Consolidated the contents of CpuProfilerImp.h into CpuProfiler.h
Renamed CpuProfilerImpl.cpp to CpuProfiler.cpp
Collapsed the CpuProfilerImpl class into the intermediary CpuProfiler interface class, removing that interface type
Replaced all calls to the old CpuProfiler interface with AZ::Debug::ProfilerSystemInterface
Added accessor to see if a continuous capture is in progress to AZ::Debug::ProfilerRequests
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* 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>
* 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>
* Ported line-based and solid skeleton rendering to debug display.
* Disabled depth testing for skeleton rendering so that we can see the skeleton through the solid mesh.
* Remembering the previous render flags and setting them back afterwards.
* Enabled depth testing for emfx debug, vertex & face normals, tangents and wireframe. We don't want to see them through the solid mesh to avoid visual clutter.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Change rotation camera to use RMB, and add orbit rotation camera using LMB + Alt
Signed-off-by: rhhong <rhhong@amazon.com>
* add lookScrollCamera
Signed-off-by: rhhong <rhhong@amazon.com>
GCC doesn't accept accessing member variables inside the noexcept expression of a member function.
GCC also requires that template specializations for an inner template be outside of all classes.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Colliders only rendered in case the given plugin was active, no matter if they were enabled or not in the 3D viewport which was confusing for users. Colliders as well as ragdoll debug draw now renders independently of the plugins.
* Added debug rendering for colliders and ragdoll joint limits to the Atom debug draw class
* Automatically clear selection when closing skeleton outliner
Resolves#5982Resolves#5980
Signed-off-by: Benjamin Jillich jillich@amazon.com
The motion events in the timeview had the wrong colors assigned as they weren't correctly mapped to the given event presets.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Colliders only rendered in case the given plugin was active, no matter if they were enabled or not in the 3D viewport which was confusing for users. Colliders as well as ragdoll debug draw now renders independently of the plugins.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
The problem is that SurfacePoint doesn't have default values when constructed, and a few of the unit tests weren't setting m_position because the values weren't strictly needed for the test. However, the SurfacePointList checks them for validity and asserted when they couldn't be found, which was hit-and-miss due to it being uninitialized memory that was usually but not always 0xCCCCCCCC.
Improved the assert message and set the position values everywhere.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>