Commit Graph

8 Commits

Author SHA1 Message Date
Ken Pruiksma 7052ccfa52 Terrain detail and macro texture support (#4403)
* 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>
2021-10-04 16:35:22 -05:00
Ken Pruiksma 8791ae7ed7 Terrain feature processor improvements regarding material, mesh, and lod (#4303)
* 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>
2021-09-28 15:31:59 -05:00
Mike Balfour 280796e1f4 Fix GHI 4041 Terrain Shader Crash (#4050)
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>
2021-09-10 11:59:20 -05:00
Ken Pruiksma d17ac748ac Various terrain improvements: (#3942)
* 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>
2021-09-09 12:56:16 -05:00
Steve Pham e6573766c2 Fixes for release builds for unused variable warnings (#4000)
Signed-off-by: Steve Pham <spham@amazon.com>
2021-09-08 21:13:36 -07:00
Ken Pruiksma 0c7dfce5a0 First pass terrain cleanup (#3753)
* 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>
2021-08-31 17:05:03 -07:00
Jeremy Ong a9b4ad3486 Compile out tracker in release mode
Signed-off-by: Jeremy Ong <jcong@amazon.com>
2021-08-24 16:38:43 -06:00
Mike Balfour 40f41689ee Initial Terrain System (#3401)
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>
2021-08-24 13:29:50 -05:00