* Change AtomTressFX passes to write to exsiting DepthLinear buffer instead of creating a new one as output.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Added new api in RPI to apply render pipeline changes from FP
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Update AtomTressFX gem to create hair parent pass at runtime
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Change Scene::ApplyRenderPipelineChange() to TryApplyRenderPIpelineChanges().
Have TryApplyRenderPIpelineChanges() called automatically when a render pipeline is added to a Scene.
Re-apply the render pipeline change when RenderPipeline got recreated (Pass hot-reloading support)
Add AddPassBefore() and AddPassAfter() function to RenderPIpeline class.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Shaders changes require two or more change cycles before updating
This fixes the problem described in the title.
Consolidated the responsibility to update the root shader variant
asset into the Shader() class. It was unnecessarily spread across
Shader(), ShaderVariant() and ShaderAsset().
In particular OnAssetReloaded now makes a temporary copy of the root
ShaderVariantAsset and updates the ShaderAsset with such reference
only when OnAssetReloaded() is called on behalf of the ShaderAsset.
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
* Added "RemovePassTemplate" method.
Signed-off-by: garrieta <garrieta@amazon.com>
* RemovePassTemplate only allows to remove PassTemplates
created with the Runtime API. It now asserts if there are Passes
referencing the PassTemplate that should be removed.
Signed-off-by: garrieta <garrieta@amazon.com>
* ATOM-16489 Add find passes functions for Scene or RenderPipeline in PassSystemInterface
Introduced new PassSystemInterface::ForEachPass() funtion to replace PassSystemInterface::FindPasses(), PassSystemInterface::GetPassesByTemplateName and ParentPass::FindPassByNameRecursive() functions.
Update all the places which were using those three functions.
The new pass finding filter support any combination of pass name, pass template name, pass class type, pass hirechary, owner scene, owner render pipeline.
Update unit tests.
Signed-off-by: Qing Tao <qingtao@amazon.com>
(cherry picked from commit fe8dac7989)
* ATOM-16489 Add find passes functions for Scene or RenderPipeline in PassSystemInterface
Introduced new PassSystemInterface::ForEachPass() funtion to replace PassSystemInterface::FindPasses(), PassSystemInterface::GetPassesByTemplateName and ParentPass::FindPassByNameRecursive() functions.
Update all the places which were using those three functions.
The new pass finding filter support any combination of pass name, pass template name, pass class type, pass hirechary, owner scene, owner render pipeline.
Update unit tests.
Signed-off-by: Qing Tao <qingtao@amazon.com>
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
- Lighting model was replaced and we now use a modified Marschner model
- Blending is done directly with the back buffer removing the silhouette of the original implementation
- Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
- Thickness corrected to handle hair gaps hence introducing better light passage for the TT
- The hair is fully integrated into the Atom pipeline and structure design
- Usage of single shared buffer for the computer buffers reduces barriers sync overhead
Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code clean pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - EMFX Actor visibility implementation
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - COnnecting hair passes to Atom's MainPipeline.pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding dedicated thumbnail pipeline that does not include the hair gem
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixed a few headers to have the latest O3DE license + verification fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - enabling editor component only when tool pipline is built + default texture add
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing Linux and Android compilation builds
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - another files change to make Linux compile
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - more Linux and Android build fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Shame: removed forgoten #pragma optimize
- Adding header complained by Android
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - removing the Hair Gem connection in the active project.
- This submission removes the connection to the active project hence allowing to run without the Gem. Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.
Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - registrating gem pass templates through the gem templates file (#198)
* Hair - registrating gem pass templates through the gem templates file
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding handler disconnect for the pass template registration.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)
* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing UI Editor (LYShine) crash (#209)
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)
* [Hair] - multiple render pipelines handling
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - minor cleanups
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - followups from review nits
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code fixes based on the CR remarks for the Hair merge to Dev (#248)
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
- Lighting model was replaced and we now use a modified Marschner model
- Blending is done directly with the back buffer removing the silhouette of the original implementation
- Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
- Thickness corrected to handle hair gaps hence introducing better light passage for the TT
- The hair is fully integrated into the Atom pipeline and structure design
- Usage of single shared buffer for the computer buffers reduces barriers sync overhead
Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code clean pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - EMFX Actor visibility implementation
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - COnnecting hair passes to Atom's MainPipeline.pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding dedicated thumbnail pipeline that does not include the hair gem
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixed a few headers to have the latest O3DE license + verification fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - enabling editor component only when tool pipline is built + default texture add
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing Linux and Android compilation builds
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - another files change to make Linux compile
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - more Linux and Android build fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Shame: removed forgoten #pragma optimize
- Adding header complained by Android
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - removing the Hair Gem connection in the active project.
- This submission removes the connection to the active project hence allowing to run without the Gem. Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.
Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - registrating gem pass templates through the gem templates file (#198)
* Hair - registrating gem pass templates through the gem templates file
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding handler disconnect for the pass template registration.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)
* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing UI Editor (LYShine) crash (#209)
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)
* [Hair] - multiple render pipelines handling
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - minor cleanups
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - followups from review nits
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - last fixes based on CR remarks
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing AR
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
* 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
* 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