Various terrain improvements: (#3942)

* Various terrain improvements:
- Height now stored in a R16_unorm to decrease the amount of memory / memory bandwidth needed for the height field
- Many simplifications to the feature processor
- Added a shader to render to the depth pre pass
- Pulled common functionality needed by depth and forward to a common include shader
- Forward shader now outputs to all the expected render targets
- Adjusted the way normals and lighting are being calculated

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Adding missing shader files. Updated terrain shader to alter the color slightly with height.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Removed pixel shader code from terrain depth pass

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Renamed the depth pass shaders to no longer indicate they include a pixel shader.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Removing unneeded code from TerrainCommon.azsli

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
This commit is contained in:
Ken Pruiksma
2021-09-09 12:56:16 -05:00
committed by GitHub
parent 6cb2222da8
commit d17ac748ac
11 changed files with 357 additions and 237 deletions
-1
View File
@@ -27,7 +27,6 @@ enum ObjectEvent
EVENT_OUTOFGAME, //!< Signals that editor is switching out of the game mode.
EVENT_REFRESH, //!< Signals that editor is refreshing level.
EVENT_DBLCLICK, //!< Signals that object have been double clicked.
EVENT_KEEP_HEIGHT, //!< Signals that object must preserve its height over changed terrain.
EVENT_RELOAD_ENTITY,//!< Signals that entities scripts must be reloaded.
EVENT_RELOAD_GEOM, //!< Signals that all possible geometries should be reloaded.
EVENT_UNLOAD_GEOM, //!< Signals that all possible geometries should be unloaded.
-14
View File
@@ -618,12 +618,6 @@ bool CBaseObject::SetPos(const Vec3& pos, int flags)
StoreUndo("Position", true, flags);
}
float terrainElevation = AzFramework::Terrain::TerrainDataRequests::GetDefaultTerrainHeight();
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(terrainElevation
, &AzFramework::Terrain::TerrainDataRequests::GetHeightFromFloats
, pos.x, pos.y, AzFramework::Terrain::TerrainDataRequests::Sampler::BILINEAR, nullptr);
m_height = pos.z - terrainElevation;
if (!bPositionDelegated)
{
m_pos = pos;
@@ -1275,14 +1269,6 @@ void CBaseObject::OnEvent(ObjectEvent event)
{
switch (event)
{
case EVENT_KEEP_HEIGHT:
{
float h = m_height;
float newz = GetIEditor()->GetTerrainElevation(m_pos.x, m_pos.y) + m_height;
SetPos(Vec3(m_pos.x, m_pos.y, newz));
m_height = h;
}
break;
case EVENT_CONFIG_SPEC_CHANGE:
UpdateVisibility(!IsHidden());
break;
-2
View File
@@ -798,8 +798,6 @@ private:
//////////////////////////////////////////////////////////////////////////
//! Area radius around object, where terrain is flatten and static objects removed.
float m_flattenArea;
//! Every object keeps for itself height above terrain.
float m_height;
//! Object's name.
QString m_name;
//! Class description for this object.
@@ -35,4 +35,4 @@ float ApplyReceiverPlaneDepthBias(const float2 receiverPlaneDepthBias, const flo
// Clamping this will remove this effect
fragmentDepthBias = min(fragmentDepthBias, 0.0);
return fragmentDepthBias;
}
}
@@ -6,120 +6,90 @@
*/
#include <Atom/Features/SrgSemantics.azsli>
#include <scenesrg.srgi>
#include <viewsrg.srgi>
struct VertexInput
{
float2 Position : POSITION;
float2 UV : UV;
};
#include "TerrainCommon.azsli"
struct VertexOutput
{
float4 Position : SV_Position;
float3 Normal : NORMAL;
float2 UV : UV;
linear centroid float4 m_position : SV_Position;
float3 m_normal : NORMAL;
float3 m_tangent : TANGENT;
float3 m_bitangent : BITANGENT;
float m_height : UV;
};
ShaderResourceGroup ObjectSrg : SRG_PerObject
struct ForwardPassOutput
{
Texture2D<float4> HeightmapImage;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
row_major float3x4 m_modelToWorld;
float m_heightScale;
float2 m_uvMin;
float2 m_uvMax;
float2 m_uvStep;
}
float4x4 GetObject_WorldMatrix()
{
float4x4 modelToWorld = float4x4(
float4(1, 0, 0, 0),
float4(0, 1, 0, 0),
float4(0, 0, 1, 0),
float4(0, 0, 0, 1));
modelToWorld[0] = ObjectSrg::m_modelToWorld[0];
modelToWorld[1] = ObjectSrg::m_modelToWorld[1];
modelToWorld[2] = ObjectSrg::m_modelToWorld[2];
return modelToWorld;
}
float GetHeight(float2 origUv)
{
float2 uv = clamp(origUv, 0.0f, 1.0f);
return ObjectSrg::m_heightScale * (ObjectSrg::HeightmapImage.SampleLevel(ObjectSrg::LinearSampler, uv, 0).r - 0.5f);
}
VertexOutput MainVS(in VertexInput input)
{
VertexOutput output;
// Clamp the UVs *after* lerping to ensure that everything aligns properly right to the edge.
// We use out-of-bounds UV values to denote vertices that need to be removed.
float2 origUv = lerp(ObjectSrg::m_uvMin, ObjectSrg::m_uvMax, input.UV);
float2 uv = clamp(origUv, 0.0f, 1.0f);
// Loop up the height and calculate our final position.
float height = GetHeight(uv);
float3 worldPosition = mul(GetObject_WorldMatrix(), float4(input.Position, height, 1.0f)).xyz;
output.Position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0f));
// Remove all vertices outside our bounds by turning them into NaN positions.
output.Position = output.Position / ((origUv.x >= 0.0f && origUv.x < 1.0f && origUv.y >= 0.0f && origUv.y < 1.0f) ? 1.0f : 0.0f);
// Calculate normal
float2 gridSize = {1.0f, 1.0f};
float up = GetHeight(uv + ObjectSrg::m_uvStep * float2(-1.0f, 0.0f));
float right = GetHeight(uv + ObjectSrg::m_uvStep * float2( 0.0f, 1.0f));
float down = GetHeight(uv + ObjectSrg::m_uvStep * float2( 1.0f, 0.0f));
float left = GetHeight(uv + ObjectSrg::m_uvStep * float2( 0.0f, -1.0f));
float dydx = (right - left) * gridSize[0];
float dydz = (down - up) * gridSize[1];
output.Normal = normalize(float3(dydx, 2.0f, dydz));
output.UV = uv;
return output;
}
float4 m_diffuseColor : SV_Target0; //!< RGB = Diffuse Lighting, A = Blend Alpha (for blended surfaces) OR A = special encoding of surfaceScatteringFactor, m_subsurfaceScatteringQuality, o_enableSubsurfaceScattering
float4 m_specularColor : SV_Target1; //!< RGB = Specular Lighting, A = Unused
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
};
struct PixelOutput
{
float4 m_color : SV_Target0;
};
PixelOutput MainPS(in VertexOutput input)
VertexOutput MainVS(in VertexInput input)
{
PixelOutput output;
VertexOutput output;
ObjectSrg::TerrainData terrainData = ObjectSrg::m_terrainData;
// Hard-coded fake light direction
float3 lightDirection = normalize(float3(1.0, -1.0, 1.0));
float2 uv = input.m_uv;
float2 origUv = lerp(terrainData.m_uvMin, terrainData.m_uvMax, uv);
output.m_position = GetTerrainProjectedPosition(terrainData, input.m_position, origUv);
// Calculate normal
float up = GetHeight(origUv + terrainData.m_uvStep * float2( 0.0f, -1.0f));
float right = GetHeight(origUv + terrainData.m_uvStep * float2( 1.0f, 0.0f));
float down = GetHeight(origUv + terrainData.m_uvStep * float2( 0.0f, 1.0f));
float left = GetHeight(origUv + terrainData.m_uvStep * float2(-1.0f, 0.0f));
output.m_bitangent = normalize(float3(0.0, terrainData.m_sampleSpacing * 2.0f, down - up));
output.m_tangent = normalize(float3(terrainData.m_sampleSpacing * 2.0f, 0.0, right - left));
output.m_normal = cross(output.m_tangent, output.m_bitangent);
output.m_height = GetHeight(origUv);
return output;
}
ForwardPassOutput MainPS(in VertexOutput input)
{
ForwardPassOutput output;
float3 lightDirection = normalize(float3(-1.0, 1.0, -1.0));
float3 lightIntensity = float3(1.0, 1.0, 1.0);
if (SceneSrg::m_directionalLightCount > 0)
{
lightDirection = SceneSrg::m_directionalLights[0].m_direction;
lightIntensity = SceneSrg::m_directionalLights[0].m_rgbIntensityLux;
}
// Fake light intensity ranges from 1.0 for normals directly facing the light to zero for those
// directly facing away.
float lightDot = dot(normalize(input.Normal), lightDirection);
float lightIntensity = lightDot * 0.5 + 0.5;
const float minLight = 0.01;
const float midLight = 0.1;
float lightDot = dot(normalize(input.m_normal), -lightDirection);
lightIntensity *= lightDot > 0.0 ?
lightDot * (1.0 - midLight) + midLight : // surface facing light
(lightDot + 1.0) * (midLight - minLight) + minLight; // surface facing away
// add a small amount of ambient and reduce direct light to keep in 0-1 range
lightIntensity = saturate(0.1 + lightIntensity * 0.9);
output.m_diffuseColor.rgb = 0.5 * lightIntensity;
output.m_diffuseColor.a = 0.0f;
// The lightIntensity should not affect alpha so only apply it to rgb.
//output.m_color.rgb = ((input.Normal + float3(1.0, 1.0, 1.0)) / 2.0);
output.m_color.rgb = float3(1.0, 1.0, 1.0) * lightIntensity;
output.m_color.a = 1.0f;
output.m_specularColor.rgb = 0.0;
output.m_albedo.rgb = 0.25 + input.m_height * 0.5;
output.m_albedo.a = 0.0;
output.m_specularF0.rgb = 0.04;
output.m_specularF0.a = 1.0;
output.m_normal.rgb = input.m_normal;
output.m_normal.a = 0.0;
return output;
}
@@ -1,21 +1,13 @@
{
"Source" : "Terrain",
"Source" : "./Terrain.azsl",
"RasterState" : { "CullMode" : "None" },
"DepthStencilState" : {
"Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" }
},
"BlendState" : {
"Enable" : true,
"BlendSource" : "One",
"BlendAlphaSource" : "One",
"BlendDest" : "AlphaSourceInverse",
"BlendAlphaDest" : "AlphaSourceInverse",
"BlendAlphaOp" : "Add"
"DepthStencilState" :
{
"Depth" :
{
"Enable" : true,
"CompareFunc" : "GreaterEqual"
}
},
"DrawList" : "forward",
@@ -33,5 +25,9 @@
"type": "Fragment"
}
]
},
"BlendState" : {
"Enable" : false
}
}
@@ -0,0 +1,76 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
ShaderResourceGroup ObjectSrg : SRG_PerObject
{
Texture2D<float> m_heightmapImage;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
row_major float3x4 m_modelToWorld;
struct TerrainData
{
float2 m_uvMin;
float2 m_uvMax;
float2 m_uvStep;
float m_sampleSpacing;
float m_heightScale;
};
TerrainData m_terrainData;
}
struct VertexInput
{
float2 m_position : POSITION;
float2 m_uv : UV;
};
float4x4 GetObject_WorldMatrix()
{
float4x4 modelToWorld = float4x4(
float4(1, 0, 0, 0),
float4(0, 1, 0, 0),
float4(0, 0, 1, 0),
float4(0, 0, 0, 1));
modelToWorld[0] = ObjectSrg::m_modelToWorld[0];
modelToWorld[1] = ObjectSrg::m_modelToWorld[1];
modelToWorld[2] = ObjectSrg::m_modelToWorld[2];
return modelToWorld;
}
float GetHeight(float2 origUv)
{
float2 uv = clamp(origUv, 0.0f, 1.0f);
return ObjectSrg::m_terrainData.m_heightScale * (ObjectSrg::m_heightmapImage.SampleLevel(ObjectSrg::LinearSampler, uv, 0).r - 0.5f);
}
float4 GetTerrainProjectedPosition(ObjectSrg::TerrainData terrainData, float2 vertexPosition, float2 uv)
{
// Remove all vertices outside our bounds by turning them into NaN positions.
if (any(uv > 1.0) || any (uv < 0.0))
{
return asfloat(0x7fc00000); // NaN
}
// Loop up the height and calculate our final position.
float height = GetHeight(uv);
float4 worldPosition = mul(GetObject_WorldMatrix(), float4(vertexPosition, height, 1.0f));
return mul(ViewSrg::m_viewProjectionMatrix, worldPosition);
}
@@ -0,0 +1,25 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/Features/SrgSemantics.azsli>
#include <viewsrg.srgi>
#include "TerrainCommon.azsli"
struct VSDepthOutput
{
float4 m_position : SV_Position;
};
VSDepthOutput MainVS(in VertexInput input)
{
VSDepthOutput output;
ObjectSrg::TerrainData terrainData = ObjectSrg::m_terrainData;
float2 origUv = lerp(terrainData.m_uvMin, terrainData.m_uvMax, input.m_uv);
output.m_position = GetTerrainProjectedPosition(terrainData, input.m_position, origUv);
return output;
}
@@ -0,0 +1,26 @@
{
"Source" : "./Terrain_DepthPass.azsl",
"DepthStencilState" :
{
"Depth" :
{
"Enable" : true,
"CompareFunc" : "GreaterEqual"
}
},
"DrawList" : "depth",
"ProgramSettings":
{
"EntryPoints":
[
{
"name": "MainVS",
"type": "Vertex"
}
]
}
}
@@ -41,12 +41,9 @@ namespace Terrain
namespace ShaderInputs
{
static const char* const HeightmapImage("HeightmapImage");
static const char* const HeightmapImage("m_heightmapImage");
static const char* const ModelToWorld("m_modelToWorld");
static const char* const HeightScale("m_heightScale");
static const char* const UvMin("m_uvMin");
static const char* const UvMax("m_uvMax");
static const char* const UvStep("m_uvStep");
static const char* const TerrainData("m_terrainData");
}
@@ -68,76 +65,76 @@ namespace Terrain
EnableSceneNotification();
}
void TerrainFeatureProcessor::ConfigurePipelineState(ShaderState& shaderState, bool assertOnFail)
{
bool success = GetParentScene()->ConfigurePipelineState(shaderState.m_shader->GetDrawListTag(), shaderState.m_pipelineStateDescriptor);
AZ_Assert(success || !assertOnFail, "Couldn't configure the pipeline state.");
if (success)
{
shaderState.m_pipelineState = shaderState.m_shader->AcquirePipelineState(shaderState.m_pipelineStateDescriptor);
AZ_Assert(shaderState.m_pipelineState, "Failed to acquire default pipeline state.");
}
}
void TerrainFeatureProcessor::InitializeAtomStuff()
{
m_rhiSystem = AZ::RHI::RHISystemInterface::Get();
{
// Load the shader
constexpr const char* TerrainShaderFilePath = "Shaders/Terrain/Terrain.azshader";
m_shader = AZ::RPI::LoadShader(TerrainShaderFilePath);
if (!m_shader)
{
auto LoadShader = [this](const char* filePath, ShaderState& shaderState)
{
AZ_Error(TerrainFPName, false, "Failed to find or create a shader instance from shader asset '%s'", TerrainShaderFilePath);
shaderState.m_shader = AZ::RPI::LoadShader(filePath);
if (!shaderState.m_shader)
{
AZ_Error(TerrainFPName, false, "Failed to find or create a shader instance from shader asset '%s'", filePath);
return;
}
// Create the data layout
shaderState.m_pipelineStateDescriptor = AZ::RHI::PipelineStateDescriptorForDraw{};
{
AZ::RHI::InputStreamLayoutBuilder layoutBuilder;
layoutBuilder.AddBuffer()
->Channel("POSITION", AZ::RHI::Format::R32G32_FLOAT)
->Channel("UV", AZ::RHI::Format::R32G32_FLOAT)
;
shaderState.m_pipelineStateDescriptor.m_inputStreamLayout = layoutBuilder.End();
}
auto shaderVariant = shaderState.m_shader->GetVariant(AZ::RPI::ShaderAsset::RootShaderVariantStableId);
shaderVariant.ConfigurePipelineState(shaderState.m_pipelineStateDescriptor);
// If this fails to run now, it's ok, we'll initialize it in OnRenderPipelineAdded later.
ConfigurePipelineState(shaderState, false);
};
LoadShader("Shaders/Terrain/Terrain.azshader", m_shaderStates[ShaderType::Forward]);
LoadShader("Shaders/Terrain/Terrain_DepthPass_WithPS.azshader", m_shaderStates[ShaderType::Depth]);
// Forward and depth shader use same srg layout.
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> perObjectSrgLayout =
m_shaderStates[ShaderType::Forward].m_shader->FindShaderResourceGroupLayout(AZ::Name{"ObjectSrg"});
if (!perObjectSrgLayout)
{
AZ_Error(TerrainFPName, false, "Failed to get shader resource group layout");
return;
}
else if (!perObjectSrgLayout->IsFinalized())
{
AZ_Error(TerrainFPName, false, "Shader resource group layout is not loaded");
return;
}
// Create the data layout
m_pipelineStateDescriptor = AZ::RHI::PipelineStateDescriptorForDraw{};
{
AZ::RHI::InputStreamLayoutBuilder layoutBuilder;
layoutBuilder.AddBuffer()
->Channel("POSITION", AZ::RHI::Format::R32G32_FLOAT)
->Channel("UV", AZ::RHI::Format::R32G32_FLOAT)
;
m_pipelineStateDescriptor.m_inputStreamLayout = layoutBuilder.End();
}
auto shaderVariant = m_shader->GetVariant(AZ::RPI::ShaderAsset::RootShaderVariantStableId);
shaderVariant.ConfigurePipelineState(m_pipelineStateDescriptor);
m_drawListTag = m_shader->GetDrawListTag();
m_perObjectSrgAsset = m_shader->FindShaderResourceGroupLayout(AZ::Name{"ObjectSrg"});
if (!m_perObjectSrgAsset)
{
AZ_Error(TerrainFPName, false, "Failed to get shader resource group asset");
return;
}
else if (!m_perObjectSrgAsset->IsFinalized())
{
AZ_Error(TerrainFPName, false, "Shader resource group asset is not loaded");
return;
}
const AZ::RHI::ShaderResourceGroupLayout* shaderResourceGroupLayout = &(*m_perObjectSrgAsset);
m_heightmapImageIndex = shaderResourceGroupLayout->FindShaderInputImageIndex(AZ::Name(ShaderInputs::HeightmapImage));
m_heightmapImageIndex = perObjectSrgLayout->FindShaderInputImageIndex(AZ::Name(ShaderInputs::HeightmapImage));
AZ_Error(TerrainFPName, m_heightmapImageIndex.IsValid(), "Failed to find shader input image %s.", ShaderInputs::HeightmapImage);
m_modelToWorldIndex = shaderResourceGroupLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::ModelToWorld));
m_modelToWorldIndex = perObjectSrgLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::ModelToWorld));
AZ_Error(TerrainFPName, m_modelToWorldIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::ModelToWorld);
m_heightScaleIndex = shaderResourceGroupLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::HeightScale));
AZ_Error(TerrainFPName, m_heightScaleIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::HeightScale);
m_uvMinIndex = shaderResourceGroupLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::UvMin));
AZ_Error(TerrainFPName, m_uvMinIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::UvMin);
m_uvMaxIndex = shaderResourceGroupLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::UvMax));
AZ_Error(TerrainFPName, m_uvMaxIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::UvMax);
m_uvStepIndex = shaderResourceGroupLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::UvStep));
AZ_Error(TerrainFPName, m_uvStepIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::UvStep);
// If this fails to run now, it's ok, we'll initialize it in OnRenderPipelineAdded later.
bool success = GetParentScene()->ConfigurePipelineState(m_shader->GetDrawListTag(), m_pipelineStateDescriptor);
if (success)
{
m_pipelineState = m_shader->AcquirePipelineState(m_pipelineStateDescriptor);
AZ_Assert(m_pipelineState, "Failed to acquire default pipeline state for shader '%s'", TerrainShaderFilePath);
}
m_terrainDataIndex = perObjectSrgLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::TerrainData));
AZ_Error(TerrainFPName, m_terrainDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::TerrainData);
}
AZ::RHI::BufferPoolDescriptor dmaPoolDescriptor;
@@ -165,12 +162,9 @@ namespace Terrain
void TerrainFeatureProcessor::OnRenderPipelineAdded([[maybe_unused]] AZ::RPI::RenderPipelinePtr pipeline)
{
bool success = GetParentScene()->ConfigurePipelineState(m_drawListTag, m_pipelineStateDescriptor);
AZ_Assert(success, "Couldn't configure the pipeline state.");
if (success)
for (ShaderState& shaderState: m_shaderStates)
{
m_pipelineState = m_shader->AcquirePipelineState(m_pipelineStateDescriptor);
AZ_Assert(m_pipelineState, "Failed to acquire default pipeline state.");
ConfigurePipelineState(shaderState, true);
}
}
@@ -206,7 +200,7 @@ namespace Terrain
void TerrainFeatureProcessor::UpdateTerrainData(
const AZ::Transform& transform,
const AZ::Aabb& worldBounds,
[[maybe_unused]] float sampleSpacing,
float sampleSpacing,
uint32_t width, uint32_t height, const AZStd::vector<float>& heightData)
{
if (!worldBounds.IsValid())
@@ -219,6 +213,7 @@ namespace Terrain
m_areaData.m_terrainBounds = worldBounds;
m_areaData.m_heightmapImageHeight = height;
m_areaData.m_heightmapImageWidth = width;
m_areaData.m_sampleSpacing = sampleSpacing;
// Create heightmap image data
{
@@ -228,13 +223,22 @@ namespace Terrain
imageSize.m_width = width;
imageSize.m_height = height;
AZStd::vector<uint16_t> uint16Heights;
uint16Heights.reserve(heightData.size());
for (float sampleHeight : heightData)
{
float clampedSample = AZ::GetClamp(sampleHeight, 0.0f, 1.0f);
constexpr uint16_t MaxUint16 = 0xFFFF;
uint16Heights.push_back(aznumeric_cast<uint16_t>(clampedSample * MaxUint16));
}
AZ::Data::Instance<AZ::RPI::StreamingImagePool> streamingImagePool = AZ::RPI::ImageSystemInterface::Get()->GetSystemStreamingPool();
m_areaData.m_heightmapImage = AZ::RPI::StreamingImage::CreateFromCpuData(*streamingImagePool,
AZ::RHI::ImageDimension::Image2D,
imageSize,
AZ::RHI::Format::R32_FLOAT,
(uint8_t*)heightData.data(),
heightData.size() * sizeof(float));
AZ::RHI::Format::R16_UNORM,
(uint8_t*)uint16Heights.data(),
heightData.size() * sizeof(uint16_t));
AZ_Error(TerrainFPName, m_areaData.m_heightmapImage, "Failed to initialize the heightmap image!");
}
@@ -244,7 +248,8 @@ namespace Terrain
{
AZ_PROFILE_FUNCTION(AzRender);
if (m_drawListTag.IsNull())
if (m_shaderStates[ShaderType::Forward].m_shader->GetDrawListTag().IsNull() ||
m_shaderStates[ShaderType::Depth].m_shader->GetDrawListTag().IsNull())
{
return;
}
@@ -256,6 +261,7 @@ namespace Terrain
if (m_areaData.m_propertiesDirty)
{
m_areaData.m_propertiesDirty = false;
m_sectorData.clear();
AZ::RHI::DrawPacketBuilder drawPacketBuilder;
@@ -281,17 +287,17 @@ namespace Terrain
drawPacketBuilder.Begin(nullptr);
drawPacketBuilder.SetDrawArguments(drawIndexed);
drawPacketBuilder.SetIndexBufferView(m_indexBufferView);
auto& forwardShader = m_shaderStates[ShaderType::Forward].m_shader;
auto resourceGroup = AZ::RPI::ShaderResourceGroup::Create(m_shader->GetAsset(), m_shader->GetSupervariantIndex(), AZ::Name("ObjectSrg"));
//auto m_resourceGroup = AZ::RPI::ShaderResourceGroup::Create(m_shader->GetAsset(), AZ::Name("ObjectSrg"));
auto resourceGroup = AZ::RPI::ShaderResourceGroup::Create(forwardShader->GetAsset(), forwardShader->GetSupervariantIndex(), AZ::Name("ObjectSrg"));
if (!resourceGroup)
{
AZ_Error(TerrainFPName, false, "Failed to create shader resource group");
return;
}
float uvMin[2] = { 0.0f, 0.0f };
float uvMax[2] = { 1.0f, 1.0f };
AZStd::array<float, 2> uvMin = { 0.0f, 0.0f };
AZStd::array<float, 2> uvMax = { 1.0f, 1.0f };
uvMin[0] = (float)((xPatch - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
uvMin[1] = (float)((yPatch - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
@@ -301,7 +307,7 @@ namespace Terrain
uvMax[1] =
(float)(((yPatch + m_gridMeters) - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
float uvStep[2] =
AZStd::array<float, 2> uvStep =
{
1.0f / m_areaData.m_heightmapImageWidth, 1.0f / m_areaData.m_heightmapImageHeight,
};
@@ -313,18 +319,32 @@ namespace Terrain
resourceGroup->SetImage(m_heightmapImageIndex, m_areaData.m_heightmapImage);
resourceGroup->SetConstant(m_modelToWorldIndex, matrix3x4);
resourceGroup->SetConstant(m_heightScaleIndex, m_areaData.m_heightScale);
resourceGroup->SetConstant(m_uvMinIndex, uvMin);
resourceGroup->SetConstant(m_uvMaxIndex, uvMax);
resourceGroup->SetConstant(m_uvStepIndex, uvStep);
ShaderTerrainData terrainDataForSrg;
terrainDataForSrg.m_sampleSpacing = m_areaData.m_sampleSpacing;
terrainDataForSrg.m_heightScale = m_areaData.m_heightScale;
terrainDataForSrg.m_uvMin = uvMin;
terrainDataForSrg.m_uvMax = uvMax;
terrainDataForSrg.m_uvStep = uvStep;
resourceGroup->SetConstant(m_terrainDataIndex, terrainDataForSrg);
resourceGroup->Compile();
drawPacketBuilder.AddShaderResourceGroup(resourceGroup->GetRHIShaderResourceGroup());
AZ::RHI::DrawPacketBuilder::DrawRequest drawRequest;
drawRequest.m_listTag = m_drawListTag;
drawRequest.m_pipelineState = m_pipelineState.get();
drawRequest.m_streamBufferViews = AZStd::array_view<AZ::RHI::StreamBufferView>(&m_vertexBufferView, 1);
drawPacketBuilder.AddDrawItem(drawRequest);
auto addDrawItem = [&](ShaderState& shaderState)
{
AZ::RHI::DrawPacketBuilder::DrawRequest drawRequest;
drawRequest.m_listTag = shaderState.m_shader->GetDrawListTag();
drawRequest.m_pipelineState = shaderState.m_pipelineState.get();
drawRequest.m_streamBufferViews = AZStd::array_view<AZ::RHI::StreamBufferView>(&m_vertexBufferView, 1);
drawPacketBuilder.AddDrawItem(drawRequest);
};
for (ShaderState& shaderState : m_shaderStates)
{
addDrawItem(shaderState);
}
//addDrawItem(m_shaderStates[ShaderType::Forward]);
m_sectorData.emplace_back(
drawPacketBuilder.End(),
@@ -368,16 +388,16 @@ namespace Terrain
uint16_t startIndex = (uint16_t)(m_gridVertices.size());
m_gridVertices.emplace_back(x0, y0, x0 / m_gridMeters, y0 / m_gridMeters);
m_gridVertices.emplace_back(x0, y1, x0 / m_gridMeters, y1 / m_gridMeters);
m_gridVertices.emplace_back(x1, y0, x1 / m_gridMeters, y0 / m_gridMeters);
m_gridVertices.emplace_back(x0, y1, x0 / m_gridMeters, y1 / m_gridMeters);
m_gridVertices.emplace_back(x1, y1, x1 / m_gridMeters, y1 / m_gridMeters);
m_gridIndices.emplace_back(startIndex);
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 1));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 2));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 1));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 2));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 3));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 2));
}
}
}
@@ -441,8 +461,6 @@ namespace Terrain
m_vertexBufferView = AZ::RHI::StreamBufferView(
*buffer, 0, static_cast<uint32_t>(elementSize), static_cast<uint32_t>(sizeof(Vertex)));
AZ::RHI::ValidateStreamBufferViews(m_pipelineStateDescriptor.m_inputStreamLayout, { { m_vertexBufferView } });
}
m_hostPool->UnmapBuffer(*buffer);
@@ -459,8 +477,9 @@ namespace Terrain
m_indexBufferView = {};
m_vertexBufferView = {};
m_pipelineStateDescriptor = AZ::RHI::PipelineStateDescriptorForDraw{};
m_pipelineState = nullptr;
for (ShaderState& shaderState : m_shaderStates)
{
shaderState.Reset();
}
}
}
@@ -56,12 +56,45 @@ namespace Terrain
}
private:
// System-level references to the shader, pipeline, and shader-related information
enum ShaderType
{
Depth,
Forward,
Count,
};
struct ShaderState
{
AZ::Data::Instance<AZ::RPI::Shader> m_shader;
AZ::RHI::ConstPtr<AZ::RHI::PipelineState> m_pipelineState;
AZ::RHI::PipelineStateDescriptorForDraw m_pipelineStateDescriptor;
void Reset()
{
m_shader.reset();
m_pipelineState.reset();
m_pipelineStateDescriptor = {};
}
};
struct ShaderTerrainData // Must align with struct in Object Srg
{
AZStd::array<float, 2> m_uvMin;
AZStd::array<float, 2> m_uvMax;
AZStd::array<float, 2> m_uvStep;
float m_sampleSpacing;
float m_heightScale;
};
// RPI::SceneNotificationBus overrides ...
void OnRenderPipelineAdded(AZ::RPI::RenderPipelinePtr pipeline) override;
void OnRenderPipelineRemoved(AZ::RPI::RenderPipeline* pipeline) override;
void OnRenderPipelinePassesChanged(AZ::RPI::RenderPipeline* renderPipeline) override;
void InitializeAtomStuff();
void ConfigurePipelineState(ShaderState& shaderState, bool assertOnFail);
void InitializeTerrainPatch();
@@ -77,20 +110,11 @@ namespace Terrain
// System-level cached reference to the Atom RHI
AZ::RHI::RHISystemInterface* m_rhiSystem = nullptr;
// System-level references to the shader, pipeline, and shader-related information
AZ::Data::Instance<AZ::RPI::Shader> m_shader{};
AZ::RHI::PipelineStateDescriptorForDraw m_pipelineStateDescriptor;
AZ::RHI::ConstPtr<AZ::RHI::PipelineState> m_pipelineState = nullptr;
AZ::RHI::DrawListTag m_drawListTag;
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> m_perObjectSrgAsset;
AZStd::array<ShaderState, ShaderType::Count> m_shaderStates;
AZ::RHI::ShaderInputImageIndex m_heightmapImageIndex;
AZ::RHI::ShaderInputConstantIndex m_modelToWorldIndex;
AZ::RHI::ShaderInputConstantIndex m_heightScaleIndex;
AZ::RHI::ShaderInputConstantIndex m_uvMinIndex;
AZ::RHI::ShaderInputConstantIndex m_uvMaxIndex;
AZ::RHI::ShaderInputConstantIndex m_uvStepIndex;
AZ::RHI::ShaderInputConstantIndex m_terrainDataIndex;
// Pos_float_2 + UV_float_2
struct Vertex
@@ -125,11 +149,12 @@ namespace Terrain
{
AZ::Transform m_transform{ AZ::Transform::CreateIdentity() };
AZ::Aabb m_terrainBounds{ AZ::Aabb::CreateNull() };
float m_heightScale;
float m_heightScale{ 0.0f };
AZ::Data::Instance<AZ::RPI::StreamingImage> m_heightmapImage;
uint32_t m_heightmapImageWidth;
uint32_t m_heightmapImageHeight;
uint32_t m_heightmapImageWidth{ 0 };
uint32_t m_heightmapImageHeight{ 0 };
bool m_propertiesDirty{ true };
float m_sampleSpacing{ 0.0f };
};
TerrainAreaData m_areaData;