* Adding support for blending the terain detail material with the macro material. Also includes several bug fixes
- The detail materail manager wasn't querying for default terrain region materials when it initializes, so it was missing some creation events that it would later get destruction events for and explode.
- Change the way the default material weights against other surface weights to avoid some discontinuities
- Fixed an issue where a default material id wouldn't initialize as invalid.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Several improvements and bug fixes
- Adding explicit creation / destruction events for material regions.
- Material regions will no longer try to "hide" when they don't have any materials
- Default detail materials will now only be used in areas where there are no other material assignments
- Fixed a bug where materials might not show up on surfaces when they were assigned to multiple regions or surface tags.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Simplified loop that assigns materials based on surface tags. Slightly simplified shader code regarding detail material id coordinates.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixes from PR review
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Making sure region changed doesn't get announced in the case where the old and new regions are both invalid.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
Calculating uv transforms for terrain detail materials
This adds support for uv transforms in terrain detail materials. To support this work, the code for generating a matrix from material properties was pulled out of the material functor and put into a new MaterialUtils file in Atom Utils.
* Switching TerrainDetailMaterialManager to use ClipmapBounds for its detail mateiral id texture. This results in a lot of code removal and some simplifications for the shader.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Changing some names to be clearer
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Reducing the update multiple back to 1 since this texture is updated purely on the CPU
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates from PR review
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Breaking up terrain FP wip - macro materials decoupled from meshes. Mesh creation and rendering pulled out from MeshFeatureProcessor into TerrainMeshManager. Stubs added for macro and detail material managers.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Separated macro material management from the terrain feature processor. Also separated bindless image array handling from terrain feature processor.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Detail materials separated from terrain feature processor. Also pulled out Aabb2i and Vector2i into their own simple classes
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Changed some classes so that when the SRG changes the classes don't need to be completely reinitialized and can instead just update their indices and push data to the new srg. Fixed an issue where MacroMaterialData wasn't being exposed to ScriptCanvas. Terrain shader reloads should now work correctly. Also added some debug logging to help catch an issue where sometimes detail materials don't seem to load.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Terrain PR reveiw updates
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Some small PR review fixes. More comments in TerrainDetailMaterialManager.h
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing unused variable causing clang failure
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing unused variable in release.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing a forward declare that oddly didn't work on linux.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing linux missing include... not sure why only linux failed on this.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding missing include
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Detail materials now put textures into bindless array that's accessed in the shader. Shader now pulls all the detail materal information for a single mateiral but does no blending.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Correcting rebase merge problem.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fix detail roughness fade out with distance.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding tests for new MultiIndexedDataVector functions
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates to move bindless array to separate SRG
- Exposed BindSrg() in renderpass so it's possible to add additional SRGs to a pass
- Created a TerrainSrg for use by the terrain forward shader
- Moved the bindless array out of the partial view SRG to the TerrainSrg
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Moved more properties out of the view srg to the terrain srg.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Spelling fixes
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing bug where the roughness min/max value were inverted. Also fixed bug where bad data would show for areas where there was no macro material.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Detail material blending WIP. Mostly working, but small seams between each materila id pixel.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Switching to using Load() for the detail material IDs and calculating the positions manually since Gather()'s precsion leaves seams along the edges.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates from PR review
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing case issues and updating function name due to a recent fix.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Switching to using SampleGrad() instead of Sample() for detail textures to fix a bug where the incorrect mip level was chosen around the seams of the detail material id texture.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Remove unneeded sampler and some debug settings in the shader. Condensing some duplicate code
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates from PR review and some minor improvements
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updated with PR feedback. Fixed a fairly significant bug with blending. Also contains a few minor fixes, simplifications, and comments for clarity.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Update weight adjustment equation to trust the compiler less
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* fix bug
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing bug in terrain normal factor. Adjusting normal calculation to avoid the need for an identity transform.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing unused fields from the material SRG. Adding basecolor back in in the material type. Updating the default terrain material to not use fields that no longer exist.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Detail materials now put textures into bindless array that's accessed in the shader. Shader now pulls all the detail materal information for a single mateiral but does no blending.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Correcting rebase merge problem.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fix detail roughness fade out with distance.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding tests for new MultiIndexedDataVector functions
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates to move bindless array to separate SRG
- Exposed BindSrg() in renderpass so it's possible to add additional SRGs to a pass
- Created a TerrainSrg for use by the terrain forward shader
- Moved the bindless array out of the partial view SRG to the TerrainSrg
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Moved more properties out of the view srg to the terrain srg.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Spelling fixes
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing bug where the roughness min/max value were inverted. Also fixed bug where bad data would show for areas where there was no macro material.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates from PR review
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing case issues and updating function name due to a recent fix.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
Somehow, accessing IN.m_uv before the later calculations use it seems to make the values become stable and stop flickering.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Minor fixes for macro materials
- When macro image views are no longer used, they will explicitely be set to nullptr
- limiting for loop in shader to the number of macro materials total so it doesn't read unitialized memory
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing parts of the terrain shader no longer used.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing normalization in shaders, adding default valus for all structs used in SRGs.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added some structs for detail materials
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added some template functions for looking up materials. Added lookups for all the relevant detail material fields in StandardPBR.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added some structs for detail materials
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added some template functions for looking up materials. Added lookups for all the relevant detail material fields in StandardPBR.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added support for generating a detail material texture with IDs populated from surface weights.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updated TerrainAreaMaterailRequestBus to have separate calls for region vs materials instead of the awkward out parameter
Update MaterialPropertyDescriptor so that you can retrieve enum names by ID
Several bug fixes / updates to the terrain feature processor dealing with detail materials.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updating detail material texture based on offsets. Not quite working yet but close. Added visualization for detail material in shader (currently on, will be turned off before final commit)
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Small bugfixes
* Fix compile error in non-unity builds
* Fixed backwards x/y loops causing the wrong pixels to update
* Fixed selection of surface type with multiple surface weights
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Adding seam to detail texture debug display. Offseting edges by a half-pixel to avoid bleed. Disabling debugging detail textures by default.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Missing file from last commit for detail material change.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Cleanups
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* bug fix
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Bug fix in the terrain fp for TerrainAreaMaterialRequestBus returning incomplete materials on GetSurfaceMaterialMappings
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Some PR updates. Exposing detail material id debugging through a cvar.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Various updates from review.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* PR updates dealing with debug texture boundary line.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Hiding some fields from the terrain material
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing type in generic lambda for linux / android
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
Co-authored-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
Fixed an issue where the shader builder would incorrectly succeed when the .azsl file is missing.
Also renamed some variables for more consistency.
Updated all .shader files accordingly.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
(It's a simple enough change to make manually, and making .materialtype is an uncommon workflow, so not worth doing this automatically).
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Adding basic support for TerrainMacroMaterialNotificationBus. Tracking macro materials in list.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
(cherry picked from commit b4773454334de940d730620ffff300b46d6c611d)
* Adding bus connection
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
(cherry picked from commit 66c99f503adb24f4be4f81716b544202d8e237d9)
* Additions to indexed data vector to allow for getting an index from the data or deleting data with a reference to the data itself instead of the index.
Additions to the feature processor for tracking macro material indices in sectors.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
(cherry picked from commit 06365dbde5454e18e5fdf941f03b17b0d632027c)
* Macro materials updating which macro materials are used in which sectors. Correctly handling construction / destruction.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updating the terrain macro material type to have the correct properties and also not attempt to render. Refactored some of the update loop in the TerrainFP to only rebuild the sectors when necessary, otherwise just update the srgs.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed up macro material to not try to actually render anything with shaders or hook to any shader data
Terrain FP now pulls data pulling from macro material instance to use in the terrain material
Various bug fixes around when terrain sectors needed reprocessing
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding basic support for TerrainMacroMaterialNotificationBus. Tracking macro materials in list.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
(cherry picked from commit b4773454334de940d730620ffff300b46d6c611d)
* Adding bus connection
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
(cherry picked from commit 66c99f503adb24f4be4f81716b544202d8e237d9)
* Additions to indexed data vector to allow for getting an index from the data or deleting data with a reference to the data itself instead of the index.
Additions to the feature processor for tracking macro material indices in sectors.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
(cherry picked from commit 06365dbde5454e18e5fdf941f03b17b0d632027c)
* Macro materials updating which macro materials are used in which sectors. Correctly handling construction / destruction.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updating the terrain macro material type to have the correct properties and also not attempt to render. Refactored some of the update loop in the TerrainFP to only rebuild the sectors when necessary, otherwise just update the srgs.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed up macro material to not try to actually render anything with shaders or hook to any shader data
Terrain FP now pulls data pulling from macro material instance to use in the terrain material
Various bug fixes around when terrain sectors needed reprocessing
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Constify all the things
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates from PR review.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding vertex shadow and using it for all shadows
* Fixing small issue with it not being initialized
* Adis recommendations for hair
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
* Initial TerrainMacroMaterial Component.
The APIs will likely need to be adjusted once it gets hooked up to the renderer.
It also would benefit from better UX to prevent users from selecting the wrong material types, but there are separate tickets for the Editor to add features to allow for that.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* More PR feedback - add create/destroy notifications.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Terrain feature processor improvements regarding material, mesh, and lod
- Now using a material with pbr lighting for terrain. Removed some of the old shader code that wasn't needed anymore
- Move heightmap image declaration to the material so it's not needed in the object SRG anymore
- Added prototype code (commented out) for smoothing the terrain with a b-spline weighting function
- Mesh data is all made with a proper mesh asset now.
- Added basic LOD support (no continuous LOD yet, but it does pop between lod levels)
- Moved RenderCommon to be accessible publicly. It contains stencil refs that should be public.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding more material options to terrain shader
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing terrain's per object srg because of changes in the default per object srg.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added more features to the terrain material. Shader & Material reloads are now handled.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added stub for terrain render max area setting in the renderer component. Added detail texture tiling setable from the material
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Missing change to material type from last commit
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding macro material in material type and support detail roughness.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing merge issues in terrain material type
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding more features to the terrain material
- Macro color and normals
- Detail layer fade out
- Reoriented detail normals
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Remove line that unintentionally was added back during a rebase & merge.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing previously deleted unused static that came back after a merge. Fixed an issue with macro normals in the terrain shader.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Terrain feature processor improvements regarding material, mesh, and lod
- Now using a material with pbr lighting for terrain. Removed some of the old shader code that wasn't needed anymore
- Move heightmap image declaration to the material so it's not needed in the object SRG anymore
- Added prototype code (commented out) for smoothing the terrain with a b-spline weighting function
- Mesh data is all made with a proper mesh asset now.
- Added basic LOD support (no continuous LOD yet, but it does pop between lod levels)
- Moved RenderCommon to be accessible publicly. It contains stencil refs that should be public.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing terrain's per object srg because of changes in the default per object srg.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* PR Fixes
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing unused static.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Remove the "TEST_SUPPORTED" traits.
Terrain unit tests should be usable on all platforms, so they shouldn't need a platform-specific trait to enable/disable.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fix a few misc terrain bugs.
* Change Activate/Deactivate to happen immediately instead of deferring. There were too many order-of-operation bugs caused by trying to defer this.
* Added implementation for calculating normals.
* Fixed bug where GetHeightSynchronous wasn't stopping at the highest-priority layer.
* Added locks for SurfaceData bus to help ensure we lock our mutexes in the correct order and avoid deadlocks.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Add trivial TerrainSystem tests.
Tests construction, Activate(), Deactivate(), and destruction.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Unified Terrain system calls on single bus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Added mock for TerrainDataNotificationBus listener.
Also added unit tests to verify the listener, and added in missing notification events.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Removed extra Sampler class.
Fixed up APIs to correctly pass Sampler and terrainExistsPtr around.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Switched MockTerrainSystem to be proper gmock.
This makes it for flexible to use and easier to reuse from other test environments.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fix settings bug caused by bad order of operations that occurred when the methods moved to a different bus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Eliminate extra EBus by simplifying area initialization.
Previously, there was a back-and-forth ebus signal used for the terrain system to find any terrain spawners that were created prior to the terrain system activation. Now it uses the more simple technique of just grabbing all the spawners that are currently hooked up to the spawner ebus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Switch to NiceMock so that "uninteresting" mock calls get ignored.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback.
Filled in terrainExistsPtr at the end, and added it to GetNormal as well.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed shader height calculation.
It was off by half a pixel, and it was interpolating, both of which were wrong.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* 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 represents the very beginnings of the Terrain System presented in Sig-Content RFC 4 ( https://github.com/o3de/sig-content/blob/main/rfcs/rfc-4-terrain-system.md ). There is some basic working functionality in this PR, but the system as a whole should not be considered working yet. The gem is disabled by default in all projects.
All of the code below is contained in the Terrain Gem, which is disabled by default. The following components exist and can be experimented with, but should not be expected to be functionally complete yet:
Terrain World - level component for enabling terrain
Terrain World Debugger - level component for enabling terrain debugging features
Terrain Layer Spawner - component for defining a region of terrain
Terrain Height Gradient List - component for defining a list of gradients to use as terrain heights
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
This is the initial Terrain Gem. In this PR, it doesn't do anything, but it contains all of the initial code, icons, and build scripts for the gem to compile and build successfully. The follow-up PR will contain the first round of functioning code.
Also, with the creation of the gem, the TerrainSurfaceDataSystemComponent is getting relocated from the SurfaceData Gem to the Terrain Gem. This should have no impact, as that component has provided no active functionality in o3de. (It will start working again with the initial terrain system code in the next PR)
This also adds a couple of null guards to prefab code to prevent AP crashes, and fixed an incorrect service dependency in the VegetationSystemComponent that was exposed by moving the TerrainSurfaceDataSystemComponent.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>