load render option in atom render plugin and use render actor settings in atom debug draw

Signed-off-by: rhhong <rhhong@amazon.com>
This commit is contained in:
rhhong
2021-10-30 22:37:05 -07:00
parent e4df621f88
commit c79bf7a0c1
14 changed files with 203 additions and 67 deletions
@@ -11,6 +11,7 @@
#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
#include <Integration/Rendering/RenderActorInstance.h>
#include <Integration/Rendering/RenderActorSettings.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/DebugDraw.h>
@@ -70,6 +71,7 @@ namespace AZ::Render
const EMotionFX::Pose* pose = instance->GetTransformData()->GetCurrentPose();
const size_t geomLODLevel = instance->GetLODLevel();
const size_t numEnabled = instance->GetNumEnabledNodes();
const float scaleMultiplier = CalculateScaleMultiplier(instance);
for (size_t i = 0; i < numEnabled; ++i)
{
EMotionFX::Node* node = instance->GetActor()->GetSkeleton()->GetNode(instance->GetEnabledNode(i));
@@ -83,19 +85,27 @@ namespace AZ::Render
continue;
}
RenderNormals(mesh, globalTM, renderVertexNormals, renderFaceNormals);
RenderNormals(mesh, globalTM, renderVertexNormals, renderFaceNormals, scaleMultiplier);
if (renderTangents)
{
RenderTangents(mesh, globalTM);
RenderTangents(mesh, globalTM, scaleMultiplier);
}
if (renderWireframe)
{
RenderWireframe(mesh, globalTM);
RenderWireframe(mesh, globalTM, scaleMultiplier);
}
}
}
}
float AtomActorDebugDraw::CalculateScaleMultiplier(EMotionFX::ActorInstance* instance) const
{
const AZ::Aabb aabb = instance->GetAabb();
const float aabbRadius = AZ::Vector3(aabb.GetMax() - aabb.GetMin()).GetLength() * 0.5f;
// Scale the multiplier down to 1% of the character size, that looks pretty nice on all models
return aabbRadius * 0.01f;
}
void AtomActorDebugDraw::PrepareForMesh(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM)
{
// Check if we have already prepared for the given mesh
@@ -128,7 +138,8 @@ namespace AZ::Render
{
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
const AZ::Aabb& aabb = instance->GetAabb();
auxGeom->DrawAabb(aabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line);
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
auxGeom->DrawAabb(aabb, renderActorSettings.m_staticAABBColor, RPI::AuxGeomDraw::DrawStyle::Line);
}
void AtomActorDebugDraw::RenderSkeleton(EMotionFX::ActorInstance* instance)
@@ -166,11 +177,11 @@ namespace AZ::Render
m_auxVertices.emplace_back(bonePos);
}
const AZ::Color skeletonColor(0.604f, 0.804f, 0.196f, 1.0f);
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &skeletonColor;
lineArgs.m_colors = &renderActorSettings.m_lineSkeletonColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
@@ -218,7 +229,7 @@ namespace AZ::Render
auxGeom->DrawLines(lineArgs);
}
void AtomActorDebugDraw::RenderNormals(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, bool vertexNormals, bool faceNormals)
void AtomActorDebugDraw::RenderNormals(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, bool vertexNormals, bool faceNormals, float scaleMultiplier)
{
if (!mesh)
{
@@ -236,11 +247,7 @@ namespace AZ::Render
return;
}
// TODO: Move line color to a render setting.
const float faceNormalsScale = 0.01f;
const AZ::Color colorFaceNormals = AZ::Colors::Lime;
const float vertexNormalsScale = 0.01f;
const AZ::Color colorVertexNormals = AZ::Colors::Orange;
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
PrepareForMesh(mesh, worldTM);
@@ -277,14 +284,14 @@ namespace AZ::Render
const AZ::Vector3 normalPos = (posA + posB + posC) * (1.0f / 3.0f);
m_auxVertices.emplace_back(normalPos);
m_auxVertices.emplace_back(normalPos + (normalDir * faceNormalsScale));
m_auxVertices.emplace_back(normalPos + (normalDir * renderActorSettings.m_faceNormalsScale * scaleMultiplier));
}
}
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &colorFaceNormals;
lineArgs.m_colors = &renderActorSettings.m_faceNormalsColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
@@ -307,7 +314,8 @@ namespace AZ::Render
{
const uint32 vertexIndex = j + startVertex;
const AZ::Vector3& position = m_worldSpacePositions[vertexIndex];
const AZ::Vector3 normal = worldTM.TransformVector(normals[vertexIndex]).GetNormalizedSafe() * vertexNormalsScale;
const AZ::Vector3 normal = worldTM.TransformVector(normals[vertexIndex]).GetNormalizedSafe() *
renderActorSettings.m_vertexNormalsScale * scaleMultiplier;
m_auxVertices.emplace_back(position);
m_auxVertices.emplace_back(position + normal);
@@ -317,14 +325,14 @@ namespace AZ::Render
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &colorVertexNormals;
lineArgs.m_colors = &renderActorSettings.m_vertexNormalsColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
}
}
void AtomActorDebugDraw::RenderTangents(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM)
void AtomActorDebugDraw::RenderTangents(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float scaleMultiplier)
{
if (!mesh)
{
@@ -337,11 +345,7 @@ namespace AZ::Render
return;
}
// TODO: Move line color to a render setting.
const AZ::Color colorTangents = AZ::Colors::Red;
const AZ::Color mirroredBitangentColor = AZ::Colors::Yellow;
const AZ::Color colorBitangents = AZ::Colors::White;
const float scale = 0.01f;
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
// Get the tangents and check if this mesh actually has tangents
AZ::Vector4* tangents = static_cast<AZ::Vector4*>(mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_TANGENTS));
@@ -380,23 +384,23 @@ namespace AZ::Render
bitangent = (worldTM.TransformVector(bitangent)).GetNormalizedSafe();
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(colorTangents);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (tangent * scale));
m_auxColors.emplace_back(colorTangents);
m_auxColors.emplace_back(renderActorSettings.m_tangentsColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (tangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
m_auxColors.emplace_back(renderActorSettings.m_tangentsColor);
if (tangents[i].GetW() < 0.0f)
{
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(mirroredBitangentColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * scale));
m_auxColors.emplace_back(mirroredBitangentColor);
m_auxColors.emplace_back(renderActorSettings.m_mirroredBitangentsColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
m_auxColors.emplace_back(renderActorSettings.m_mirroredBitangentsColor);
}
else
{
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(colorBitangents);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * scale));
m_auxColors.emplace_back(colorBitangents);
m_auxColors.emplace_back(renderActorSettings.m_bitangentsColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
m_auxColors.emplace_back(renderActorSettings.m_bitangentsColor);
}
}
@@ -409,7 +413,7 @@ namespace AZ::Render
auxGeom->DrawLines(lineArgs);
}
void AtomActorDebugDraw::RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM)
void AtomActorDebugDraw::RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float scaleMultiplier)
{
// Check if the mesh is valid and skip the node in case it's not
if (!mesh)
@@ -423,12 +427,10 @@ namespace AZ::Render
return;
}
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
PrepareForMesh(mesh, worldTM);
const float scale = 0.01f;
const AZ::Vector3* normals = (AZ::Vector3*)mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_NORMALS);
const AZ::Color vertexColor = AZ::Color(0.8f, 0.24f, 0.88f, 1.0f);
const size_t numSubMeshes = mesh->GetNumSubMeshes();
for (uint32 subMeshIndex = 0; subMeshIndex < numSubMeshes; ++subMeshIndex)
@@ -448,9 +450,12 @@ namespace AZ::Render
const uint32 indexB = indices[triangleStartIndex + 1] + startVertex;
const uint32 indexC = indices[triangleStartIndex + 2] + startVertex;
const AZ::Vector3 posA = m_worldSpacePositions[indexA] + normals[indexA] * scale;
const AZ::Vector3 posB = m_worldSpacePositions[indexB] + normals[indexB] * scale;
const AZ::Vector3 posC = m_worldSpacePositions[indexC] + normals[indexC] * scale;
const AZ::Vector3 posA =
m_worldSpacePositions[indexA] + normals[indexA] * renderActorSettings.m_wireframeScale * scaleMultiplier;
const AZ::Vector3 posB =
m_worldSpacePositions[indexB] + normals[indexB] * renderActorSettings.m_wireframeScale * scaleMultiplier;
const AZ::Vector3 posC =
m_worldSpacePositions[indexC] + normals[indexC] * renderActorSettings.m_wireframeScale * scaleMultiplier;
m_auxVertices.emplace_back(posA);
m_auxVertices.emplace_back(posB);
@@ -465,7 +470,7 @@ namespace AZ::Render
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &vertexColor;
lineArgs.m_colors = &renderActorSettings.m_wireframeColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);