Addressed review comments.
This commit is contained in:
@@ -77,12 +77,6 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
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if(ShouldHandleParallaxInDepthShaders())
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{
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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@@ -117,20 +117,10 @@ VSOutput EnhancedPbr_ForwardPassVS(VSInput IN)
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PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depth)
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{
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// ------- Tangents & Bitangets -------
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0)
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|| (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0)
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|| (o_clearCoat_enabled && o_clearCoat_normal_useTexture && MaterialSrg::m_clearCoatNormalMapUvIndex != 0)
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|| (o_detail_normal_useTexture && MaterialSrg::m_detail_allMapsUvIndex != 0))
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering) || o_normal_useTexture || (o_clearCoat_enabled && o_clearCoat_normal_useTexture) || o_detail_normal_useTexture)
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{
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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}
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@@ -80,12 +80,6 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
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{
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static const float ShadowMapDepthBias = 0.000001;
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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@@ -180,18 +180,10 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
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float3x3 uvMatrix = CreateIdentity3x3();
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// ------- Tangents & Bitangets -------
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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if ( (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0) ||
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(o_detail_normal_useTexture && MaterialSrg::m_detail_allMapsUvIndex != 0))
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if (o_normal_useTexture || o_detail_normal_useTexture)
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{
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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}
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@@ -14,7 +14,6 @@
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#include <Atom/Features/SrgSemantics.azsli>
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#include <viewsrg.srgi>
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#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
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#include "MaterialInputs/BaseColorInput.azsli"
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#include "MaterialInputs/RoughnessInput.azsli"
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-6
@@ -103,12 +103,6 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
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if(ShouldHandleParallaxInDepthShaders())
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{
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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+7
-14
@@ -135,23 +135,16 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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depthNDC = IN.m_position.z;
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// ------- Tangents & Bitangets -------
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0)
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|| (o_layer1_o_normal_useTexture && MaterialSrg::m_layer1_m_normalMapUvIndex != 0)
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|| (o_layer2_o_normal_useTexture && MaterialSrg::m_layer2_m_normalMapUvIndex != 0)
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|| (o_layer3_o_normal_useTexture && MaterialSrg::m_layer3_m_normalMapUvIndex != 0)
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|| (o_layer1_o_clearCoat_normal_useTexture && MaterialSrg::m_layer1_m_clearCoatNormalMapUvIndex != 0)
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|| (o_layer2_o_clearCoat_normal_useTexture && MaterialSrg::m_layer2_m_clearCoatNormalMapUvIndex != 0)
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|| (o_layer3_o_clearCoat_normal_useTexture && MaterialSrg::m_layer3_m_clearCoatNormalMapUvIndex != 0)
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering)
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|| o_layer1_o_normal_useTexture
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|| o_layer2_o_normal_useTexture
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|| o_layer3_o_normal_useTexture
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|| o_layer1_o_clearCoat_normal_useTexture
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|| o_layer2_o_clearCoat_normal_useTexture
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|| o_layer3_o_clearCoat_normal_useTexture
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)
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{
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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-6
@@ -102,12 +102,6 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
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if(ShouldHandleParallaxInDepthShaders())
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{
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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@@ -78,12 +78,6 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
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if(ShouldHandleParallaxInDepthShaders())
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{
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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@@ -108,20 +108,10 @@ VSOutput StandardPbr_ForwardPassVS(VSInput IN)
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PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depthNDC)
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{
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// ------- Tangents & Bitangets -------
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering && MaterialSrg::m_parallaxUvIndex != 0)
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|| (o_normal_useTexture && MaterialSrg::m_normalMapUvIndex != 0)
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|| (o_clearCoat_enabled && o_clearCoat_normal_useTexture && MaterialSrg::m_clearCoatNormalMapUvIndex != 0)
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)
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if ((o_parallax_feature_enabled && !o_enableSubsurfaceScattering) || o_normal_useTexture || (o_clearCoat_enabled && o_clearCoat_normal_useTexture))
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{
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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}
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@@ -81,12 +81,6 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
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{
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static const float ShadowMapDepthBias = 0.000001;
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// We support two UV streams, but only a single stream of tangent/bitangent.
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// By default, the first UV stream is applied and the default tangent/bitangent are used.
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// If anything uses the second UV stream, and it is not a duplication of the first stream,
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// generated tangent/bitangent will be applied.
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// (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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// Whether a UV stream can use the tangent/bitangent are encoded in DrawSrg.
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float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
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float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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@@ -728,8 +728,7 @@ namespace AZ
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// retrieve vertex/index buffers
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RPI::ModelLod::StreamBufferViewList streamBufferViews;
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AZ::RPI::UvStreamTangentIndex dummyUvStreamTangentIndex;
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[[maybe_unused]] bool result = modelLod->GetStreamsForMesh(inputStreamLayout, streamBufferViews, dummyUvStreamTangentIndex, shaderInputContract, meshIndex);
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[[maybe_unused]] bool result = modelLod->GetStreamsForMesh(inputStreamLayout, streamBufferViews, nullptr, shaderInputContract, meshIndex);
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AZ_Assert(result, "Failed to retrieve mesh stream buffer views");
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// note that the element count is the size of the entire buffer, even though this mesh may only
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@@ -18,5 +18,5 @@ set(LY_BUILD_DEPENDENCIES
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# [GFX-TODO] Add macro defintion in OpenImageIO 3rd party find cmake file
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set(LY_COMPILE_DEFINITIONS
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PRIVATE
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OPEN_IMAGE_IO_ENABLED
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#OPEN_IMAGE_IO_ENABLED
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)
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@@ -17,12 +17,11 @@
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ShaderResourceGroup DrawSrg : SRG_PerDraw
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{
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// This SRG is unique per draw packet
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uint m_uvStreamTangentBitmask;
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uint m_uvStreamTangentIndex;
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uint GetTangentIndexAtUv(uint uvIndex)
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uint GetTangentAtUv(uint uvIndex)
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{
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return m_uvStreamTangentIndex >> (4 * uvIndex)) & 0xF;
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return (m_uvStreamTangentBitmask >> (4 * uvIndex)) & 0xF;
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}
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}
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@@ -190,13 +190,19 @@ void SurfaceGradientNormalMapping_GenerateTB(float2 uv, out float3 tangentWS, ou
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}
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//! Utility macro to nest SGBNM setup processes.
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//! We support two UV streams, but only a single stream of tangent/bitangent.
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//! By default, the first UV stream is applied and the default tangent/bitangent are used.
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//! If anything uses the second UV stream, and it is not a duplication of the first stream,
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//! generated tangent/bitangent will be applied.
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//! (As it implies, cases may occur where all/none of the UV steams use the default TB.)
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//! What tangent/bitangent a UV stream uses is encoded in MaterialDrawSrg.
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#define PrepareGeneratedTangent(normal, worldPos, isFrontFace, uvSets, uvSetCount, outTangents, outBitangents) \
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{ \
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SurfaceGradientNormalMapping_Init(normal, worldPos, !isFrontFace); \
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[unroll] \
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for (uint i = 0; i < uvSetCount; ++i) \
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{ \
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if (DrawSrg::GetTangentIndexAtUv(i) == 0) \
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if (DrawSrg::GetTangentAtUv(i) == 0) \
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{ \
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continue; \
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} \
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@@ -98,7 +98,7 @@ namespace AZ
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//! List of shader options set for this specific draw packet
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typedef AZStd::pair<Name, RPI::ShaderOptionValue> ShaderOptionPair;
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typedef AZStd::vector<ShaderOptionPair> ShaderOptionVector;
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ShaderOptionVector m_shaderOptions;
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ShaderOptionVector m_shaderOptions;
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};
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} // namespace RPI
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} // namespace AZ
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@@ -34,7 +34,7 @@ namespace AZ
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//! A map matches the UV shader inputs of this material to the custom UV names from the model.
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using MaterialModelUvOverrideMap = AZStd::unordered_map<RHI::ShaderSemantic, AZ::Name>;
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class UvStreamTangentIndex;
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class UvStreamTangentBitmask;
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class ModelLod final
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: public Data::InstanceData
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@@ -110,6 +110,7 @@ namespace AZ
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const MaterialUvNameMap& materialUvNameMap = {}) const;
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//! Fills a InputStreamLayout and StreamBufferViewList for the set of streams that satisfy a ShaderInputContract.
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// @param uvStreamTangentBitmaskOut a mask processed during UV stream matching, and later to determine which tangent/bitangent stream to use.
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// @param contract the contract that defines the expected inputs for a shader, used to determine which streams are optional.
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// @param meshIndex the index of the mesh to search in.
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// @param materialModelUvMap a map of UV name overrides, which can be supplied to bind a specific mesh stream name to a different material shader stream name.
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@@ -117,7 +118,7 @@ namespace AZ
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bool GetStreamsForMesh(
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RHI::InputStreamLayout& layoutOut,
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ModelLod::StreamBufferViewList& streamBufferViewsOut,
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UvStreamTangentIndex& uvStreamTangentIndexOut,
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UvStreamTangentBitmask* uvStreamTangentBitmaskOut,
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const ShaderInputContract& contract,
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size_t meshIndex,
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const MaterialModelUvOverrideMap& materialModelUvMap = {},
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@@ -151,7 +152,7 @@ namespace AZ
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const ShaderInputContract::StreamChannelInfo& contractStreamChannel,
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StreamInfoList::const_iterator defaultUv,
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StreamInfoList::const_iterator firstUv,
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UvStreamTangentIndex& uvStreamTangentIndexOut) const;
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UvStreamTangentBitmask* uvStreamTangentBitmaskOut) const;
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// Meshes may share index/stream buffers in an LOD or they may have
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// unique buffers. Often the asset builder will prioritize shared buffers
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@@ -175,35 +176,53 @@ namespace AZ
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AZStd::mutex m_callbackMutex;
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};
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//! An encoded bitset for tangent used by a UV stream.
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//! It will be passed through DefaultDrawSrg.
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class UvStreamTangentIndex
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//! An encoded bitmask for tangent used by UV streams.
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//! It contains the information about number of UV streams and which tangent/bitangent is used by each UV stream.
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//! See m_mask for more details.
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//! The mask will be passed through per draw SRG.
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class UvStreamTangentBitmask
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{
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public:
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uint32_t GetFullFlag() const;
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uint32_t GetNextAvailableUvIndex() const;
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uint32_t GetTangentIndexAtUv(uint32_t uvIndex) const;
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//! Get the full mask including number of UVs and tangent/bitangent assignment to each UV.
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uint32_t GetFullTangentBitmask() const;
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void ApplyTangentIndex(uint32_t tangentIndex);
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//! Get number of UVs that have tangent/bitangent assigned.
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uint32_t GetUvStreamCount() const;
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//! Get tangent/bitangent assignment to the specified UV in the material.
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//! @param uvIndex the index of the UV from the material, in default order as in the shader code.
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uint32_t GetTangentAtUv(uint32_t uvIndex) const;
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//! Apply the tangent to the next UV, whose index is the same as GetUvStreamCount.
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//! @param tangent the tangent/bitangent to be assigned. Ranged in [0, 0xF)
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//! It comes from the model in order, e.g. 0 means the first available tangent stream from the model.
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//! Specially, value 0xF(=UnassignedTangent) means generated tangent/bitangent will be used in shader.
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//! If ranged out of definition, unassigned tangent will be applied.
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void ApplyTangent(uint32_t tangent);
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//! Reset the bitmask to clear state.
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void Reset();
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// The flag indicating generated tangent/bitangent will be used.
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static constexpr uint32_t UnassignedTangentIndex = 0b1111u;
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//! The bit mask indicating generated tangent/bitangent will be used.
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static constexpr uint32_t UnassignedTangent = 0b1111u;
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//! The variable name defined in the SRG shader code.
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static constexpr const char* SrgName = "m_uvStreamTangentBitmask";
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private:
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// Flag composition:
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// The next available slot index (highest 4 bits) + tangent index (4 bits each) * 7
|
||||
// e.g. 0x200000F0 means there are 2 UV streams,
|
||||
// the first UV stream uses 0th tangent stream,
|
||||
// the second UV stream uses the generated tangent stream (0xF).
|
||||
uint32_t m_flag = 0;
|
||||
//! Mask composition:
|
||||
//! The number of UV slots (highest 4 bits) + tangent mask (4 bits each) * 7
|
||||
//! e.g. 0x200000F0 means there are 2 UV streams,
|
||||
//! the first UV stream uses 0th tangent stream (0x0),
|
||||
//! the second UV stream uses the generated tangent stream (0xF).
|
||||
uint32_t m_mask = 0;
|
||||
|
||||
static constexpr uint32_t BitsPerTangentIndex = 4;
|
||||
//! Bit size in the mask composition.
|
||||
static constexpr uint32_t BitsPerTangent = 4;
|
||||
static constexpr uint32_t BitsForUvIndex = 4;
|
||||
|
||||
public:
|
||||
static constexpr uint32_t MaxTangents = (sizeof(m_flag) * CHAR_BIT - BitsForUvIndex) / BitsPerTangentIndex;
|
||||
//! Max UV slots available in this bit mask.
|
||||
static constexpr uint32_t MaxUvSlots = (sizeof(m_mask) * CHAR_BIT - BitsForUvIndex) / BitsPerTangent;
|
||||
};
|
||||
} // namespace RPI
|
||||
} // namespace AZ
|
||||
|
||||
@@ -209,12 +209,12 @@ namespace AZ
|
||||
streamBufferViewsPerShader.push_back();
|
||||
auto& streamBufferViews = streamBufferViewsPerShader.back();
|
||||
|
||||
UvStreamTangentIndex uvStreamTangentIndex;
|
||||
UvStreamTangentBitmask uvStreamTangentBitmask;
|
||||
|
||||
if (!m_modelLod->GetStreamsForMesh(
|
||||
pipelineStateDescriptor.m_inputStreamLayout,
|
||||
streamBufferViews,
|
||||
uvStreamTangentIndex,
|
||||
&uvStreamTangentBitmask,
|
||||
variant.GetInputContract(),
|
||||
m_modelLodMeshIndex,
|
||||
m_materialModelUvMap,
|
||||
@@ -235,9 +235,16 @@ namespace AZ
|
||||
drawSrg->SetShaderVariantKeyFallbackValue(shaderOptions.GetShaderVariantKeyFallbackValue());
|
||||
}
|
||||
|
||||
RHI::ShaderInputNameIndex shaderUvStreamTangentIndex = "m_uvStreamTangentIndex";
|
||||
// Pass UvStreamTangentBitmask to the shader if the draw SRG has it.
|
||||
{
|
||||
AZ::Name shaderUvStreamTangentBitmask = AZ::Name(UvStreamTangentBitmask::SrgName);
|
||||
auto index = drawSrg->FindShaderInputConstantIndex(shaderUvStreamTangentBitmask);
|
||||
|
||||
drawSrg->SetConstant(shaderUvStreamTangentIndex, uvStreamTangentIndex.GetFullFlag());
|
||||
if (index.IsValid())
|
||||
{
|
||||
drawSrg->SetConstant(index, uvStreamTangentBitmask.GetFullTangentBitmask());
|
||||
}
|
||||
}
|
||||
|
||||
drawSrg->Compile();
|
||||
}
|
||||
|
||||
@@ -173,7 +173,7 @@ namespace AZ
|
||||
const ShaderInputContract::StreamChannelInfo& contractStreamChannel,
|
||||
StreamInfoList::const_iterator defaultUv,
|
||||
StreamInfoList::const_iterator firstUv,
|
||||
UvStreamTangentIndex& uvStreamTangentIndexOut) const
|
||||
UvStreamTangentBitmask* uvStreamTangentBitmaskOut) const
|
||||
{
|
||||
const Mesh& mesh = m_meshes[meshIndex];
|
||||
auto iter = mesh.m_streamInfo.end();
|
||||
@@ -197,8 +197,8 @@ namespace AZ
|
||||
// Cost of linear search UV names is low because the size is extremely limited.
|
||||
return uvNamePair.m_shaderInput == contractStreamChannel.m_semantic;
|
||||
});
|
||||
const bool IsUv = materialUvIter != materialUvNameMap.end();
|
||||
if (IsUv)
|
||||
const bool isUv = materialUvIter != materialUvNameMap.end();
|
||||
if (isUv)
|
||||
{
|
||||
const AZ::Name& materialUvName = materialUvIter->m_uvName;
|
||||
auto modelUvMapIter = materialModelUvMap.find(materialUvIter->m_shaderInput);
|
||||
@@ -237,14 +237,14 @@ namespace AZ
|
||||
});
|
||||
}
|
||||
|
||||
if (iter == mesh.m_streamInfo.end() && IsUv)
|
||||
if (iter == mesh.m_streamInfo.end() && isUv)
|
||||
{
|
||||
iter = defaultUv;
|
||||
}
|
||||
|
||||
if (IsUv)
|
||||
if (isUv && uvStreamTangentBitmaskOut)
|
||||
{
|
||||
uvStreamTangentIndexOut.ApplyTangentIndex(iter == firstUv ? 0 : UvStreamTangentIndex::UnassignedTangentIndex);
|
||||
uvStreamTangentBitmaskOut->ApplyTangent(iter == firstUv ? 0 : UvStreamTangentBitmask::UnassignedTangent);
|
||||
}
|
||||
|
||||
return iter;
|
||||
@@ -253,7 +253,7 @@ namespace AZ
|
||||
bool ModelLod::GetStreamsForMesh(
|
||||
RHI::InputStreamLayout& layoutOut,
|
||||
StreamBufferViewList& streamBufferViewsOut,
|
||||
UvStreamTangentIndex& uvStreamTangentIndexOut,
|
||||
UvStreamTangentBitmask* uvStreamTangentBitmaskOut,
|
||||
const ShaderInputContract& contract,
|
||||
size_t meshIndex,
|
||||
const MaterialModelUvOverrideMap& materialModelUvMap,
|
||||
@@ -272,11 +272,14 @@ namespace AZ
|
||||
// Searching for the first UV in the mesh, so it can be used to paired with tangent/bitangent stream
|
||||
auto firstUv = FindFirstUvStreamFromMesh(meshIndex);
|
||||
auto defaultUv = FindDefaultUvStream(meshIndex, materialUvNameMap);
|
||||
uvStreamTangentIndexOut.Reset();
|
||||
if (uvStreamTangentBitmaskOut)
|
||||
{
|
||||
uvStreamTangentBitmaskOut->Reset();
|
||||
}
|
||||
|
||||
for (auto& contractStreamChannel : contract.m_streamChannels)
|
||||
{
|
||||
auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv, firstUv, uvStreamTangentIndexOut);
|
||||
auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv, firstUv, uvStreamTangentBitmaskOut);
|
||||
|
||||
if (iter == mesh.m_streamInfo.end())
|
||||
{
|
||||
@@ -363,7 +366,6 @@ namespace AZ
|
||||
|
||||
auto defaultUv = FindDefaultUvStream(meshIndex, materialUvNameMap);
|
||||
auto firstUv = FindFirstUvStreamFromMesh(meshIndex);
|
||||
UvStreamTangentIndex dummyUvStreamTangentIndex;
|
||||
|
||||
for (auto& contractStreamChannel : contract.m_streamChannels)
|
||||
{
|
||||
@@ -374,7 +376,7 @@ namespace AZ
|
||||
|
||||
AZ_Assert(contractStreamChannel.m_streamBoundIndicatorIndex.IsValid(), "m_streamBoundIndicatorIndex was invalid for an optional shader input stream");
|
||||
|
||||
auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv, firstUv, dummyUvStreamTangentIndex);
|
||||
auto iter = FindMatchingStream(meshIndex, materialModelUvMap, materialUvNameMap, contractStreamChannel, defaultUv, firstUv, nullptr);
|
||||
|
||||
ShaderOptionValue isStreamBound = (iter == mesh.m_streamInfo.end()) ? ShaderOptionValue{0} : ShaderOptionValue{1};
|
||||
shaderOptions.SetValue(contractStreamChannel.m_streamBoundIndicatorIndex, isStreamBound);
|
||||
@@ -438,55 +440,55 @@ namespace AZ
|
||||
return static_cast<uint32_t>(m_buffers.size() - 1);
|
||||
}
|
||||
|
||||
uint32_t UvStreamTangentIndex::GetFullFlag() const
|
||||
uint32_t UvStreamTangentBitmask::GetFullTangentBitmask() const
|
||||
{
|
||||
return m_flag;
|
||||
return m_mask;
|
||||
}
|
||||
|
||||
uint32_t UvStreamTangentIndex::GetNextAvailableUvIndex() const
|
||||
uint32_t UvStreamTangentBitmask::GetUvStreamCount() const
|
||||
{
|
||||
return m_flag >> (sizeof(m_flag) * CHAR_BIT - BitsForUvIndex);
|
||||
return m_mask >> (sizeof(m_mask) * CHAR_BIT - BitsForUvIndex);
|
||||
}
|
||||
|
||||
uint32_t UvStreamTangentIndex::GetTangentIndexAtUv(uint32_t uvIndex) const
|
||||
uint32_t UvStreamTangentBitmask::GetTangentAtUv(uint32_t uvIndex) const
|
||||
{
|
||||
return (m_flag >> (BitsPerTangentIndex * uvIndex)) & 0b1111u;
|
||||
return (m_mask >> (BitsPerTangent * uvIndex)) & 0b1111u;
|
||||
}
|
||||
|
||||
void UvStreamTangentIndex::ApplyTangentIndex(uint32_t tangentIndex)
|
||||
void UvStreamTangentBitmask::ApplyTangent(uint32_t tangentIndex)
|
||||
{
|
||||
uint32_t currentSlot = GetNextAvailableUvIndex();
|
||||
if (currentSlot >= MaxTangents)
|
||||
uint32_t currentSlot = GetUvStreamCount();
|
||||
if (currentSlot >= MaxUvSlots)
|
||||
{
|
||||
AZ_Error("UV Stream", false, "Reaching the max of avaiblable stream slots.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (tangentIndex > UnassignedTangentIndex)
|
||||
if (tangentIndex > UnassignedTangent)
|
||||
{
|
||||
AZ_Warning(
|
||||
"UV Stream", false,
|
||||
"Tangent index must use %d bits as defined in UvStreamTangentIndex::m_flag. Unassigned index will be applied.",
|
||||
BitsPerTangentIndex);
|
||||
tangentIndex = UnassignedTangentIndex;
|
||||
BitsPerTangent);
|
||||
tangentIndex = UnassignedTangent;
|
||||
}
|
||||
|
||||
uint32_t mask = 0b1111u << (BitsPerTangentIndex * currentSlot);
|
||||
mask = ~mask;
|
||||
uint32_t clearMask = 0b1111u << (BitsPerTangent * currentSlot);
|
||||
clearMask = ~clearMask;
|
||||
|
||||
// Clear the writing bits in case
|
||||
m_flag &= mask;
|
||||
m_mask &= clearMask;
|
||||
|
||||
// Write the bits to the slot
|
||||
m_flag |= (tangentIndex << (BitsPerTangentIndex * currentSlot));
|
||||
m_mask |= (tangentIndex << (BitsPerTangent * currentSlot));
|
||||
|
||||
// Increase the index
|
||||
m_flag += (1u << (sizeof(m_flag) * CHAR_BIT - BitsForUvIndex));
|
||||
m_mask += (1u << (sizeof(m_mask) * CHAR_BIT - BitsForUvIndex));
|
||||
}
|
||||
|
||||
void UvStreamTangentIndex::Reset()
|
||||
void UvStreamTangentBitmask::Reset()
|
||||
{
|
||||
m_flag = 0;
|
||||
m_mask = 0;
|
||||
}
|
||||
} // namespace RPI
|
||||
} // namespace AZ
|
||||
|
||||
@@ -920,29 +920,39 @@ namespace UnitTest
|
||||
|
||||
TEST_F(ModelTests, UvStream)
|
||||
{
|
||||
AZ::RPI::UvStreamTangentIndex uvStreamTangentIndex;
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetFullFlag(), 0u);
|
||||
AZ::RPI::UvStreamTangentBitmask uvStreamTangentBitmask;
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0u);
|
||||
|
||||
uvStreamTangentIndex.ApplyTangentIndex(1u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetTangentIndexAtUv(0u), 1u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetNextAvailableUvIndex(), 1u);
|
||||
uvStreamTangentBitmask.ApplyTangent(1u);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(0u), 1u);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x10000001);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetUvStreamCount(), 1u);
|
||||
|
||||
uvStreamTangentIndex.ApplyTangentIndex(5u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetTangentIndexAtUv(1u), 5u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetNextAvailableUvIndex(), 2u);
|
||||
uvStreamTangentBitmask.ApplyTangent(5u);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(0u), 1u);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(1u), 5u);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x20000051);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetUvStreamCount(), 2u);
|
||||
|
||||
uvStreamTangentIndex.ApplyTangentIndex(100u);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetTangentIndexAtUv(2u), AZ::RPI::UvStreamTangentIndex::UnassignedTangentIndex);
|
||||
EXPECT_EQ(uvStreamTangentIndex.GetNextAvailableUvIndex(), 3u);
|
||||
uvStreamTangentBitmask.ApplyTangent(100u);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(0u), 1u);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(1u), 5u);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetTangentAtUv(2u), AZ::RPI::UvStreamTangentBitmask::UnassignedTangent);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x30000F51);
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetUvStreamCount(), 3u);
|
||||
|
||||
for (uint32_t i = 3; i < AZ::RPI::UvStreamTangentIndex::MaxTangents; ++i)
|
||||
for (uint32_t i = 3; i < AZ::RPI::UvStreamTangentBitmask::MaxUvSlots; ++i)
|
||||
{
|
||||
uvStreamTangentIndex.ApplyTangentIndex(0u);
|
||||
uvStreamTangentBitmask.ApplyTangent(0u);
|
||||
}
|
||||
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x70000F51);
|
||||
|
||||
AZ_TEST_START_TRACE_SUPPRESSION;
|
||||
uvStreamTangentIndex.ApplyTangentIndex(0u);
|
||||
uvStreamTangentBitmask.ApplyTangent(0u);
|
||||
AZ_TEST_STOP_TRACE_SUPPRESSION(1);
|
||||
|
||||
EXPECT_EQ(uvStreamTangentBitmask.GetFullTangentBitmask(), 0x70000F51);
|
||||
}
|
||||
|
||||
// This class creates a Model with one LOD, whose mesh contains 2 planes. Plane 1 is in the XY plane at Z=-0.5, and
|
||||
|
||||
Reference in New Issue
Block a user