Commit Graph

161 Commits (33cbc2db219cb77d088cb15c1774c86d9b1be9aa)

Author SHA1 Message Date
Doug McDiarmid 72e5ab4437 Merge branch 'development' into Atom/dmcdiar/ATOM-5702 5 years ago
Doug McDiarmid dc1d34c83f NoMSAA supervariant support
Added a ShaderSystem supervariant to provide a system-wide supervariant name.
Changed ShaderAsset to append the system-wide supervariant name when searching for supervariants.
Added the NoMSAA supervariant to several shaders.
5 years ago
nvsickle ea3adc8405 Fix several merge conflicts and auto-formatting issues 5 years ago
nvsickle e55580af57 Merge remote-tracking branch 'upstream/stabilization/2106' into nvsickle/MergeStabilizationJun18 5 years ago
lumberyard-employee-dm 7dabe8b6e9
Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262)
* Fixed organization of the AssetProcessor SourceAssetBrowser

Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations

* Added ly_enable_gems call to Atom gems targets that are required

The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.

* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.

This is needed as the DefaultLevel.prefab contains an Editor Camera
Component

* Adding the ly_enable_gem call to make the Maestro gem required

CrySystem currently requires Maestro to be enabled in order to
initialize

* Added ly_enable_gems call to the SceneProcessing gem to make it required

The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.

* Fixed bad argument in comment for Prefab CMakeLists.txt

* Fixed Assert in Asset Builders due to the Atom RPI Builder

The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time

The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset

Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum

* Added TypeId output to the JsonDeserializer report message about missing
ClassData

Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type

* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.

Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target

* Adding newline to the end of the Camera Gem CMakeLists.txt

* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE

* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory

* Adding the Atom_Bootstrap gem as a required gem

The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module

* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array

* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into

* Adding newline to the end of Atom_Bootstrap CMakeLists.txt

* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block

* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
5 years ago
Chris Santora b176697ce9 Fixed ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
The problem was...
After a MaterialAsset reload, there could be two different versions of the MaterialAsset in memory: the old one and the reloaded one. The old one is still connected to buses and can send reinitialization messages when other things reload or reinitialize. So when the shader asset reloaded, both the old and new MaterialAsset were sending reinitialization messages. Material::OnMaterialAssetReinitialized was using the materialAsset parameter to initialize the Material, and the latest call to OnMaterialAssetReinitialized was for the *old* MaterialAsset.

The solution is to use the m_materialAsset member when reinitializing the Material. I also added checks in a couple places to skip unnecessary reinitialization, and added comments in the bus headers to warn developers about this issue.

Testing: Added a new step to ASV's MaterialHotReloadTest.bv.lua script for the error scenario, and this now passes. Ran ASV full test suite, both dx12 and vulkan, only known issues occurred.
5 years ago
Chris Santora c158ca178f Added new shader reinitialization signaling.
This was done while working on "ATOM-15728 Shader Hot Reload Fails in Debug Build", but it turned out these changes did not actually fix the issue (or any other known hot-reload issue). Still, these improvements are appropriate as they correct logical oversights.

ShaderVariant was not listening to asset reloads. It needs to know when the ShaderVariantAsset reload happens so it can reinitialize it's members as well as propagate reinitialization messages. I added a member for the ShaderAsset as the class needs this to reinitialize itself. So now the class listens for reloads of both the ShaderVariantAsset and the ShaderAsset.

Shader was not listening for ShaderAsset reinitialization events.

Updated the API for ShaderReloadNotificationBus's OnShaderVariantReinitialized to include the ShaderVariant which is the most relevant information (the other information wasn't really being used anyway).
5 years ago
AMZN-mnaumov c0dc0cb936
Merge pull request #1337 from aws-lumberyard-dev/mnaumov/StabilizationJun15
Stabilization to Development merge - 06/15/21
5 years ago
Chris Santora 03171fee54 Updated AssetInitBus comments. 5 years ago
yuriy0 a9c55c1070
Update actor render bounding box (#991)
* Extend MeshFeatureProcessor to allow changing the mesh bbox, which requires re-compute the culling data for that mesh

* Update actor mesh bbox when EMFX actor instance bbox changes.

Also use the actor instance global bbox to compute the local bbox for the skinned render mesh, instead of the using the static bounds based bbox, as not every actor instance is going to be using the static bounds bbox.

* Store per-instance mesh AABB in the right place.

In the MeshInstanceData, which is unique per instance, instead of in the Model, which is shared between all instances.

For greater clarity, also remove Model::m_aabb and the corresponding getter and setter, as it isn't immediately obvious whether this gets the model asset bbox or the mesh instance bbox. Callers should instead be explicit about which bbox they want.

* Bug fix: model asset is not necessarily ready in AcquireMesh

* Remove now-unused forward declaration

* Update MockMeshFeatureProcessor with SetLocalAabb/GetLocalAabb
5 years ago
mnaumov 9ca0e731f4 Merge remote-tracking branch 'upstream/stabilization/2106' into mnaumov/StabilizationJun15
# Conflicts:
#	Code/CryEngine/CrySystem/LevelSystem/LevelSystem.cpp
5 years ago
Chris Santora 56cf345dba Fixed an issue where vulkan shaders didn't work in AtomSampleViewer because the correct API data wasn't being selected. 5 years ago
Chris Santora 982406d4d5 Fixed race conditions that could prevent successful hot-reload of shaders.
ATOM-15728 Shader Hot Reload Fails in Debug Build

The main change was to add OnAssetReady handlers to each of the asset classes. See comments in ShaderAsset::OnAssetReady for a detailed explanation. In short, OnAssetReloaded gets missed while assets are being reloaded at the same time on multiple threads, but OnAssetReady is always called whenever connecting to the AssetBus because of its AssetConnectionPolicy.

The above change required the addition of a new AssetInitBus to call the PostLoadInit() functions. Because OnAssetReady connects to buses that are not mutex-protected, they have to be connected on the main thread. AssetInitBus::PostLoadInit is called every frame in RPISystem::SimulationTick. All Atom's asset handlers that need to do post-load initialization must connect to the AssetInitBus, and the asset will disconnect itself after initialization is complete.

We also need the Shader class to handle OnShaderAssetReinitialized to properly handle the shader reload.

With these changes I can click back and forth between "Blending On" and "Blending Off" many times (like 20 times) without issue.
5 years ago
Santora 00062430a2 Updated the usage of ShaderReloadDebugTracker to include the address of the object. This is necessary for debugging where multiple assets may be reloading at the same time. Also added a Printf function for generic messages at the current indent level.
This is specifically in support of:
ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
ATOM-15728 Shader Hot Reload Fails in Debug Build
5 years ago
Anton Michels 28d4c259c1
Fixing pass binding issue
Fixing pass binding issue that breaks certain ASV screenshot tests. Should also fix a crash on mac that was reported.
5 years ago
michabr 6584e1290b
Reenable LyShine mask support now using Atom (#1218)
* Add option to set stencil ref in Dynamic Draw Context

* Add depth/stencil attachment slot to UI pass

* Rework mask rendering to use Atom

* Add missing circle mask image
5 years ago
galibzon cc615a8f32
[ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants

These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.

* Addressed feedback by @moudgils. Better comments in header files.

* More updates related with deprecation of ShaderResourceGroupAsset

* Deleted the temporary version 2 classes.

* Updated version of the shader asset builders.

* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset

* Changes to *.pass and DGI, Reflections and RayTracing.

* changes to material related assets

* changes to core lights

* Changes to auxgeom/dynamic draw.

* changes to decals, lyshine, imguipass

* changes to RPI Pass classes

* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.

* changes to mesh, skinned mesh, Morphtarget.

* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.

* Updated Atom_RPI.Tests

* Simplified InstanceDatabase by removing AddHandler

------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------

* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.

AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.

Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp

* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To  Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli

Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp

* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.

Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.

Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.

* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*

Changed GetAzslFileOfOrigin for GetUniqueId

* Fixed unit tests.

* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.

* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.

* The Null rhi is re-enabled for shader compilation.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
antonmic ef87ce094a Fixing pass binding issue that breaks certain ASV screenshot tests. Should also fix a crash on mac that was reported. 5 years ago
antonmic 9d53073546 Merge branch 'main' into Atom/antonmic/PassChanges 5 years ago
antonmic 2a982fa4b2 Pass changes: Addressing PR feedback 5 years ago
antonmic 1ddb94ada1 Pass changes: final cleanup 5 years ago
antonmic 702356007c Pass changes WIP: standardized usage of new pass initialization functions 5 years ago
antonmic 6973d9c7a3 Pass changes WIP: moved child pass creation to Build phase 5 years ago
Tom Hulton-Harrop dd95d2b02e
ensure brute force ray intersection works (#1170)
* ensure brute force ray intersection works in the same space as kd-tree intersection

* add additional tests for ray casts against meshes using brute force approach

* update api and add some additional test cases

* comment tidy-up and other small updates/fixes for ray intersection code

* fix issue with values at the end of a ray
5 years ago
Benjamin Jillich 863aac2cb9
[LYN-3727] Actor Draw Bounds Draw Bounds & [LYN-3725] Actor Draw Skeleton Doesn't Draw Skeleton (#1168)
* [LYN-3727] Actor Draw Bounds Draw Bounds & [LYN-3725] Actor Draw Skeleton Doesn't Draw Skeleton

* Added skeleton, aabb and emfx debug drawing to the actor component.
* Aux geom rendering is flickering as also reported in the Discord channels. Trick with using the scene notification bus did not work as the actor instance is not bound to a given scene as far as I am aware.
5 years ago
antonmic 451de8e782 Merge branch 'main' into Atom/antonmic/PassChanges 5 years ago
antonmic 9d7119a7f8 Pass Changes WIP: fixed bloom pass 5 years ago
antonmic ed759612dd Atom Pass changes WIP: ASV screenshot tests passing now 5 years ago
Ken Pruiksma 9df995dd26
Temporal anti-aliasing and constrast adaptive sharpening (#1161)
First version of temporal antialiasing and contrast adaptive sharpening for GA. Works well in most cases but still has a few issues that will need additional time. This is only the passes and shaders with no exposure to the editor. TAA and CAS can be turned on by enabling their respective passes in the pipeline.

All of the code has been previously reviewed in smaller PRs into the taa_staging branch:
aws-lumberyard-dev#29
aws-lumberyard-dev#53
aws-lumberyard-dev#73
aws-lumberyard-dev#79
aws-lumberyard-dev#84

Main issues:

- Bloom doesn't play nice with TAA and seems to greatly amplify any flickering
- AuxGeom jitters with the camera, so TAA doesn't currently work well in editor
- Transparencies don't have correct motion vectors. History rectification keeps this from looking too bad, but could still be improved
- There is still more that could be done to inhibit flickering, usually from specular aliasing
- Motion vectors aren't correct on POM unless PDO is turned on, which can result in some blurring during motion.
- SSAO can contribute to flickering in its default half res configuration. Changing this to full res mitigates the problem.

Squashed merge of the following:

* [ATOM-13987] Initial checkin of Taa pass.

* TAA pass setup WIP. (does not work yet due to pass configuration issues).

* Taa WIP - Camera motion vectors fixed and hooked up. TAA does simple reprojection and rejection based on depth.

* Small update to use lerp and add some comments.

* Fix issue with attachments not being set up on bindings at initialization. Fixing issue with half-pixel offsets in TAA shader

* - Motion vector passes now use the same output with mesh motion vectors overwriting camera motion vectors.
- Taa pass now works with multiple pipelines.
- Cleaned up TAA shader a bit.

* Fixes from PR review.

* Adding check for multiple attachments of the same name with different resources in Pass::ImportAttachments().

* Adding camera jitter with configurable position count. Updated TAA to blend in tonemapped space.

* Fixes from PR review. Fixing camera motion vectors for background (infinite distance)

* Updates to taa shader from PR review

* Adding a rcp input color size.

* Fix comment on PassAttachment::Update()

* Updates for PR review.

* Fixing missing const on the FrameAttachment* in Pass's call to FindAttachment()

* Taa WIP - Adding filtering to both the current pixel and history. Adding rectification based on variance clipping. Adding some basic anti-flickering. Removing rejection based on depth.

* Updates from PR code review. Mostly better commenting and naming.

* Adding contrast adaptive sharpening based on AMD FidelityFX CAS to help with the softness added by TAA.

* Changing to using luminance for sharpening instead of just green. Added some comments.

* Moving Taa's NaN check to a better location. Disabling TAA and sharpening in prep for check in.

* Updates from PR feedback.
5 years ago
antonmic 1e5a35ccfe Merge branch 'main' into Atom/antonmic/PassChanges 5 years ago
dmcdiarmid-ly d19d2aff9d
Merge pull request #1110 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15517
[ATOM-15517] Software Occlusion Culling
5 years ago
antonmic 52b306eb3e Pass changes now building and working 5 years ago
Qing Tao dcdd63966e
ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name (#1133)
* ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name
- Change the CreateCommonBuffer function to not require an unique  name by default.
- Remove the code for generating unique buffer names.
- Add buffer name to BufferAsset so it can be used for device object name instead of using asset file name.
- Change RPI::Buffer to use BufferName_AssetUuid as attachment id.
5 years ago
antonmic 0f90ccc0b4 initial changes compiling 5 years ago
Doug McDiarmid 2449a9322d Changed the occlusion culling plane model to be on the XZ plane and adjusted the corner point computations 5 years ago
Doug McDiarmid 792176d764 Cached occlusion plane corner points and AABB in the feature processor 5 years ago
Doug McDiarmid 69e2d6bba1 Minor comment update 5 years ago
Doug McDiarmid d63edf9b84 Merge branch 'main' into Atom/dmcdiar/ATOM-15517 5 years ago
Qing Tao 7631cdc11e
ATOM-15659 Add changing StencilState support to DynamicDrawContext (#1009) 5 years ago
Tom Hulton-Harrop 4a5b7edbfe
Updates to kd-tree ray intersection - ATOM-15673 (#1026)
* updates to kd-tree ray intersection

* update tests for kd-tree

* add one more test for kd-tree intersection

* updates to ModelKdTree following review feedback

* improve api doc comment for RayIntersection in ModelKdTree

* updates following review feedback

* update .clang-format to stack parameters if they do not all fit on one line
5 years ago
Doug McDiarmid 35d7ee5e53 Merge branch 'main' into Atom/dmcdiar/ATOM-15517 5 years ago
Doug McDiarmid 982c30eefd Added a visibility result flag to RPI::Cullable, set to true if the object passed all culling tests. 5 years ago
Doug McDiarmid a9a42a5405 Added AZ_TRAIT_MASKED_OCCLUSION_CULLING_SUPPORTED 5 years ago
Chris Santora e690c0e626
Merge pull request #1046 from aws-lumberyard-dev/Atom/santorac/MaterialLayoutCleanup-ATOM-14002
Updated Material Property Layouts Per Design

- Renamed "Details" group to "Overview".
- Renamed "UV Names" group to "UV Sets".
- Renamed "General" group to "General Settings".
- Renamed "Parallax" group to "Displacement".
- Renamed "Texture Map" properties to just "Texture". In cases where a specific type of texture is mentioned like "roughness texture map" I called this "roughness map" (which is more common according to google).
- Renamed "Heightmap" to "Height map" (which is more common according to google).
- Reordered material property groups according to design review.
  - Base Color
  - Metallic
  - Roughness
  - Specular Reflectance F0
  - Normal
  - Occlusion
  - Emissive
  - Subsurface
  - Clear Coat
  - Displacement
  - Opacity
  - UVs
  - Irradiance
  - General Settings

ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types
5 years ago
Doug McDiarmid 1b235e0b16 Merge branch 'main' into Atom/dmcdiar/ATOM-15517 5 years ago
Chris Santora de4e6957e8 Made a bunch of display name and description updates to core material types.
- Renamed "Details" group to "Overview".
- Renamed "UV Names" group to "UV Sets".
- Renamed "General" group to "General Settings".
- Renamed "Parallax" group to "Displacement".
- Renamed "Texture Map" properties to just "Texture". In cases where a specific type of texture is mentioned like "roughness texture map" I called this "roughness map" (which is more common according to google).
- Renamed "Heightmap" to "Height map" (which is more common according to google).

ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types
5 years ago
Doug McDiarmid c84882869b Changed to a fixed-size occlusion buffer 5 years ago
Doug McDiarmid c0c9e5e90d Merge branch 'main' into Atom/dmcdiar/ATOM-15555 5 years ago
Doug McDiarmid 1d3322f881 Merge branch 'main' into Atom/dmcdiar/ATOM-15517 5 years ago
Doug McDiarmid 8223f241b5 Merge branch 'main' into Atom/dmcdiar/ATOM-15555
# Conflicts:
#	Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp
#	Gems/Atom/Feature/Common/Code/Source/RayTracing/RayTracingFeatureProcessor.cpp
5 years ago
Chris Santora 755d1b7abc Merge remote-tracking branch 'upstream/main' into Atom/santorac/MaterialTypeCleanup 5 years ago
Chris Santora 7e023c3676 ATOM-15133 "Clean Up EnhancedPBR"
Updated material type files for StandardPBR, EnhancedPBR, and Skin to align with each other as much as possible.
There were minor cases like some property settings were different, properties in different order, comments, and formatting.
There were major cases as well, like EnhancedPBR using clunky built in functors where lua functors would be better, property visibility state wasn't right, properties were missing, etc.

I also added a new HasShaderWithTag function for lua functors. This is used in StandardPBR_ShaderEnable.lua to allow this script to be used for both StandardPBR and EnhancedPBR (EnhancedPBR doesn't have the low end pipeline shaders).
5 years ago
Doug McDiarmid 17e9c17f31 Added Occlusion Culling Planes and RPI Culling support for Masked Occlusion Culling 5 years ago
Nicholas Van Sickle d1863c6c5b
Restore Editor viewport icon rendering (#879)
This introduces an EditorViewportIconDisplayInterface that will eventually be used to outright remove CIconManager, it provides a simple interface for loading 2D image assets and rendering them on-screen. It also introduces AtomBridge::PerViewportDynamicDraw for getting a dynamic draw instance on a per-viewport basis
5 years ago
jiaweig 50085d0487
Merge pull request #823 from aws-lumberyard-dev/Atom/jiaweig/ATOM-15125_UV_Tangent
ATOM-15125 Support Reorder of Tangent Streams
5 years ago
Doug McDiarmid 9f8948556f Merge branch 'main' into Atom/dmcdiar/ATOM-15555 5 years ago
jiaweig f64bd999e0 Move UvStreamTangentBitmask to new files. 5 years ago
Doug McDiarmid c29c1825cb Added RayTracingPass and RayTracingPassData 5 years ago
antonmic 6388277cd1 Fixed ImGui Pass as well as how exposure pass enables itself 5 years ago
jiaweig 13893e77f3 merge main 5 years ago
jiaweig c3794ca96c Addressed review comments. 5 years ago
Chris Santora 8799d1ab54 Merge branch 'main' into Atom/santorac/NewLayeringWorkflow 5 years ago
galibzon 256df54575
[ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System (#749)
* [ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System.

Added ShaderAssetBuilder2 & ShaderVariantAssetBuilder2.

Added ShaderAsset2, ShaderVariantAsset2.

Eventually they will be the only builders. AzslBuilder &
SrgLayoutBuilder will be removed.
ShaderResourceGroupAsset will be removed. ShaderAssetBuilder &
ShaderVariantAssetBuilder will be replaced.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
Chris Santora f3099aa7d5 Merge remote-tracking branch 'origin/main' into Atom/santorac/NewLayeringWorkflow 5 years ago
Tommy Walton ded39be57e
Merging WrinkleMask support from 1.0 to main (#680)
Added a loop to the skin shader that will sample from wrinkle masks, multiply them by a weight, combine them, and use them instead of vertex colors for wrinkle map blending

Added an array of masks, an array of weights, and a wrinkle mask count to the DefaultObjectSrg. -Will create a follow up task to handle this a better way.

Removed motion vector (for now) from skin.materialtype since we're not using them, and removed depthtransparent since skin doesn't support transparency

Added an interface to the MeshFeatureProcessor to get the object srg

Wrapped srg->Compile in if(srg->IsQueuedForCompile()) to prevent compiling twice --This doesn't stop a race condition if both happen at the same time, but that is at least far less likely. It will need a better solution later.

Added a function to the MorphTargetExporter that will check to see if a texture that matches the blend shape name exists in a particular folder, and adds a reference to that image to the MorphTargetMetaAsset --Only supports .tif, and doesn't automatically re-process the .fbx if the folder is updated. These can be improved in later iterations

Added a null check in MaterialTypeSourceData.cpp to fix a crash I ran into

Added a for loop in two places to look for the first submesh that has a morph target, instead of just using the first to check if a lod has morph targets or not. --I have a better fix for this, but it involves more areas of the code, so I'm saving that for another change.

Modified AtomActorInstance to look for any morph targets that have a wrinkle mask reference

Then each frame, for any morph targets with non-zero weights that also have wrinkle masks, it updates the mask array, weights, and count on the object srg.
5 years ago
jiaweig 775b7d048b Add support for tangent stream pairing with the first UV from the model. 5 years ago
antonmic a4e1b40e88 Merge branch 'main' into Atom/antonmic/lowEnd 5 years ago
Nicholas Van Sickle 46c0c35c26
Merge pull request #734 from aws-lumberyard-dev/nvsickle/DebugInfoDisplay
Restore debug rendering to the viewport
5 years ago
Vicky 1c575763c7
ATOM-4661 Improvement with pass templates registration from data (#735)
* ATOM-4661 Improvement with pass templates registration from data
- Update PassLibrary so it can load pass templates from more than one files and report duplicate pass templates.
- Added load templates events to pass system so the handlers from any gems can load their own pass templates.
- Added PassSystemInterface::OnReadyLoadTemplatesEvent::Handler in FeatureCommon gem's CommonSystemeComponet to load the PassTemplates.azasset in featureCommon gem.
- Misc: moved BindlessPrototypeSrg.asli from RPI to ASV project; fixed an assert issue when exit ASV
5 years ago
Chris Santora 70c8ef99ef Updates in response to code review, from gadams3.
Cleaned up code around MaterialFunctor's QueryMaterialPropertyMetadata and QueryMaterialPropertyGroupMetadata.
Removed unnecessary "groupHeader->setObjectName(...)"
Simplified code in MaterialInspector::OnDocumentPropertyGroupVisibilityChanged.
5 years ago
Chris Santora 37a1b77d50 Merge branch 'main' into Atom/santorac/NewLayeringWorkflow 5 years ago
Chris Santora 53188a12da Made StandardMultilayerPBR hide a layer's property groups when that layer is disabled.
ATOM-14688 Disable Individual Layers

- Added new SetMaterialPropertyGroupVisibility functions to the material functors.
- Updated the MaterialFunctor::EditorContext to include parameters for handling material property group metadata.
- Updated the material inspector(s) to apply the property group visiblity changes from the material functor, to hide or show the property groups.
- Moved some code from MaterialPropertyDescriptor.h/cpp to a new MaterialDynamicMetadata.h/cpp, since these aren't really related to the MaterialPropertyDescriptor code. It's more for material functors to use.
- Also fixed the casing for the "GetMaterialPropertyValue_Image" lua function, since I was already in this code (ATOM-14793 "Fix Inconsistent Casing For LuaMaterialFunctorRuntimeContext")

Tested in MaterialEditor and in in the main Editor's MaterialComponent property override inspector.
5 years ago
nvsickle 559798251d Merge remote-tracking branch 'upstream/main' into nvsickle/DebugInfoDisplay 5 years ago
nvsickle 3c5659668a Add AZ::RPI::ViewportContextRequests alias for the full interface 5 years ago
dmcdiarmid-ly a0cb4714c0
Merge pull request #659 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15511
[ATOM-15511] Change AtomSampleViewer BindlessPrototype sample to use an unbounded array
5 years ago
antonmic 8e4d0d73dc Good working state, but material always emmits low end draw item 5 years ago
Vicky 01b2798fe1
Integrate from 1.0 to main: LYN-3436 AutomatedTesting.GameLauncher crashes at launch if assets are not all processed (#612)
* Atom/qingtao/lyn 3436 (#558)

* LYN-3436 AutomatedTesting.GameLauncher crashes at launch if assets are not all processed

Change RPISystem so that the application would exit if the RPI system couldn't load critical assets.
Added code to avoid the GetLayout crash when layout for each platforms were not ready.
Added LoadCriticalAsset function to force compile and load critical assets.
Added default value to viewport size for ViewportContext.

* Change RPISystem asset initialization order so it returns earlier when those critical assets are not ready
5 years ago
nvsickle dca2294b36 Move GetCameraTransform into RPI::View. 5 years ago
dmcdiar 1e860e7c82 Change BindlessPrototype to use an unbounded array 5 years ago
jonbeer 8947abcbb7 PR fixes and recommendations 5 years ago
jonbeer 3751493862 Fixing ATOM RPI issue with new serialization changes 5 years ago
Vicky 1681e97a0c
ATOM-15369 LYN-3352 Expose sorting paramers to DynamicDrawContext's draw functions (#451) (#463)
* ATOM-15369 Expose sorting paramers to DynamicDrawContext's draw functions
 LYN-3352 LyShine: First element in Hierarchy does not properly draw in UI Editor

Add function to DynamicDrawContext to support set sort key for followed draw calls.
Use different sort key for background draw and top layer draw in UI canvas.
5 years ago
AMZN-koppersr 5e4094b258
Revamped AzFramework::Scene (#332)
Updated AzFramework::Scene to allow it to serve as the one-stop location for localized singletons. Localized singletons in this case are instance that can only occur once in an environment but multiple times within an application. As an example, this allows settings up a single camera per viewport for instance.

Highlights of changes:

Replaced the original ebuses with interfaces and events for easy of use and performance.
Removed the Entity Context specific code and moved that to new locations within the Entity Context itself.
Allowed basic inheritance. If a subsystem isn't found in a scene the parent can optionally be searched.
Scenes can enter a zombie state and avoid immediately being deleted. This is needed for situations where subsystems can't be destroyed until async calls have been completed.
5 years ago
Vicky e4509dbe68
Merge pull request #322 from aws-lumberyard-dev/Atom/qingtao/ATOM-6088
ATOM-6088 Unified approach to send draws to a single viewport

    Created a template class TagRegistery which implements the previous DrawListTagRegistry. The template is used for both DrawListTagRegistry and DrawFilterTagRegistry
    Added DrawFilterTag to DrawItemKeyPair
    Added DrawFilterMask support in DrawPacket and DrawPacketBuilder
    Added CreateDynamicContext for render pipeline which allows draw to selected render pipeline.
    Updated RasterPass's BuildCommandListInternal function to filter draw items for its owner RenderPipeline.
5 years ago
qingtao 60db6b55d0 Address feedback of PR for ATOM-6088.
* Rename DrawItemKeyPair to DrawItemProperties.
* Switch back to use Ptr<DrawListTagRegistry> instead of DrawListTagRegistry
* Updated some comment.
5 years ago
qingtao 12f528d744 ATOM-6088 Unified approach to send draws to a single viewport
- Created a template class TagRegistery which implements the previous DrawListTagRegistry. The template is used for both DrawListTagRegistry and DrawFilterTagRegistry
- Added DrawFilterTag to DrawItemKeyPair
- Added DrawFilterMask support in DrawPacket and DrawPacketBuilder
- Added CreateDynamicContext for render pipeline which allows draw to selected render pipeline.
- Updated RasterPass's BuildCommandListInternal function to filter draw items for its owner RenderPipeline.
- Updated RHI unit tests.
5 years ago
Chris Burel 61fe298319
Merge pull request #197 from aws-lumberyard-dev/filesEndInNewlines
Add newlines to the end of all files
5 years ago
Nicholas Van Sickle 3eaa749191
Merge pull request #277 from aws-lumberyard-dev/nvsickle/MoreMainFixes
Cherry-pick several 1.0 viewport fixes to main
5 years ago
Chris Burel 28170ffe41 Add newlines to the end of all files 5 years ago
Benjamin Jillich 0fa00a117c
[ATOM-14477] Add clone function to model and/or model asset (#135)
* Added clone methods for the buffer, model lod and model assets.
* Cloning works via the creators.
* Mesh handle/instance now knows about the model asset it originated from as well as the cloned model asset that we need for instancing until instancing works without the dependencies to the asset ids.
* MeshComponentRequestBus returns the original asset id and the model asset. If you need access to the clone, go by the model.
* Cloth component mesh now gettings its model asset from the model as it needs to work on the clone.
* Moved the requires cloning function from the mesh loader in the mesh feature processor to the mesh component controller.
* As we need the model asset to be loaded before we can check if it requires cloning or not, we couldn't pass in a bool from the controller but had to use a callback.
* Using asset hint instead of asset id for the model lod asset creator error.
* Storing a map of source buffer asset ids and the actual cloned buffer assets rather than just their ids.
* Using the buffer assets from the new map directly and removed the search process in the mesh loop where the asset views are created.
* Fixed the vegetation mocks.
* Using the actor's mesh asset when emitting the on model ready event for the mesh component notification bus.
* Mesh components notifications connection policy changed to adapt to cloned model asset.
* Handling empty meshes in model lod asset creator.
* Removed the requires cloning callback from the mesh feature processor and made it a parameter to the acquire mesh function
* Fixing mocks and unit tests
5 years ago
nvsickle f835372c0f Fix capitalization... 5 years ago
nvsickle e6cfe36a03 Fix typo 5 years ago
nvsickle 9e6244dc99 Fix game mode camera components not working in-Editor
Ensures RPI::View updates always make it back to the ViewportContext, even if you talk directly to the View
5 years ago
greerdv 62a3b7635b Merge branch 'main' into non-uniform-scale-mesh 5 years ago
nvsickle ba5e0170a2 Fix ImGui rendering in-Editor
-Ensure ViewportContext rendertick notifications always fire
-Use viewport size to determine ImGui resolution, ensure OnViewportSizeChanged is always up-to-date for the default viewport context
5 years ago
mbalfour 5aa4642c12 Added another implicit converter to MaterialPropertyValue so that generated images can be used with material properties more easily.
(cherry picked from commit 66d7e9672ca0d6ced068dd95d8b52f88b5492c1f)
5 years ago
greerdv e497b7ac33 Merge branch 'main' into non-uniform-scale-mesh 5 years ago
alexpete 10faddb113 Integrating github/staging through commit ef88e6e 5 years ago
Vicky 8743155b73
Merge pull request #76 from aws-lumberyard-dev/Atom/qingtao/ATOM-13791
ATOM-13791 Editor: ImGui profiling tools doesn't work correctly due to disabled RenderPipelines
LYN-2908 Pressing Home button crashes the Editor
5 years ago
greerdv 4c582a2b0a Merge branch 'main' into non-uniform-scale-mesh 5 years ago