Changed the Tangent and BItangent streams to be optional when setting up ray tracing data for a mesh.

main
Doug McDiarmid 5 years ago
parent 0581de25b3
commit c3c69fedd6

@ -156,15 +156,15 @@ ShaderResourceGroup RayTracingSceneSrg : SRG_RayTracingScene
#define MESH_INDEX_BUFFER_OFFSET 0
#define MESH_POSITION_BUFFER_OFFSET 1
#define MESH_NORMAL_BUFFER_OFFSET 2
#define MESH_TANGENT_BUFFER_OFFSET 3
#define MESH_BITANGENT_BUFFER_OFFSET 4
// buffer flag bits indicating if optional buffers are present
#define MESH_BUFFER_FLAG_UV 1
#define MESH_BUFFER_FLAG_TANGENT 1
#define MESH_BUFFER_FLAG_BITANGENT 2
#define MESH_BUFFER_FLAG_UV 3
// Unbounded array of mesh stream buffers:
// - Index, Position, Normal, Tangent, and Bitangent stream buffers are always present
// - Optional stream buffers such as UV are indicated in the MeshInfo.m_bufferFlags field
// - Index, Position, Normal stream buffers are always present
// - Optional stream buffers such as Tangent, Bitangent, and UV are indicated in the MeshInfo.m_bufferFlags field
// - Buffers for a particular mesh start at MeshInfo.m_bufferStartIndex
ByteAddressBuffer m_meshBuffers[];
}

@ -79,10 +79,14 @@ VertexData GetHitInterpolatedVertexData(RayTracingSceneSrg::MeshInfo meshInfo, f
vertexData.m_normal += asfloat(RayTracingSceneSrg::m_meshBuffers[meshVertexNormalArrayIndex].Load3(normalOffset)) * barycentrics[i];
}
// optional streams begin after MESH_NORMAL_BUFFER_OFFSET
uint optionalBufferOffset = MESH_NORMAL_BUFFER_OFFSET + 1;
// tangent
if (meshInfo.m_bufferFlags & MESH_BUFFER_FLAG_TANGENT)
{
// array index of the tangent buffer for this mesh in the m_meshBuffers unbounded array
uint meshVertexTangentArrayIndex = meshInfo.m_bufferStartIndex + MESH_TANGENT_BUFFER_OFFSET;
uint meshVertexTangentArrayIndex = meshInfo.m_bufferStartIndex + optionalBufferOffset++;
// offset into the tangent buffer for this vertex
uint tangentOffset = meshInfo.m_tangentOffset + (indices[i] * 12);
@ -92,9 +96,10 @@ VertexData GetHitInterpolatedVertexData(RayTracingSceneSrg::MeshInfo meshInfo, f
}
// bitangent
if (meshInfo.m_bufferFlags & MESH_BUFFER_FLAG_BITANGENT)
{
// array index of the bitangent buffer for this mesh in the m_meshBuffers unbounded array
uint meshVertexBitangentArrayIndex = meshInfo.m_bufferStartIndex + MESH_BITANGENT_BUFFER_OFFSET;
uint meshVertexBitangentArrayIndex = meshInfo.m_bufferStartIndex + optionalBufferOffset++;
// offset into the bitangent buffer for this vertex
uint bitangentOffset = meshInfo.m_bitangentOffset + (indices[i] * 12);
@ -103,9 +108,6 @@ VertexData GetHitInterpolatedVertexData(RayTracingSceneSrg::MeshInfo meshInfo, f
vertexData.m_bitangent += asfloat(RayTracingSceneSrg::m_meshBuffers[meshVertexBitangentArrayIndex].Load3(bitangentOffset)) * barycentrics[i];
}
// optional streams begin after MESH_BITANGENT_BUFFER_OFFSET
uint optionalBufferOffset = MESH_BITANGENT_BUFFER_OFFSET + 1;
// UV
if (meshInfo.m_bufferFlags & MESH_BUFFER_FLAG_UV)
{

@ -734,10 +734,12 @@ namespace AZ
RPI::ShaderInputContract::StreamChannelInfo tangentStreamChannelInfo;
tangentStreamChannelInfo.m_semantic = RHI::ShaderSemantic(AZ::Name(TangentSemantic));
tangentStreamChannelInfo.m_componentCount = RHI::GetFormatComponentCount(TangentStreamFormat);
tangentStreamChannelInfo.m_isOptional = true;
RPI::ShaderInputContract::StreamChannelInfo bitangentStreamChannelInfo;
bitangentStreamChannelInfo.m_semantic = RHI::ShaderSemantic(AZ::Name(BitangentSemantic));
bitangentStreamChannelInfo.m_componentCount = RHI::GetFormatComponentCount(BitangentStreamFormat);
bitangentStreamChannelInfo.m_isOptional = true;
RPI::ShaderInputContract::StreamChannelInfo uvStreamChannelInfo;
uvStreamChannelInfo.m_semantic = RHI::ShaderSemantic(AZ::Name(UVSemantic));
@ -776,7 +778,7 @@ namespace AZ
// retrieve vertex/index buffers
RPI::ModelLod::StreamBufferViewList streamBufferViews;
bool result = modelLod->GetStreamsForMesh(
[[maybe_unused]] bool result = modelLod->GetStreamsForMesh(
inputStreamLayout,
streamBufferViews,
nullptr,
@ -784,12 +786,7 @@ namespace AZ
meshIndex,
materialAssignment.m_matModUvOverrides,
material->GetAsset()->GetMaterialTypeAsset()->GetUvNameMap());
if (!result)
{
AZ_Warning("MeshFeatureProcessor", false, "Mesh is missing required vertex streams for RayTracing. Skipping.");
continue;
}
AZ_Assert(result, "Failed to retrieve mesh stream buffer views");
// note that the element count is the size of the entire buffer, even though this mesh may only
// occupy a portion of the vertex buffer. This is necessary since we are accessing it using
@ -828,13 +825,21 @@ namespace AZ
subMesh.m_normalVertexBufferView = streamBufferViews[1];
subMesh.m_normalShaderBufferView = const_cast<RHI::Buffer*>(streamBufferViews[1].GetBuffer())->GetBufferView(normalBufferDescriptor);
subMesh.m_tangentFormat = TangentStreamFormat;
subMesh.m_tangentVertexBufferView = streamBufferViews[2];
subMesh.m_tangentShaderBufferView = const_cast<RHI::Buffer*>(streamBufferViews[2].GetBuffer())->GetBufferView(tangentBufferDescriptor);
if (tangentBufferByteCount > 0)
{
subMesh.m_bufferFlags |= RayTracingSubMeshBufferFlags::Tangent;
subMesh.m_tangentFormat = TangentStreamFormat;
subMesh.m_tangentVertexBufferView = streamBufferViews[2];
subMesh.m_tangentShaderBufferView = const_cast<RHI::Buffer*>(streamBufferViews[2].GetBuffer())->GetBufferView(tangentBufferDescriptor);
}
subMesh.m_bitangentFormat = BitangentStreamFormat;
subMesh.m_bitangentVertexBufferView = streamBufferViews[3];
subMesh.m_bitangentShaderBufferView = const_cast<RHI::Buffer*>(streamBufferViews[3].GetBuffer())->GetBufferView(bitangentBufferDescriptor);
if (bitangentBufferByteCount > 0)
{
subMesh.m_bufferFlags |= RayTracingSubMeshBufferFlags::Bitangent;
subMesh.m_bitangentFormat = BitangentStreamFormat;
subMesh.m_bitangentVertexBufferView = streamBufferViews[3];
subMesh.m_bitangentShaderBufferView = const_cast<RHI::Buffer*>(streamBufferViews[3].GetBuffer())->GetBufferView(bitangentBufferDescriptor);
}
if (uvBufferByteCount > 0)
{

@ -243,8 +243,16 @@ namespace AZ
meshInfo.m_indexOffset = subMesh.m_indexBufferView.GetByteOffset();
meshInfo.m_positionOffset = subMesh.m_positionVertexBufferView.GetByteOffset();
meshInfo.m_normalOffset = subMesh.m_normalVertexBufferView.GetByteOffset();
meshInfo.m_tangentOffset = subMesh.m_tangentVertexBufferView.GetByteOffset();
meshInfo.m_bitangentOffset = subMesh.m_bitangentVertexBufferView.GetByteOffset();
if (RHI::CheckBitsAll(subMesh.m_bufferFlags, RayTracingSubMeshBufferFlags::Tangent))
{
meshInfo.m_tangentOffset = subMesh.m_tangentVertexBufferView.GetByteOffset();
}
if (RHI::CheckBitsAll(subMesh.m_bufferFlags, RayTracingSubMeshBufferFlags::Bitangent))
{
meshInfo.m_bitangentOffset = subMesh.m_bitangentVertexBufferView.GetByteOffset();
}
if (RHI::CheckBitsAll(subMesh.m_bufferFlags, RayTracingSubMeshBufferFlags::UV))
{
@ -257,8 +265,8 @@ namespace AZ
meshInfo.m_bufferStartIndex = bufferStartIndex;
// add the count of buffers present in this subMesh to the start index for the next subMesh
// note that the Index, Position, Normal, Tangent, and Bitangent buffers are always counted since they are guaranteed
static const uint32_t RayTracingSubMeshFixedStreamCount = 5;
// note that the Index, Position, and Normal buffers are always counted since they are guaranteed
static const uint32_t RayTracingSubMeshFixedStreamCount = 3;
bufferStartIndex += (RayTracingSubMeshFixedStreamCount + RHI::CountBitsSet(aznumeric_cast<uint32_t>(meshInfo.m_bufferFlags)));
meshInfos.emplace_back(meshInfo);
@ -423,8 +431,16 @@ namespace AZ
meshBuffers.push_back(subMesh.m_indexShaderBufferView.get());
meshBuffers.push_back(subMesh.m_positionShaderBufferView.get());
meshBuffers.push_back(subMesh.m_normalShaderBufferView.get());
meshBuffers.push_back(subMesh.m_tangentShaderBufferView.get());
meshBuffers.push_back(subMesh.m_bitangentShaderBufferView.get());
if (RHI::CheckBitsAll(subMesh.m_bufferFlags, RayTracingSubMeshBufferFlags::Tangent))
{
meshBuffers.push_back(subMesh.m_tangentShaderBufferView.get());
}
if (RHI::CheckBitsAll(subMesh.m_bufferFlags, RayTracingSubMeshBufferFlags::Bitangent))
{
meshBuffers.push_back(subMesh.m_bitangentShaderBufferView.get());
}
if (RHI::CheckBitsAll(subMesh.m_bufferFlags, RayTracingSubMeshBufferFlags::UV))
{

@ -32,7 +32,9 @@ namespace AZ
{
None = 0,
UV = AZ_BIT(0)
Tangent = AZ_BIT(0),
Bitangent = AZ_BIT(1),
UV = AZ_BIT(2)
};
AZ_DEFINE_ENUM_BITWISE_OPERATORS(AZ::Render::RayTracingSubMeshBufferFlags);

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