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o3de/Gems/Atom/Feature/Common/Code/Source/Decals/DecalTextureArray.cpp

381 lines
16 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "DecalTextureArray.h"
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAssetCreator.h>
#include <Atom/RPI.Public/Image/StreamingImagePool.h>
#include <Atom/RPI.Reflect/Image/ImageMipChainAsset.h>
#include <Atom/RPI.Reflect/Image/ImageMipChainAssetCreator.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAssetHandler.h>
#include <Atom/RPI.Public/Image/StreamingImage.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <Atom/RPI.Public/Material/Material.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAsset.h>
namespace AZ
{
namespace Render
{
namespace
{
static AZ::Name GetMapName(const DecalMapType mapType)
{
// Using local static to avoid cost of creating AZ::Name. Also so that this can be called from other static functions
static AZStd::array<AZ::Name, DecalMapType_Num> mapNames =
{
AZ::Name("baseColor.textureMap"),
AZ::Name("normal.textureMap")
};
return mapNames[mapType];
}
static AZ::Data::AssetId GetImagePoolId()
{
const Data::Instance<RPI::StreamingImagePool>& imagePool = RPI::ImageSystemInterface::Get()->GetSystemStreamingPool();
return imagePool->GetAssetId();
}
static AZ::Data::Asset<AZ::RPI::MaterialAsset> QueueLoad(const AZ::Data::AssetId id)
{
auto asset = AZ::Data::AssetManager::Instance().GetAsset<AZ::RPI::MaterialAsset>(
id, AZ::Data::AssetLoadBehavior::QueueLoad);
return asset;
}
// Extract exactly which texture asset we need to load from the given material and map type (diffuse, normal, etc).
static AZ::Data::Asset<AZ::RPI::StreamingImageAsset> GetStreamingImageAsset(const AZ::RPI::MaterialAsset& materialAsset, const AZ::Name& propertyName)
{
if (!materialAsset.IsReady())
{
AZ_Warning("DecalTextureArray", false, "GetStreamingImageAsset() called with material property: %s, was passed a MaterialAsset that was not ready for use", propertyName.GetCStr());
return {};
}
const AZ::RPI::MaterialPropertiesLayout* materialLayout = materialAsset.GetMaterialPropertiesLayout();
const AZ::RPI::MaterialPropertyIndex propertyIndex = materialLayout->FindPropertyIndex(propertyName);
if (propertyIndex.IsNull())
{
AZ_Warning("DecalTextureArray", false, "Unable to find material property with the name: %s", propertyName.GetCStr());
return {};
}
const auto& propertyValues = materialAsset.GetPropertyValues();
const AZ::RPI::MaterialPropertyValue& propertyValue = propertyValues[propertyIndex.GetIndex()];
auto imageAsset = propertyValue.GetValue<Data::Asset<RPI::ImageAsset>>();
imageAsset.QueueLoad();
// [GFX TODO][ATOM-14271] - DecalTextureArrayFeatureProcessor should use async loading
imageAsset.BlockUntilLoadComplete();
const auto& assetId = imageAsset.GetId();
if (!assetId.IsValid())
{
AZ_Warning("DecalTextureArray", false, "Material property: %s does not have a valid asset Id", propertyName.GetCStr());
return {};
}
return Data::static_pointer_cast<AZ::RPI::StreamingImageAsset>(imageAsset);
}
static AZ::Data::Asset<AZ::RPI::StreamingImageAsset> GetStreamingImageAsset(const AZ::Data::Asset<Data::AssetData> materialAssetData, const AZ::Name& propertyName)
{
AZ_Assert(materialAssetData->IsReady(), "GetStreamingImageAsset() called with AssetData that is not ready.");
const AZ::RPI::MaterialAsset* materialAsset = materialAssetData.GetAs<AZ::RPI::MaterialAsset>();
return GetStreamingImageAsset(*materialAsset, propertyName);
}
}
int DecalTextureArray::FindMaterial(const AZ::Data::AssetId materialAssetId) const
{
int iter = m_materials.begin();
while (iter != -1)
{
if (m_materials[iter].m_materialAssetId == materialAssetId)
{
return iter;
}
iter = m_materials.next(iter);
}
return -1;
}
int DecalTextureArray::AddMaterial(const AZ::Data::AssetId materialAssetId)
{
AZ_Error("DecalTextureArray", FindMaterial(materialAssetId) == -1, "Adding material when it already exists in the array");
// Invalidate the existing texture array, as we need to repack it taking into account the new material.
AZStd::fill(m_textureArrayPacked.begin(), m_textureArrayPacked.end(), nullptr);
MaterialData materialData;
materialData.m_materialAssetId = materialAssetId;
int iter = m_materials.push_front(materialData);
return iter;
}
void DecalTextureArray::RemoveMaterial(const int index)
{
m_materials[index] = {};
m_materials.erase(index);
}
AZ::Data::AssetId DecalTextureArray::GetMaterialAssetId(const int index) const
{
return m_materials[index].m_materialAssetId;
}
RHI::Size DecalTextureArray::GetImageDimensions(const DecalMapType mapType) const
{
AZ_Assert(m_materials.size() > 0, "GetImageDimensions() cannot be called until at least one material has been added");
const int iter = m_materials.begin();
// All textures in a texture array must have the same size, so just pick the first
const MaterialData& firstMaterial = m_materials[iter];
const auto& baseColorAsset = GetStreamingImageAsset(firstMaterial.m_materialAssetData, GetMapName(mapType));
return baseColorAsset->GetImageDescriptor().m_size;
}
const AZ::Data::Instance<AZ::RPI::StreamingImage>& DecalTextureArray::GetPackedTexture(const DecalMapType mapType) const
{
return m_textureArrayPacked[mapType];
}
bool DecalTextureArray::IsValidDecalMaterial(const AZ::RPI::MaterialAsset& materialAsset)
{
return GetStreamingImageAsset(materialAsset, GetMapName(DecalMapType_Diffuse)).IsReady();
}
AZ::Data::Asset<AZ::RPI::ImageMipChainAsset> DecalTextureArray::BuildPackedMipChainAsset(const DecalMapType mapType, const size_t numTexturesToCreate)
{
RPI::ImageMipChainAssetCreator assetCreator;
const uint32_t mipLevels = GetNumMipLevels(mapType);
assetCreator.Begin(Data::AssetId(AZ::Uuid::CreateRandom()), aznumeric_cast<uint16_t>(mipLevels), aznumeric_cast<uint16_t>(numTexturesToCreate));
for (uint32_t mipLevel = 0; mipLevel < mipLevels; ++mipLevel)
{
const auto& layout = GetLayout(mapType, mipLevel);
assetCreator.BeginMip(layout);
for (int i = 0; i < m_materials.array_size(); ++i)
{
const auto imageData = GetRawImageData(GetMapName(mapType), i, mipLevel);
assetCreator.AddSubImage(imageData.data(), imageData.size());
}
assetCreator.EndMip();
}
Data::Asset<RPI::ImageMipChainAsset> asset;
assetCreator.End(asset);
return AZStd::move(asset);
}
RHI::ImageDescriptor DecalTextureArray::CreatePackedImageDescriptor(
const DecalMapType mapType, const uint16_t arraySize, const uint16_t mipLevels) const
{
const RHI::Size imageDimensions = GetImageDimensions(mapType);
RHI::ImageDescriptor imageDescriptor = RHI::ImageDescriptor::Create2DArray(
RHI::ImageBindFlags::ShaderRead, imageDimensions.m_width, imageDimensions.m_height, arraySize, GetFormat(mapType));
imageDescriptor.m_mipLevels = mipLevels;
return imageDescriptor;
}
void DecalTextureArray::Pack()
{
if (!NeedsPacking())
return;
if (!AreAllAssetsReady())
{
QueueAssetLoads();
return;
}
const size_t numTexturesToCreate = m_materials.array_size();
for (int i = 0; i < DecalMapType_Num; ++i)
{
const DecalMapType mapType = aznumeric_cast<DecalMapType>(i);
if (!AreAllTextureMapsPresent(mapType))
{
AZ_Warning("DecalTextureArray", true, "Missing decal texture maps for %s. Please make sure all maps of this type are present.\n", GetMapName(mapType).GetCStr());
m_textureArrayPacked[i] = nullptr;
continue;
}
const auto mipChainAsset = BuildPackedMipChainAsset(mapType, numTexturesToCreate);
RHI::ImageViewDescriptor imageViewDescriptor;
imageViewDescriptor.m_isArray = true;
RPI::StreamingImageAssetCreator assetCreator;
assetCreator.Begin(Data::AssetId(Uuid::CreateRandom()));
assetCreator.SetPoolAssetId(GetImagePoolId());
assetCreator.SetFlags(RPI::StreamingImageFlags::None);
assetCreator.SetImageDescriptor(
CreatePackedImageDescriptor(mapType, aznumeric_cast<uint16_t>(numTexturesToCreate), GetNumMipLevels(mapType)));
assetCreator.SetImageViewDescriptor(imageViewDescriptor);
assetCreator.AddMipChainAsset(*mipChainAsset);
Data::Asset<RPI::StreamingImageAsset> packedAsset;
const bool createdOk = assetCreator.End(packedAsset);
AZ_Error("TextureArrayData", createdOk, "Pack() call failed.");
m_textureArrayPacked[i] = createdOk ? RPI::StreamingImage::FindOrCreate(packedAsset) : nullptr;
}
// Free unused memory
ClearAssets();
}
size_t DecalTextureArray::NumMaterials() const
{
return m_materials.size();
}
void DecalTextureArray::OnAssetReady(Data::Asset<Data::AssetData> asset)
{
AZ::Data::AssetBus::MultiHandler::BusDisconnect(asset.GetId());
m_assetsCurrentlyLoading.erase(asset.GetId());
if (m_assetsCurrentlyLoading.empty())
{
Pack();
}
}
uint16_t DecalTextureArray::GetNumMipLevels(const DecalMapType mapType) const
{
AZ_Assert(m_materials.size() > 0, "GetNumMipLevels() cannot be called until at least one material has been added");
// All decals in a texture array must have the same number of mips, so just pick the first
const int iter = m_materials.begin();
const MaterialData& firstMaterial = m_materials[iter];
const auto& imageAsset = GetStreamingImageAsset(firstMaterial.m_materialAssetData, GetMapName(mapType));
return imageAsset->GetImageDescriptor().m_mipLevels;
}
RHI::ImageSubresourceLayout DecalTextureArray::GetLayout(const DecalMapType mapType, int mip) const
{
AZ_Assert(m_materials.size() > 0, "GetLayout() cannot be called unless at least one material has been added");
const int iter = m_materials.begin();
const auto& descriptor =
GetStreamingImageAsset(m_materials[iter].m_materialAssetData, GetMapName(mapType))->GetImageDescriptor();
RHI::Size mipSize = descriptor.m_size;
mipSize.m_width >>= mip;
mipSize.m_height >>= mip;
return AZ::RHI::GetImageSubresourceLayout(mipSize, descriptor.m_format);
}
AZStd::array_view<uint8_t> DecalTextureArray::GetRawImageData(const AZ::Name& mapName, int arrayLevel, const int mip) const
{
// We always want to provide valid data to the AssetCreator for each texture.
// If this spot in the array is empty, just provide some random image as filler.
// (No decals will be indexing this spot anyway)
const bool isEmptySlot = !m_materials[arrayLevel].m_materialAssetData.GetId().IsValid();
if (isEmptySlot)
{
arrayLevel = m_materials.begin();
}
const auto image = GetStreamingImageAsset(m_materials[arrayLevel].m_materialAssetData, mapName);
if (!image)
{
return {};
}
const auto srcData = image->GetSubImageData(mip, 0);
return srcData;
}
AZ::RHI::Format DecalTextureArray::GetFormat(const DecalMapType mapType) const
{
AZ_Assert(m_materials.size() > 0, "GetFormat() can only be called after at least one material has been added.");
const int iter = m_materials.begin();
const auto& baseColorAsset = GetStreamingImageAsset(m_materials[iter].m_materialAssetData, GetMapName(mapType));
return baseColorAsset->GetImageDescriptor().m_format;
}
bool DecalTextureArray::AreAllAssetsReady() const
{
int iter = m_materials.begin();
while (iter != -1)
{
if (!IsAssetReady(m_materials[iter]))
return false;
iter = m_materials.next(iter);
}
return true;
}
bool DecalTextureArray::IsAssetReady(const MaterialData& materialData) const
{
const auto& id = materialData.m_materialAssetData.GetId();
return id.IsValid() && materialData.m_materialAssetData.IsReady();
}
bool DecalTextureArray::AreAllTextureMapsPresent(const DecalMapType mapType) const
{
int iter = m_materials.begin();
while (iter != -1)
{
if (!IsTextureMapPresentInMaterial(m_materials[iter], mapType))
{
return false;
}
iter = m_materials.next(iter);
}
return true;
}
bool DecalTextureArray::IsTextureMapPresentInMaterial(const MaterialData& materialData, const DecalMapType mapType) const
{
return GetStreamingImageAsset(materialData.m_materialAssetData, GetMapName(mapType)).IsReady();
}
void DecalTextureArray::ClearAssets()
{
int iter = m_materials.begin();
while (iter != -1)
{
ClearAsset(m_materials[iter]);
iter = m_materials.next(iter);
}
}
void DecalTextureArray::ClearAsset(MaterialData& materialData)
{
materialData.m_materialAssetData = {};
}
void DecalTextureArray::QueueAssetLoad(MaterialData& materialData)
{
if (materialData.m_materialAssetData.IsReady())
return;
m_assetsCurrentlyLoading.emplace(materialData.m_materialAssetId);
materialData.m_materialAssetData = QueueLoad(materialData.m_materialAssetId);
AZ::Data::AssetBus::MultiHandler::BusConnect(materialData.m_materialAssetId);
}
void DecalTextureArray::QueueAssetLoads()
{
int iter = m_materials.begin();
while (iter != -1)
{
QueueAssetLoad(m_materials[iter]);
iter = m_materials.next(iter);
}
}
bool DecalTextureArray::NeedsPacking() const
{
if (m_materials.size() == 0)
return false;
// We pack all diffuse/normal/etc in one go, so just check to see if the diffusemaps need packing
return m_textureArrayPacked[DecalMapType_Diffuse] == nullptr;
}
}
} // namespace AZ