Merge branch 'main' into Atom/dmcdiar/ATOM-15517

This commit is contained in:
Doug McDiarmid
2021-06-02 19:09:48 -07:00
94 changed files with 2676 additions and 887 deletions
@@ -30,25 +30,7 @@ namespace AZ
constexpr const char* PerContextSrgName = "PerContextSrg";
constexpr const char* PerDrawSrgName = "PerDrawSrg";
};
bool CompareTargetBlendState(const RHI::TargetBlendState& firstState, const RHI::TargetBlendState& secondState)
{
return !(firstState.m_enable != secondState.m_enable
|| firstState.m_blendOp != secondState.m_blendOp
|| firstState.m_blendDest != secondState.m_blendDest
|| firstState.m_blendSource != secondState.m_blendSource
|| firstState.m_blendAlphaDest != secondState.m_blendAlphaDest
|| firstState.m_blendAlphaOp != secondState.m_blendAlphaOp
|| firstState.m_blendAlphaSource != secondState.m_blendAlphaSource);
}
bool CompareDepthState(const RHI::DepthState& firstState, const RHI::DepthState& secondState)
{
return !(firstState.m_enable != secondState.m_enable
|| firstState.m_func != secondState.m_func
|| firstState.m_writeMask != secondState.m_writeMask);
}
void DynamicDrawContext::MultiStates::UpdateHash(const DrawStateOptions& drawStateOptions)
{
if (!m_isDirty)
@@ -70,9 +52,19 @@ namespace AZ
seed = TypeHash64(m_depthState.m_writeMask, seed);
}
if (RHI::CheckBitsAny(drawStateOptions, DrawStateOptions::EnableStencil))
if (RHI::CheckBitsAny(drawStateOptions, DrawStateOptions::StencilState))
{
seed = TypeHash64(m_enableStencil, seed);
seed = TypeHash64(m_stencilState.m_enable, seed);
seed = TypeHash64(m_stencilState.m_readMask, seed);
seed = TypeHash64(m_stencilState.m_writeMask, seed);
seed = TypeHash64(m_stencilState.m_frontFace.m_failOp, seed);
seed = TypeHash64(m_stencilState.m_frontFace.m_depthFailOp, seed);
seed = TypeHash64(m_stencilState.m_frontFace.m_passOp, seed);
seed = TypeHash64(m_stencilState.m_frontFace.m_func, seed);
seed = TypeHash64(m_stencilState.m_backFace.m_failOp, seed);
seed = TypeHash64(m_stencilState.m_backFace.m_depthFailOp, seed);
seed = TypeHash64(m_stencilState.m_backFace.m_passOp, seed);
seed = TypeHash64(m_stencilState.m_backFace.m_func, seed);
}
if (RHI::CheckBitsAny(drawStateOptions, DrawStateOptions::FaceCullMode))
@@ -203,7 +195,7 @@ namespace AZ
m_currentStates.m_cullMode = m_pipelineState->ConstDescriptor().m_renderStates.m_rasterState.m_cullMode;
m_currentStates.m_topology = m_pipelineState->ConstDescriptor().m_inputStreamLayout.GetTopology();
m_currentStates.m_depthState = m_pipelineState->ConstDescriptor().m_renderStates.m_depthStencilState.m_depth;
m_currentStates.m_enableStencil = m_pipelineState->ConstDescriptor().m_renderStates.m_depthStencilState.m_stencil.m_enable;
m_currentStates.m_stencilState = m_pipelineState->ConstDescriptor().m_renderStates.m_depthStencilState.m_stencil;
m_currentStates.m_blendState0 = m_pipelineState->ConstDescriptor().m_renderStates.m_blendState.m_targets[0];
m_currentStates.UpdateHash(m_drawStateOptions);
@@ -291,7 +283,7 @@ namespace AZ
{
if (RHI::CheckBitsAny(m_drawStateOptions, DrawStateOptions::DepthState))
{
if (!CompareDepthState(m_currentStates.m_depthState, depthState))
if (!(m_currentStates.m_depthState == depthState))
{
m_currentStates.m_depthState = depthState;
m_currentStates.m_isDirty = true;
@@ -303,19 +295,19 @@ namespace AZ
}
}
void DynamicDrawContext::SetEnableStencil(bool enable)
void DynamicDrawContext::SetStencilState(RHI::StencilState stencilState)
{
if (RHI::CheckBitsAny(m_drawStateOptions, DrawStateOptions::EnableStencil))
if (RHI::CheckBitsAny(m_drawStateOptions, DrawStateOptions::StencilState))
{
if (m_currentStates.m_enableStencil != enable)
if (!(m_currentStates.m_stencilState == stencilState))
{
m_currentStates.m_enableStencil = enable;
m_currentStates.m_stencilState = stencilState;
m_currentStates.m_isDirty = true;
}
}
else
{
AZ_Warning("RHI", false, "Can't set SetEnableStencil if DrawVariation::EnableStencil wasn't enabled");
AZ_Warning("RHI", false, "Can't set SetStencilState if DrawVariation::StencilState wasn't enabled");
}
}
@@ -340,7 +332,7 @@ namespace AZ
{
if (RHI::CheckBitsAny(m_drawStateOptions, DrawStateOptions::BlendMode))
{
if (!CompareTargetBlendState(m_currentStates.m_blendState0, blendState))
if (!(m_currentStates.m_blendState0 == blendState))
{
m_currentStates.m_blendState0 = blendState;
m_currentStates.m_isDirty = true;
@@ -695,9 +687,9 @@ namespace AZ
{
m_pipelineState->RenderStatesOverlay().m_depthStencilState.m_depth = m_currentStates.m_depthState;
}
if (RHI::CheckBitsAny(m_drawStateOptions, DrawStateOptions::EnableStencil))
if (RHI::CheckBitsAny(m_drawStateOptions, DrawStateOptions::StencilState))
{
m_pipelineState->RenderStatesOverlay().m_depthStencilState.m_stencil.m_enable = m_currentStates.m_enableStencil;
m_pipelineState->RenderStatesOverlay().m_depthStencilState.m_stencil = m_currentStates.m_stencilState;
}
if (RHI::CheckBitsAny(m_drawStateOptions, DrawStateOptions::FaceCullMode))
{
@@ -140,8 +140,9 @@ namespace AZ
bool Model::LocalRayIntersection(const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distance, AZ::Vector3& normal) const
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
float firstHit;
const int result = Intersect::IntersectRayAABB2(rayStart, dir.GetReciprocal(), m_aabb, firstHit, distance);
float start;
float end;
const int result = Intersect::IntersectRayAABB2(rayStart, dir.GetReciprocal(), m_aabb, start, end);
if (Intersect::ISECT_RAY_AABB_NONE != result)
{
if (ModelAsset* modelAssetPtr = m_modelAsset.Get())
@@ -164,7 +165,9 @@ namespace AZ
return false;
}
bool Model::RayIntersection(const AZ::Transform& modelTransform, const AZ::Vector3& nonUniformScale, const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distanceFactor, AZ::Vector3& normal) const
bool Model::RayIntersection(
const AZ::Transform& modelTransform, const AZ::Vector3& nonUniformScale, const AZ::Vector3& rayStart, const AZ::Vector3& dir,
float& distanceFactor, AZ::Vector3& normal) const
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
const AZ::Vector3 clampedScale = nonUniformScale.GetMax(AZ::Vector3(AZ::MinTransformScale));
@@ -11,6 +11,7 @@
*/
#include <AzCore/std/numeric.h>
#include <AzCore/std/limits.h>
#include <Atom/RPI.Reflect/Model/ModelKdTree.h>
#include <AzCore/Math/IntersectSegment.h>
@@ -191,10 +192,10 @@ namespace AZ
if (ModelLodAsset* lodAssetPtr = model->GetLodAssets()[0].Get())
{
AZ_Warning("ModelKdTree", lodAssetPtr->GetMeshes().size() <= std::numeric_limits<AZ::u8>::max() + 1,
AZ_Warning("ModelKdTree", lodAssetPtr->GetMeshes().size() <= AZStd::numeric_limits<AZ::u8>::max() + 1,
"KdTree generation doesn't support models with greater than 256 meshes. RayIntersection results will be incorrect "
"unless the meshes are merged or broken up into multiple models");
const size_t size = AZStd::min<size_t>(lodAssetPtr->GetMeshes().size(), std::numeric_limits<AZ::u8>::max() + 1);
const size_t size = AZStd::min<size_t>(lodAssetPtr->GetMeshes().size(), AZStd::numeric_limits<AZ::u8>::max() + 1);
m_meshes.reserve(size);
AZStd::transform(
lodAssetPtr->GetMeshes().begin(), AZStd::next(lodAssetPtr->GetMeshes().begin(), size),
@@ -204,20 +205,42 @@ namespace AZ
}
}
bool ModelKdTree::RayIntersection(const AZ::Vector3& raySrc, const AZ::Vector3& rayDir, float& distance, AZ::Vector3& normal) const
bool ModelKdTree::RayIntersection(
const AZ::Vector3& raySrc, const AZ::Vector3& rayDir, float& distanceNormalized, AZ::Vector3& normal) const
{
return RayIntersectionRecursively(m_pRootNode.get(), raySrc, rayDir, distance, normal);
float closestDistanceNormalized = AZStd::numeric_limits<float>::max();
if (RayIntersectionRecursively(m_pRootNode.get(), raySrc, rayDir, closestDistanceNormalized, normal))
{
distanceNormalized = closestDistanceNormalized;
return true;
}
return false;
}
bool ModelKdTree::RayIntersectionRecursively(ModelKdTreeNode* pNode, const AZ::Vector3& raySrc, const AZ::Vector3& rayDir, float& distance, AZ::Vector3& normal) const
bool ModelKdTree::RayIntersectionRecursively(
ModelKdTreeNode* pNode,
const AZ::Vector3& raySrc,
const AZ::Vector3& rayDir,
float& distanceNormalized,
AZ::Vector3& normal) const
{
using Intersect::IntersectRayAABB2;
using Intersect::IntersectSegmentTriangleCCW;
using Intersect::ISECT_RAY_AABB_NONE;
if (!pNode)
{
return false;
}
float start, end;
if (AZ::Intersect::IntersectRayAABB2(raySrc, rayDir.GetReciprocal(), pNode->GetBoundBox(), start, end) == Intersect::ISECT_RAY_AABB_NONE)
if (IntersectRayAABB2(raySrc, rayDir.GetReciprocal(), pNode->GetBoundBox(), start, end) == ISECT_RAY_AABB_NONE)
{
return false;
}
if (start > distanceNormalized)
{
return false;
}
@@ -235,17 +258,13 @@ namespace AZ
return false;
}
AZ::Vector3 intersectionNormal;
float hitDistanceNormalized;
const float maxDist(FLT_MAX);
float nearestDist = maxDist;
float nearestDistanceNormalized = distanceNormalized;
for (AZ::u32 i = 0; i < nVBuffSize; ++i)
{
const auto& [first, second, third] = pNode->GetVertexIndex(i);
const AZ::u32 nObjIndex = pNode->GetObjIndex(i);
AZStd::array_view<float> positionBuffer = m_meshes[nObjIndex].m_vertexData;
const AZStd::array_view<float> positionBuffer = m_meshes[nObjIndex].m_vertexData;
if (positionBuffer.empty())
{
@@ -258,25 +277,23 @@ namespace AZ
AZ::Vector3{positionBuffer[third * 3 + 0], positionBuffer[third * 3 + 1], positionBuffer[third * 3 + 2]},
};
const AZ::Vector3 rayEnd = raySrc + rayDir * distance;
if (AZ::Intersect::IntersectSegmentTriangleCCW(raySrc, rayEnd, trianglePoints[0], trianglePoints[1], trianglePoints[2],
intersectionNormal, hitDistanceNormalized) != Intersect::ISECT_RAY_AABB_NONE)
float hitDistanceNormalized;
AZ::Vector3 intersectionNormal;
const AZ::Vector3 rayEnd = raySrc + rayDir;
if (IntersectSegmentTriangleCCW(raySrc, rayEnd, trianglePoints[0], trianglePoints[1], trianglePoints[2],
intersectionNormal, hitDistanceNormalized) != ISECT_RAY_AABB_NONE)
{
float hitDistance = hitDistanceNormalized * distance;
if (nearestDist > hitDistance)
if (nearestDistanceNormalized > hitDistanceNormalized)
{
normal = intersectionNormal;
nearestDistanceNormalized = hitDistanceNormalized;
}
nearestDist = AZStd::GetMin(nearestDist, hitDistance);
}
}
if (nearestDist < maxDist)
if (nearestDistanceNormalized < distanceNormalized)
{
distance = AZStd::GetMin(distance, nearestDist);
distanceNormalized = nearestDistanceNormalized;
return true;
}
@@ -284,8 +301,8 @@ namespace AZ
}
// running both sides to find the closest intersection
const bool bFoundChild0 = RayIntersectionRecursively(pNode->GetChild(0), raySrc, rayDir, distance, normal);
const bool bFoundChild1 = RayIntersectionRecursively(pNode->GetChild(1), raySrc, rayDir, distance, normal);
const bool bFoundChild0 = RayIntersectionRecursively(pNode->GetChild(0), raySrc, rayDir, distanceNormalized, normal);
const bool bFoundChild1 = RayIntersectionRecursively(pNode->GetChild(1), raySrc, rayDir, distanceNormalized, normal);
return bFoundChild0 || bFoundChild1;
}
@@ -311,5 +328,5 @@ namespace AZ
GetPenetratedBoxesRecursively(pNode->GetChild(0), raySrc, rayDir, outBoxes);
GetPenetratedBoxesRecursively(pNode->GetChild(1), raySrc, rayDir, outBoxes);
}
}
}
} // namespace RPI
} // namespace AZ