791099,0.73791099">
<Spline Keys="0:(0.737911:0.737911:0.737911):36"/>
</Variable>
<Variable Name="Cloud shading: Sun custom color multiplier" Value="1">
<Spline Keys="0:0.1:36,0.25:1:36,0.5:1:65572,0.75:1:36,1:0.1:36,"/>
<Variable Name="Cloud shading: Sun custom color multiplier" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Cloud shading: Sun custom color influence" Value="0">
<Spline Keys="0:0.5:36,0.25:0:36,0.5:0:65572,0.75:0:36,1:0.5:36,"/>
<Variable Name="Cloud shading: Sun custom color influence" Value="0.5">
<Spline Keys="0:0.5:36"/>
</Variable>
<Variable Name="Sun shafts visibility" Value="0">
<Spline Keys="0:0:36,0.25:0:36,0.5:0:65572,0.75:0:36,1:0:36,"/>
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Sun rays visibility" Value="1.5">
<Spline Keys="0:1:36,0.25:1.5:36,0.5:1.5:65572,0.75:1.5:36,1:1:36,"/>
<Variable Name="Sun rays visibility" Value="1">
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Sun rays attenuation" Value="1.5">
<Spline Keys="0:0.1:36,0.25:1.5:36,0.5:1.5:65572,0.75:1.5:36,1:0.1:36,"/>
<Variable Name="Sun rays attenuation" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Sun rays suncolor influence" Value="0.5">
<Spline Keys="0:0.5:36,0.25:0.5:36,0.5:0.5:65572,0.75:0.5:36,1:0.5:36,"/>
<Spline Keys="0:0.5:36"/>
</Variable>
<Variable Name="Sun rays custom color" Color="0.66538697,0.83879906,0.94730699">
<Spline Keys="0:(0.665387:0.838799:0.947307):36,0.25:(0.665387:0.838799:0.947307):36,0.5:(0.665387:0.838799:0.947307):458788,0.75:(0.665387:0.838799:0.947307):36,1:(0.665387:0.838799:0.947307):36,"/>
<Variable Name="Sun rays custom color" Color="0.66538697,0.838799,0.94730699">
<Spline Keys="0:(0.665387:0.838799:0.947307):36"/>
</Variable>
<Variable Name="Ocean fog color" Color="0.0012141101,0.0091340598,0.017642001">
<Spline Keys="0:(0.00121411:0.00913406:0.017642):36,0.25:(0.00121411:0.00913406:0.017642):36,0.5:(0.00121411:0.00913406:0.017642):458788,0.75:(0.00121411:0.00913406:0.017642):36,1:(0.00121411:0.00913406:0.017642):36,"/>
<Variable Name="Ocean fog color" Color="0.0012141099,0.0091340598,0.017642001">
<Spline Keys="0:(0.00121411:0.00913406:0.017642):36"/>
</Variable>
<Variable Name="Ocean fog color multiplier" Value="0.5">
<Spline Keys="0:0.5:36,0.25:0.5:36,0.5:0.5:65572,0.75:0.5:36,1:0.5:36,"/>
<Spline Keys="0:0.5:36"/>
</Variable>
<Variable Name="Ocean fog density" Value="0.5">
<Spline Keys="0:0.5:36,0.25:0.5:36,0.5:0.5:65572,0.75:0.5:36,1:0.5:36,"/>
<Spline Keys="0:0.5:36"/>
</Variable>
<Variable Name="Static skybox multiplier" Value="1">
<Spline Keys="0:1:0,1:1:0,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Film curve shoulder scale" Value="2.232213">
<Spline Keys="0:3:36,0.229167:3:36,0.5:2:36,0.770833:3:36,1:3:36,"/>
<Variable Name="Film curve shoulder scale" Value="3">
<Spline Keys="0:3:36"/>
</Variable>
<Variable Name="Film curve midtones scale" Value="0.88389361">
<Spline Keys="0:0.5:36,0.229167:0.5:36,0.5:1:36,0.770833:0.5:36,1:0.5:36,"/>
<Variable Name="Film curve midtones scale" Value="0.5">
<Spline Keys="0:0.5:36"/>
</Variable>
<Variable Name="Film curve toe scale" Value="1">
<Spline Keys="0:1:36,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Film curve whitepoint" Value="4">
<Spline Keys="0:4:36,0.25:4:36,0.5:4:65572,0.75:4:36,1:4:36,"/>
<Spline Keys="0:4:36"/>
</Variable>
<Variable Name="Saturation" Value="1">
<Spline Keys="0:0.8:36,0.229167:0.8:36,0.5:1:36,0.751391:1:65572,0.770833:0.8:36,1:0.8:36,"/>
<Variable Name="Saturation" Value="0.80000001">
<Spline Keys="0:0.8:36"/>
</Variable>
<Variable Name="Color balance" Color="1,1,1">
<Spline Keys="0:(1:1:1):36,0.25:(1:1:1):36,0.5:(1:1:1):36,0.75:(1:1:1):36,1:(1:1:1):36,"/>
<Spline Keys="0:(1:1:1):36"/>
</Variable>
<Variable Name="Scene key" Value="0.18000002">
<Spline Keys="0:0.18:36,0.25:0.18:36,0.5:0.18:65572,0.75:0.18:36,1:0.18:36,"/>
<Variable Name="Scene key" Value="0.18000001">
<Spline Keys="0:0.18:36"/>
</Variable>
<Variable Name="Min exposure" Value="1">
<Spline Keys="0:1:36,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Max exposure" Value="2.6142297">
<Spline Keys="0:2:36,0.229167:2:36,0.5:2.8:36,0.770833:2:36,1:2:36,"/>
<Variable Name="Max exposure" Value="2">
<Spline Keys="0:2:36"/>
</Variable>
<Variable Name="EV Min" Value="4.5">
<Spline Keys="0:4.5:0,1:4.5:0,"/>
<Spline Keys="0:4.5:0"/>
</Variable>
<Variable Name="EV Max" Value="17">
<Spline Keys="0:17:0,1:17:0,"/>
<Spline Keys="0:17:0"/>
</Variable>
<Variable Name="EV Auto compensation" Value="1.5">
<Spline Keys="0:1.5:0,1:1.5:0,"/>
<Spline Keys="0:1.5:0"/>
</Variable>
<Variable Name="Bloom amount" Value="0.30899152">
<Spline Keys="0:1:36,0.229167:1:36,0.5:0.1:36,0.770833:1:36,1:1:36,"/>
<Variable Name="Bloom amount" Value="1">
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Filters: grain" Value="0">
<Spline Keys="0:0.3:65572,0.229167:0.3:36,0.25:0:36,0.5:0:36,0.75:0:36,1:0.3:36,"/>
<Variable Name="Filters: grain" Value="0.30000001">
<Spline Keys="0:0.3:65572"/>
</Variable>
<Variable Name="Filters: photofilter color" Color="0,0,0">
<Spline Keys="0:(0:0:0):36,0.25:(0:0:0):36,0.5:(0:0:0):458788,0.75:(0:0:0):36,1:(0:0:0):36,"/>
<Spline Keys="0:(0:0:0):36"/>
</Variable>
<Variable Name="Filters: photofilter density" Value="0">
<Spline Keys="0:0:36,0.25:0:36,0.5:0:36,0.75:0:36,1:0:36,"/>
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Dof: focus range" Value="500.00003">
<Spline Keys="0:500:36,0.25:500:36,0.5:500:65572,0.75:500:36,1:500:36,"/>
<Variable Name="Dof: focus range" Value="500">
<Spline Keys="0:500:36"/>
</Variable>
<Variable Name="Dof: blur amount" Value="0.10000001">
<Spline Keys="0:0.1:36,0.25:0.1:36,0.5:0.1:65572,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Dof: blur amount" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Cascade 0: Bias" Value="0.10000001">
<Spline Keys="0:0.1:36,0.25:0.1:36,0.5:0.1:65572,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Cascade 0: Bias" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Cascade 0: Slope Bias" Value="64">
<Spline Keys="0:64:36,0.25:64:36,0.5:64:65572,0.75:64:36,1:64:36,"/>
<Spline Keys="0:64:36"/>
</Variable>
<Variable Name="Cascade 1: Bias" Value="0.10000001">
<Spline Keys="0:0.1:36,0.25:0.1:36,0.5:0.1:65572,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Cascade 1: Bias" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Cascade 1: Slope Bias" Value="23">
<Spline Keys="0:23:36,0.25:23:36,0.5:23:65572,0.75:23:36,1:23:36,"/>
<Spline Keys="0:23:36"/>
</Variable>
<Variable Name="Cascade 2: Bias" Value="0.10000001">
<Spline Keys="0:0.1:36,0.25:0.1:36,0.5:0.1:65572,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Cascade 2: Bias" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Cascade 2: Slope Bias" Value="4">
<Spline Keys="0:4:36,0.25:4:36,0.5:4:65572,0.75:4:36,1:4:36,"/>
<Spline Keys="0:4:36"/>
</Variable>
<Variable Name="Cascade 3: Bias" Value="0.10000001">
<Spline Keys="0:0.1:36,0.25:0.1:36,0.5:0.1:36,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Cascade 3: Bias" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
<Variable Name="Cascade 3: Slope Bias" Value="1">
<Spline Keys="0:1:36,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:36"/>
</Variable>
<Variable Name="Cascade 4: Bias" Value="0.10000001">
<Spline Keys="0:0.1:0,0.25:0.1:36,0.5:0.1:65572,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Cascade 4: Bias" Value="0.1">
<Spline Keys="0:0.1:0"/>
</Variable>
<Variable Name="Cascade 4: Slope Bias" Value="1">
<Spline Keys="0:1:0,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Cascade 5: Bias" Value="0.0099999998">
<Spline Keys="0:0.01:0,0.25:0.01:36,0.5:0.01:65572,0.75:0.01:36,1:0.01:36,"/>
<Spline Keys="0:0.01:0"/>
</Variable>
<Variable Name="Cascade 5: Slope Bias" Value="1">
<Spline Keys="0:1:0,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Cascade 6: Bias" Value="0.10000001">
<Spline Keys="0:0.1:0,0.25:0.1:36,0.5:0.1:36,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Cascade 6: Bias" Value="0.1">
<Spline Keys="0:0.1:0"/>
</Variable>
<Variable Name="Cascade 6: Slope Bias" Value="1">
<Spline Keys="0:1:0,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Cascade 7: Bias" Value="0.10000001">
<Spline Keys="0:0.1:0,0.25:0.1:36,0.5:0.1:36,0.75:0.1:36,1:0.1:36,"/>
<Variable Name="Cascade 7: Bias" Value="0.1">
<Spline Keys="0:0.1:0"/>
</Variable>
<Variable Name="Cascade 7: Slope Bias" Value="1">
<Spline Keys="0:1:0,0.25:1:36,0.5:1:65572,0.75:1:36,1:1:36,"/>
<Spline Keys="0:1:0"/>
</Variable>
<Variable Name="Shadow jittering" Value="2.4999998">
<Spline Keys="0:5:36,0.25:2.5:36,0.5:2.5:65572,0.75:2.5:36,1:5:0,"/>
<Variable Name="Shadow jittering" Value="5">
<Spline Keys="0:5:36"/>
</Variable>
<Variable Name="HDR dynamic power factor" Value="0">
<Spline Keys="0:0:36,0.25:0:36,0.5:0:65572,0.75:0:36,1:0:36,"/>
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Sky brightening (terrain occlusion)" Value="0">
<Spline Keys="0:0:36,0.25:0:36,0.5:0:36,0.75:0:36,1:0:36,"/>
<Spline Keys="0:0:36"/>
</Variable>
<Variable Name="Sun color multiplier" Value="9.999999">
<Spline Keys="0:0.1:36,0.25:10:36,0.5:10:36,0.75:10:36,1:0.1:36,"/>
<Variable Name="Sun color multiplier" Value="0.1">
<Spline Keys="0:0.1:36"/>
</Variable>
</TimeOfDay>
+1 -1
View File
@@ -1,7 +1,7 @@
sys_game_name = "AutomatedTesting"
sys_localization_folder = Localization
ca_useIMG_CAF = 0
sys_asserts=2
sys_asserts=1
-- Enable warnings when asset loads take longer than the given millisecond threshold
cl_assetLoadWarningEnable=true
+1 -1
View File
@@ -247,7 +247,7 @@ CUNIXConsole* pUnixConsole;
#define LOCALIZATION_TRANSLATIONS_LIST_FILE_NAME "Libs/Localization/localization.xml"
#define LOAD_LEGACY_RENDERER_FOR_EDITOR true // If you set this to false you must for now also set 'ed_useAtomNativeViewport' to true (see /Code/Sandbox/Editor/ViewManager.cpp)
#define LOAD_LEGACY_RENDERER_FOR_EDITOR false // If you set this to true you must also set 'ed_useAtomNativeViewport' to false (see /Code/Sandbox/Editor/ViewManager.cpp)
#define LOAD_LEGACY_RENDERER_FOR_LAUNCHER false
//////////////////////////////////////////////////////////////////////////
@@ -26,6 +26,22 @@ namespace Physics
->Field("Scale", &ShapeConfiguration::m_scale)
;
}
if (auto behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
#define REFLECT_SHAPETYPE_ENUM_VALUE(EnumValue) \
behaviorContext->EnumProperty<(int)Physics::ShapeType::EnumValue>("ShapeType_"#EnumValue) \
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation) \
->Attribute(AZ::Script::Attributes::Module, "physics");
// Note: Here we only expose the types that are available to the user in the editor
REFLECT_SHAPETYPE_ENUM_VALUE(Box);
REFLECT_SHAPETYPE_ENUM_VALUE(Sphere);
REFLECT_SHAPETYPE_ENUM_VALUE(Cylinder);
REFLECT_SHAPETYPE_ENUM_VALUE(PhysicsAsset);
#undef REFLECT_SHAPETYPE_ENUM_VALUE
}
}
void SphereShapeConfiguration::Reflect(AZ::ReflectContext* context)
@@ -348,6 +348,11 @@ namespace AzToolsFramework
*/
virtual bool AreAnyEntitiesSelected() = 0;
/*!
* Returns the number of selected entities.
*/
virtual int GetSelectedEntitiesCount() = 0;
/*!
* Retrieves the set of selected entities.
* \return a list of entity Ids.
@@ -395,6 +395,7 @@ namespace AzToolsFramework
->Event("MarkEntityDeselected", &ToolsApplicationRequests::MarkEntityDeselected)
->Event("IsSelected", &ToolsApplicationRequests::IsSelected)
->Event("AreAnyEntitiesSelected", &ToolsApplicationRequests::AreAnyEntitiesSelected)
->Event("GetSelectedEntitiesCount", &ToolsApplicationRequests::GetSelectedEntitiesCount)
;
behaviorContext->EBus<ToolsApplicationNotificationBus>("ToolsApplicationNotificationBus")
@@ -101,6 +101,7 @@ namespace AzToolsFramework
SourceControlFileInfo GetSceneSourceControlInfo() override;
bool AreAnyEntitiesSelected() override { return !m_selectedEntities.empty(); }
int GetSelectedEntitiesCount() override { return m_selectedEntities.size(); }
const EntityIdList& GetSelectedEntities() override { return m_selectedEntities; }
const EntityIdList& GetHighlightedEntities() override { return m_highlightedEntities; }
void SetSelectedEntities(const EntityIdList& selectedEntities) override;
@@ -242,19 +242,6 @@ namespace AzToolsFramework
return false;
}
}
else
{
// The template is already loaded, this is the case of either saving as same name or different name(loaded from before).
// Update the template with the changes
AzToolsFramework::Prefab::PrefabDom dom;
bool success = AzToolsFramework::Prefab::PrefabDomUtils::StoreInstanceInPrefabDom(*m_rootInstance, dom);
if (!success)
{
AZ_Error("Prefab", false, "Failed to convert current root instance into a DOM when saving file '%.*s'", AZ_STRING_ARG(filename));
return false;
}
m_prefabSystemComponent->UpdatePrefabTemplate(templateId, dom);
}
Prefab::TemplateId prevTemplateId = m_rootInstance->GetTemplateId();
m_rootInstance->SetTemplateId(templateId);
@@ -200,7 +200,7 @@ namespace AzToolsFramework
}
return context.Report(result,
result.GetProcessing() == JSR::Processing::Completed ? "Succesfully loaded instance information for prefab." :
result.GetProcessing() == JSR::Processing::Completed ? "Successfully loaded instance information for prefab." :
"Failed to load instance information for prefab");
}
@@ -230,6 +230,10 @@ namespace AzToolsFramework
AZ_Assert(instanceDom.IsObject(), "Link Id '%u' cannot be added because the DOM of the instance is not an object.", m_id);
instanceDom.AddMember(rapidjson::StringRef(PrefabDomUtils::LinkIdName), rapidjson::Value().SetUint64(m_id), allocator);
}
else
{
linkIdReference->get().SetUint64(m_id);
}
}
} // namespace Prefab
@@ -392,12 +392,27 @@ namespace AzToolsFramework
if (patch.IsArray() && !patch.Empty() && beforeState.IsObject())
{
// Update the state of the entity
PrefabUndoEntityUpdate* state = aznew PrefabUndoEntityUpdate(AZStd::to_string(static_cast<AZ::u64>(entityId)));
state->SetParent(parentUndoBatch);
state->Capture(beforeState, afterState, entityId);
if (IsInstanceContainerEntity(entityId) && !IsLevelInstanceContainerEntity(entityId))
{
m_instanceToTemplateInterface->AppendEntityAliasToPatchPaths(patch, entityId);
state->Redo();
// Save these changes as patches to the link
PrefabUndoLinkUpdate* linkUpdate =
aznew PrefabUndoLinkUpdate(AZStd::to_string(static_cast<AZ::u64>(entityId)));
linkUpdate->SetParent(parentUndoBatch);
linkUpdate->Capture(patch, owningInstance->get().GetLinkId());
linkUpdate->Redo();
}
else
{
// Update the state of the entity
PrefabUndoEntityUpdate* state = aznew PrefabUndoEntityUpdate(AZStd::to_string(static_cast<AZ::u64>(entityId)));
state->SetParent(parentUndoBatch);
state->Capture(beforeState, afterState, entityId);
state->Redo();
}
}
// Update the cache
@@ -81,12 +81,17 @@ namespace UnitTest
ToolsApplicationRequestBus::BroadcastResult(
anyEntitySelected, &ToolsApplicationRequests::AreAnyEntitiesSelected);
int selectedEntitiesCount = 0;
ToolsApplicationRequestBus::BroadcastResult(
selectedEntitiesCount, &ToolsApplicationRequests::GetSelectedEntitiesCount);
EntityIdList selectedEntityIds;
ToolsApplicationRequestBus::BroadcastResult(
selectedEntityIds, &ToolsApplicationRequests::GetSelectedEntities);
EXPECT_TRUE(testEntitySelected);
EXPECT_TRUE(anyEntitySelected);
EXPECT_EQ(selectedEntitiesCount, 1);
EXPECT_EQ(selectedEntityIds.size(), 1);
EXPECT_EQ(selectedEntityIds.front(), testEntityId);
@@ -100,11 +105,15 @@ namespace UnitTest
ToolsApplicationRequestBus::BroadcastResult(
anyEntitySelected, &ToolsApplicationRequests::AreAnyEntitiesSelected);
ToolsApplicationRequestBus::BroadcastResult(
selectedEntitiesCount, &ToolsApplicationRequests::GetSelectedEntitiesCount);
ToolsApplicationRequestBus::BroadcastResult(
selectedEntityIds, &ToolsApplicationRequests::GetSelectedEntities);
EXPECT_FALSE(testEntitySelected);
EXPECT_FALSE(anyEntitySelected);
EXPECT_EQ(selectedEntitiesCount, 0);
EXPECT_TRUE(selectedEntityIds.empty());
}
@@ -141,11 +150,16 @@ namespace UnitTest
ToolsApplicationRequestBus::BroadcastResult(
anyEntitySelected, &ToolsApplicationRequests::AreAnyEntitiesSelected);
int selectedEntitiesCount = 0;
ToolsApplicationRequestBus::BroadcastResult(
selectedEntitiesCount, &ToolsApplicationRequests::GetSelectedEntitiesCount);
EntityIdList actualSelectedEntityIds;
ToolsApplicationRequestBus::BroadcastResult(
actualSelectedEntityIds, &ToolsApplicationRequests::GetSelectedEntities);
EXPECT_TRUE(anyEntitySelected);
EXPECT_EQ(selectedEntitiesCount, expectedSelectedEntityIds.size());
EXPECT_EQ(actualSelectedEntityIds.size(), expectedSelectedEntityIds.size());
for (auto& id : expectedSelectedEntityIds)
{
@@ -160,10 +174,14 @@ namespace UnitTest
ToolsApplicationRequestBus::BroadcastResult(
anyEntitySelected, &ToolsApplicationRequests::AreAnyEntitiesSelected);
ToolsApplicationRequestBus::BroadcastResult(
selectedEntitiesCount, &ToolsApplicationRequests::GetSelectedEntitiesCount);
ToolsApplicationRequestBus::BroadcastResult(
actualSelectedEntityIds, &ToolsApplicationRequests::GetSelectedEntities);
EXPECT_TRUE(anyEntitySelected);
EXPECT_EQ(selectedEntitiesCount, expectedSelectedEntityIds.size());
EXPECT_EQ(actualSelectedEntityIds.size(), expectedSelectedEntityIds.size());
for (auto& id : expectedSelectedEntityIds)
{
+7 -7
View File
@@ -5232,6 +5232,13 @@ extern "C" int AZ_DLL_EXPORT CryEditMain(int argc, char* argv[])
AzQtComponents::Utilities::HandleDpiAwareness(AzQtComponents::Utilities::SystemDpiAware);
Editor::EditorQtApplication app(argc, argv);
if (app.arguments().contains("-autotest_mode"))
{
// Nullroute all stdout to null for automated tests, this way we make sure
// that the test result output is not polluted with unrelated output data.
theApp->RedirectStdoutToNull();
}
// Hook the trace bus to catch errors, boot the AZ app after the QApplication is up
int ret = 0;
@@ -5249,13 +5256,6 @@ extern "C" int AZ_DLL_EXPORT CryEditMain(int argc, char* argv[])
return -1;
}
if (app.arguments().contains("-autotest_mode"))
{
// Nullroute all stdout to null for automated tests, this way we make sure
// that the test result output is not polluted with unrelated output data.
theApp->RedirectStdoutToNull();
}
AzToolsFramework::EditorEvents::Bus::Broadcast(&AzToolsFramework::EditorEvents::NotifyQtApplicationAvailable, &app);
#if defined(AZ_PLATFORM_MAC)
+10 -6
View File
@@ -232,7 +232,6 @@ int EditorViewportWidget::OnCreate()
{
m_renderer = GetIEditor()->GetRenderer();
m_engine = GetIEditor()->Get3DEngine();
assert(m_engine);
CreateRenderContext();
@@ -793,8 +792,14 @@ void EditorViewportWidget::OnRender()
// This is necessary so that automated editor tests using the null renderer to test systems like dynamic vegetation
// are still able to manipulate the current logical camera position, even if nothing is rendered.
GetIEditor()->GetSystem()->SetViewCamera(m_Camera);
GetIEditor()->GetRenderer()->SetCamera(gEnv->pSystem->GetViewCamera());
m_engine->RenderWorld(0, SRenderingPassInfo::CreateGeneralPassRenderingInfo(m_Camera), __FUNCTION__);
if (GetIEditor()->GetRenderer())
{
GetIEditor()->GetRenderer()->SetCamera(gEnv->pSystem->GetViewCamera());
}
if (m_engine)
{
m_engine->RenderWorld(0, SRenderingPassInfo::CreateGeneralPassRenderingInfo(m_Camera), __FUNCTION__);
}
return;
}
@@ -886,7 +891,7 @@ void EditorViewportWidget::OnBeginPrepareRender()
fov = 2 * atanf((h * tan(fov / 2)) / maxTargetHeight);
}
}
m_Camera.SetFrustum(w, h, fov, fNearZ, gEnv->p3DEngine->GetMaxViewDistance());
m_Camera.SetFrustum(w, h, fov, fNearZ);
}
GetIEditor()->GetSystem()->SetViewCamera(m_Camera);
@@ -2606,8 +2611,7 @@ bool EditorViewportWidget::GetActiveCameraPosition(AZ::Vector3& cameraPos)
{
if (GetIEditor()->IsInGameMode())
{
const Vec3 camPos = m_engine->GetRenderingCamera().GetPosition();
cameraPos = LYVec3ToAZVec3(camPos);
cameraPos = m_renderViewport->GetViewportContext()->GetCameraTransform().GetTranslation();
}
else
{
+34 -20
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@@ -139,7 +139,10 @@ bool CGameExporter::Export(unsigned int flags, [[maybe_unused]] EEndian eExportE
// Make sure we unload any unused CGFs before exporting so that they don't end up in
// the level data.
pEditor->Get3DEngine()->FreeUnusedCGFResources();
if (pEditor->Get3DEngine())
{
pEditor->Get3DEngine()->FreeUnusedCGFResources();
}
CCryEditDoc* pDocument = pEditor->GetDocument();
@@ -282,7 +285,7 @@ void CGameExporter::ExportVisAreas(const char* pszGamePath, EEndian eExportEndia
SHotUpdateInfo exportInfo;
I3DEngine* p3DEngine = pEditor->Get3DEngine();
if (eExportEndian == GetPlatformEndian()) // skip second export, this data is common for PC and consoles
if (p3DEngine && (eExportEndian == GetPlatformEndian())) // skip second export, this data is common for PC and consoles
{
std::vector<struct IStatObj*>* pTempBrushTable = NULL;
std::vector<_smart_ptr<IMaterial>>* pTempMatsTable = NULL;
@@ -367,25 +370,28 @@ void CGameExporter::ExportLevelData(const QString& path, bool bExportMission)
QString missionFileName;
QString currentMissionFileName;
I3DEngine* p3DEngine = pEditor->Get3DEngine();
for (int i = 0; i < pDocument->GetMissionCount(); i++)
if (p3DEngine)
{
CMission* pMission = pDocument->GetMission(i);
QString name = pMission->GetName();
name.replace(' ', '_');
missionFileName = QStringLiteral("Mission_%1.xml").arg(name);
XmlNodeRef missionDescNode = missionsNode->newChild("Mission");
missionDescNode->setAttr("Name", pMission->GetName().toUtf8().data());
missionDescNode->setAttr("File", missionFileName.toUtf8().data());
missionDescNode->setAttr("CGFCount", p3DEngine->GetLoadedObjectCount());
int nProgressBarRange = m_numExportedMaterials / 10 + p3DEngine->GetLoadedObjectCount();
missionDescNode->setAttr("ProgressBarRange", nProgressBarRange);
if (pMission == pCurrentMission)
for (int i = 0; i < pDocument->GetMissionCount(); i++)
{
currentMissionFileName = missionFileName;
CMission* pMission = pDocument->GetMission(i);
QString name = pMission->GetName();
name.replace(' ', '_');
missionFileName = QStringLiteral("Mission_%1.xml").arg(name);
XmlNodeRef missionDescNode = missionsNode->newChild("Mission");
missionDescNode->setAttr("Name", pMission->GetName().toUtf8().data());
missionDescNode->setAttr("File", missionFileName.toUtf8().data());
missionDescNode->setAttr("CGFCount", p3DEngine->GetLoadedObjectCount());
int nProgressBarRange = m_numExportedMaterials / 10 + p3DEngine->GetLoadedObjectCount();
missionDescNode->setAttr("ProgressBarRange", nProgressBarRange);
if (pMission == pCurrentMission)
{
currentMissionFileName = missionFileName;
}
}
}
@@ -413,7 +419,10 @@ void CGameExporter::ExportLevelData(const QString& path, bool bExportMission)
XmlNodeRef missionNode = rootAction->createNode("Mission");
pCurrentMission->Export(missionNode, objectsNode);
missionNode->setAttr("CGFCount", p3DEngine->GetLoadedObjectCount());
if (p3DEngine)
{
missionNode->setAttr("CGFCount", p3DEngine->GetLoadedObjectCount());
}
//if (!CFileUtil::OverwriteFile( path+currentMissionFileName ))
// return;
@@ -483,6 +492,11 @@ void CGameExporter::ExportLevelInfo(const QString& path)
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportMapInfo(XmlNodeRef& node)
{
if (!GetIEditor()->Get3DEngine())
{
return;
}
XmlNodeRef info = node->newChild("LevelInfo");
IEditor* pEditor = GetIEditor();
+5 -4
View File
@@ -22,7 +22,6 @@
#include "Include/ITransformManipulator.h"
#include "ActionManager.h"
#include "Settings.h"
#include "Objects/SelectionGroup.h"
#include "Include/IObjectManager.h"
#include "MathConversion.h"
@@ -191,10 +190,12 @@ void CInfoBar::IdleUpdate()
Vec3 marker = GetIEditor()->GetMarkerPosition();
CSelectionGroup* selection = GetIEditor()->GetSelection();
if (selection->GetCount() != m_numSelected)
int selectedEntitiesCount = 0;
AzToolsFramework::ToolsApplicationRequestBus::BroadcastResult(
selectedEntitiesCount, &AzToolsFramework::ToolsApplicationRequests::GetSelectedEntitiesCount);
if (selectedEntitiesCount != m_numSelected)
{
m_numSelected = selection->GetCount();
m_numSelected = selectedEntitiesCount;
updateUI = true;
}
@@ -525,6 +525,11 @@ void CMaterialManager::OnEditorNotifyEvent(EEditorNotifyEvent event)
//////////////////////////////////////////////////////////////////////////
void CMaterialManager::ReloadDirtyMaterials()
{
if (!GetIEditor()->Get3DEngine())
{
return;
}
IMaterialManager* runtimeMaterialManager = GetIEditor()->Get3DEngine()->GetMaterialManager();
uint32 mtlCount = 0;
@@ -743,12 +748,15 @@ int CMaterialManager::GetHighlightFlags(CMaterial* pMaterial) const
result |= eHighlight_NoSurfaceType;
}
if (ISurfaceTypeManager* pSurfaceManager = GetIEditor()->Get3DEngine()->GetMaterialManager()->GetSurfaceTypeManager())
if (GetIEditor()->Get3DEngine())
{
const ISurfaceType* pSurfaceType = pSurfaceManager->GetSurfaceTypeByName(surfaceTypeName.toUtf8().data());
if (pSurfaceType && pSurfaceType->GetBreakability() != 0)
if (ISurfaceTypeManager* pSurfaceManager = GetIEditor()->Get3DEngine()->GetMaterialManager()->GetSurfaceTypeManager())
{
result |= eHighlight_Breakable;
const ISurfaceType* pSurfaceType = pSurfaceManager->GetSurfaceTypeByName(surfaceTypeName.toUtf8().data());
if (pSurfaceType && pSurfaceType->GetBreakability() != 0)
{
result |= eHighlight_Breakable;
}
}
}
+5 -2
View File
@@ -212,8 +212,11 @@ void CMission::SyncContent(bool bRetrieve, bool bIgnoreObjects, [[maybe_unused]]
else
{
// Save time of day.
m_timeOfDay = XmlHelpers::CreateXmlNode("TimeOfDay");
GetIEditor()->Get3DEngine()->GetTimeOfDay()->Serialize(m_timeOfDay, false);
if (GetIEditor()->Get3DEngine())
{
m_timeOfDay = XmlHelpers::CreateXmlNode("TimeOfDay");
GetIEditor()->Get3DEngine()->GetTimeOfDay()->Serialize(m_timeOfDay, false);
}
if (!bIgnoreObjects)
{
+1
View File
@@ -138,6 +138,7 @@ bool CLevelShaderCache::SaveBuffer(QString& textBuffer)
void CLevelShaderCache::Update()
{
IRenderer* pRenderer = gEnv->pRenderer;
if (pRenderer)
{
QString buf;
char* str = NULL;
@@ -97,6 +97,9 @@ namespace AZ
};
} // DataTypes
} // SceneAPI
AZ_TYPE_INFO_SPECIALIZE(SceneAPI::DataTypes::Color, "{937E3BF8-5204-4D40-A8DA-C8F083C89F9F}");
} // AZ
namespace AZStd
@@ -11,6 +11,8 @@
*/
#include <SceneAPI/SceneData/GraphData/AnimationData.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
namespace AZ
{
@@ -18,6 +20,31 @@ namespace AZ
{
namespace GraphData
{
void AnimationData::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<AnimationData, SceneAPI::DataTypes::IAnimationData>()
->Version(1);
}
BehaviorContext* behaviorContext = azrtti_cast<BehaviorContext*>(context);
if (behaviorContext)
{
behaviorContext->Class<SceneAPI::DataTypes::IAnimationData>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Method("GetKeyFrameCount", &SceneAPI::DataTypes::IAnimationData::GetKeyFrameCount)
->Method("GetKeyFrame", &SceneAPI::DataTypes::IAnimationData::GetKeyFrame)
->Method("GetTimeStepBetweenFrames", &SceneAPI::DataTypes::IAnimationData::GetTimeStepBetweenFrames);
behaviorContext->Class<AnimationData>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene");
}
}
AnimationData::AnimationData()
: m_timeStepBetweenFrames(1.0/30.0) // default value
{
@@ -61,6 +88,32 @@ namespace AZ
}
void BlendShapeAnimationData::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<BlendShapeAnimationData, SceneAPI::DataTypes::IBlendShapeAnimationData>()
->Version(1);
}
BehaviorContext* behaviorContext = azrtti_cast<BehaviorContext*>(context);
if (behaviorContext)
{
behaviorContext->Class<SceneAPI::DataTypes::IBlendShapeAnimationData>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Method("GetBlendShapeName", &SceneAPI::DataTypes::IBlendShapeAnimationData::GetBlendShapeName)
->Method("GetKeyFrameCount", &SceneAPI::DataTypes::IBlendShapeAnimationData::GetKeyFrameCount)
->Method("GetKeyFrame", &SceneAPI::DataTypes::IBlendShapeAnimationData::GetKeyFrame)
->Method("GetTimeStepBetweenFrames", &SceneAPI::DataTypes::IBlendShapeAnimationData::GetTimeStepBetweenFrames);
behaviorContext->Class<BlendShapeAnimationData>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene");
}
}
BlendShapeAnimationData::BlendShapeAnimationData()
: m_timeStepBetweenFrames(1 / 30.0) // default value
{
@@ -30,6 +30,8 @@ namespace AZ
public:
AZ_RTTI(AnimationData, "{D350732E-4727-41C8-95E0-FBAF5F2AC074}", SceneAPI::DataTypes::IAnimationData);
static void Reflect(ReflectContext* context);
SCENE_DATA_API AnimationData();
SCENE_DATA_API ~AnimationData() override = default;
SCENE_DATA_API virtual void AddKeyFrame(const SceneAPI::DataTypes::MatrixType& keyFrameTransform);
@@ -53,6 +55,8 @@ namespace AZ
public:
AZ_RTTI(BlendShapeAnimationData, "{02766CCF-BDA7-46B6-9BB1-58A90C1AD6AA}", SceneAPI::DataTypes::IBlendShapeAnimationData);
static void Reflect(ReflectContext* context);
SCENE_DATA_API BlendShapeAnimationData();
SCENE_DATA_API ~BlendShapeAnimationData() override = default;
SCENE_DATA_API void CloneAttributesFrom(const IGraphObject* sourceObject) override;
@@ -12,9 +12,13 @@
#include <AzCore/Casting/numeric_cast.h>
#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
namespace AZ
{
AZ_TYPE_INFO_SPECIALIZE(SceneAPI::DataTypes::IBlendShapeData::Face, "{C972EC9A-3A5C-47CD-9A92-ECB4C0C0451C}");
namespace SceneData
{
namespace GraphData
@@ -23,6 +27,82 @@ namespace AZ
BlendShapeData::~BlendShapeData() = default;
void BlendShapeData::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<BlendShapeData, SceneAPI::DataTypes::IBlendShapeData>()
->Version(1);
}
BehaviorContext* behaviorContext = azrtti_cast<BehaviorContext*>(context);
if (behaviorContext)
{
behaviorContext->Class<SceneAPI::DataTypes::IBlendShapeData>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Method("GetUsedControlPointCount", &SceneAPI::DataTypes::IBlendShapeData::GetUsedControlPointCount)
->Method("GetControlPointIndex", &SceneAPI::DataTypes::IBlendShapeData::GetControlPointIndex)
->Method("GetUsedPointIndexForControlPoint", &SceneAPI::DataTypes::IBlendShapeData::GetUsedPointIndexForControlPoint)
->Method("GetVertexCount", &SceneAPI::DataTypes::IBlendShapeData::GetVertexCount)
->Method("GetFaceCount", &SceneAPI::DataTypes::IBlendShapeData::GetFaceCount)
->Method("GetFaceInfo", &SceneAPI::DataTypes::IBlendShapeData::GetFaceInfo)
->Method("GetPosition", &SceneAPI::DataTypes::IBlendShapeData::GetPosition)
->Method("GetNormal", &SceneAPI::DataTypes::IBlendShapeData::GetNormal)
->Method("GetFaceVertexIndex", &SceneAPI::DataTypes::IBlendShapeData::GetFaceVertexIndex);
behaviorContext->Class<SceneAPI::DataTypes::IBlendShapeData::Face>("BlendShapeDataFace")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Method("GetVertexIndex", [](const SceneAPI::DataTypes::IBlendShapeData::Face& self, int index)
{
if (index >= 0 && index < 3)
{
return self.vertexIndex[index];
}
return aznumeric_cast<unsigned int>(0);
});
behaviorContext->Class<BlendShapeData>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Method("GetUV", &BlendShapeData::GetUV)
->Method("GetTangent", [](const BlendShapeData& self, size_t index)
{
if (index < self.GetTangents().size())
{
return self.GetTangents().at(index);
}
AZ_Error("SceneGraphData", false, "Cannot get to tangent at index(%zu)", index);
return Vector4::CreateZero();
})
->Method("GetBitangent", [](const BlendShapeData& self, size_t index)
{
if (index < self.GetBitangents().size())
{
return self.GetBitangents().at(index);
}
AZ_Error("SceneGraphData", false, "Cannot get to bitangents at index(%zu)", index);
return Vector3::CreateZero();
})
->Method("GetColor", [](const BlendShapeData& self, AZ::u8 colorSetIndex, AZ::u8 colorIndex)
{
SceneAPI::DataTypes::Color color(0,0,0,0);
if (colorSetIndex < MaxNumColorSets)
{
const AZStd::vector<SceneAPI::DataTypes::Color>& colorChannel = self.GetColors(colorSetIndex);
if (colorIndex < colorChannel.size())
{
return colorChannel[colorIndex];
}
}
AZ_Error("SceneGraphData", false, "Cannot get to color setIndex(%d) at colorIndex(%d)", colorSetIndex, colorIndex);
return color;
});
}
}
void BlendShapeData::AddPosition(const Vector3& position)
{
m_positions.push_back(position);
@@ -31,6 +31,8 @@ namespace AZ
public:
AZ_RTTI(BlendShapeData, "{FF875C22-2E4F-4CE3-BA49-09BF78C70A09}", SceneAPI::DataTypes::IBlendShapeData)
SCENE_DATA_API static void Reflect(ReflectContext* context);
// Maximum number of color sets matches limitation set in assImp (AI_MAX_NUMBER_OF_COLOR_SETS)
static constexpr AZ::u8 MaxNumColorSets = 8;
// Maximum number of uv sets matches limitation set in assImp (AI_MAX_NUMBER_OF_TEXTURECOORDS)
@@ -16,8 +16,6 @@
namespace AZ
{
AZ_TYPE_INFO_SPECIALIZE(SceneAPI::DataTypes::Color, "{937E3BF8-5204-4D40-A8DA-C8F083C89F9F}");
namespace SceneData
{
namespace GraphData
@@ -40,7 +38,7 @@ namespace AZ
->Method("GetCount", &MeshVertexColorData::GetCount )
->Method("GetColor", &MeshVertexColorData::GetColor);
behaviorContext->Class<AZ::SceneAPI::DataTypes::Color>("MeshVertexColor")
behaviorContext->Class<AZ::SceneAPI::DataTypes::Color>("VertexColor")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Property("red", BehaviorValueGetter(&AZ::SceneAPI::DataTypes::Color::red), nullptr)
@@ -81,8 +81,9 @@ namespace AZ
SceneData::SceneNodeSelectionList::Reflect(context);
// Graph objects
context->Class<AZ::SceneData::GraphData::AnimationData>()->Version(1);
context->Class<AZ::SceneData::GraphData::BlendShapeData>()->Version(1);
AZ::SceneData::GraphData::AnimationData::Reflect(context);
AZ::SceneData::GraphData::BlendShapeAnimationData::Reflect(context);
AZ::SceneData::GraphData::BlendShapeData::Reflect(context);
AZ::SceneData::GraphData::BoneData::Reflect(context);
AZ::SceneData::GraphData::MaterialData::Reflect(context);
AZ::SceneData::GraphData::MeshData::Reflect(context);
@@ -107,6 +108,9 @@ namespace AZ
AZ::SceneData::GraphData::MeshVertexUVData::Reflect(context);
AZ::SceneData::GraphData::MeshVertexTangentData::Reflect(context);
AZ::SceneData::GraphData::MeshVertexBitangentData::Reflect(context);
AZ::SceneData::GraphData::AnimationData::Reflect(context);
AZ::SceneData::GraphData::BlendShapeAnimationData::Reflect(context);
AZ::SceneData::GraphData::BlendShapeData::Reflect(context);
}
} // namespace SceneAPI
} // namespace AZ
@@ -29,6 +29,8 @@
#include <SceneAPI/SceneData/GraphData/MeshVertexColorData.h>
#include <SceneAPI/SceneData/GraphData/MeshVertexTangentData.h>
#include <SceneAPI/SceneData/GraphData/MeshVertexUVData.h>
#include <SceneAPI/SceneData/GraphData/AnimationData.h>
#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
namespace AZ
{
@@ -101,6 +103,53 @@ namespace AZ
tangentData->SetTangentSetIndex(2);
return true;
}
else if (data.get_type_info().m_id == azrtti_typeid<AZ::SceneData::GraphData::AnimationData>())
{
auto* animationData = AZStd::any_cast<AZ::SceneData::GraphData::AnimationData>(&data);
animationData->ReserveKeyFrames(3);
animationData->AddKeyFrame(DataTypes::MatrixType::CreateFromValue(1.0));
animationData->AddKeyFrame(DataTypes::MatrixType::CreateFromValue(2.0));
animationData->AddKeyFrame(DataTypes::MatrixType::CreateFromValue(3.0));
animationData->SetTimeStepBetweenFrames(4.0);
return true;
}
else if (data.get_type_info().m_id == azrtti_typeid<AZ::SceneData::GraphData::BlendShapeAnimationData>())
{
auto* blendShapeAnimationData = AZStd::any_cast<AZ::SceneData::GraphData::BlendShapeAnimationData>(&data);
blendShapeAnimationData->SetBlendShapeName("mockBlendShapeName");
blendShapeAnimationData->ReserveKeyFrames(3);
blendShapeAnimationData->AddKeyFrame(1.0);
blendShapeAnimationData->AddKeyFrame(2.0);
blendShapeAnimationData->AddKeyFrame(3.0);
blendShapeAnimationData->SetTimeStepBetweenFrames(4.0);
return true;
}
else if (data.get_type_info().m_id == azrtti_typeid<AZ::SceneData::GraphData::BlendShapeData>())
{
auto* blendShapeData = AZStd::any_cast<AZ::SceneData::GraphData::BlendShapeData>(&data);
blendShapeData->AddPosition({ 1.0, 2.0, 3.0 });
blendShapeData->AddPosition({ 2.0, 3.0, 4.0 });
blendShapeData->AddPosition({ 3.0, 4.0, 5.0 });
blendShapeData->AddNormal({ 0.1, 0.2, 0.3 });
blendShapeData->AddNormal({ 0.2, 0.3, 0.4 });
blendShapeData->AddNormal({ 0.3, 0.4, 0.5 });
blendShapeData->AddTangentAndBitangent(Vector4{ 0.1f, 0.2f, 0.3f, 0.4f }, { 0.0, 0.1, 0.2 });
blendShapeData->AddTangentAndBitangent(Vector4{ 0.2f, 0.3f, 0.4f, 0.5f }, { 0.1, 0.2, 0.3 });
blendShapeData->AddTangentAndBitangent(Vector4{ 0.3f, 0.4f, 0.5f, 0.6f }, { 0.2, 0.3, 0.4 });
blendShapeData->AddUV(Vector2{ 0.9, 0.8 }, 0);
blendShapeData->AddUV(Vector2{ 0.7, 0.7 }, 1);
blendShapeData->AddUV(Vector2{ 0.6, 0.6 }, 2);
blendShapeData->AddColor(DataTypes::Color{ 0.1, 0.2, 0.3, 0.4 }, 0);
blendShapeData->AddColor(DataTypes::Color{ 0.2, 0.3, 0.4, 0.5 }, 1);
blendShapeData->AddColor(DataTypes::Color{ 0.3, 0.4, 0.5, 0.6 }, 2);
blendShapeData->AddFace({ 0, 1, 2 });
blendShapeData->AddFace({ 1, 2, 0 });
blendShapeData->AddFace({ 2, 0, 1 });
blendShapeData->SetVertexIndexToControlPointIndexMap(0, 1);
blendShapeData->SetVertexIndexToControlPointIndexMap(1, 2);
blendShapeData->SetVertexIndexToControlPointIndexMap(2, 0);
return true;
}
return false;
}
@@ -296,6 +345,116 @@ namespace AZ
ExpectExecute("TestExpectIntegerEquals(meshVertexTangentData:GetTangentSetIndex(), 2)");
ExpectExecute("TestExpectTrue(meshVertexTangentData:GetTangentSpace(), MeshVertexTangentData.EMotionFX)");
}
TEST_F(GrapDatahBehaviorScriptTest, SceneGraph_AnimationData_AccessWorks)
{
ExpectExecute("animationData = AnimationData()");
ExpectExecute("TestExpectTrue(animationData ~= nil)");
ExpectExecute("MockGraphData.FillData(animationData)");
ExpectExecute("TestExpectIntegerEquals(animationData:GetKeyFrameCount(), 3)");
ExpectExecute("TestExpectFloatEquals(animationData:GetTimeStepBetweenFrames(), 4.0)");
ExpectExecute("TestExpectFloatEquals(animationData:GetKeyFrame(0).basisX.x, 1.0)");
ExpectExecute("TestExpectFloatEquals(animationData:GetKeyFrame(1).basisX.y, 2.0)");
ExpectExecute("TestExpectFloatEquals(animationData:GetKeyFrame(2).basisX.z, 3.0)");
}
TEST_F(GrapDatahBehaviorScriptTest, SceneGraph_BlendShapeAnimationData_AccessWorks)
{
ExpectExecute("blendShapeAnimationData = BlendShapeAnimationData()");
ExpectExecute("TestExpectTrue(blendShapeAnimationData ~= nil)");
ExpectExecute("MockGraphData.FillData(blendShapeAnimationData)");
ExpectExecute("TestExpectTrue(blendShapeAnimationData:GetBlendShapeName() == 'mockBlendShapeName')");
ExpectExecute("TestExpectIntegerEquals(blendShapeAnimationData:GetKeyFrameCount(), 3)");
ExpectExecute("TestExpectFloatEquals(blendShapeAnimationData:GetKeyFrame(0), 1.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeAnimationData:GetKeyFrame(1), 2.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeAnimationData:GetKeyFrame(2), 3.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeAnimationData:GetTimeStepBetweenFrames(), 4.0)");
}
TEST_F(GrapDatahBehaviorScriptTest, SceneGraph_BlendShapeData_AccessWorks)
{
ExpectExecute("blendShapeData = BlendShapeData()");
ExpectExecute("TestExpectTrue(blendShapeData ~= nil)");
ExpectExecute("MockGraphData.FillData(blendShapeData)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetUsedControlPointCount(), 3)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetVertexCount(), 3)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetFaceCount(), 3)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetFaceVertexIndex(0, 2), 2)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetFaceVertexIndex(1, 0), 1)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetFaceVertexIndex(2, 1), 0)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetControlPointIndex(0), 1)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetControlPointIndex(1), 2)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetControlPointIndex(2), 0)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetUsedPointIndexForControlPoint(0), 2)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetUsedPointIndexForControlPoint(1), 0)");
ExpectExecute("TestExpectIntegerEquals(blendShapeData:GetUsedPointIndexForControlPoint(2), 1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(0).x, 1.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(0).y, 2.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(0).z, 3.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(1).x, 2.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(1).y, 3.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(1).z, 4.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(2).x, 3.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(2).y, 4.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetPosition(2).z, 5.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(0).x, 0.1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(0).y, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(0).z, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(1).x, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(1).y, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(1).z, 0.4)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(2).x, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(2).y, 0.4)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetNormal(2).z, 0.5)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(0):GetVertexIndex(0), 0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(0):GetVertexIndex(1), 1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(0):GetVertexIndex(2), 2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(1):GetVertexIndex(0), 1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(1):GetVertexIndex(1), 2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(1):GetVertexIndex(2), 0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(2):GetVertexIndex(0), 2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(2):GetVertexIndex(1), 0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetFaceInfo(2):GetVertexIndex(2), 1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetUV(0, 0).x, 0.9)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetUV(0, 0).y, 0.8)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetUV(0, 1).x, 0.7)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetUV(0, 1).y, 0.7)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetUV(0, 2).x, 0.6)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetUV(0, 2).y, 0.6)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(0, 0).red, 0.1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(0, 0).green, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(0, 0).blue, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(0, 0).alpha, 0.4)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(1, 0).red, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(1, 0).green, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(1, 0).blue, 0.4)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(1, 0).alpha, 0.5)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(2, 0).red, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(2, 0).green, 0.4)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(2, 0).blue, 0.5)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetColor(2, 0).alpha, 0.6)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(0).x, 0.1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(0).y, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(0).z, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(0).w, 0.4)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(1).x, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(1).y, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(1).z, 0.4)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(1).w, 0.5)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(2).x, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(2).y, 0.4)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(2).z, 0.5)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetTangent(2).w, 0.6)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(0).x, 0.0)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(0).y, 0.1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(0).z, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(1).x, 0.1)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(1).y, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(1).z, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(2).x, 0.2)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(2).y, 0.3)");
ExpectExecute("TestExpectFloatEquals(blendShapeData:GetBitangent(2).z, 0.4)");
}
}
}
}
@@ -13,6 +13,7 @@
#pragma once
#include <Atom/Features/SrgSemantics.azsli>
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include "MaterialInputs/BaseColorInput.azsli"
@@ -10,7 +10,6 @@
*
*/
#include <viewsrg.srgi>
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include "./EnhancedPBR_Common.azsli"
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
@@ -10,11 +10,25 @@
*
*/
#include <viewsrg.srgi>
#include "EnhancedPBR_Common.azsli"
// SRGs
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Pass Output
#include <Atom/Features/PBR/ForwardSubsurfacePassOutput.azsli>
// Utility
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli>
// Custom Surface & Lighting
#include <Atom/Features/PBR/Lighting/EnhancedLighting.azsli>
// Decals
#include <Atom/Features/PBR/Decals.azsli>
// ---------- Material Parameters ----------
@@ -39,6 +53,8 @@ COMMON_OPTIONS_DETAIL_MAPS()
#include "MaterialInputs/TransmissionInput.azsli"
// ---------- Vertex Shader ----------
struct VSInput
{
// Base fields (required by the template azsli file)...
@@ -67,8 +83,6 @@ struct VSOutput
float2 m_detailUv[UvSetCount] : UV3;
};
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput EnhancedPbr_ForwardPassVS(VSInput IN)
@@ -94,6 +108,9 @@ VSOutput EnhancedPbr_ForwardPassVS(VSInput IN)
return OUT;
}
// ---------- Pixel Shader ----------
PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depth)
{
// ------- Tangents & Bitangets -------
@@ -144,6 +161,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
}
}
Surface surface;
surface.position = IN.m_worldPosition;
// ------- Alpha & Clip -------
float2 baseColorUv = IN.m_uv[MaterialSrg::m_baseColorMapUvIndex];
@@ -172,7 +192,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float3x3 uvMatrix = MaterialSrg::m_normalMapUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3(); // By design, only UV0 is allowed to apply transforms.
float detailLayerNormalFactor = MaterialSrg::m_detail_normal_factor * detailLayerBlendFactor;
float3 normal = GetDetailedNormalInputWS(
surface.normal = GetDetailedNormalInputWS(
isFrontFace, IN.m_normal,
tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex], MaterialSrg::m_normalMap, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_normalFactor, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, uvMatrix, o_normal_useTexture,
tangents[MaterialSrg::m_detail_allMapsUvIndex], bitangents[MaterialSrg::m_detail_allMapsUvIndex], MaterialSrg::m_detail_normal_texture, MaterialSrg::m_sampler, detailUv, detailLayerNormalFactor, MaterialSrg::m_detail_normal_flipX, MaterialSrg::m_detail_normal_flipY, MaterialSrg::m_detailUvMatrix, o_detail_normal_useTexture);
@@ -196,26 +216,19 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
metallic = GetMetallicInput(MaterialSrg::m_metallicMap, MaterialSrg::m_sampler, metallicUv, MaterialSrg::m_metallicFactor, o_metallic_useTexture);
}
// ------- Roughness -------
float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
float roughness = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
// ------- Emissive -------
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
float2 emissiveUv = IN.m_uv[MaterialSrg::m_emissiveMapUvIndex];
float3 emissive = GetEmissiveInput(MaterialSrg::m_emissiveMap, MaterialSrg::m_sampler, emissiveUv, MaterialSrg::m_emissiveIntensity, MaterialSrg::m_emissiveColor.rgb, o_emissiveEnabled, o_emissive_useTexture);
// ------- Roughness -------
// ------- Occlusion -------
float diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_diffuseOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_diffuseOcclusionMapUvIndex], MaterialSrg::m_diffuseOcclusionFactor, o_diffuseOcclusion_useTexture);
float specularOcclusion = GetOcclusionInput(MaterialSrg::m_specularOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_specularOcclusionMapUvIndex], MaterialSrg::m_specularOcclusionFactor, o_specularOcclusion_useTexture);
float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
surface.roughnessLinear = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
surface.CalculateRoughnessA();
// ------- Subsurface -------
@@ -226,33 +239,99 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Anisotropy -------
if (o_enableAnisotropy)
{
// Convert the angle from [0..1] = [0 .. 180 degrees] to radians [0 .. PI]
const float anisotropyAngle = MaterialSrg::m_anisotropicAngle * PI;
const float anisotropyFactor = MaterialSrg::m_anisotropicFactor;
surface.anisotropy.Init(surface.normal, tangents[0], bitangents[0], anisotropyAngle, anisotropyFactor, surface.roughnessA);
}
// ------- Lighting Data -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Directional light shadow coordinates
lightingData.shadowCoords = IN.m_shadowCoords;
// ------- Occlusion -------
lightingData.diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_diffuseOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_diffuseOcclusionMapUvIndex], MaterialSrg::m_diffuseOcclusionFactor, o_diffuseOcclusion_useTexture);
lightingData.specularOcclusion = GetOcclusionInput(MaterialSrg::m_specularOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_specularOcclusionMapUvIndex], MaterialSrg::m_specularOcclusionFactor, o_specularOcclusion_useTexture);
// ------- Emissive -------
float2 emissiveUv = IN.m_uv[MaterialSrg::m_emissiveMapUvIndex];
lightingData.emissiveLighting = GetEmissiveInput(MaterialSrg::m_emissiveMap, MaterialSrg::m_sampler, emissiveUv, MaterialSrg::m_emissiveIntensity, MaterialSrg::m_emissiveColor.rgb, o_emissiveEnabled, o_emissive_useTexture);
// ------- Clearcoat -------
float clearCoatFactor = 0.0;
float clearCoatRoughness = 0.0;
float3 clearCoatNormal = float3(0.0, 0.0, 0.0);
// TODO: Clean up the double uses of these clear coat flags
if(o_clearCoat_enabled && o_clearCoat_feature_enabled)
// [GFX TODO][ATOM-14603]: Clean up the double uses of these clear coat flags
if(o_clearCoat_feature_enabled)
{
float3x3 uvMatrix = MaterialSrg::m_clearCoatNormalMapUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
GetClearCoatInputs(MaterialSrg::m_clearCoatInfluenceMap, IN.m_uv[MaterialSrg::m_clearCoatInfluenceMapUvIndex], MaterialSrg::m_clearCoatFactor, o_clearCoat_factor_useTexture,
MaterialSrg::m_clearCoatRoughnessMap, IN.m_uv[MaterialSrg::m_clearCoatRoughnessMapUvIndex], MaterialSrg::m_clearCoatRoughness, o_clearCoat_roughness_useTexture,
MaterialSrg::m_clearCoatNormalMap, IN.m_uv[MaterialSrg::m_clearCoatNormalMapUvIndex], IN.m_normal, o_clearCoat_normal_useTexture, MaterialSrg::m_clearCoatNormalStrength,
uvMatrix, tangents[MaterialSrg::m_clearCoatNormalMapUvIndex], bitangents[MaterialSrg::m_clearCoatNormalMapUvIndex],
MaterialSrg::m_sampler, isFrontFace,
clearCoatFactor, clearCoatRoughness, clearCoatNormal);
if(o_clearCoat_enabled)
{
float3x3 uvMatrix = MaterialSrg::m_clearCoatNormalMapUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
GetClearCoatInputs(MaterialSrg::m_clearCoatInfluenceMap, IN.m_uv[MaterialSrg::m_clearCoatInfluenceMapUvIndex], MaterialSrg::m_clearCoatFactor, o_clearCoat_factor_useTexture,
MaterialSrg::m_clearCoatRoughnessMap, IN.m_uv[MaterialSrg::m_clearCoatRoughnessMapUvIndex], MaterialSrg::m_clearCoatRoughness, o_clearCoat_roughness_useTexture,
MaterialSrg::m_clearCoatNormalMap, IN.m_uv[MaterialSrg::m_clearCoatNormalMapUvIndex], IN.m_normal, o_clearCoat_normal_useTexture, MaterialSrg::m_clearCoatNormalStrength,
uvMatrix, tangents[MaterialSrg::m_clearCoatNormalMapUvIndex], bitangents[MaterialSrg::m_clearCoatNormalMapUvIndex],
MaterialSrg::m_sampler, isFrontFace,
surface.clearCoat.factor, surface.clearCoat.roughness, surface.clearCoat.normal);
}
// manipulate base layer f0 if clear coat is enabled
// modify base layer's normal incidence reflectance
// for the derivation of the following equation please refer to:
// https://google.github.io/filament/Filament.md.html#materialsystem/clearcoatmodel/baselayermodification
float3 f0 = (1.0 - 5.0 * sqrt(surface.specularF0)) / (5.0 - sqrt(surface.specularF0));
surface.specularF0 = lerp(surface.specularF0, f0 * f0, surface.clearCoat.factor);
}
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
if(o_clearCoat_feature_enabled)
{
// Clear coat layer has fixed IOR = 1.5 and transparent => F0 = (1.5 - 1)^2 / (1.5 + 1)^2 = 0.04
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// ------- Multiscatter -------
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Lighting Calculation -------
// Convert the angle from [0..1] = [0 .. 180 degrees] to radians [0 .. PI]
const float2 anisotropy = float2(MaterialSrg::m_anisotropicAngle * PI, MaterialSrg::m_anisotropicFactor);
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
PbrLightingOutput lightingOutput = PbrLighting(IN,
baseColor, metallic, roughness, specularF0Factor,
normal, IN.m_tangent, IN.m_bitangent, anisotropy,
emissive, diffuseAmbientOcclusion, specularOcclusion, transmissionTintThickness, MaterialSrg::m_transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, o_opacity_mode);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
if (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent)
{
alpha = FresnelSchlickWithRoughness(lightingData.NdotV, alpha, surface.roughnessLinear).x; // Increase opacity at grazing angles.
}
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
// ------- Opacity -------
@@ -50,5 +50,5 @@
]
},
"DrawList" : "forward"
}
"DrawList" : "forwardWithSubsurfaceOutput"
}
@@ -49,5 +49,5 @@
]
},
"DrawList" : "forward"
"DrawList" : "forwardWithSubsurfaceOutput"
}
@@ -11,7 +11,6 @@
*/
#include <scenesrg.srgi>
#include <viewsrg.srgi>
#include "EnhancedPBR_Common.azsli"
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
@@ -10,11 +10,24 @@
*
*/
#include <viewsrg.srgi>
#include "Skin_Common.azsli"
// SRGs
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Pass Output
#include <Atom/Features/PBR/ForwardSubsurfacePassOutput.azsli>
// Utility
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli> // TODO: Remove this after OpacityMode is removed from LightingModel
// Custom Surface & Lighting
#include <Atom/Features/PBR/Lighting/SkinLighting.azsli>
// Decals
#include <Atom/Features/PBR/Decals.azsli>
// ---------- Material Parameters ----------
@@ -53,6 +66,8 @@ option bool o_blendMask_isBound;
#include "MaterialInputs/TransmissionInput.azsli"
// ---------- Vertex Shader ----------
struct VSInput
{
// Base fields (required by the template azsli file)...
@@ -89,8 +104,6 @@ struct VSOutput
float4 m_blendMask : UV8;
};
#include <Atom/Features/PBR/AlphaUtils.azsli> // TODO: Remove this after OpacityMode is removed from LightingModel
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput SkinVS(VSInput IN)
@@ -131,6 +144,9 @@ VSOutput SkinVS(VSInput IN)
return OUT;
}
// ---------- Pixel Shader ----------
float3 ApplyBaseColorWrinkleMap(bool shouldApply, float3 baseColor, Texture2D map, sampler mapSampler, float2 uv, float factor)
{
if (shouldApply)
@@ -177,6 +193,9 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex);
}
Surface surface;
surface.position = IN.m_worldPosition;
// ------- Detail Layer Setup -------
// When the detail maps and the detail blend mask are on the same UV, they both use the transformed detail UVs because they are 'attached' to each other
@@ -212,19 +231,18 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture4, normalMapSample, MaterialSrg::m_wrinkle_normal_texture4, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_blendMask.a);
}
float3 normalWS;
if(o_detail_normal_useTexture)
{
float3 normalTS = GetTangentSpaceNormal(normalMapSample, uvMatrix, MaterialSrg::m_normalFactor);
bool applyOverlay = true;
normalWS = ApplyNormalMapOverlayWS(applyOverlay, IN.m_normal, normalTS, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
surface.normal = ApplyNormalMapOverlayWS(applyOverlay, IN.m_normal, normalTS, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
MaterialSrg::m_detail_normal_texture, MaterialSrg::m_sampler, IN.m_detailUv, MaterialSrg::m_detail_normal_flipX, MaterialSrg::m_detail_normal_flipY,
detailLayerNormalFactor, tangents[MaterialSrg::m_detail_allMapsUvIndex], bitangents[MaterialSrg::m_detail_allMapsUvIndex], MaterialSrg::m_detailUvMatrix);
}
else
{
normalWS = GetWorldSpaceNormal(normalMapSample, IN.m_normal, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
surface.normal = GetWorldSpaceNormal(normalMapSample, IN.m_normal, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
uvMatrix, MaterialSrg::m_normalFactor);
}
@@ -265,23 +283,29 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
baseColor = ApplyTextureOverlay(o_detail_baseColor_useTexture, baseColor, MaterialSrg::m_detail_baseColor_texture, MaterialSrg::m_sampler, IN.m_detailUv, detailLayerBaseColorFactor);
// ------- Roughness -------
float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
float roughness = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
// ------- Occlusion -------
float diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_diffuseOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_diffuseOcclusionMapUvIndex], MaterialSrg::m_diffuseOcclusionFactor, o_diffuseOcclusion_useTexture);
float specularOcclusion = GetOcclusionInput(MaterialSrg::m_specularOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_specularOcclusionMapUvIndex], MaterialSrg::m_specularOcclusionFactor, o_specularOcclusion_useTexture);
if(o_wrinkleLayers_enabled && o_wrinkleLayers_showBlendMaskValues && o_blendMask_isBound)
{
// Overlay debug colors to highlight the different blend weights coming from the vertex color stream.
if(o_wrinkleLayers_count > 0) { baseColor = lerp(baseColor, float3(1,0,0), IN.m_blendMask.r); }
if(o_wrinkleLayers_count > 1) { baseColor = lerp(baseColor, float3(0,1,0), IN.m_blendMask.g); }
if(o_wrinkleLayers_count > 2) { baseColor = lerp(baseColor, float3(0,0,1), IN.m_blendMask.b); }
if(o_wrinkleLayers_count > 3) { baseColor = lerp(baseColor, float3(1,1,1), IN.m_blendMask.a); }
}
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor);
// ------- Roughness -------
float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
surface.roughnessLinear = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
surface.CalculateRoughnessA();
// ------- Subsurface -------
float2 subsurfaceUv = IN.m_uv[MaterialSrg::m_subsurfaceScatteringInfluenceMapUvIndex];
@@ -291,29 +315,49 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Lighting Data -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Directional light shadow coordinates
lightingData.shadowCoords = IN.m_shadowCoords;
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
// ------- Occlusion -------
lightingData.diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_diffuseOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_diffuseOcclusionMapUvIndex], MaterialSrg::m_diffuseOcclusionFactor, o_diffuseOcclusion_useTexture);
lightingData.specularOcclusion = GetOcclusionInput(MaterialSrg::m_specularOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_specularOcclusionMapUvIndex], MaterialSrg::m_specularOcclusionFactor, o_specularOcclusion_useTexture);
// ------- Lighting Calculation -------
if(o_wrinkleLayers_enabled && o_wrinkleLayers_showBlendMaskValues && o_blendMask_isBound)
{
// Overlay debug colors to highlight the different blend weights coming from the vertex color stream.
if(o_wrinkleLayers_count > 0) { baseColor = lerp(baseColor, float3(1,0,0), IN.m_blendMask.r); }
if(o_wrinkleLayers_count > 1) { baseColor = lerp(baseColor, float3(0,1,0), IN.m_blendMask.g); }
if(o_wrinkleLayers_count > 2) { baseColor = lerp(baseColor, float3(0,0,1), IN.m_blendMask.b); }
if(o_wrinkleLayers_count > 3) { baseColor = lerp(baseColor, float3(1,1,1), IN.m_blendMask.a); }
}
surface.clearCoat.factor = 0.0;
surface.clearCoat.roughness = 0.0;
surface.clearCoat.normal = float3(0.0, 0.0, 0.0);
float metallic = 0;
float3 emissive = float3(0,0,0);
float2 anisotropy = float2(0,0);
float clearCoatFactor = 0.0;
float clearCoatRoughness = 0.0;
float3 clearCoatNormal = float3(0.0, 0.0, 0.0);
float alpha = 1;
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
PbrLightingOutput lightingOutput = PbrLighting(IN, baseColor, metallic, roughness, specularF0Factor,
normalWS, tangents[0], bitangents[0], anisotropy,
emissive, diffuseAmbientOcclusion, specularOcclusion, transmissionTintThickness, MaterialSrg::m_transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, o_opacity_mode);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData);
// ------- Preparing output -------
@@ -42,5 +42,5 @@
]
},
"DrawList" : "forward"
"DrawList" : "forwardWithSubsurfaceOutput"
}
@@ -13,6 +13,7 @@
#pragma once
#include <Atom/Features/SrgSemantics.azsli>
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include "MaterialInputs/BaseColorInput.azsli"
@@ -10,10 +10,23 @@
*
*/
// SRGs
#include <viewsrg.srgi>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Pass Output
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
// Utility
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli>
// Custom Surface & Lighting
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
// Decals
#include <Atom/Features/PBR/Decals.azsli>
// ---------- Material Parameters ----------
@@ -47,6 +60,9 @@ DEFINE_LAYER_OPTIONS(o_layer3_)
#include "MaterialInputs/TransmissionInput.azsli"
#include "StandardMultilayerPBR_Common.azsli"
// ---------- Vertex Shader ----------
struct VSInput
{
// Base fields (required by the template azsli file)...
@@ -83,8 +99,6 @@ struct VSOutput
float3 m_blendMask : UV7;
};
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput ForwardPassVS(VSInput IN)
@@ -115,6 +129,9 @@ VSOutput ForwardPassVS(VSInput IN)
return OUT;
}
// ---------- Pixel Shader ----------
PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depth)
{
depth = IN.m_position.z;
@@ -144,14 +161,14 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
if(o_debugDrawMode == DebugDrawMode::BlendMaskValues)
{
float3 blendMaskValues = GetBlendMaskValues(IN.m_uv[MaterialSrg::m_blendMaskUvIndex], IN.m_blendMask);
return MakeDebugOutput(IN, blendMaskValues);
return DebugOutput(blendMaskValues);
}
if(o_debugDrawMode == DebugDrawMode::DepthMaps)
{
GetDepth_Setup(IN.m_blendMask);
float depth = GetDepth(IN.m_uv[MaterialSrg::m_parallaxUvIndex], float2(0,0), float2(0,0));
return MakeDebugOutput(IN, float3(depth,depth,depth));
return DebugOutput(float3(depth,depth,depth));
}
// ------- Parallax -------
@@ -179,6 +196,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
}
}
Surface surface;
surface.position = IN.m_worldPosition;
// ------- Setup the per-layer UV transforms -------
float2 uvLayer1[UvSetCount];
@@ -222,7 +242,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float3 normalTS = ReorientTangentSpaceNormal(layer1_normalTS, layer2_normalTS);
normalTS = ReorientTangentSpaceNormal(normalTS, layer3_normalTS);
// [GFX TODO][ATOM-14591]: This will only work if the normal maps all use the same UV stream. We would need to add support for having them in different UV streams.
float3 normalWS = normalize(TangentSpaceToWorld(normalTS, IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex]));
surface.normal = normalize(TangentSpaceToWorld(normalTS, IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex]));
// ------- Base Color -------
@@ -244,14 +264,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float layer3_metallic = GetMetallicInput(MaterialSrg::m_layer3_m_metallicMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_metallicMapUvIndex], MaterialSrg::m_layer3_m_metallicFactor, o_layer3_o_metallic_useTexture);
metallic = BlendLayers(layer1_metallic, layer2_metallic, layer3_metallic, blendMaskValues);
}
// ------- Roughness -------
float layer1_roughness = GetRoughnessInput(MaterialSrg::m_layer1_m_roughnessMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_roughnessMapUvIndex], MaterialSrg::m_layer1_m_roughnessFactor, MaterialSrg::m_layer1_m_roughnessLowerBound, MaterialSrg::m_layer1_m_roughnessUpperBound, o_layer1_o_roughness_useTexture);
float layer2_roughness = GetRoughnessInput(MaterialSrg::m_layer2_m_roughnessMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_roughnessMapUvIndex], MaterialSrg::m_layer2_m_roughnessFactor, MaterialSrg::m_layer2_m_roughnessLowerBound, MaterialSrg::m_layer2_m_roughnessUpperBound, o_layer2_o_roughness_useTexture);
float layer3_roughness = GetRoughnessInput(MaterialSrg::m_layer3_m_roughnessMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_roughnessMapUvIndex], MaterialSrg::m_layer3_m_roughnessFactor, MaterialSrg::m_layer3_m_roughnessLowerBound, MaterialSrg::m_layer3_m_roughnessUpperBound, o_layer3_o_roughness_useTexture);
float roughness = BlendLayers(layer1_roughness, layer2_roughness, layer3_roughness, blendMaskValues);
// ------- Specular -------
float layer1_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer1_m_specularF0Map, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularF0MapUvIndex], MaterialSrg::m_layer1_m_specularF0Factor, o_layer1_o_specularF0_useTexture);
@@ -259,24 +272,16 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float layer3_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer3_m_specularF0Map, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularF0MapUvIndex], MaterialSrg::m_layer3_m_specularF0Factor, o_layer3_o_specularF0_useTexture);
float specularF0Factor = BlendLayers(layer1_specularF0Factor, layer2_specularF0Factor, layer3_specularF0Factor, blendMaskValues);
// ------- Emissive -------
float3 layer1_emissive = GetEmissiveInput(MaterialSrg::m_layer1_m_emissiveMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_emissiveMapUvIndex], MaterialSrg::m_layer1_m_emissiveIntensity, MaterialSrg::m_layer1_m_emissiveColor.rgb, o_layer1_o_emissiveEnabled, o_layer1_o_emissive_useTexture);
float3 layer2_emissive = GetEmissiveInput(MaterialSrg::m_layer2_m_emissiveMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_emissiveMapUvIndex], MaterialSrg::m_layer2_m_emissiveIntensity, MaterialSrg::m_layer2_m_emissiveColor.rgb, o_layer2_o_emissiveEnabled, o_layer2_o_emissive_useTexture);
float3 layer3_emissive = GetEmissiveInput(MaterialSrg::m_layer3_m_emissiveMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_emissiveMapUvIndex], MaterialSrg::m_layer3_m_emissiveIntensity, MaterialSrg::m_layer3_m_emissiveColor.rgb, o_layer3_o_emissiveEnabled, o_layer3_o_emissive_useTexture);
float3 emissive = BlendLayers(layer1_emissive, layer2_emissive, layer3_emissive, blendMaskValues);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// ------- Occlusion -------
float layer1_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer1_m_diffuseOcclusionFactor, o_layer1_o_diffuseOcclusion_useTexture);
float layer2_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer2_m_diffuseOcclusionFactor, o_layer2_o_diffuseOcclusion_useTexture);
float layer3_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer3_m_diffuseOcclusionFactor, o_layer3_o_diffuseOcclusion_useTexture);
float diffuseAmbientOcclusion = BlendLayers(layer1_diffuseAmbientOcclusion, layer2_diffuseAmbientOcclusion, layer3_diffuseAmbientOcclusion, blendMaskValues);
// ------- Roughness -------
float layer1_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer1_m_specularOcclusionFactor, o_layer1_o_specularOcclusion_useTexture);
float layer2_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer2_m_specularOcclusionFactor, o_layer2_o_specularOcclusion_useTexture);
float layer3_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer3_m_specularOcclusionFactor, o_layer3_o_specularOcclusion_useTexture);
float specularOcclusion = BlendLayers(layer1_specularOcclusion, layer2_specularOcclusion, layer3_specularOcclusion, blendMaskValues);
float layer1_roughness = GetRoughnessInput(MaterialSrg::m_layer1_m_roughnessMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_roughnessMapUvIndex], MaterialSrg::m_layer1_m_roughnessFactor, MaterialSrg::m_layer1_m_roughnessLowerBound, MaterialSrg::m_layer1_m_roughnessUpperBound, o_layer1_o_roughness_useTexture);
float layer2_roughness = GetRoughnessInput(MaterialSrg::m_layer2_m_roughnessMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_roughnessMapUvIndex], MaterialSrg::m_layer2_m_roughnessFactor, MaterialSrg::m_layer2_m_roughnessLowerBound, MaterialSrg::m_layer2_m_roughnessUpperBound, o_layer2_o_roughness_useTexture);
float layer3_roughness = GetRoughnessInput(MaterialSrg::m_layer3_m_roughnessMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_roughnessMapUvIndex], MaterialSrg::m_layer3_m_roughnessFactor, MaterialSrg::m_layer3_m_roughnessLowerBound, MaterialSrg::m_layer3_m_roughnessUpperBound, o_layer3_o_roughness_useTexture);
surface.roughnessLinear = BlendLayers(layer1_roughness, layer2_roughness, layer3_roughness, blendMaskValues);
surface.CalculateRoughnessA();
// ------- Subsurface -------
@@ -287,14 +292,46 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Lighting Data -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Directional light shadow coordinates
lightingData.shadowCoords = IN.m_shadowCoords;
// ------- Emissive -------
float3 layer1_emissive = GetEmissiveInput(MaterialSrg::m_layer1_m_emissiveMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_emissiveMapUvIndex], MaterialSrg::m_layer1_m_emissiveIntensity, MaterialSrg::m_layer1_m_emissiveColor.rgb, o_layer1_o_emissiveEnabled, o_layer1_o_emissive_useTexture);
float3 layer2_emissive = GetEmissiveInput(MaterialSrg::m_layer2_m_emissiveMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_emissiveMapUvIndex], MaterialSrg::m_layer2_m_emissiveIntensity, MaterialSrg::m_layer2_m_emissiveColor.rgb, o_layer2_o_emissiveEnabled, o_layer2_o_emissive_useTexture);
float3 layer3_emissive = GetEmissiveInput(MaterialSrg::m_layer3_m_emissiveMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_emissiveMapUvIndex], MaterialSrg::m_layer3_m_emissiveIntensity, MaterialSrg::m_layer3_m_emissiveColor.rgb, o_layer3_o_emissiveEnabled, o_layer3_o_emissive_useTexture);
lightingData.emissiveLighting = BlendLayers(layer1_emissive, layer2_emissive, layer3_emissive, blendMaskValues);
// ------- Occlusion -------
float layer1_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer1_m_diffuseOcclusionFactor, o_layer1_o_diffuseOcclusion_useTexture);
float layer2_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer2_m_diffuseOcclusionFactor, o_layer2_o_diffuseOcclusion_useTexture);
float layer3_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer3_m_diffuseOcclusionFactor, o_layer3_o_diffuseOcclusion_useTexture);
lightingData.diffuseAmbientOcclusion = BlendLayers(layer1_diffuseAmbientOcclusion, layer2_diffuseAmbientOcclusion, layer3_diffuseAmbientOcclusion, blendMaskValues);
float layer1_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer1_m_specularOcclusionFactor, o_layer1_o_specularOcclusion_useTexture);
float layer2_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer2_m_specularOcclusionFactor, o_layer2_o_specularOcclusion_useTexture);
float layer3_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer3_m_specularOcclusionFactor, o_layer3_o_specularOcclusion_useTexture);
lightingData.specularOcclusion = BlendLayers(layer1_specularOcclusion, layer2_specularOcclusion, layer3_specularOcclusion, blendMaskValues);
// ------- Clearcoat -------
float clearCoatFactor = 0.0f;
float clearCoatRoughness = 0.0f;
float3 clearCoatNormal = float3(0.0, 0.0, 0.0);
if(o_clearCoat_feature_enabled)
{
// --- Layer 1 ---
float layer1_clearCoatFactor = 0.0f;
float layer1_clearCoatRoughness = 0.0f;
float3 layer1_clearCoatNormal = float3(0.0, 0.0, 0.0);
@@ -310,6 +347,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
layer1_clearCoatFactor, layer1_clearCoatRoughness, layer1_clearCoatNormal);
}
// --- Layer 2 ---
float layer2_clearCoatFactor = 0.0f;
float layer2_clearCoatRoughness = 0.0f;
float3 layer2_clearCoatNormal = float3(0.0, 0.0, 0.0);
@@ -325,6 +364,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
layer2_clearCoatFactor, layer2_clearCoatRoughness, layer2_clearCoatNormal);
}
// --- Layer 3 ---
float layer3_clearCoatFactor = 0.0f;
float layer3_clearCoatRoughness = 0.0f;
float3 layer3_clearCoatNormal = float3(0.0, 0.0, 0.0);
@@ -340,22 +381,58 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
layer3_clearCoatFactor, layer3_clearCoatRoughness, layer3_clearCoatNormal);
}
clearCoatFactor = BlendLayers(layer1_clearCoatFactor, layer2_clearCoatFactor, layer3_clearCoatFactor, blendMaskValues);
clearCoatRoughness = BlendLayers(layer1_clearCoatRoughness, layer2_clearCoatRoughness, layer3_clearCoatRoughness, blendMaskValues);
// --- Blend Layers ---
surface.clearCoat.factor = BlendLayers(layer1_clearCoatFactor, layer2_clearCoatFactor, layer3_clearCoatFactor, blendMaskValues);
surface.clearCoat.roughness = BlendLayers(layer1_clearCoatRoughness, layer2_clearCoatRoughness, layer3_clearCoatRoughness, blendMaskValues);
// [GFX TODO][ATOM-14592] This is not the right way to blend the normals. We need to use ReorientTangentSpaceNormal(), and that requires GetClearCoatInputs() to return the normal in TS instead of WS.
clearCoatNormal = BlendLayers(layer1_clearCoatNormal, layer2_clearCoatNormal, layer3_clearCoatNormal, blendMaskValues);
clearCoatNormal = normalize(clearCoatNormal);
surface.clearCoat.normal = BlendLayers(layer1_clearCoatNormal, layer2_clearCoatNormal, layer3_clearCoatNormal, blendMaskValues);
surface.clearCoat.normal = normalize(surface.clearCoat.normal);
// manipulate base layer f0 if clear coat is enabled
// modify base layer's normal incidence reflectance
// for the derivation of the following equation please refer to:
// https://google.github.io/filament/Filament.md.html#materialsystem/clearcoatmodel/baselayermodification
float3 f0 = (1.0 - 5.0 * sqrt(surface.specularF0)) / (5.0 - sqrt(surface.specularF0));
surface.specularF0 = lerp(surface.specularF0, f0 * f0, surface.clearCoat.factor);
}
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
if(o_clearCoat_feature_enabled)
{
// Clear coat layer has fixed IOR = 1.5 and transparent => F0 = (1.5 - 1)^2 / (1.5 + 1)^2 = 0.04
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// ------- Multiscatter -------
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Lighting Calculation -------
const float2 anisotropy = 0.0; // Does not affect calculations unless 'o_enableAnisotropy' is enabled
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
PbrLightingOutput lightingOutput = PbrLighting(IN,
baseColor, metallic, roughness, specularF0Factor,
normalWS, tangents[0], bitangents[0], anisotropy,
emissive, diffuseAmbientOcclusion, specularOcclusion, transmissionTintThickness, MaterialSrg::m_transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, o_opacity_mode);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
if (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent)
{
alpha = FresnelSchlickWithRoughness(lightingData.NdotV, alpha, surface.roughnessLinear).x; // Increase opacity at grazing angles.
}
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
// ------- Opacity -------
@@ -375,7 +452,6 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// Pack factor and quality, drawback: because of precision limit of float16 cannot represent exact 1, maximum representable value is 0.9961
uint factorAndQuality = dot(round(float2(saturate(surfaceScatteringFactor), MaterialSrg::m_subsurfaceScatteringQuality) * 255), float2(256, 1));
lightingOutput.m_diffuseColor.w = factorAndQuality * (o_enableSubsurfaceScattering ? 1.0 : -1.0);
lightingOutput.m_scatterDistance = MaterialSrg::m_scatterDistance;
}
@@ -394,7 +470,6 @@ ForwardPassOutputWithDepth ForwardPassPS(VSOutput IN, bool isFrontFace : SV_IsFr
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = lightingOutput.m_scatterDistance;
OUT.m_depth = depth;
return OUT;
}
@@ -412,7 +487,6 @@ ForwardPassOutput ForwardPassPS_EDS(VSOutput IN, bool isFrontFace : SV_IsFrontFa
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = lightingOutput.m_scatterDistance;
return OUT;
}
@@ -13,6 +13,7 @@
#pragma once
#include <Atom/Features/SrgSemantics.azsli>
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include "MaterialInputs/BaseColorInput.azsli"
@@ -10,7 +10,6 @@
*
*/
#include <viewsrg.srgi>
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include "./StandardPBR_Common.azsli"
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
@@ -10,11 +10,25 @@
*
*/
#include <viewsrg.srgi>
#include "StandardPBR_Common.azsli"
// SRGs
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Pass Output
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
// Utility
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli>
// Custom Surface & Lighting
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
// Decals
#include <Atom/Features/PBR/Decals.azsli>
// ---------- Material Parameters ----------
@@ -38,6 +52,8 @@ COMMON_OPTIONS_PARALLAX()
#include "MaterialInputs/TransmissionInput.azsli"
// ---------- Vertex Shader ----------
struct VSInput
{
// Base fields (required by the template azsli file)...
@@ -66,8 +82,6 @@ struct VSOutput
float2 m_uv[UvSetCount] : UV1;
};
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput StandardPbr_ForwardPassVS(VSInput IN)
@@ -85,6 +99,9 @@ VSOutput StandardPbr_ForwardPassVS(VSInput IN)
return OUT;
}
// ---------- Pixel Shader ----------
PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depth)
{
// ------- Tangents & Bitangets -------
@@ -112,7 +129,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
{
float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3();
GetParallaxInput(IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex], MaterialSrg::m_depthFactor,
GetParallaxInput(IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex], MaterialSrg::m_depthFactor,
ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse,
IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, depth);
@@ -130,7 +147,6 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
Surface surface;
surface.position = IN.m_worldPosition.xyz;
// ------- Alpha & Clip -------
float2 baseColorUv = IN.m_uv[MaterialSrg::m_baseColorMapUvIndex];
@@ -162,9 +178,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// ------- Roughness -------
@@ -175,25 +191,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// ------- Subsurface -------
float2 subsurfaceUv = IN.m_uv[MaterialSrg::m_subsurfaceScatteringInfluenceMapUvIndex];
float surfaceScatteringFactor = GetSubsurfaceInput(MaterialSrg::m_subsurfaceScatteringInfluenceMap, MaterialSrg::m_sampler, subsurfaceUv, MaterialSrg::m_subsurfaceScatteringFactor);
// ------- Transmission -------
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Anisotropy -------
if (o_enableAnisotropy)
{
const float anisotropyAngle = 0.0f;
const float anisotropyFactor = 0.0f;
surface.anisotropy.Init(surface.normal, tangents[0], bitangents[0], anisotropyAngle, anisotropyFactor, surface.roughnessA);
}
float surfaceScatteringFactor = 0.0f;
surface.transmission.InitializeToZero();
// ------- Lighting Data -------
@@ -250,9 +249,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// Multiscatter compensation factor
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Multiscatter -------
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Lighting Calculation -------
@@ -312,8 +311,8 @@ ForwardPassOutputWithDepth StandardPbr_ForwardPassPS(VSOutput IN, bool isFrontFa
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = lightingOutput.m_scatterDistance;
OUT.m_depth = depth;
return OUT;
}
@@ -330,7 +329,6 @@ ForwardPassOutput StandardPbr_ForwardPassPS_EDS(VSOutput IN, bool isFrontFace :
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = lightingOutput.m_scatterDistance;
return OUT;
}
@@ -11,7 +11,6 @@
*/
#include <scenesrg.srgi>
#include <viewsrg.srgi>
#include "StandardPBR_Common.azsli"
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
@@ -148,22 +148,6 @@
},
"LoadAction": "Clear"
}
},
{
"Name": "ScatterDistanceOutput",
"SlotType": "Output",
"ScopeAttachmentUsage": "RenderTarget",
"LoadStoreAction": {
"ClearValue": {
"Value": [
0.0,
0.0,
0.0,
0.0
]
},
"LoadAction": "Clear"
}
}
],
"ImageAttachments": [
@@ -258,23 +242,6 @@
"AssetRef": {
"FilePath": "Textures/BRDFTexture.attimage"
}
},
{
"Name": "ScatterDistanceImage",
"SizeSource": {
"Source": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
},
"MultisampleSource": {
"Pass": "This",
"Attachment": "DepthStencilInputOutput"
},
"ImageDescriptor": {
"Format": "R11G11B10_FLOAT",
"SharedQueueMask": "Graphics"
}
}
],
"Connections": [
@@ -319,13 +286,6 @@
"Pass": "This",
"Attachment": "BRDFTexture"
}
},
{
"LocalSlot": "ScatterDistanceOutput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "ScatterDistanceImage"
}
}
]
}
@@ -0,0 +1,158 @@
{
"Type": "JsonSerialization",
"Version": 1,
"ClassName": "PassAsset",
"ClassData": {
"PassTemplate": {
"Name": "ForwardSubsurfaceMSAAPassTemplate",
"PassClass": "RasterPass",
"Slots": [
// Inputs...
{
"Name": "BRDFTextureInput",
"ShaderInputName": "m_brdfMap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader"
},
{
"Name": "DirectionalLightShadowmap",
"ShaderInputName": "m_directionalLightShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ExponentialShadowmapDirectional",
"ShaderInputName": "m_directionalLightExponentialShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ProjectedShadowmap",
"ShaderInputName": "m_projectedShadowmaps",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ExponentialShadowmapProjected",
"ShaderInputName": "m_projectedExponentialShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "TileLightData",
"SlotType": "Input",
"ShaderInputName": "m_tileLightData",
"ScopeAttachmentUsage": "Shader"
},
{
"Name": "LightListRemapped",
"SlotType": "Input",
"ShaderInputName": "m_lightListRemapped",
"ScopeAttachmentUsage": "Shader"
},
// Input/Outputs...
{
"Name": "DepthStencilInputOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "DepthStencil"
},
{
"Name": "DiffuseOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "SpecularOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "AlbedoOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "SpecularF0Output",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "NormalOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
// Outputs...
{
"Name": "ScatterDistanceOutput",
"SlotType": "Output",
"ScopeAttachmentUsage": "RenderTarget",
"LoadStoreAction": {
"ClearValue": {
"Value": [
0.0,
0.0,
0.0,
0.0
]
},
"LoadAction": "Clear"
}
}
],
"ImageAttachments": [
{
"Name": "BRDFTexture",
"Lifetime": "Imported",
"AssetRef": {
"FilePath": "Textures/BRDFTexture.attimage"
}
},
{
"Name": "ScatterDistanceImage",
"SizeSource": {
"Source": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
},
"MultisampleSource": {
"Pass": "This",
"Attachment": "DepthStencilInputOutput"
},
"ImageDescriptor": {
"Format": "R11G11B10_FLOAT",
"SharedQueueMask": "Graphics"
}
}
],
"Connections": [
{
"LocalSlot": "BRDFTextureInput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "BRDFTexture"
}
},
{
"LocalSlot": "ScatterDistanceOutput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "ScatterDistanceImage"
}
}
]
}
}
}
@@ -127,6 +127,106 @@
}
}
},
{
"Name": "ForwardSubsurfaceMSAAPass",
"TemplateName": "ForwardSubsurfaceMSAAPassTemplate",
"Connections": [
// Inputs...
{
"LocalSlot": "DirectionalLightShadowmap",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "DirectionalShadowmap"
}
},
{
"LocalSlot": "ExponentialShadowmapDirectional",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "DirectionalESM"
}
},
{
"LocalSlot": "ProjectedShadowmap",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "ProjectedShadowmap"
}
},
{
"LocalSlot": "ExponentialShadowmapProjected",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "ProjectedESM"
}
},
{
"LocalSlot": "TileLightData",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "TileLightData"
}
},
{
"LocalSlot": "LightListRemapped",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "LightListRemapped"
}
},
// Input/Outputs...
{
"LocalSlot": "DepthStencilInputOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "DepthStencil"
}
},
{
"LocalSlot": "DiffuseOutput",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "DiffuseOutput"
}
},
{
"LocalSlot": "SpecularOutput",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "SpecularOutput"
}
},
{
"LocalSlot": "AlbedoOutput",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "AlbedoOutput"
}
},
{
"LocalSlot": "SpecularF0Output",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "SpecularF0Output"
}
},
{
"LocalSlot": "NormalOutput",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "NormalOutput"
}
}
],
"PassData": {
"$type": "RasterPassData",
"DrawListTag": "forwardWithSubsurfaceOutput",
"PipelineViewTag": "MainCamera",
"PassSrgAsset": {
"FilePath": "shaderlib/atom/features/pbr/forwardpasssrg.azsli:PassSrg"
}
}
},
{
"Name": "DiffuseGlobalIlluminationPass",
"TemplateName": "DiffuseGlobalIlluminationPassTemplate",
@@ -320,7 +420,7 @@
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Pass": "ForwardSubsurfaceMSAAPass",
"Attachment": "ScatterDistanceOutput"
}
}
@@ -48,6 +48,10 @@
"Name": "ForwardMSAAPassTemplate",
"Path": "Passes/ForwardMSAA.pass"
},
{
"Name": "ForwardSubsurfaceMSAAPassTemplate",
"Path": "Passes/ForwardSubsurfaceMSAA.pass"
},
{
"Name": "MainPipeline",
"Path": "Passes/MainPipeline.pass"
@@ -12,7 +12,6 @@
#pragma once
// TODO: Move this to LightingModel.azsli
option enum class OpacityMode {Opaque, Cutout, Blended, TintedTransparent} o_opacity_mode;
void CheckClipping(float alpha, float opacityFactor)
@@ -1,7 +1,23 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
// ------------------------------------------------------------------------------
// NOTE: The following must be included or defined before including this file:
// - Surface - LightingData
// ---------------------------------------------------------------------------------
#include <Atom/Features/PBR/LightingOptions.azsli>
#include <Atom/Features/PBR/Surface.azsli>
// Analytical integation (approximation) of diffusion profile over radius, could be replaced by other pre integrated kernels
// such as sum of Gaussian
@@ -12,23 +12,27 @@
#pragma once
// ------------------------------------------------------------------------------
// NOTE: The following must be included or defined before including this file:
// - Surface
// ---------------------------------------------------------------------------------
#include <Atom/Features/MatrixUtility.azsli>
#include <Atom/Features/Decals/DecalTextureUtil.azsli>
#include <Atom/Features/LightCulling/LightCullingTileIterator.azsli>
#include <Atom/Features/PBR/Surface.azsli>
void ApplyDecal(uint currDecalIndex, inout Surface surface);
void ApplyDecals(inout LightCullingTileIterator tileIterator, inout Surface surface)
{
tileIterator.LoadAdvance();
while( !tileIterator.IsDone() )
{
uint currDecalIndex = tileIterator.GetValue();
while( !tileIterator.IsDone() )
{
uint currDecalIndex = tileIterator.GetValue();
tileIterator.LoadAdvance();
ApplyDecal(currDecalIndex, surface);
ApplyDecal(currDecalIndex, surface);
}
}
@@ -44,13 +48,13 @@ float GetDecalAttenuation(float3 surfNormal, float3 decalUp, float decalAngleAtt
void ApplyDecal(uint currDecalIndex, inout Surface surface)
{
ViewSrg::Decal decal = ViewSrg::m_decals[currDecalIndex];
ViewSrg::Decal decal = ViewSrg::m_decals[currDecalIndex];
float3x3 decalRot = MatrixFromQuaternion(decal.m_quaternion);
float3 localPos = surface.position - decal.m_position;
float3 localPos = surface.position - decal.m_position;
localPos = mul(localPos, decalRot);
float3 decalUVW = localPos * rcp(decal.m_halfSize);
if(decalUVW.x >= -1.0f && decalUVW.x <= 1.0f &&
decalUVW.y >= -1.0f && decalUVW.y <= 1.0f &&
@@ -70,25 +74,23 @@ void ApplyDecal(uint currDecalIndex, inout Surface surface)
switch(textureArrayIndex)
{
case 0:
baseMap = ViewSrg::m_decalTextureArray0.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray0.Sample(PassSrg::LinearSampler, decalUV);
break;
case 1:
baseMap = ViewSrg::m_decalTextureArray1.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray1.Sample(PassSrg::LinearSampler, decalUV);
break;
case 2:
baseMap = ViewSrg::m_decalTextureArray2.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray2.Sample(PassSrg::LinearSampler, decalUV);
break;
case 3:
baseMap = ViewSrg::m_decalTextureArray3.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray3.Sample(PassSrg::LinearSampler, decalUV);
break;
case 4:
baseMap = ViewSrg::m_decalTextureArray4.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray4.Sample(PassSrg::LinearSampler, decalUV);
break;
}
float opacity = baseMap.a * decal.m_opacity * GetDecalAttenuation(surface.normal, decalRot[2], decal.m_angleAttenuation);
surface.albedo = lerp(surface.albedo, baseMap.rgb, opacity);
}
float opacity = baseMap.a * decal.m_opacity * GetDecalAttenuation(surface.normal, decalRot[2], decal.m_angleAttenuation);
surface.albedo = lerp(surface.albedo, baseMap.rgb, opacity);
}
}
@@ -17,7 +17,6 @@ struct ForwardPassOutput
float4 m_albedo : SV_Target2; //!< RGB = Surface albedo pre-multiplied by other factors that will be multiplied later by diffuse GI, A = specularOcclusion
float4 m_specularF0 : SV_Target3; //!< RGB = Specular F0, A = roughness
float4 m_normal : SV_Target4; //!< RGB10 = EncodeNormalSignedOctahedron(worldNormal), A2 = multiScatterCompensationEnabled
float3 m_scatterDistance : SV_Target5;
};
struct ForwardPassOutputWithDepth
@@ -29,6 +28,5 @@ struct ForwardPassOutputWithDepth
float4 m_albedo : SV_Target2;
float4 m_specularF0 : SV_Target3;
float4 m_normal : SV_Target4;
float3 m_scatterDistance : SV_Target5;
float m_depth : SV_Depth;
};
@@ -0,0 +1,34 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
struct ForwardPassOutput
{
// m_diffuseColor.a should be encoded with subsurface scattering's strength factor and quality factor if enabled
float4 m_diffuseColor : SV_Target0;
float4 m_specularColor : SV_Target1;
float4 m_albedo : SV_Target2;
float4 m_specularF0 : SV_Target3;
float4 m_normal : SV_Target4;
float3 m_scatterDistance : SV_Target5;
};
struct ForwardPassOutputWithDepth
{
// m_diffuseColor.a should be encoded with subsurface scattering's strength factor and quality factor if enabled
float4 m_diffuseColor : SV_Target0;
float4 m_specularColor : SV_Target1;
float4 m_albedo : SV_Target2;
float4 m_specularF0 : SV_Target3;
float4 m_normal : SV_Target4;
float3 m_scatterDistance : SV_Target5;
float m_depth : SV_Depth;
};
@@ -0,0 +1,115 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
// Include options first
#include <Atom/Features/PBR/LightingOptions.azsli>
// Then include custom surface and lighting data types
#include <Atom/Features/PBR/Lighting/LightingData.azsli>
#include <Atom/Features/PBR/Surfaces/EnhancedSurface.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
// Then define the Diffuse and Specular lighting functions
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse;
if(o_enableSubsurfaceScattering)
{
// Use diffuse brdf contains double Fresnel (enter/exit surface) terms if subsurface scattering is enabled
diffuse = NormalizedDisneyDiffuse(surface.albedo, surface.normal, lightingData.dirToCamera, dirToLight, surface.roughnessLinear);
}
else
{
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
}
if(o_clearCoat_feature_enabled)
{
// Attenuate diffuse term by clear coat's fresnel term to account for energy loss
float HdotV = saturate(dot(normalize(dirToLight + lightingData.dirToCamera), lightingData.dirToCamera));
diffuse *= 1.0 - (FresnelSchlick(HdotV, 0.04) * surface.clearCoat.factor);
}
diffuse *= lightIntensity;
return diffuse;
}
float3 GetSpecularLighting(Surface surface, LightingData lightingData, const float3 lightIntensity, const float3 dirToLight)
{
float3 specular;
if (o_enableAnisotropy)
{
specular = AnisotropicGGX( lightingData.dirToCamera, dirToLight, surface.normal, surface.anisotropy.tangent, surface.anisotropy.bitangent, surface.anisotropy.anisotropyFactors,
surface.specularF0, lightingData.NdotV, lightingData.multiScatterCompensation );
}
else
{
specular = SpecularGGX(lightingData.dirToCamera, dirToLight, surface.normal, surface.specularF0, lightingData.NdotV, surface.roughnessA2, lightingData.multiScatterCompensation);
}
if(o_clearCoat_feature_enabled)
{
float3 halfVector = normalize(dirToLight + lightingData.dirToCamera);
float NdotH = saturate(dot(surface.clearCoat.normal, halfVector));
float NdotL = saturate(dot(surface.clearCoat.normal, dirToLight));
float HdotL = saturate(dot(halfVector, dirToLight));
// HdotV = HdotL due to the definition of half vector
float3 clearCoatF = FresnelSchlick(HdotL, 0.04) * surface.clearCoat.factor;
float clearCoatRoughness = max(surface.clearCoat.roughness * surface.clearCoat.roughness, 0.0005f);
float3 clearCoatSpecular = ClearCoatGGX(NdotH, HdotL, NdotL, surface.clearCoat.normal, clearCoatRoughness, clearCoatF );
specular = specular * (1.0 - clearCoatF) * (1.0 - clearCoatF) + clearCoatSpecular;
}
specular *= lightIntensity;
return specular;
}
// Then include everything else
#include <Atom/Features/PBR/Lights/Lights.azsli>
#include <Atom/Features/PBR/Lights/Ibl.azsli>
struct PbrLightingOutput
{
float4 m_diffuseColor;
float4 m_specularColor;
float4 m_albedo;
float4 m_specularF0;
float4 m_normal;
float3 m_scatterDistance;
};
PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingData, float alpha)
{
PbrLightingOutput lightingOutput;
lightingOutput.m_diffuseColor = float4(lightingData.diffuseLighting, alpha);
lightingOutput.m_specularColor = float4(lightingData.specularLighting, 1.0);
// albedo, specularF0, roughness, and normals for later passes (specular IBL, Diffuse GI, SSR, AO, etc)
lightingOutput.m_specularF0 = float4(surface.specularF0, surface.roughnessLinear);
lightingOutput.m_albedo.rgb = surface.albedo * lightingData.diffuseResponse * lightingData.diffuseAmbientOcclusion;
lightingOutput.m_albedo.a = lightingData.specularOcclusion;
lightingOutput.m_normal.rgb = EncodeNormalSignedOctahedron(surface.normal);
lightingOutput.m_normal.a = o_specularF0_enableMultiScatterCompensation ? 1.0f : 0.0f;
return lightingOutput;
}
@@ -0,0 +1,106 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
// Include options first
#include <Atom/Features/PBR/LightingOptions.azsli>
// Then include custom surface and lighting data types
#include <Atom/Features/PBR/Lighting/LightingData.azsli>
#include <Atom/Features/PBR/Surfaces/SkinSurface.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
// Then define the Diffuse and Specular lighting functions
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse;
if(o_enableSubsurfaceScattering)
{
// Use diffuse brdf contains double Fresnel (enter/exit surface) terms if subsurface scattering is enabled
diffuse = NormalizedDisneyDiffuse(surface.albedo, surface.normal, lightingData.dirToCamera, dirToLight, surface.roughnessLinear);
}
else
{
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
}
if(o_clearCoat_feature_enabled)
{
// Attenuate diffuse term by clear coat's fresnel term to account for energy loss
float HdotV = saturate(dot(normalize(dirToLight + lightingData.dirToCamera), lightingData.dirToCamera));
diffuse *= 1.0 - (FresnelSchlick(HdotV, 0.04) * surface.clearCoat.factor);
}
diffuse *= lightIntensity;
return diffuse;
}
float3 GetSpecularLighting(Surface surface, LightingData lightingData, const float3 lightIntensity, const float3 dirToLight)
{
float3 specular = SpecularGGX(lightingData.dirToCamera, dirToLight, surface.normal, surface.specularF0, lightingData.NdotV, surface.roughnessA2, lightingData.multiScatterCompensation);
if(o_clearCoat_feature_enabled)
{
float3 halfVector = normalize(dirToLight + lightingData.dirToCamera);
float NdotH = saturate(dot(surface.clearCoat.normal, halfVector));
float NdotL = saturate(dot(surface.clearCoat.normal, dirToLight));
float HdotL = saturate(dot(halfVector, dirToLight));
// HdotV = HdotL due to the definition of half vector
float3 clearCoatF = FresnelSchlick(HdotL, 0.04) * surface.clearCoat.factor;
float clearCoatRoughness = max(surface.clearCoat.roughness * surface.clearCoat.roughness, 0.0005f);
float3 clearCoatSpecular = ClearCoatGGX(NdotH, HdotL, NdotL, surface.clearCoat.normal, clearCoatRoughness, clearCoatF );
specular = specular * (1.0 - clearCoatF) * (1.0 - clearCoatF) + clearCoatSpecular;
}
specular *= lightIntensity;
return specular;
}
// Then include everything else
#include <Atom/Features/PBR/Lights/Lights.azsli>
#include <Atom/Features/PBR/Lights/Ibl.azsli>
struct PbrLightingOutput
{
float4 m_diffuseColor;
float4 m_specularColor;
float4 m_albedo;
float4 m_specularF0;
float4 m_normal;
float3 m_scatterDistance;
};
PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingData)
{
PbrLightingOutput lightingOutput;
lightingOutput.m_diffuseColor = float4(lightingData.diffuseLighting, 1.0f);
lightingOutput.m_specularColor = float4(lightingData.specularLighting, 1.0f);
// albedo, specularF0, roughness, and normals for later passes (specular IBL, Diffuse GI, SSR, AO, etc)
lightingOutput.m_specularF0 = float4(surface.specularF0, surface.roughnessLinear);
lightingOutput.m_albedo.rgb = surface.albedo * lightingData.diffuseResponse * lightingData.diffuseAmbientOcclusion;
lightingOutput.m_albedo.a = lightingData.specularOcclusion;
lightingOutput.m_normal.rgb = EncodeNormalSignedOctahedron(surface.normal);
lightingOutput.m_normal.a = o_specularF0_enableMultiScatterCompensation ? 1.0f : 0.0f;
return lightingOutput;
}
@@ -19,6 +19,50 @@
#include <Atom/Features/PBR/Lighting/LightingData.azsli>
#include <Atom/Features/PBR/Surfaces/StandardSurface.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
// Then define the Diffuse and Specular lighting functions
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
if(o_clearCoat_feature_enabled)
{
// Attenuate diffuse term by clear coat's fresnel term to account for energy loss
float HdotV = saturate(dot(normalize(dirToLight + lightingData.dirToCamera), lightingData.dirToCamera));
diffuse *= 1.0 - (FresnelSchlick(HdotV, 0.04) * surface.clearCoat.factor);
}
diffuse *= lightIntensity;
return diffuse;
}
float3 GetSpecularLighting(Surface surface, LightingData lightingData, const float3 lightIntensity, const float3 dirToLight)
{
float3 specular = SpecularGGX(lightingData.dirToCamera, dirToLight, surface.normal, surface.specularF0, lightingData.NdotV, surface.roughnessA2, lightingData.multiScatterCompensation);
if(o_clearCoat_feature_enabled)
{
float3 halfVector = normalize(dirToLight + lightingData.dirToCamera);
float NdotH = saturate(dot(surface.clearCoat.normal, halfVector));
float NdotL = saturate(dot(surface.clearCoat.normal, dirToLight));
float HdotL = saturate(dot(halfVector, dirToLight));
// HdotV = HdotL due to the definition of half vector
float3 clearCoatF = FresnelSchlick(HdotL, 0.04) * surface.clearCoat.factor;
float clearCoatRoughness = max(surface.clearCoat.roughness * surface.clearCoat.roughness, 0.0005f);
float3 clearCoatSpecular = ClearCoatGGX(NdotH, HdotL, NdotL, surface.clearCoat.normal, clearCoatRoughness, clearCoatF );
specular = specular * (1.0 - clearCoatF) * (1.0 - clearCoatF) + clearCoatSpecular;
}
specular *= lightIntensity;
return specular;
}
// Then include everything else
#include <Atom/Features/PBR/Lights/Lights.azsli>
#include <Atom/Features/PBR/Lights/Ibl.azsli>
@@ -31,7 +75,6 @@ struct PbrLightingOutput
float4 m_albedo;
float4 m_specularF0;
float4 m_normal;
float4 m_clearCoatNormal;
float3 m_scatterDistance;
};
@@ -50,11 +93,17 @@ PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingDat
lightingOutput.m_normal.rgb = EncodeNormalSignedOctahedron(surface.normal);
lightingOutput.m_normal.a = o_specularF0_enableMultiScatterCompensation ? 1.0f : 0.0f;
// layout: (packedNormal.x, packedNormal.y, strength factor, clear coat roughness (not base material's roughness))
lightingOutput.m_clearCoatNormal = float4(EncodeNormalSphereMap(surface.clearCoat.normal), o_clearCoat_feature_enabled ? surface.clearCoat.factor : 0.0, surface.clearCoat.roughness);
return lightingOutput;
}
PbrLightingOutput DebugOutput(float3 color)
{
PbrLightingOutput output = (PbrLightingOutput)0;
float defaultNormal = float3(0.0f, 0.0f, 1.0f);
output.m_diffuseColor = float4(color.rgb, 1.0f);
output.m_normal.rgb = EncodeNormalSignedOctahedron(defaultNormal);
return output;
}
@@ -1,205 +0,0 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Atom/Features/PBR/LightingOptions.azsli>
#include <viewsrg.srgi>
#include <scenesrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include <Atom/RPI/Math.azsli>
#include <Atom/RPI/TangentSpace.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
#include <Atom/Features/PBR/Decals.azsli>
// VSInput, VSOutput, ObjectSrg must be defined before including this file.
// DEPRECATED: Please use the VertexHelper(...) function in VertexHelper.azsli instead.
//! @param skipShadowCoords can be useful for example when PixelDepthOffset is enable, because the pixel shader will have to run before the final world position is known
void PbrVsHelper(in VSInput IN, inout VSOutput OUT, float3 worldPosition, bool skipShadowCoords = false)
{
OUT.m_worldPosition = worldPosition;
OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(OUT.m_worldPosition, 1.0));
float4x4 objectToWorld = ObjectSrg::GetWorldMatrix();
float3x3 objectToWorldIT = ObjectSrg::GetWorldMatrixInverseTranspose();
ConstructTBN(IN.m_normal, IN.m_tangent, IN.m_bitangent, objectToWorld, objectToWorldIT, OUT.m_normal, OUT.m_tangent, OUT.m_bitangent);
// directional light shadow
const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight;
if (o_enableShadows && !skipShadowCoords && shadowIndex < SceneSrg::m_directionalLightCount)
{
DirectionalLightShadow::GetShadowCoords(
shadowIndex,
worldPosition,
OUT.m_shadowCoords);
}
}
// DEPRECATED: Please use the functions in StandardLighting.azsli instead.
// For an example on how to use those functions, see StandardPBR_forwardPass.azsl
PbrLightingOutput PbrLighting( VSOutput IN,
float3 baseColor,
float metallic,
float roughness,
float specularF0Factor,
float3 normal,
float3 vtxTangent,
float3 vtxBitangent,
float2 anisotropy, // angle and factor
float3 emissive,
float diffuseAmbientOcclusion,
float specularOcclusion,
float4 transmissionTintThickness,
float4 transmissionParams,
float clearCoatFactor,
float clearCoatRoughness,
float3 clearCoatNormal,
float alpha,
OpacityMode opacityMode)
{
float3 worldPosition = IN.m_worldPosition;
float4 position = IN.m_position;
float3 shadowCoords[ViewSrg::MaxCascadeCount] = IN.m_shadowCoords;
// ______________________________________________________________________________________________
// Surface
Surface surface;
surface.position = worldPosition;
surface.normal = normal;
surface.roughnessLinear = roughness;
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = transmissionParams;
surface.clearCoat.factor = clearCoatFactor;
surface.clearCoat.roughness = clearCoatRoughness;
surface.clearCoat.normal = clearCoatNormal;
surface.CalculateRoughnessA();
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
surface.anisotropy.Init(normal, vtxTangent, vtxBitangent, anisotropy.x, anisotropy.y, surface.roughnessA);
// ______________________________________________________________________________________________
// LightingData
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
lightingData.emissiveLighting = emissive;
lightingData.diffuseAmbientOcclusion = diffuseAmbientOcclusion;
lightingData.specularOcclusion = specularOcclusion;
// Directional light shadow coordinates
lightingData.shadowCoords = shadowCoords;
// manipulate base layer f0 if clear coat is enabled
if(o_clearCoat_feature_enabled)
{
// modify base layer's normal incidence reflectance
// for the derivation of the following equation please refer to:
// https://google.github.io/filament/Filament.md.html#materialsystem/clearcoatmodel/baselayermodification
float3 f0 = (1.0 - 5.0 * sqrt(surface.specularF0)) / (5.0 - sqrt(surface.specularF0));
surface.specularF0 = lerp(surface.specularF0, f0 * f0, clearCoatFactor);
}
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
if(o_clearCoat_feature_enabled)
{
// Clear coat layer has fixed IOR = 1.5 and transparent => F0 = (1.5 - 1)^2 / (1.5 + 1)^2 = 0.04
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// Multiscatter compensation factor
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ______________________________________________________________________________________________
// Lighting
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
if (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent)
{
alpha = FresnelSchlickWithRoughness(lightingData.NdotV, alpha, surface.roughnessLinear).x; // Increase opacity at grazing angles.
}
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
return lightingOutput;
}
//! Populates a PbrLightingOutput struct with values that can be used to render a simple debug color in the PBR pipeline.
//! Note that this will not give you a the exact color screen pixels since it is used in the PBR pipeline, it may
//! still have lighting or other affects applied on top of it. But this is still a convenient way to quickly get some
//! colors on screen.
//! @param IN the pixel shader input structure
//! @param debugColor the color to be drawn
//! @param normalWS world space normal vector
//! @return a PbrLightingOutput as returned by the main PbrLighting() function
PbrLightingOutput MakeDebugOutput(VSOutput IN, float3 debugColor, float3 normalWS)
{
// We happen to set this up initially using baseColor, but we could consider adding an option to use
// emissive instead to avoid depending on scene lighting.
const float3 baseColor = debugColor;
const float metallic = 0;
const float roughness = 1;
const float specularF0Factor = 0.5;
const float3 normal = normalWS;
const float3 emissive = {0,0,0};
const float occlusion = 1;
const float clearCoatFactor = 0.0f;
const float clearCoatRoughness = 0.0f;
const float3 clearCoatNormal = {0,0,0};
const float4 transmissionTintThickness = {0,0,0,0};
const float4 transmissionParams = {0,0,0,0};
const float2 anisotropy = 0.0; // Does not affect calculations unless 'o_enableAnisotropy' is enabled
const float alpha = 1.0;
PbrLightingOutput lightingOutput = PbrLighting(IN, baseColor, metallic, roughness, specularF0Factor,
normal, IN.m_tangent, IN.m_bitangent, anisotropy,
emissive, occlusion, occlusion, transmissionTintThickness, transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, OpacityMode::Opaque);
return lightingOutput;
}
//! Same as above, using the vertex normal
PbrLightingOutput MakeDebugOutput(VSOutput IN, float3 debugColor)
{
return MakeDebugOutput(IN, debugColor, normalize(IN.m_normal));
}
@@ -16,71 +16,9 @@
#include <Atom/Features/PBR/BackLighting.azsli>
#include <Atom/Features/PBR/Hammersley.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Surface.azsli>
#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
option bool o_area_light_validation = false;
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse;
if(o_enableSubsurfaceScattering)
{
// Use diffuse brdf contains double Fresnel (enter/exit surface) terms if subsurface scattering is enabled
diffuse = NormalizedDisneyDiffuse(surface.albedo, surface.normal, lightingData.dirToCamera, dirToLight, surface.roughnessLinear);
}
else
{
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
}
if(o_clearCoat_feature_enabled)
{
// Attenuate diffuse term by clear coat's fresnel term to account for energy loss
float HdotV = saturate(dot(normalize(dirToLight + lightingData.dirToCamera), lightingData.dirToCamera));
diffuse *= 1.0 - (FresnelSchlick(HdotV, 0.04) * surface.clearCoat.factor);
}
diffuse *= lightIntensity;
return diffuse;
}
float3 GetSpecularLighting(Surface surface, LightingData lightingData, const float3 lightIntensity, const float3 dirToLight)
{
float3 specular;
if (o_enableAnisotropy)
{
//AnisotropicGGX( float3 dirToCamera, float3 dirToLight, float3 normal, float3 tangent, float3 bitangent, float2 anisotropyFactors,
// float3 specularF0, float NdotV, float multiScatterCompensation )
specular = AnisotropicGGX( lightingData.dirToCamera, dirToLight, surface.normal, surface.anisotropy.tangent, surface.anisotropy.bitangent, surface.anisotropy.anisotropyFactors,
surface.specularF0, lightingData.NdotV, lightingData.multiScatterCompensation );
}
else
{
specular = SpecularGGX(lightingData.dirToCamera, dirToLight, surface.normal, surface.specularF0, lightingData.NdotV, surface.roughnessA2, lightingData.multiScatterCompensation);
}
if(o_clearCoat_feature_enabled)
{
float3 halfVector = normalize(dirToLight + lightingData.dirToCamera);
float NdotH = saturate(dot(surface.clearCoat.normal, halfVector));
float NdotL = saturate(dot(surface.clearCoat.normal, dirToLight));
float HdotL = saturate(dot(halfVector, dirToLight));
// HdotV = HdotL due to the definition of half vector
float3 clearCoatF = FresnelSchlick(HdotL, 0.04) * surface.clearCoat.factor;
float clearCoatRoughness = max(surface.clearCoat.roughness * surface.clearCoat.roughness, 0.0005f);
float3 clearCoatSpecular = ClearCoatGGX(NdotH, HdotL, NdotL, surface.clearCoat.normal, clearCoatRoughness, clearCoatF );
specular = specular * (1.0 - clearCoatF) * (1.0 - clearCoatF) + clearCoatSpecular;
}
specular *= lightIntensity;
return specular;
}
//! Adjust the intensity of specular light based on the radius of the light source and roughness of the surface to approximate energy conservation.
float GetIntensityAdjustedByRadiusAndRoughness(float roughnessA, float radius, float distance2)
@@ -18,7 +18,6 @@
* rather than transmit.
**/
#include <Atom/Features/PBR/Surface.azsli>
#include <Atom/RPI/Math.azsli>
#include "Ggx.azsli"
#include "Fresnel.azsli"
@@ -81,9 +80,6 @@ float3 DiffuseTitanfall(float roughnessA, float3 albedo, float3 normal, float3 d
}
// ------- Specular Lighting -------
//! Computes specular response from surfaces with microgeometry. The common form for microfacet
@@ -1,68 +0,0 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
// //! The surface struct should contain all the info for a pixel that can be
// //! passed onto the rendering logic for shading.
// //! Note that metallic workflow can be supported by first converting to these physical properties first.
// struct Surface
// {
// float3 position;
// float3 normal;
// float3 tangentAniso; //! surface space tangent for anisotropic use
// float3 bitangentAniso; //! surface space bitangent for anisotropic use
// float2 anisotropyFactors; //! anisotory factors along the tangent and the bitangent directions
// float3 albedo;
// float3 specularF0; //!< actual fresnel f0 spectral value of the surface (as opposed to a "factor")
// float3 multiScatterCompensation; //!< the constant scaling term to approximate multiscattering contribution in specular BRDF
// float roughnessLinear; //!< perceptually linear roughness value authored by artists. Must be remapped to roughnessA before use
// float roughnessA; //!< actual roughness value ( a.k.a. "alpha roughness") to be used in microfacet calculations
// float thickness; //!< pre baked local thickness, used for transmission
// float4 transmissionParams; //!< parameters: thick mode->(attenuation coefficient, power, distortion, scale), thin mode: (float3 scatter distance, scale)
// float clearCoatFactor; //!< clear coat strength factor
// float clearCoatRoughness; //!< clear coat linear roughness (not base layer one)
// float3 clearCoatNormal; //!< normal used for top layer clear coat
// };
//
// //! Calculate and fill the data required for fast directional anisotropty surface response.
// //! Assumption: the normal and roughnessA surface properties were filled and are valid
// //! Notice that since the newly created surface tangent and bitangent will be rotated
// //! according to the anisotropy direction and should not be used for other purposes uness
// //! rotated back.
// void CalculateSurfaceDirectionalAnisotropicData(
// inout Surface surface, float2 anisotropyAngleAndFactor,
// float3 vtxTangent, float3 vtxBitangent )
// {
// const float anisotropyAngle = anisotropyAngleAndFactor.x;
// const float anisotropyFactor = anisotropyAngleAndFactor.y;
//
// surface.anisotropyFactors = max( 0.01,
// float2( surface.roughnessA * (1.0 + anisotropyFactor),
// surface.roughnessA * (1.0 - anisotropyFactor) )
// );
//
// if (anisotropyAngle > 0.01)
// {
// // Base rotation according to anisotropic main direction
// float aniSin, aniCos;
// sincos(anisotropyAngle, aniSin, aniCos);
//
// // Rotate the vertex tangent to get new aligned to surface normal tangent
// vtxTangent = aniCos * vtxTangent - aniSin * vtxBitangent;
// }
//
// // Now create the new surface base according to the surface normal
// // If rotation was required it was already applied to the tangent, hence to the bitangent
// surface.bitangentAniso = normalize(cross(surface.normal, vtxTangent));
// surface.tangentAniso = cross(surface.bitangentAniso, surface.normal);
// }
@@ -43,7 +43,7 @@ class BasePbrSurfaceData
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
// ------- Functions -------
@@ -63,6 +63,9 @@ void BasePbrSurfaceData::ApplySpecularAA()
float kernelRoughnessA2 = min(2.0 * variance , varianceThresh );
float filteredRoughnessA2 = saturate ( roughnessA2 + kernelRoughnessA2 );
roughnessA2 = filteredRoughnessA2;
roughnessA = sqrt(roughnessA2);
roughnessLinear = sqrt(roughnessA);
}
void BasePbrSurfaceData::CalculateRoughnessA()
@@ -82,9 +85,9 @@ void BasePbrSurfaceData::CalculateRoughnessA()
}
}
void BasePbrSurfaceData::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
void BasePbrSurfaceData::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
@@ -17,4 +17,13 @@ class ClearCoatSurfaceData
float factor; //!< clear coat strength factor
float roughness; //!< clear coat linear roughness (not base layer one)
float3 normal; //!< normal used for top layer clear coat
void InitializeToZero();
};
void ClearCoatSurfaceData::InitializeToZero()
{
factor = 0.0f;
roughness = 0.0f;
normal = float3(0.0f, 0.0f, 0.0f);
}
@@ -0,0 +1,90 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Atom/Features/PBR/Surfaces/AnisotropicSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/BasePbrSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/ClearCoatSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/TransmissionSurfaceData.azsli>
class Surface
{
AnisotropicSurfaceData anisotropy;
ClearCoatSurfaceData clearCoat;
TransmissionSurfaceData transmission;
// ------- BasePbrSurfaceData -------
float3 position; //!< Position in world-space
float3 normal; //!< Normal in world-space
float3 albedo; //!< Albedo color of the non-metallic material, will be multiplied against the diffuse lighting value
float3 specularF0; //!< Fresnel f0 spectral value of the surface
float roughnessLinear; //!< Perceptually linear roughness value authored by artists. Must be remapped to roughnessA before use
float roughnessA; //!< Actual roughness value ( a.k.a. "alpha roughness") to be used in microfacet calculations
float roughnessA2; //!< Alpha roughness ^ 2 (i.e. roughnessA * roughnessA), used in GGX, cached here for perfromance
//! Applies specular anti-aliasing to roughnessA2
void ApplySpecularAA();
//! Calculates roughnessA and roughnessA2 after roughness has been set
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
// Specular Anti-Aliasing technique from this paper:
// http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
void Surface::ApplySpecularAA()
{
// Constants for formula below
const float screenVariance = 0.25f;
const float varianceThresh = 0.18f;
// Specular Anti-Aliasing
float3 dndu = ddx_fine( normal );
float3 dndv = ddy_fine( normal );
float variance = screenVariance * (dot( dndu , dndu ) + dot( dndv , dndv ));
float kernelRoughnessA2 = min(2.0 * variance , varianceThresh );
float filteredRoughnessA2 = saturate ( roughnessA2 + kernelRoughnessA2 );
roughnessA2 = filteredRoughnessA2;
}
void Surface::CalculateRoughnessA()
{
// The roughness value in microfacet calculations (called "alpha" in the literature) does not give perceptually
// linear results. Disney found that squaring the roughness value before using it in microfacet equations causes
// the user-provided roughness parameter to be more perceptually linear. We keep both values available as some
// equations need roughnessLinear (i.e. IBL sampling) while others need roughnessA (i.e. GGX equations).
// See Burley's Disney PBR: https://pdfs.semanticscholar.org/eeee/3b125c09044d3e2f58ed0e4b1b66a677886d.pdf
roughnessA = max(roughnessLinear * roughnessLinear, MinRoughnessA);
roughnessA2 = roughnessA * roughnessA;
if(o_applySpecularAA)
{
ApplySpecularAA();
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
specularF0 = lerp(dielectricSpecularF0, baseColor, metallic);
}
@@ -0,0 +1,86 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Atom/Features/PBR/Surfaces/AnisotropicSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/BasePbrSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/ClearCoatSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/TransmissionSurfaceData.azsli>
class Surface
{
ClearCoatSurfaceData clearCoat;
TransmissionSurfaceData transmission;
// ------- BasePbrSurfaceData -------
float3 position; //!< Position in world-space
float3 normal; //!< Normal in world-space
float3 albedo; //!< Albedo color of the non-metallic material, will be multiplied against the diffuse lighting value
float3 specularF0; //!< Fresnel f0 spectral value of the surface
float roughnessLinear; //!< Perceptually linear roughness value authored by artists. Must be remapped to roughnessA before use
float roughnessA; //!< Actual roughness value ( a.k.a. "alpha roughness") to be used in microfacet calculations
float roughnessA2; //!< Alpha roughness ^ 2 (i.e. roughnessA * roughnessA), used in GGX, cached here for perfromance
//! Applies specular anti-aliasing to roughnessA2
void ApplySpecularAA();
//! Calculates roughnessA and roughnessA2 after roughness has been set
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor);
};
// Specular Anti-Aliasing technique from this paper:
// http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
void Surface::ApplySpecularAA()
{
// Constants for formula below
const float screenVariance = 0.25f;
const float varianceThresh = 0.18f;
// Specular Anti-Aliasing
float3 dndu = ddx_fine( normal );
float3 dndv = ddy_fine( normal );
float variance = screenVariance * (dot( dndu , dndu ) + dot( dndv , dndv ));
float kernelRoughnessA2 = min(2.0 * variance , varianceThresh );
float filteredRoughnessA2 = saturate ( roughnessA2 + kernelRoughnessA2 );
roughnessA2 = filteredRoughnessA2;
}
void Surface::CalculateRoughnessA()
{
// The roughness value in microfacet calculations (called "alpha" in the literature) does not give perceptually
// linear results. Disney found that squaring the roughness value before using it in microfacet equations causes
// the user-provided roughness parameter to be more perceptually linear. We keep both values available as some
// equations need roughnessLinear (i.e. IBL sampling) while others need roughnessA (i.e. GGX equations).
// See Burley's Disney PBR: https://pdfs.semanticscholar.org/eeee/3b125c09044d3e2f58ed0e4b1b66a677886d.pdf
roughnessA = max(roughnessLinear * roughnessLinear, MinRoughnessA);
roughnessA2 = roughnessA * roughnessA;
if(o_applySpecularAA)
{
ApplySpecularAA();
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor)
{
albedo = baseColor;
specularF0 = MaxDielectricSpecularF0 * specularF0Factor;
}
@@ -17,10 +17,8 @@
#include <Atom/Features/PBR/Surfaces/ClearCoatSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/TransmissionSurfaceData.azsli>
class Surface //: BasePbrSurfaceData
class Surface
{
//BasePbrSurfaceData pbr;
AnisotropicSurfaceData anisotropy;
ClearCoatSurfaceData clearCoat;
TransmissionSurfaceData transmission;
@@ -41,7 +39,7 @@ class Surface //: BasePbrSurfaceData
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
@@ -80,9 +78,9 @@ void Surface::CalculateRoughnessA()
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
@@ -17,4 +17,13 @@ class TransmissionSurfaceData
float3 tint;
float thickness; //!< pre baked local thickness, used for transmission
float4 transmissionParams; //!< parameters: thick mode->(attenuation coefficient, power, distortion, scale), thin mode: (float3 scatter distance, scale)
void InitializeToZero();
};
void TransmissionSurfaceData::InitializeToZero()
{
tint = float3(0.0f, 0.0f, 0.0f);
thickness = 0.0f;
transmissionParams = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
@@ -13,7 +13,9 @@
#pragma once
// ------------------------------------------------------------------------------
// NOTE: VSInput, VSOutput, ObjectSrg must be defined before including this file.
// NOTE: The following must be included or defined before including this file:
// - VSInput - ObjectSrg
// - VSOutput - PassSrg
// ---------------------------------------------------------------------------------
// Options
@@ -23,8 +25,6 @@
#include <viewsrg.srgi>
#include <scenesrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Math
#include <Atom/RPI/Math.azsli>
@@ -33,7 +33,6 @@
// Shadow Coords
#include <Atom/Features/Shadow/DirectionalLightShadow.azsli>
//! @param skipShadowCoords can be useful for example when PixelDepthOffset is enable, because the pixel shader will have to run before the final world position is known
void VertexHelper(in VSInput IN, inout VSOutput OUT, float3 worldPosition, bool skipShadowCoords = false)
{
@@ -140,6 +140,7 @@ set(FILES
Passes/Forward.pass
Passes/ForwardCheckerboard.pass
Passes/ForwardMSAA.pass
Passes/ForwardSubsurfaceMSAA.pass
Passes/FullscreenCopy.pass
Passes/FullscreenOutputOnly.pass
Passes/ImGui.pass
@@ -164,6 +165,7 @@ set(FILES
Passes/MSAAResolveDepth.pass
Passes/OpaqueParent.pass
Passes/PostProcessParent.pass
Passes/ProjectedShadowmaps.pass
Passes/RayTracingAccelerationStructure.pass
Passes/ReflectionComposite.pass
Passes/ReflectionCopyFrameBuffer.pass
@@ -190,7 +192,6 @@ set(FILES
Passes/SMAAConvertToPerceptualColor.pass
Passes/SMAAEdgeDetection.pass
Passes/SMAANeighborhoodBlending.pass
Passes/ProjectedShadowmaps.pass
Passes/SsaoCompute.pass
Passes/SsaoHalfRes.pass
Passes/SsaoParent.pass
@@ -229,14 +230,15 @@ set(FILES
ShaderLib/Atom/Features/PBR/DefaultObjectSrg.azsli
ShaderLib/Atom/Features/PBR/ForwardPassOutput.azsli
ShaderLib/Atom/Features/PBR/ForwardPassSrg.azsli
ShaderLib/Atom/Features/PBR/ForwardSubsurfacePassOutput.azsli
ShaderLib/Atom/Features/PBR/Hammersley.azsli
ShaderLib/Atom/Features/PBR/LightingModel.azsli
ShaderLib/Atom/Features/PBR/LightingOptions.azsli
ShaderLib/Atom/Features/PBR/LightingUtils.azsli
ShaderLib/Atom/Features/PBR/Surface.azsli
ShaderLib/Atom/Features/PBR/TransparentPassSrg.azsli
ShaderLib/Atom/Features/PBR/Lighting/DualSpecularLighting.azsli
ShaderLib/Atom/Features/PBR/Lighting/EnhancedLighting.azsli
ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli
ShaderLib/Atom/Features/PBR/Lighting/SkinLighting.azsli
ShaderLib/Atom/Features/PBR/Lighting/StandardLighting.azsli
ShaderLib/Atom/Features/PBR/Lights/CapsuleLight.azsli
ShaderLib/Atom/Features/PBR/Lights/DirectionalLight.azsli
@@ -248,6 +250,8 @@ set(FILES
ShaderLib/Atom/Features/PBR/Lights/PointLight.azsli
ShaderLib/Atom/Features/PBR/Lights/PolygonLight.azsli
ShaderLib/Atom/Features/PBR/Lights/QuadLight.azsli
ShaderLib/Atom/Features/PBR/Lights/SimplePointLight.azsli
ShaderLib/Atom/Features/PBR/Lights/SimpleSpotLight.azsli
ShaderLib/Atom/Features/PBR/Microfacet/Brdf.azsli
ShaderLib/Atom/Features/PBR/Microfacet/Fresnel.azsli
ShaderLib/Atom/Features/PBR/Microfacet/Ggx.azsli
@@ -255,6 +259,8 @@ set(FILES
ShaderLib/Atom/Features/PBR/Surfaces/BasePbrSurfaceData.azsli
ShaderLib/Atom/Features/PBR/Surfaces/ClearCoatSurfaceData.azsli
ShaderLib/Atom/Features/PBR/Surfaces/DualSpecularSurface.azsli
ShaderLib/Atom/Features/PBR/Surfaces/EnhancedSurface.azsli
ShaderLib/Atom/Features/PBR/Surfaces/SkinSurface.azsli
ShaderLib/Atom/Features/PBR/Surfaces/StandardSurface.azsli
ShaderLib/Atom/Features/PBR/Surfaces/TransmissionSurfaceData.azsli
ShaderLib/Atom/Features/PostProcessing/Aces.azsli
@@ -270,9 +276,12 @@ set(FILES
ShaderLib/Atom/Features/Shadow/BicubicPcfFilters.azsli
ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli
ShaderLib/Atom/Features/Shadow/JitterTablePcf.azsli
ShaderLib/Atom/Features/Shadow/ProjectedShadow.azsli
ShaderLib/Atom/Features/Shadow/Shadow.azsli
ShaderLib/Atom/Features/Shadow/ShadowmapAtlasLib.azsli
ShaderLib/Atom/Features/Shadow/ProjectedShadow.azsli
ShaderLib/Atom/Features/Vertex/VertexHelper.azsli
ShaderResourceGroups/RayTracingSceneSrg.azsli
ShaderResourceGroups/RayTracingSceneSrgAll.azsli
ShaderResourceGroups/SceneSrg.azsli
ShaderResourceGroups/SceneSrgAll.azsli
ShaderResourceGroups/SceneTimeSrg.azsli
@@ -1,6 +1,6 @@
{
"description": "",
"materialType": "Materials/Types/StandardPBR.materialtype",
"materialType": "Materials/Types/EnhancedPBR.materialtype",
"parentMaterial": "",
"propertyLayoutVersion": 3,
"properties": {
@@ -9,8 +9,8 @@
"influenceMap": "TestData/Textures/checker8x8_512.png",
"scatterColor": [
1.0,
0.19937437772750855,
0.07179369777441025,
0.20000000298023225,
0.07058823853731156,
1.0
],
"scatterDistance": 40.0,
@@ -1,11 +1,12 @@
{
"description": "",
"materialType": "Materials/Types/StandardPBR.materialtype",
"materialType": "Materials/Types/EnhancedPBR.materialtype",
"parentMaterial": "",
"propertyLayoutVersion": 3,
"properties": {
"subsurfaceScattering": {
"enableSubsurfaceScattering": true,
"enableTransmission": true,
"scatterDistance": 64.6464614868164,
"subsurfaceScatterFactor": 1.0,
"thicknessMap": "TestData/Textures/checker8x8_512.png",
@@ -14,9 +14,12 @@
#include "AutoBrick_Common.azsli"
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/ParallaxMapping.azsli>
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
#include <Atom/Features/PBR/Decals.azsli>
struct VSInput
{
@@ -38,7 +41,6 @@ struct VSOutput
float2 m_uv : UV1;
};
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput AutoBrick_ForwardPassVS(VSInput IN)
@@ -129,8 +131,6 @@ float GetDepth(float2 uv, float2 uv_ddx, float2 uv_ddy)
ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
{
ForwardPassOutput OUT;
float3x3 identityUvMatrix =
{ 1,0,0,
0,1,0,
@@ -164,23 +164,62 @@ ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
GetSurfaceShape(IN.m_uv, surfaceDepth, surfaceNormal);
const float3 normal = TangentSpaceToWorld(surfaceNormal, normalize(IN.m_normal), normalize(IN.m_tangent), normalize(IN.m_bitangent));
const float diffuseAmbientOcclusion = 1.0f - surfaceDepth * AutoBrickSrg::m_aoFactor;
const float specularOcclusion = 1;
const float metallic = 0;
const float roughness = 1;
const float specularF0Factor = 0.5;
const float3 emissive = {0,0,0};
const float clearCoatFactor = 0.0;
const float clearCoatRoughness = 0.0;
const float3 clearCoatNormal = {0,0,0};
const float4 transmissionTintThickness = {0,0,0,0};
const float4 transmissionParams = {0,0,0,0};
const float2 anisotropy = 0.0;
const float alpha = 1.0;
// ------- Surface -------
PbrLightingOutput lightingOutput = PbrLighting(IN, baseColor, metallic, roughness, specularF0Factor,
normal, IN.m_tangent, IN.m_bitangent, anisotropy,
emissive, diffuseAmbientOcclusion, specularOcclusion, transmissionTintThickness, transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, OpacityMode::Opaque);
Surface surface;
// Position, Normal, Roughness
surface.position = IN.m_worldPosition.xyz;
surface.normal = normalize(normal);
surface.roughnessLinear = 1.0f;
surface.CalculateRoughnessA();
// Albedo, SpecularF0
const float metallic = 0.0f;
const float specularF0Factor = 0.5f;
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// Clear Coat, Transmission
surface.clearCoat.InitializeToZero();
surface.transmission.InitializeToZero();
// ------- LightingData -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Shadow
lightingData.shadowCoords = IN.m_shadowCoords;
lightingData.diffuseAmbientOcclusion = 1.0f - surfaceDepth * AutoBrickSrg::m_aoFactor;
// Diffuse and Specular response
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0f - lightingData.specularResponse;
const float alpha = 1.0f;
// ------- Lighting Calculation -------
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
// ------- Output -------
ForwardPassOutput OUT;
OUT.m_diffuseColor = lightingOutput.m_diffuseColor;
OUT.m_diffuseColor.w = -1; // Subsurface scattering is disabled
@@ -188,7 +227,6 @@ ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = float3(0,0,0);
return OUT;
}

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