* 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>
Terrain default surface material
This adds the ability to set a default material on detail material regions as a fallback material for when there are no materials for an assigned surface tag, or there's only one surface tag but its weight is less than 1.0.
This also fixes some issues
- The terrain surface list component now correctly sends notifications on tag changes.
- The terrain area material notifications bus now has two separate change notifications - one for material, the other for tag
- The terrain renderer will now only consider a single region per point queried instead of any region that might have a matching surface tag.
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.
* Making terrain query resolution a single float instead of a Vector2
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Keeping the concept of different x/y step sizes in region queries since that may be useful and is separate from query resolution. Also keeping the concept of different x/y step sizes in physics since that's independent of the terrain gem.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Formatting cleanups
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* A few more minor cleanups
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added support to convert serialized Vector2 query resolution to a single float.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Switch ray intersection check back to using separate values for x and y resolution
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing new unit tests added to use float query resolution.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updating automated test
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* 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>
* Updated all array_view uses with the C++20 span.
The updates were done in the following order
1. `AZStd::array_view<([^>].+)\* ?>` -> `AZStd::span<\1 const>`
2. `AZStd::array_view<(?:const )(.+)>` -> `AZStd::span<const \1>`
3. `AZStd::array_view` -> `AZStd::span`
Removed the implementation of array_view.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added missing whitespace between `const` and the typename for spans.
Updated the ShaderTest comparison of the ShaderResourceGroupLayout span
to compare the sizes as well
Updated comments on some of the methods that stated that they return "an
array" to mention they return "a span".
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* ClipmapBounds class - This class is built to keep track of textures for clipmap like structures where there is a virtual center point and the edges need to be updated as the camera moves around the world
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing dead code
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates from PR feedback.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* comment update
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates from review suggestions
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* More updates. Moved the snapped center point calculation out to a separate function so the constructor doesn't need to do unnecessary work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing unused variable.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing bug in unit test that was doing a comparison and throwing away the result instead of actually testing it.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding some comments and constifying some functions.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing numeric casting issue on linux
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding partial implementation of C++20 concepts and range functions for AZStd::span
The new concepts to discovered existing issues with the PathIterator and deque::iterator classes
PathIterator wasn't properly an input_iterator and therefore the Path classes weren't a range due to an incorrect const_iterator alias
The deque::iterator classes was missing the operator+ friend function that accepted a (ptrdiff_t, deque::iterator) to fulfill the random_access_iterator concepts
The AZStd implementations of (uninitialized_)copy(_n), (uninitialized_)move(_n) and (uninitialized_)file(_n) have been optimized to use memcpy and memset based on fulfilling the contiguous_iterator concept
Fixed invalid AZStd::vector inserts in FrameGraphExecuter.cpp and SliceditorEntityOwnershipService.cpp
The code was trying to copy the underlying addresses for vector<unique_ptr> to a vector<raw pointer> using insert, which it was doing by using memcpy.
relates to #6749
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the `fixed_vector` emplace function to not move initialized
elements using uninitialized_move.
This was causing initialized elements of the fixed_vector to be
overwritten with the element at the emplace position.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed clang warnings about variables that are set, but never read
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the `az_has_builtin_is_constant_evaluated` define to not have
"()" as is not a macro.
This helps prevent users from using `az_has_builtin_is_constant_evaluated`
define in a situation where they want to know if the function is being
evaluated in a compile time context.
In that case they need to use the `az_builtin_is_constant_evaluated()`
macro (which of course looks quite similiar) but does not have the word
"has" in it..
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd span class to be C++20 compliant.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed phrase "DoesNotCompiles" to be more grammatically correct.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added more unit test for AZStd span
Fixed an the the return type of the subspan template overload to account
for the source span having a dynamic extent.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable from span unit test.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.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>
* 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>
* 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>
* Fix for rendering artifacts on height map update. This was being caused by not always lining up update aabbs with the query resolution correctly. In the future the float -> integer aabb calculations should be abstracted away. Some of this is done in the detail material ID work, but doesn't exist in the stabilization branch so we can circle around to it later.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* PR review updates - fixing cast, making constexpr for bytes per pixel.
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>
* 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>
* Feature processor now pulls data instead of the render component pushing it. This results in fewer and cheaper heightmap rebuilds. The feature processor can also handle dirty regions correctly now, although it doesn't seem like they are being passed in correctly yet.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing issues with initialization, dirty region tracking, and total rendered world size.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing bug with resizing the world
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Decreasing the scope of a mutex
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixes from PR review
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed a math issue with float rounding. Fixed static AZ::Name usage.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing unused variable
Signed-off-by: Ken Pruiksma <pruiksma@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>
The terrain feature processor was crashing due to an invalid shader name. The shader name has been fixed, but the feature processor has also been hardened so that it no longer crashes if a shader fails to load.
Also, while testing, this inadvertently exposed a second crash in EntitySerializer that occurs when components don't serialize in correctly.
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>
* First pass cleanup of some terrain components.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding basic culling to terrain sectors
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding default value for m_transform
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>