* 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>
* Unify resource mapping json schema across cpp and python usage
Signed-off-by: onecent1101 <liug@amazon.com>
* Update based on feedback
Signed-off-by: onecent1101 <liug@amazon.com>
* Add empty line at end of file
Signed-off-by: onecent1101 <liug@amazon.com>
* Removed "chatty" profile markers.
These three markers were making terrain refreshes take ~200% longer in profile builds.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Terrain surface data wasn't updating its AABB correctly.
The code was making an invalid assumption that changes to the world bounds would result in an invalid dirtyRegion. It actually gets a valid region encapsulating the old and new bounds. The fix is an additional check to see if the terrain bounds changed.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed previous PR feedback that terrainSystem ought to be a local variable in each test.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
Dialog stack wasn't deleting the morph target widgets after reinitializing the window which ended up in duplicated morph targets
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Fix retry of failures from catch block
Signed-off-by: Shirang Jia <shiranj@amazon.com>
* Make the build unstable when AP load fails
Signed-off-by: Shirang Jia <shiranj@amazon.com>
* Remove test codes
Signed-off-by: Shirang Jia <shiranj@amazon.com>