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820 lines
39 KiB
C++
820 lines
39 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <TerrainRenderer/TerrainFeatureProcessor.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/math.h>
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#include <AzCore/Math/Frustum.h>
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#include <Atom/Utils/Utils.h>
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#include <Atom/RHI/BufferPool.h>
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#include <Atom/RHI/DrawPacketBuilder.h>
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#include <Atom/RHI/Factory.h>
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#include <Atom/RHI/RHISystemInterface.h>
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#include <Atom/RPI.Public/RPIUtils.h>
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#include <Atom/RPI.Public/Scene.h>
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#include <Atom/RPI.Public/View.h>
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#include <Atom/RPI.Public/MeshDrawPacket.h>
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#include <Atom/RPI.Public/Buffer/BufferSystem.h>
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#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
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#include <Atom/RPI.Public/Image/AttachmentImagePool.h>
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#include <Atom/RPI.Public/Model/Model.h>
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#include <Atom/RPI.Public/Material/Material.h>
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#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
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#include <Atom/RPI.Reflect/Buffer/BufferAssetCreator.h>
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#include <Atom/RPI.Reflect/Model/ModelAssetCreator.h>
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#include <Atom/RPI.Reflect/Model/ModelLodAssetCreator.h>
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#include <Atom/Feature/RenderCommon.h>
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#include <SurfaceData/SurfaceDataSystemRequestBus.h>
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namespace Terrain
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{
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namespace
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{
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[[maybe_unused]] const char* TerrainFPName = "TerrainFeatureProcessor";
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const char* TerrainHeightmapChars = "TerrainHeightmap";
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}
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namespace MaterialInputs
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{
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// Terrain material
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static const char* const HeightmapImage("settings.heightmapImage");
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}
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namespace ShaderInputs
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{
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static const char* const ModelToWorld("m_modelToWorld");
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static const char* const TerrainData("m_terrainData");
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static const char* const MacroMaterialData("m_macroMaterialData");
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static const char* const MacroMaterialCount("m_macroMaterialCount");
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static const char* const MacroColorMap("m_macroColorMap");
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static const char* const MacroNormalMap("m_macroNormalMap");
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}
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void TerrainFeatureProcessor::Reflect(AZ::ReflectContext* context)
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{
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if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serialize->Class<TerrainFeatureProcessor, AZ::RPI::FeatureProcessor>()
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->Version(0)
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;
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}
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}
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void TerrainFeatureProcessor::Activate()
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{
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Initialize();
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AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusConnect();
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}
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void TerrainFeatureProcessor::Initialize()
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{
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// Load the terrain material asynchronously
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const AZStd::string materialFilePath = "Materials/Terrain/DefaultPbrTerrain.azmaterial";
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m_materialAssetLoader = AZStd::make_unique<AZ::RPI::AssetUtils::AsyncAssetLoader>();
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*m_materialAssetLoader = AZ::RPI::AssetUtils::AsyncAssetLoader::Create<AZ::RPI::MaterialAsset>(materialFilePath, 0u,
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[&](AZ::Data::Asset<AZ::Data::AssetData> assetData, bool success) -> void
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{
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const AZ::Data::Asset<AZ::RPI::MaterialAsset>& materialAsset = static_cast<AZ::Data::Asset<AZ::RPI::MaterialAsset>>(assetData);
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if (success)
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{
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m_materialInstance = AZ::RPI::Material::FindOrCreate(assetData);
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AZ::RPI::MaterialReloadNotificationBus::Handler::BusConnect(materialAsset->GetId());
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if (!materialAsset->GetObjectSrgLayout())
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{
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AZ_Error("TerrainFeatureProcessor", false, "No per-object ShaderResourceGroup found on terrain material.");
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}
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else
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{
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PrepareMaterialData();
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}
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}
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}
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);
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if (!InitializePatchModel())
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{
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AZ_Error(TerrainFPName, false, "Failed to create Terrain render buffers!");
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return;
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}
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OnTerrainDataChanged(AZ::Aabb::CreateNull(), TerrainDataChangedMask::HeightData);
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}
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void TerrainFeatureProcessor::Deactivate()
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{
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TerrainMacroMaterialNotificationBus::Handler::BusDisconnect();
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AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusDisconnect();
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AZ::RPI::MaterialReloadNotificationBus::Handler::BusDisconnect();
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m_patchModel = {};
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m_areaData = {};
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m_dirtyRegion = AZ::Aabb::CreateNull();
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m_sectorData.clear();
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m_macroMaterials.Clear();
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m_materialAssetLoader = {};
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m_materialInstance = {};
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}
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void TerrainFeatureProcessor::Render(const AZ::RPI::FeatureProcessor::RenderPacket& packet)
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{
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ProcessSurfaces(packet);
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}
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void TerrainFeatureProcessor::OnTerrainDataDestroyBegin()
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{
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m_areaData = {};
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}
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void TerrainFeatureProcessor::OnTerrainDataChanged(const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask)
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{
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if ((dataChangedMask & (TerrainDataChangedMask::HeightData | TerrainDataChangedMask::Settings)) == 0)
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{
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return;
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}
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AZ::Aabb worldBounds = AZ::Aabb::CreateNull();
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AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
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worldBounds, &AzFramework::Terrain::TerrainDataRequests::GetTerrainAabb);
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const AZ::Aabb& regionToUpdate = dirtyRegion.IsValid() ? dirtyRegion : worldBounds;
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m_dirtyRegion.AddAabb(regionToUpdate);
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m_dirtyRegion.Clamp(worldBounds);
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const AZ::Transform transform = AZ::Transform::CreateTranslation(worldBounds.GetCenter());
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AZ::Vector2 queryResolution2D = AZ::Vector2(1.0f);
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AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
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queryResolution2D, &AzFramework::Terrain::TerrainDataRequests::GetTerrainHeightQueryResolution);
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// Currently query resolution is multidimensional but the rendering system only supports this changing in one dimension.
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float queryResolution = queryResolution2D.GetX();
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// Sectors need to be rebuilt if the world bounds change in the x/y, or the sample spacing changes.
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m_areaData.m_rebuildSectors = m_areaData.m_rebuildSectors ||
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m_areaData.m_terrainBounds.GetMin().GetX() != worldBounds.GetMin().GetX() ||
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m_areaData.m_terrainBounds.GetMin().GetY() != worldBounds.GetMin().GetY() ||
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m_areaData.m_terrainBounds.GetMax().GetX() != worldBounds.GetMax().GetX() ||
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m_areaData.m_terrainBounds.GetMax().GetY() != worldBounds.GetMax().GetY() ||
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m_areaData.m_sampleSpacing != queryResolution;
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m_areaData.m_transform = transform;
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m_areaData.m_terrainBounds = worldBounds;
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m_areaData.m_sampleSpacing = queryResolution;
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m_areaData.m_heightmapUpdated = true;
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}
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void TerrainFeatureProcessor::OnTerrainMacroMaterialCreated(AZ::EntityId entityId, const MacroMaterialData& newMaterialData)
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{
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MacroMaterialData& materialData = FindOrCreateMacroMaterial(entityId);
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UpdateMacroMaterialData(materialData, newMaterialData);
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// Update all sectors in region.
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ForOverlappingSectors(materialData.m_bounds,
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[&](SectorData& sectorData) {
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if (sectorData.m_macroMaterials.size() < sectorData.m_macroMaterials.max_size())
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{
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sectorData.m_macroMaterials.push_back(m_macroMaterials.GetIndexForData(&materialData));
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}
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}
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);
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}
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void TerrainFeatureProcessor::OnTerrainMacroMaterialChanged(AZ::EntityId entityId, const MacroMaterialData& newMaterialData)
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{
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MacroMaterialData& data = FindOrCreateMacroMaterial(entityId);
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UpdateMacroMaterialData(data, newMaterialData);
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}
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void TerrainFeatureProcessor::OnTerrainMacroMaterialRegionChanged(
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AZ::EntityId entityId, [[maybe_unused]] const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion)
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{
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MacroMaterialData& materialData = FindOrCreateMacroMaterial(entityId);
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for (SectorData& sectorData : m_sectorData)
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{
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bool overlapsOld = sectorData.m_aabb.Overlaps(materialData.m_bounds);
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bool overlapsNew = sectorData.m_aabb.Overlaps(newRegion);
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if (overlapsOld && !overlapsNew)
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{
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// Remove the macro material from this sector
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for (uint16_t& idx : sectorData.m_macroMaterials)
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{
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if (m_macroMaterials.GetData(idx).m_entityId == entityId)
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{
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idx = sectorData.m_macroMaterials.back();
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sectorData.m_macroMaterials.pop_back();
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}
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}
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}
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else if (overlapsNew && !overlapsOld)
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{
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// Add the macro material to this sector
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if (sectorData.m_macroMaterials.size() < MaxMaterialsPerSector)
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{
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sectorData.m_macroMaterials.push_back(m_macroMaterials.GetIndexForData(&materialData));
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}
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}
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}
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m_areaData.m_macroMaterialsUpdated = true;
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materialData.m_bounds = newRegion;
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}
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void TerrainFeatureProcessor::OnTerrainMacroMaterialDestroyed(AZ::EntityId entityId)
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{
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MacroMaterialData* materialData = FindMacroMaterial(entityId);
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if (materialData)
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{
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uint16_t destroyedMaterialIndex = m_macroMaterials.GetIndexForData(materialData);
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ForOverlappingSectors(materialData->m_bounds,
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[&](SectorData& sectorData) {
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for (uint16_t& idx : sectorData.m_macroMaterials)
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{
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if (idx == destroyedMaterialIndex)
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{
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idx = sectorData.m_macroMaterials.back();
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sectorData.m_macroMaterials.pop_back();
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}
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}
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});
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}
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m_areaData.m_macroMaterialsUpdated = true;
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RemoveMacroMaterial(entityId);
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}
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void TerrainFeatureProcessor::UpdateTerrainData()
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{
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static const AZ::Name TerrainHeightmapName = AZ::Name(TerrainHeightmapChars);
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const float queryResolution = m_areaData.m_sampleSpacing;
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const AZ::Aabb& worldBounds = m_areaData.m_terrainBounds;
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int32_t heightmapImageXStart = aznumeric_cast<int32_t>(AZStd::ceilf(worldBounds.GetMin().GetX() / queryResolution));
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int32_t heightmapImageXEnd = aznumeric_cast<int32_t>(AZStd::floorf(worldBounds.GetMax().GetX() / queryResolution)) + 1;
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int32_t heightmapImageYStart = aznumeric_cast<int32_t>(AZStd::ceilf(worldBounds.GetMin().GetY() / queryResolution));
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int32_t heightmapImageYEnd = aznumeric_cast<int32_t>(AZStd::floorf(worldBounds.GetMax().GetY() / queryResolution)) + 1;
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uint32_t heightmapImageWidth = heightmapImageXEnd - heightmapImageXStart;
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uint32_t heightmapImageHeight = heightmapImageYEnd - heightmapImageYStart;
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const AZ::RHI::Size heightmapSize = AZ::RHI::Size(heightmapImageWidth, heightmapImageHeight, 1);
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if (!m_areaData.m_heightmapImage || m_areaData.m_heightmapImage->GetDescriptor().m_size != heightmapSize)
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{
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const AZ::Data::Instance<AZ::RPI::AttachmentImagePool> imagePool = AZ::RPI::ImageSystemInterface::Get()->GetSystemAttachmentPool();
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AZ::RHI::ImageDescriptor imageDescriptor = AZ::RHI::ImageDescriptor::Create2D(
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AZ::RHI::ImageBindFlags::ShaderRead, heightmapSize.m_width, heightmapSize.m_height, AZ::RHI::Format::R16_UNORM
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);
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m_areaData.m_heightmapImage = AZ::RPI::AttachmentImage::Create(*imagePool.get(), imageDescriptor, TerrainHeightmapName, nullptr, nullptr);
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AZ_Error(TerrainFPName, m_areaData.m_heightmapImage, "Failed to initialize the heightmap image!");
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// World size changed, so the whole height map needs updating.
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m_dirtyRegion = worldBounds;
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}
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int32_t xStart = aznumeric_cast<int32_t>(AZStd::ceilf(m_dirtyRegion.GetMin().GetX() / queryResolution));
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int32_t xEnd = aznumeric_cast<int32_t>(AZStd::floorf(m_dirtyRegion.GetMax().GetX() / queryResolution)) + 1;
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int32_t yStart = aznumeric_cast<int32_t>(AZStd::ceilf(m_dirtyRegion.GetMin().GetY() / queryResolution));
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int32_t yEnd = aznumeric_cast<int32_t>(AZStd::floorf(m_dirtyRegion.GetMax().GetY() / queryResolution)) + 1;
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uint32_t updateWidth = xEnd - xStart;
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uint32_t updateHeight = yEnd - yStart;
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AZStd::vector<uint16_t> pixels;
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pixels.reserve(updateWidth * updateHeight);
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{
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// Block other threads from accessing the surface data bus while we are in GetHeightFromFloats (which may call into the SurfaceData bus).
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// We lock our surface data mutex *before* checking / setting "isRequestInProgress" so that we prevent race conditions
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// that create false detection of cyclic dependencies when multiple requests occur on different threads simultaneously.
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// (One case where this was previously able to occur was in rapid updating of the Preview widget on the
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// GradientSurfaceDataComponent in the Editor when moving the threshold sliders back and forth rapidly)
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auto& surfaceDataContext = SurfaceData::SurfaceDataSystemRequestBus::GetOrCreateContext(false);
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typename SurfaceData::SurfaceDataSystemRequestBus::Context::DispatchLockGuard scopeLock(surfaceDataContext.m_contextMutex);
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for (int32_t y = yStart; y < yEnd; y++)
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{
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for (int32_t x = xStart; x < xEnd; x++)
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{
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bool terrainExists = true;
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float terrainHeight = 0.0f;
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float xPos = x * queryResolution;
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float yPos = y * queryResolution;
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AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
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terrainHeight, &AzFramework::Terrain::TerrainDataRequests::GetHeightFromFloats,
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xPos, yPos, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, &terrainExists);
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const float clampedHeight = AZ::GetClamp((terrainHeight - worldBounds.GetMin().GetZ()) / worldBounds.GetExtents().GetZ(), 0.0f, 1.0f);
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const float expandedHeight = AZStd::roundf(clampedHeight * AZStd::numeric_limits<uint16_t>::max());
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const uint16_t uint16Height = aznumeric_cast<uint16_t>(expandedHeight);
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pixels.push_back(uint16Height);
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}
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}
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}
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if (m_areaData.m_heightmapImage)
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{
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constexpr uint32_t BytesPerPixel = sizeof(uint16_t);
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const float left = xStart - (worldBounds.GetMin().GetX() / queryResolution);
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const float top = yStart - (worldBounds.GetMin().GetY() / queryResolution);
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AZ::RHI::ImageUpdateRequest imageUpdateRequest;
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imageUpdateRequest.m_imageSubresourcePixelOffset.m_left = aznumeric_cast<uint32_t>(left);
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imageUpdateRequest.m_imageSubresourcePixelOffset.m_top = aznumeric_cast<uint32_t>(top);
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imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerRow = updateWidth * BytesPerPixel;
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imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerImage = updateWidth * updateHeight * BytesPerPixel;
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imageUpdateRequest.m_sourceSubresourceLayout.m_rowCount = updateHeight;
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imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_width = updateWidth;
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imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_height = updateHeight;
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imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_depth = 1;
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imageUpdateRequest.m_sourceData = pixels.data();
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imageUpdateRequest.m_image = m_areaData.m_heightmapImage->GetRHIImage();
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m_areaData.m_heightmapImage->UpdateImageContents(imageUpdateRequest);
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}
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m_dirtyRegion = AZ::Aabb::CreateNull();
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}
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void TerrainFeatureProcessor::PrepareMaterialData()
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{
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const auto layout = m_materialInstance->GetAsset()->GetObjectSrgLayout();
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m_modelToWorldIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::ModelToWorld));
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AZ_Error(TerrainFPName, m_modelToWorldIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::ModelToWorld);
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m_terrainDataIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::TerrainData));
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AZ_Error(TerrainFPName, m_terrainDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::TerrainData);
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m_macroMaterialDataIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::MacroMaterialData));
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AZ_Error(TerrainFPName, m_macroMaterialDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::MacroMaterialData);
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m_macroMaterialCountIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::MacroMaterialCount));
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AZ_Error(TerrainFPName, m_macroMaterialCountIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::MacroMaterialCount);
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m_macroColorMapIndex = layout->FindShaderInputImageIndex(AZ::Name(ShaderInputs::MacroColorMap));
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AZ_Error(TerrainFPName, m_macroColorMapIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::MacroColorMap);
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m_macroNormalMapIndex = layout->FindShaderInputImageIndex(AZ::Name(ShaderInputs::MacroNormalMap));
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AZ_Error(TerrainFPName, m_macroNormalMapIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::MacroNormalMap);
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m_heightmapPropertyIndex = m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::HeightmapImage));
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AZ_Error(TerrainFPName, m_heightmapPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::HeightmapImage);
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TerrainMacroMaterialRequestBus::EnumerateHandlers(
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[&](TerrainMacroMaterialRequests* handler)
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{
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MacroMaterialData macroMaterial = handler->GetTerrainMacroMaterialData();
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AZ::EntityId entityId = *(Terrain::TerrainMacroMaterialRequestBus::GetCurrentBusId());
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OnTerrainMacroMaterialCreated(entityId, macroMaterial);
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return true;
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}
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);
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TerrainMacroMaterialNotificationBus::Handler::BusConnect();
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}
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void TerrainFeatureProcessor::UpdateMacroMaterialData(MacroMaterialData& macroMaterialData, const MacroMaterialData& newMaterialData)
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{
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macroMaterialData = newMaterialData;
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if (macroMaterialData.m_bounds.IsValid())
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{
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m_areaData.m_macroMaterialsUpdated = true;
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}
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}
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void TerrainFeatureProcessor::ProcessSurfaces(const FeatureProcessor::RenderPacket& process)
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{
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AZ_PROFILE_FUNCTION(AzRender);
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const AZ::Aabb& terrainBounds = m_areaData.m_terrainBounds;
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if (!terrainBounds.IsValid())
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{
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return;
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}
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if (m_materialInstance && m_materialInstance->CanCompile())
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{
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if (m_areaData.m_rebuildSectors)
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{
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// Something about the whole world changed, so the sectors need to be rebuilt
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m_areaData.m_rebuildSectors = false;
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m_sectorData.clear();
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const float xFirstPatchStart = AZStd::floorf(terrainBounds.GetMin().GetX() / GridMeters) * GridMeters;
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const float xLastPatchStart = AZStd::floorf(terrainBounds.GetMax().GetX() / GridMeters) * GridMeters;
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const float yFirstPatchStart = AZStd::floorf(terrainBounds.GetMin().GetY() / GridMeters) * GridMeters;
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const float yLastPatchStart = AZStd::floorf(terrainBounds.GetMax().GetY() / GridMeters) * GridMeters;
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const auto& materialAsset = m_materialInstance->GetAsset();
|
|
const auto& shaderAsset = materialAsset->GetMaterialTypeAsset()->GetShaderAssetForObjectSrg();
|
|
|
|
for (float yPatch = yFirstPatchStart; yPatch <= yLastPatchStart; yPatch += GridMeters)
|
|
{
|
|
for (float xPatch = xFirstPatchStart; xPatch <= xLastPatchStart; xPatch += GridMeters)
|
|
{
|
|
auto objectSrg = AZ::RPI::ShaderResourceGroup::Create(shaderAsset, materialAsset->GetObjectSrgLayout()->GetName());
|
|
if (!objectSrg)
|
|
{
|
|
AZ_Warning("TerrainFeatureProcessor", false, "Failed to create a new shader resource group, skipping.");
|
|
continue;
|
|
}
|
|
|
|
m_sectorData.push_back();
|
|
SectorData& sectorData = m_sectorData.back();
|
|
|
|
for (auto& lod : m_patchModel->GetLods())
|
|
{
|
|
AZ::RPI::ModelLod& modelLod = *lod.get();
|
|
sectorData.m_drawPackets.emplace_back(modelLod, 0, m_materialInstance, objectSrg);
|
|
AZ::RPI::MeshDrawPacket& drawPacket = sectorData.m_drawPackets.back();
|
|
|
|
// set the shader option to select forward pass IBL specular if necessary
|
|
if (!drawPacket.SetShaderOption(AZ::Name("o_meshUseForwardPassIBLSpecular"), AZ::RPI::ShaderOptionValue{ false }))
|
|
{
|
|
AZ_Warning("MeshDrawPacket", false, "Failed to set o_meshUseForwardPassIBLSpecular on mesh draw packet");
|
|
}
|
|
const uint8_t stencilRef = AZ::Render::StencilRefs::UseDiffuseGIPass | AZ::Render::StencilRefs::UseIBLSpecularPass;
|
|
drawPacket.SetStencilRef(stencilRef);
|
|
drawPacket.Update(*GetParentScene(), true);
|
|
}
|
|
|
|
sectorData.m_aabb =
|
|
AZ::Aabb::CreateFromMinMax(
|
|
AZ::Vector3(xPatch, yPatch, terrainBounds.GetMin().GetZ()),
|
|
AZ::Vector3(xPatch + GridMeters, yPatch + GridMeters, terrainBounds.GetMax().GetZ())
|
|
);
|
|
sectorData.m_srg = objectSrg;
|
|
}
|
|
}
|
|
|
|
if (m_areaData.m_macroMaterialsUpdated)
|
|
{
|
|
// sectors were rebuilt, so any cached macro material data needs to be regenerated
|
|
for (SectorData& sectorData : m_sectorData)
|
|
{
|
|
for (MacroMaterialData& macroMaterialData : m_macroMaterials.GetDataVector())
|
|
{
|
|
if (macroMaterialData.m_bounds.Overlaps(sectorData.m_aabb))
|
|
{
|
|
sectorData.m_macroMaterials.push_back(m_macroMaterials.GetIndexForData(¯oMaterialData));
|
|
if (sectorData.m_macroMaterials.size() == MaxMaterialsPerSector)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_areaData.m_heightmapUpdated)
|
|
{
|
|
UpdateTerrainData();
|
|
|
|
const AZ::Data::Instance<AZ::RPI::Image> heightmapImage = m_areaData.m_heightmapImage;
|
|
m_materialInstance->SetPropertyValue(m_heightmapPropertyIndex, heightmapImage);
|
|
m_materialInstance->Compile();
|
|
}
|
|
|
|
if (m_areaData.m_heightmapUpdated || m_areaData.m_macroMaterialsUpdated)
|
|
{
|
|
// Currently when anything in the heightmap changes we're updating all the srgs, but this could probably
|
|
// be optimized to only update the srgs that changed.
|
|
|
|
m_areaData.m_heightmapUpdated = false;
|
|
m_areaData.m_macroMaterialsUpdated = false;
|
|
|
|
AZStd::array<float, 2> uvStep =
|
|
{
|
|
1.0f / aznumeric_cast<uint32_t>(m_areaData.m_terrainBounds.GetXExtent() / m_areaData.m_sampleSpacing),
|
|
1.0f / aznumeric_cast<uint32_t>(m_areaData.m_terrainBounds.GetYExtent() / m_areaData.m_sampleSpacing),
|
|
};
|
|
|
|
for (SectorData& sectorData : m_sectorData)
|
|
{
|
|
ShaderTerrainData terrainDataForSrg;
|
|
|
|
const float xPatch = sectorData.m_aabb.GetMin().GetX();
|
|
const float yPatch = sectorData.m_aabb.GetMin().GetY();
|
|
|
|
terrainDataForSrg.m_uvMin = {
|
|
(xPatch - terrainBounds.GetMin().GetX()) / terrainBounds.GetXExtent(),
|
|
(yPatch - terrainBounds.GetMin().GetY()) / terrainBounds.GetYExtent()
|
|
};
|
|
|
|
terrainDataForSrg.m_uvMax = {
|
|
((xPatch + GridMeters) - terrainBounds.GetMin().GetX()) / terrainBounds.GetXExtent(),
|
|
((yPatch + GridMeters) - terrainBounds.GetMin().GetY()) / terrainBounds.GetYExtent()
|
|
};
|
|
|
|
terrainDataForSrg.m_uvStep = uvStep;
|
|
|
|
AZ::Transform transform = m_areaData.m_transform;
|
|
transform.SetTranslation(xPatch, yPatch, m_areaData.m_transform.GetTranslation().GetZ());
|
|
|
|
terrainDataForSrg.m_sampleSpacing = m_areaData.m_sampleSpacing;
|
|
terrainDataForSrg.m_heightScale = terrainBounds.GetZExtent();
|
|
|
|
sectorData.m_srg->SetConstant(m_terrainDataIndex, terrainDataForSrg);
|
|
|
|
AZStd::array<ShaderMacroMaterialData, MaxMaterialsPerSector> macroMaterialData;
|
|
|
|
uint32_t i = 0;
|
|
for (; i < sectorData.m_macroMaterials.size(); ++i)
|
|
{
|
|
const MacroMaterialData& materialData = m_macroMaterials.GetData(sectorData.m_macroMaterials.at(i));
|
|
ShaderMacroMaterialData& shaderData = macroMaterialData.at(i);
|
|
const AZ::Aabb& materialBounds = materialData.m_bounds;
|
|
|
|
// Use reverse coordinates (1 - y) for the y direction so that the lower left corner of the macro material images
|
|
// map to the lower left corner in world space. This will match up with the height uv coordinate mapping.
|
|
shaderData.m_uvMin = {
|
|
(xPatch - materialBounds.GetMin().GetX()) / materialBounds.GetXExtent(),
|
|
1.0f - ((yPatch - materialBounds.GetMin().GetY()) / materialBounds.GetYExtent())
|
|
};
|
|
shaderData.m_uvMax = {
|
|
((xPatch + GridMeters) - materialBounds.GetMin().GetX()) / materialBounds.GetXExtent(),
|
|
1.0f - (((yPatch + GridMeters) - materialBounds.GetMin().GetY()) / materialBounds.GetYExtent())
|
|
};
|
|
shaderData.m_normalFactor = materialData.m_normalFactor;
|
|
shaderData.m_flipNormalX = materialData.m_normalFlipX;
|
|
shaderData.m_flipNormalY = materialData.m_normalFlipY;
|
|
|
|
const AZ::RHI::ImageView* colorImageView = materialData.m_colorImage ? materialData.m_colorImage->GetImageView() : nullptr;
|
|
sectorData.m_srg->SetImageView(m_macroColorMapIndex, colorImageView, i);
|
|
|
|
const AZ::RHI::ImageView* normalImageView = materialData.m_normalImage ? materialData.m_normalImage->GetImageView() : nullptr;
|
|
sectorData.m_srg->SetImageView(m_macroNormalMapIndex, normalImageView, i);
|
|
|
|
// set flags for which images are used.
|
|
shaderData.m_mapsInUse = (colorImageView ? ColorImageUsed : 0) | (normalImageView ? NormalImageUsed : 0);
|
|
}
|
|
for (; i < sectorData.m_macroMaterials.capacity(); ++i)
|
|
{
|
|
sectorData.m_srg->SetImageView(m_macroColorMapIndex, nullptr, i);
|
|
sectorData.m_srg->SetImageView(m_macroNormalMapIndex, nullptr, i);
|
|
}
|
|
|
|
sectorData.m_srg->SetConstantArray(m_macroMaterialDataIndex, macroMaterialData);
|
|
sectorData.m_srg->SetConstant(m_macroMaterialCountIndex, aznumeric_cast<uint32_t>(sectorData.m_macroMaterials.size()));
|
|
|
|
const AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::CreateFromTransform(transform);
|
|
sectorData.m_srg->SetConstant(m_modelToWorldIndex, matrix3x4);
|
|
|
|
sectorData.m_srg->Compile();
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto& sectorData : m_sectorData)
|
|
{
|
|
uint8_t lodChoice = AZ::RPI::ModelLodAsset::LodCountMax;
|
|
|
|
// Go through all cameras and choose an LOD based on the closest camera.
|
|
for (auto& view : process.m_views)
|
|
{
|
|
if ((view->GetUsageFlags() & AZ::RPI::View::UsageFlags::UsageCamera) > 0)
|
|
{
|
|
const AZ::Vector3 cameraPosition = view->GetCameraTransform().GetTranslation();
|
|
const AZ::Vector2 cameraPositionXY = AZ::Vector2(cameraPosition.GetX(), cameraPosition.GetY());
|
|
const AZ::Vector2 sectorCenterXY = AZ::Vector2(sectorData.m_aabb.GetCenter().GetX(), sectorData.m_aabb.GetCenter().GetY());
|
|
|
|
const float sectorDistance = sectorCenterXY.GetDistance(cameraPositionXY);
|
|
|
|
// This will be configurable later
|
|
const float minDistanceForLod0 = (GridMeters * 4.0f);
|
|
|
|
// For every distance doubling beyond a minDistanceForLod0, we only need half the mesh density. Each LOD
|
|
// is exactly half the resolution of the last.
|
|
const float lodForCamera = AZStd::floorf(AZ::GetMax(0.0f, log2f(sectorDistance / minDistanceForLod0)));
|
|
|
|
// All cameras should render the same LOD so effects like shadows are consistent.
|
|
lodChoice = AZ::GetMin(lodChoice, aznumeric_cast<uint8_t>(lodForCamera));
|
|
}
|
|
}
|
|
|
|
// Add the correct LOD draw packet for visible sectors.
|
|
for (auto& view : process.m_views)
|
|
{
|
|
AZ::Frustum viewFrustum = AZ::Frustum::CreateFromMatrixColumnMajor(view->GetWorldToClipMatrix());
|
|
if (viewFrustum.IntersectAabb(sectorData.m_aabb) != AZ::IntersectResult::Exterior)
|
|
{
|
|
const uint8_t lodToRender = AZ::GetMin(lodChoice, aznumeric_cast<uint8_t>(sectorData.m_drawPackets.size() - 1));
|
|
view->AddDrawPacket(sectorData.m_drawPackets.at(lodToRender).GetRHIDrawPacket());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void TerrainFeatureProcessor::InitializeTerrainPatch(uint16_t gridSize, float gridSpacing, PatchData& patchdata)
|
|
{
|
|
patchdata.m_positions.clear();
|
|
patchdata.m_uvs.clear();
|
|
patchdata.m_indices.clear();
|
|
|
|
const uint16_t gridVertices = gridSize + 1; // For m_gridSize quads, (m_gridSize + 1) vertices are needed.
|
|
const size_t size = gridVertices * gridVertices;
|
|
|
|
patchdata.m_positions.reserve(size);
|
|
patchdata.m_uvs.reserve(size);
|
|
|
|
for (uint16_t y = 0; y < gridVertices; ++y)
|
|
{
|
|
for (uint16_t x = 0; x < gridVertices; ++x)
|
|
{
|
|
patchdata.m_positions.push_back({ aznumeric_cast<float>(x) * gridSpacing, aznumeric_cast<float>(y) * gridSpacing });
|
|
patchdata.m_uvs.push_back({ aznumeric_cast<float>(x) / gridSize, aznumeric_cast<float>(y) / gridSize });
|
|
}
|
|
}
|
|
|
|
patchdata.m_indices.reserve(gridSize * gridSize * 6); // total number of quads, 2 triangles with 6 indices per quad.
|
|
|
|
for (uint16_t y = 0; y < gridSize; ++y)
|
|
{
|
|
for (uint16_t x = 0; x < gridSize; ++x)
|
|
{
|
|
const uint16_t topLeft = y * gridVertices + x;
|
|
const uint16_t topRight = topLeft + 1;
|
|
const uint16_t bottomLeft = (y + 1) * gridVertices + x;
|
|
const uint16_t bottomRight = bottomLeft + 1;
|
|
|
|
patchdata.m_indices.emplace_back(topLeft);
|
|
patchdata.m_indices.emplace_back(topRight);
|
|
patchdata.m_indices.emplace_back(bottomLeft);
|
|
patchdata.m_indices.emplace_back(bottomLeft);
|
|
patchdata.m_indices.emplace_back(topRight);
|
|
patchdata.m_indices.emplace_back(bottomRight);
|
|
}
|
|
}
|
|
}
|
|
|
|
AZ::Outcome<AZ::Data::Asset<AZ::RPI::BufferAsset>> TerrainFeatureProcessor::CreateBufferAsset(
|
|
const void* data, const AZ::RHI::BufferViewDescriptor& bufferViewDescriptor, const AZStd::string& bufferName)
|
|
{
|
|
AZ::RPI::BufferAssetCreator creator;
|
|
creator.Begin(AZ::Uuid::CreateRandom());
|
|
|
|
AZ::RHI::BufferDescriptor bufferDescriptor;
|
|
bufferDescriptor.m_bindFlags = AZ::RHI::BufferBindFlags::InputAssembly | AZ::RHI::BufferBindFlags::ShaderRead;
|
|
bufferDescriptor.m_byteCount = static_cast<uint64_t>(bufferViewDescriptor.m_elementSize) * static_cast<uint64_t>(bufferViewDescriptor.m_elementCount);
|
|
|
|
creator.SetBuffer(data, bufferDescriptor.m_byteCount, bufferDescriptor);
|
|
creator.SetBufferViewDescriptor(bufferViewDescriptor);
|
|
creator.SetUseCommonPool(AZ::RPI::CommonBufferPoolType::StaticInputAssembly);
|
|
|
|
AZ::Data::Asset<AZ::RPI::BufferAsset> bufferAsset;
|
|
if (creator.End(bufferAsset))
|
|
{
|
|
bufferAsset.SetHint(bufferName);
|
|
return AZ::Success(bufferAsset);
|
|
}
|
|
|
|
return AZ::Failure();
|
|
}
|
|
|
|
bool TerrainFeatureProcessor::InitializePatchModel()
|
|
{
|
|
AZ::RPI::ModelAssetCreator modelAssetCreator;
|
|
modelAssetCreator.Begin(AZ::Uuid::CreateRandom());
|
|
|
|
uint16_t gridSize = GridSize;
|
|
float gridSpacing = GridSpacing;
|
|
|
|
for (uint32_t i = 0; i < AZ::RPI::ModelLodAsset::LodCountMax && gridSize > 0; ++i)
|
|
{
|
|
PatchData patchData;
|
|
InitializeTerrainPatch(gridSize, gridSpacing, patchData);
|
|
|
|
const auto positionBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_positions.size()), AZ::RHI::Format::R32G32_FLOAT);
|
|
const auto positionsOutcome = CreateBufferAsset(patchData.m_positions.data(), positionBufferViewDesc, "TerrainPatchPositions");
|
|
|
|
const auto uvBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_uvs.size()), AZ::RHI::Format::R32G32_FLOAT);
|
|
const auto uvsOutcome = CreateBufferAsset(patchData.m_uvs.data(), uvBufferViewDesc, "TerrainPatchUvs");
|
|
|
|
const auto indexBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_indices.size()), AZ::RHI::Format::R16_UINT);
|
|
const auto indicesOutcome = CreateBufferAsset(patchData.m_indices.data(), indexBufferViewDesc, "TerrainPatchIndices");
|
|
|
|
if (!positionsOutcome.IsSuccess() || !uvsOutcome.IsSuccess() || !indicesOutcome.IsSuccess())
|
|
{
|
|
AZ_Error(TerrainFPName, false, "Failed to create GPU buffers for Terrain");
|
|
return false;
|
|
}
|
|
|
|
AZ::RPI::ModelLodAssetCreator modelLodAssetCreator;
|
|
modelLodAssetCreator.Begin(AZ::Uuid::CreateRandom());
|
|
|
|
modelLodAssetCreator.BeginMesh();
|
|
modelLodAssetCreator.AddMeshStreamBuffer(AZ::RHI::ShaderSemantic{ "POSITION" }, AZ::Name(), {positionsOutcome.GetValue(), positionBufferViewDesc});
|
|
modelLodAssetCreator.AddMeshStreamBuffer(AZ::RHI::ShaderSemantic{ "UV" }, AZ::Name(), {uvsOutcome.GetValue(), uvBufferViewDesc});
|
|
modelLodAssetCreator.SetMeshIndexBuffer({indicesOutcome.GetValue(), indexBufferViewDesc});
|
|
|
|
AZ::Aabb aabb = AZ::Aabb::CreateFromMinMax(AZ::Vector3(0.0, 0.0, 0.0), AZ::Vector3(GridMeters, GridMeters, 0.0));
|
|
modelLodAssetCreator.SetMeshAabb(AZStd::move(aabb));
|
|
modelLodAssetCreator.SetMeshName(AZ::Name("Terrain Patch"));
|
|
modelLodAssetCreator.EndMesh();
|
|
|
|
AZ::Data::Asset<AZ::RPI::ModelLodAsset> modelLodAsset;
|
|
modelLodAssetCreator.End(modelLodAsset);
|
|
|
|
modelAssetCreator.AddLodAsset(AZStd::move(modelLodAsset));
|
|
|
|
gridSize = gridSize / 2;
|
|
gridSpacing *= 2.0f;
|
|
}
|
|
|
|
AZ::Data::Asset<AZ::RPI::ModelAsset> modelAsset;
|
|
bool success = modelAssetCreator.End(modelAsset);
|
|
|
|
m_patchModel = AZ::RPI::Model::FindOrCreate(modelAsset);
|
|
|
|
return success;
|
|
}
|
|
|
|
void TerrainFeatureProcessor::OnMaterialReinitialized([[maybe_unused]] const MaterialInstance& material)
|
|
{
|
|
for (auto& sectorData : m_sectorData)
|
|
{
|
|
for (auto& drawPacket : sectorData.m_drawPackets)
|
|
{
|
|
drawPacket.Update(*GetParentScene());
|
|
}
|
|
}
|
|
}
|
|
|
|
void TerrainFeatureProcessor::SetWorldSize([[maybe_unused]] AZ::Vector2 sizeInMeters)
|
|
{
|
|
// This will control the max rendering size. Actual terrain size can be much
|
|
// larger but this will limit how much is rendered.
|
|
}
|
|
|
|
MacroMaterialData* TerrainFeatureProcessor::FindMacroMaterial(AZ::EntityId entityId)
|
|
{
|
|
for (MacroMaterialData& data : m_macroMaterials.GetDataVector())
|
|
{
|
|
if (data.m_entityId == entityId)
|
|
{
|
|
return &data;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
MacroMaterialData& TerrainFeatureProcessor::FindOrCreateMacroMaterial(AZ::EntityId entityId)
|
|
{
|
|
MacroMaterialData* dataPtr = FindMacroMaterial(entityId);
|
|
if (dataPtr != nullptr)
|
|
{
|
|
return *dataPtr;
|
|
}
|
|
|
|
const uint16_t slotId = m_macroMaterials.GetFreeSlotIndex();
|
|
AZ_Assert(slotId != m_macroMaterials.NoFreeSlot, "Ran out of indices for macro materials");
|
|
|
|
MacroMaterialData& data = m_macroMaterials.GetData(slotId);
|
|
data.m_entityId = entityId;
|
|
return data;
|
|
}
|
|
|
|
void TerrainFeatureProcessor::RemoveMacroMaterial(AZ::EntityId entityId)
|
|
{
|
|
for (MacroMaterialData& data : m_macroMaterials.GetDataVector())
|
|
{
|
|
if (data.m_entityId == entityId)
|
|
{
|
|
m_macroMaterials.RemoveData(&data);
|
|
return;
|
|
}
|
|
}
|
|
AZ_Assert(false, "Entity Id not found in m_macroMaterials.")
|
|
}
|
|
|
|
template<typename Callback>
|
|
void TerrainFeatureProcessor::ForOverlappingSectors(const AZ::Aabb& bounds, Callback callback)
|
|
{
|
|
for (SectorData& sectorData : m_sectorData)
|
|
{
|
|
if (sectorData.m_aabb.Overlaps(bounds))
|
|
{
|
|
callback(sectorData);
|
|
}
|
|
}
|
|
}
|
|
}
|