Commit Graph

662 Commits

Author SHA1 Message Date
Tommy Walton 9686ff034f Merge remote-tracking branch 'upstream/development' into SkinnedMeshOutputStreamManager_deferred_buffer_init
Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-10-07 14:22:10 -07:00
Yuriy Toporovskyy bf38f07480 Allow buffer to take any size, including 0
Signed-off-by: Yuriy Toporovskyy <toporovskyy.y@gmail.com>
2021-10-07 14:16:33 -07:00
dmcdiar b8bf5486a4 Removed the ScatterDistanceOutput texture from the EnvironmentCubeMapForwardMSAAPass.
Removed unused Srgs from the ReflectionCompositePass.

Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-10-05 19:50:54 -07:00
galibzon 643bd84739 Create helper function for getting threads per (#4480)
* Create helper function for getting threads per
group from a compute shader

Added GetComputeShaderNumThreads() functions to RPIUtils.
By default the function returns 1, 1, 1 in case of errors.

Updated existing code that was looking for 'numthreads' attribute data
with the new GetComputeShaderNumThreads() API.

Signed-off-by: garrieta <garrieta@amazon.com>
2021-10-05 14:21:21 -05:00
Tommy Walton 256564a3e0 Model Hot-Reloading (#4304)
* Added a ModelReloader class that handles reloading the hierarchy of assets in the correct order. A ModelReloaderSystem that is used to make sure there is only one ModelReloader at a time for a given asset. Modified the Model, ModelLodAsset, and Buffer assets to not automatically reload, and instead handle reloads manually via AssetCatalog events. Modified the MeshLoader to kick off a reload via the ModelReloaderSystem whenever a model asset is added or changed.

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Comment updates

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Minor naming and comment updates based on PR feedback

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Correcting previous commit. I flipped == to != when switching from count to find, when it should have stayed ==

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Updating RenderCommon header

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Removing unneeded headers

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Reverting RayTracingFeatureProcessor change following Doug's guidance. This logic was tricky to get right initially, and leads to TDR when incorrect, so leaving as is.

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Removing a tab

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Added missing #include for AssetId

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Adding missing RTTI header

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Include ModelAsset definition intead of forward declaring it to avoid a static assert on Linux

Signed-off-by: amzn-tommy <waltont@amazon.com>
2021-10-05 09:59:13 -07:00
Guthrie Adams 09c6101b8b Merge pull request #4416 from aws-lumberyard-dev/Atom/mriegger/stopdecalflickering
Adding some code to cache the material in the editor component to avo…
2021-10-04 14:53:49 -05:00
Adi Bar-Lev 9786d63596 Hair - Hair Gem introduction to O3DE from Atom/barlev/AtomTressFX_DevRebase (#4439)
* 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>
2021-10-04 10:46:31 -04:00
mrieggeramzn ba23583d5f Adding gadams feedback
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
2021-10-01 15:54:49 -07:00
mrieggeramzn 76de21940d Fixup merge
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
2021-10-01 13:29:52 -07:00
mrieggeramzn db68911c9a Merging
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
2021-10-01 13:17:28 -07:00
mrieggeramzn b3d7de1e78 Improvements. You can now call SetDecalMaterial() with any permutation and it works as expected
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
2021-10-01 13:03:52 -07:00
dmcdiarmid-ly fe35a09474 Merge pull request #4421 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-16458
Change the DiffuseProbeGrid component to an OBB
2021-09-30 18:24:39 -07:00
dmcdiar 04d62ae761 Passed DiffuseProbeGrid OBB directly into culling data.
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-30 15:59:06 -07:00
mrieggeramzn 60a0d2ba01 Atom/mriegger/decalnormalmaps (#4302)
* Adding normal maps to decals initial commit

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* Adding checks for normal maps not present

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* Readding the proper switch statement

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* Addressing PR feedback, adding brackets

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* Adding comments

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* fixing compile issue

Signed-off-by: mrieggeramzn <mriegger@amazon.com>
2021-09-30 15:34:12 -07:00
dmcdiar 6e115fb257 Updated RTX-GI SDK to v1.1.30.
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-30 14:20:05 -07:00
mrieggeramzn 65e375bb42 Guthries excellent recommendation
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
2021-09-30 13:44:06 -07:00
mrieggeramzn 2db8aa3ce2 Merge branch 'development' into Atom/mriegger/stopdecalflickering
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
2021-09-30 11:04:20 -07:00
mrieggeramzn d9a3048a6d Adding comment
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
2021-09-30 11:04:02 -07:00
santorac c0d8020786 Merge branch 'development' into Atom/santorac/RemixableMaterialTypes 2021-09-30 09:30:17 -07:00
santorac 62e268bec7 Merge branch 'development' into Atom/santorac/RemixableMaterialTypes 2021-09-30 01:36:42 -07:00
Guthrie Adams 4c9f456ea5 Merge branch 'development' into Atom/guthadam/material_component_supports_property_overrides_without_material_overrides
Signed-off-by: Guthrie Adams <guthadam@amazon.com>

# Conflicts:
#	Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/MaterialComponentController.cpp
2021-09-29 13:31:23 -05:00
Artur K f44169f7fa Cleanup SerializeContext.h pt.1 (#4264)
* Remove AssetSerializer inclusion from SerializeContext header

Moved a few Reflect methods to new cpp files.

In addition, some preparations for further header dependency reductions.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix smoke test lua failures.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Windows build fixes.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Missing license headers

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix white-space issues.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Code review fix for AzToolsFramework/AssetEditor/AssetEditorBus.h

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix inheritance list wrapping broken by older clang-format

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-09-29 11:31:01 -05:00
santorac 3753ee6f1c Merge remote-tracking branch 'upstream/development' into Atom/santorac/RemixableMaterialTypes 2021-09-28 22:12:18 -07:00
santorac f765dc0942 Changed Atom to Use LibPng instead of OpenImageIO
Merge pull request #4006 from aws-lumberyard-dev/Atom/santora/UseLibPng

OpenImageIO is a huge library and overkill for Atom's needs, which is to just save and load png files at this time. Here we remove all dependence on OpenImageIO and use libpng instead. I introduced a PngFile wrapper class to assist with loading and saving png files.

Note that there is a bit more work to do before merging these changes. I am still working on adding libpng to the 3rdParty package system. Currently these changes only reflect the addition of the Windows package. We'll make the other platform packages available before merging.
2021-09-28 21:33:41 -07:00
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
dmcdiar 16d7061863 Merge branch 'development' into Atom/dmcdiar/ATOM-16458 2021-09-28 12:26:14 -07:00
dmcdiar 25b16fc82c Changed the DiffuseProbeGrid to an OBB
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-28 12:25:07 -07:00
santorac 765f82d945 Merge branch 'development' into Atom/santora/UseLibPng 2021-09-27 21:29:52 -07:00
Mike Balfour 4b2dc9b3a4 Terrain System fixes (#4299)
* Remove the "TEST_SUPPORTED" traits.
Terrain unit tests should be usable on all platforms, so they shouldn't need a platform-specific trait to enable/disable.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Fix a few misc terrain bugs.
* Change Activate/Deactivate to happen immediately instead of deferring.  There were too many order-of-operation bugs caused by trying to defer this.
* Added implementation for calculating normals.
* Fixed bug where GetHeightSynchronous wasn't stopping at the highest-priority layer.
* Added locks for SurfaceData bus to help ensure we lock our mutexes in the correct order and avoid deadlocks.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Add trivial TerrainSystem tests.
Tests construction, Activate(), Deactivate(), and destruction.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Unified Terrain system calls on single bus.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Added mock for TerrainDataNotificationBus listener.
Also added unit tests to verify the listener, and added in missing notification events.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Removed extra Sampler class.
Fixed up APIs to correctly pass Sampler and terrainExistsPtr around.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Switched MockTerrainSystem to be proper gmock.
This makes it for flexible to use and easier to reuse from other test environments.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Fix settings bug caused by bad order of operations that occurred when the methods moved to a different bus.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Eliminate extra EBus by simplifying area initialization.
Previously, there was a back-and-forth ebus signal used for the terrain system to find any terrain spawners that were created prior to the terrain system activation.  Now it uses the more simple technique of just grabbing all the spawners that are currently hooked up to the spawner ebus.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Switch to NiceMock so that "uninteresting" mock calls get ignored.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Addressed PR feedback.
Filled in terrainExistsPtr at the end, and added it to GetNormal as well.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Fixed shader height calculation.
It was off by half a pixel, and it was interpolating, both of which were wrong.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Create initial LmbrCentral mocks that other Gems can use.
To help improve mock maintenance over time, this creates mocks in the same Gem as the systems being mocked, instead of the other Gems that need to use mocked systems during testing.  This way, the mocks should more easily stay in sync with the interface that they mock out.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Null-guard any uses of Atom to make the class easier to unit test.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Add more mocked terrain services

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Moved Terrain mocks to publicly-available Mocks directory.  Also added more unit tests.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Change debug code to use EXACT instead of BILINEAR height sampling, because it's specifically using the terrain grid.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Added support for the sampler filters.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Fix bad merge.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Add unit test to verify terrain layers define terrain regions.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Moved the AABB component mock into a private terrain header, since it's a specialized mock just for the terrain tests.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Moved sampler and normal calculations into TerrainSystem so that they can work across multiple adjacent areas.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Missed a couple of unit test changes.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Removed normal query as well, that needs a seprate unit test.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Removed unused variable that was only caught in Linux/Android builds.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Addressed PR feedback
Made the parameter names consistently listed in MockShapes.h.
Added comments to TerrainHeightGradientListComponent explaining why terrainExists is always true when a gradient exists.
Also fixed a bug where terrainExists should technically be *false* if no gradient exists.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Added more descriptive comments and names for ClampPosition.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Unit tests to verify height samplers work correctly.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Fix bug where wireframe didn't refresh when the setting changed.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Created TerrainWorldRenderer Component and moved all terrain rendering management code into it.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Fixed the icon references

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Removed expensive profile marker.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Addressed PR feedback

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Fixed AR error - constexpr doesn't need to be in a lambda capture.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
2021-09-27 14:58:39 -05:00
Guthrie Adams d151e16fc5 RebuildInstance only checks Asset::IsReady
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-09-24 13:23:15 -05:00
Guthrie Adams b0ea4ac389 moved code for applying properties to MaterialAssignment
added lambdas for queuing and updating assets

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-09-24 13:03:44 -05:00
Guthrie Adams ebcf3723f9 Material Component: Can set material property overrides on default materials
No longer need to assign material overrides to set/edit properties in UI or script
Material component will load and use the default material for a slot if no override is assigned

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-09-23 22:58:39 -05:00
dmcdiarmid-ly 1050f95601 Merge pull request #4298 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-16529
Instance BLAS objects at the subMesh level in the RayTracingFeatureProcessor
2021-09-23 16:34:27 -07:00
dmcdiar 2dc7b517d1 Cached BLAS objects at the sub-mesh level
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-23 13:49:10 -07:00
Scott Romero 8cbc5bc447 [development] Atom CPU profiler include cleanup (#4272)
- Removed all unnecessary includes to Atom CpuProfiler.h
 - Added includes to AzCore Profiler.h where necessary

Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
2021-09-23 11:14:22 -07:00
Alex Peterson 20849655ea Initial gem dependencies (#4229)
These are immediate dependencies, and include many circular dependencies, largely amongst the Atom gems, as indicated by cmake

Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
2021-09-22 11:56:53 -07:00
dmcdiar df42377fc6 Minor changes to forward pass IBL specular
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-21 17:10:32 -07:00
dmcdiar 3961d2724e Merge branch 'development' into Atom/dmcdiar/ATOM-4126 2021-09-21 15:14:58 -07:00
dmcdiar e5cc029c76 Converted ReflectionProbe Srg indices to ShaderInputNameIndex
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-21 14:40:26 -07:00
hershey5045 30da67fe7d Editor HDR Color Grading Component implemented under the PostFx stack (#4159)
* Add HDR color grading pass and shaders.

* Remove color grading pass from light adaptation parent pass due to failing ASV tests. This will be added back later on.

* Editor HDR Color Grading Component implemented under the PostFx stack (#219)

* Add softmin/max for unbounded color grading properties.

* Revert channel mixer properties to vector3. Refactor mix to weight. Fix color grading pass to convert any color variable into vec4.

Signed-off-by: rbarrand <rbarrand@amazon.com>

Co-authored-by: Robin <rbarrand@amazon.com>
2021-09-21 16:19:30 -05:00
amzn-tommy ed61f47b7f Cleaner initialization of heightMinMax plus a comment in StandardMultilayerPBR_Common.azsli to indicate that the .lua needs to be updated if the .azsli enum changes.
Signed-off-by: amzn-tommy <waltont@amazon.com>
2021-09-21 10:10:54 -07:00
dmcdiar db5fd91ac9 Merge branch 'development' into Atom/dmcdiar/ATOM-4126 2021-09-20 18:22:45 -07:00
amzn-tommy d15d7c3a85 Modify CalcOverallHeightRange to not return nil
Signed-off-by: amzn-tommy <waltont@amazon.com>
2021-09-20 16:24:28 -07:00
dmcdiarmid-ly 16e806abff Merge pull request #4200 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-16437
Instance the ray tracing BLAS objects
2021-09-20 13:42:47 -07:00
dmcdiar 154b6dc461 Added a mutex to protect the mesh and BLAS lists in the RayTracingFeatureProcessor
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-20 12:13:29 -07:00
Scott Romero 36bcf5849a [development] Migrated Atom CPU profiler to utilize new AzCore Profiler interface and related macros (#4160)
- Added new interface type AZ::Debug::Profiler to externally register profiler systems
 - Modified the Atom CPU profiler to register as an AzCore profiler
 -- This allows full engine markers to be visualized in the associated ImGui tool
 - Converted all AZ_ATOM_PROFILE_* macros to use AZ_PROFILE_* macros instead

Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
2021-09-20 11:40:57 -07:00
dmcdiar 2bd01f09fb Removed modelToWorldInverse from the stencil Srg.
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-20 11:37:17 -07:00
SJ 1f542838bb [Mac] Generate O3DE SDK app bundle that can be notarized and distributed (#4150)
* [Mac] Initial support for building with hardened runtime enabled and code signing the binaries and bundles generated by the CMake install process.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Move call to ly_post_install_step
2. Entitlements should only be added for executables
3. Change use of CMake exec_program to newer execute_process
4. Remove broken symlinks from embedded Python frameworks
5. Run post install code signing only if hardened runtime is enabled

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Remove unnecessary flag

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Remove unnecessary additional call to condesign python inside a bundle

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Move commonly used install functions for codesigning, copying files, and fixing frameworks to a utility script
2. Remove unnecessary wait in the Editor/AP launchers I added earlier.
3. Codesign 3rd party libraries for distribution.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Codesigning on 3rd party libs should only happen when hardened runtime is enabled.
2. Change the order of the if blocks in Editor's main_dummy.cpp. This was causing strange notarization issues because it wass too similar to AP's main executable.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Add new line to end of file

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Move architecture specification to PAL_mac cmake file. 2. Codesign failure should be fatal.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Address some PR feedback

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Remove unnecessary comment. Change if to use IN_LIST.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* HOME may not always be defined. Adding alternate POSIX way of determining HOME.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Checking in partial work to get O3DE SDK built as an app bundle. Has a bunch of debug code that needs to be cleaned up.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Remove this and add it back later with fixed casing.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Adding file back with fixed case

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Add entitlements sparingly(only when necessary)
2. Convert entitlements to plist files which we can directly pass to codesign
3. Install python site-packages in the o3de_sdk launcher and then launch the project manger.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Move hardened runtime check to codesigning functions only. This way, non-hardened runtime install is identical to the former except for codesign. Makes it easy for QA to test internally.
2. Move cmake min version for install to the pre-install steps.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Remove the dummy launchers for AssetProcessor and Editor
2. Add loader_path to the rpaths of binaries outside an app bundle so that the dynamic loader can load their dependencies if any.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Remove file named main_dummy.cpp

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Add O3DE SDK launcher

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Add missing runtime dependencies to gems

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Update the path to binaries when codesigning to the correct one.
2. Remove some debug messages.
3. Move installed binary path setreg generation to the target install function. This way, we get the correct path to the bundle accounting for different configs and subdirectories.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Add explanatory comments.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. ly_install_add_install_path_setreg cannot be called during install target because the runtime dependencies are already processed by then.
2. The SDK launcher now uses the ProjectManager's bundle setreg to find the path to the installed binaries

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Update path to install relative binaries after merge from dev

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Only one config of the SDK launcher needs to be installed. Preinstall steps should not be run per config, but only once.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Install python dependencies using the get_python.sh script.
2. Replace any reference to hard-coded package name/version numbers with variables.
3. Add one more missing runtime dependency.
4. Misc. PR feedback.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Remove the need for setreg files in all tool bundle. Project binary path can be used instead.
2. Move O3DE_SDK_Launcher to Code/Tools/BundleLauncher
3. Add ly_install_run_script() function for install(SCRIPT) functionality.
4. Address some other PR feedback.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Add source permission when installing O3DE_SDK executable.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Rename setreg file to add specialization tag.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Remove LY_BUILD_PERMUTATION that's not needed

Signed-off-by: amzn-sj <srikkant@amazon.com>

* 1. Add BinariesInstallPath.setreg to all our bundles like before. This is now only added during the install process though.
2. Fix path in Install_common.cmake

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Fix comment

Signed-off-by: amzn-sj <srikkant@amazon.com>
2021-09-20 11:13:47 -05:00
santorac 71c7fc0217 Updated unit tests to work with the new convention for property name vs property ID.
This revealed that the approach of reflecting both the old "id" and the new "name" would not work, because whenn saving it would write out both fields. So I decied to just give up on backward compatibility. This will be much cleaner than trying to continue supporting "id" as a field name, it is uncommon for users to make their own material types at this point, and if they have made some it is very easy to search and replace "id" with "name" update their files.

All .materialtype files have been updated. RPI unit tests now pass. ASV still passes.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-09-17 23:12:24 -07:00
santorac c2abd2d74f Updated the naming convention for material property "names" vs "IDs".
A "property name" is the name of the just the property without regard to the group that it's in. A "group name" is the name of the group. And a "property ID" is the full unique name of a property in the form "groupName.propertyName". This is important preparation for upcoming changes where property sets can contain other property sets, and property IDs can be arbitrarily long like "layer1.baseColor.factor" for example.

The naming changes include variables, some code comments, and the .materialtype file format. I was able to make these changes in a backward compatible way so a property or group "id" field has been replaced with a "name" field, but "id" is still supported for compatibility. StandardPBR, EnhancedPBR, StandardMultilayerPBR, and Skin have all been updated. Note that MinimalPBR has not been updated, proving that backward compatibility works. (We can update this one too at some point though).

Testing:
Opened up materials in the material editor.
Ran AtomSampleViewer in dx12 and vulkan with no new failures.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-09-17 22:19:31 -07:00