You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
839 lines
40 KiB
C++
839 lines
40 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 <TerrainRenderer/TerrainFeatureProcessor.h>
|
|
|
|
#include <AzCore/Serialization/EditContext.h>
|
|
#include <AzCore/Serialization/SerializeContext.h>
|
|
#include <AzCore/std/math.h>
|
|
#include <AzCore/Math/Frustum.h>
|
|
|
|
#include <Atom/Utils/Utils.h>
|
|
|
|
#include <Atom/RHI/BufferPool.h>
|
|
#include <Atom/RHI/DrawPacketBuilder.h>
|
|
#include <Atom/RHI/Factory.h>
|
|
#include <Atom/RHI/RHISystemInterface.h>
|
|
|
|
#include <Atom/RPI.Public/RPIUtils.h>
|
|
#include <Atom/RPI.Public/Scene.h>
|
|
#include <Atom/RPI.Public/View.h>
|
|
#include <Atom/RPI.Public/MeshDrawPacket.h>
|
|
#include <Atom/RPI.Public/Buffer/BufferSystem.h>
|
|
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
|
|
#include <Atom/RPI.Public/Image/AttachmentImagePool.h>
|
|
#include <Atom/RPI.Public/Model/Model.h>
|
|
#include <Atom/RPI.Public/Material/Material.h>
|
|
|
|
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
|
|
#include <Atom/RPI.Reflect/Buffer/BufferAssetCreator.h>
|
|
#include <Atom/RPI.Reflect/Model/ModelAssetCreator.h>
|
|
#include <Atom/RPI.Reflect/Model/ModelLodAssetCreator.h>
|
|
|
|
#include <Atom/Feature/RenderCommon.h>
|
|
|
|
#include <SurfaceData/SurfaceDataSystemRequestBus.h>
|
|
|
|
namespace Terrain
|
|
{
|
|
namespace
|
|
{
|
|
[[maybe_unused]] const char* TerrainFPName = "TerrainFeatureProcessor";
|
|
const char* TerrainHeightmapChars = "TerrainHeightmap";
|
|
}
|
|
|
|
namespace MaterialInputs
|
|
{
|
|
// Terrain material
|
|
static const char* const HeightmapImage("settings.heightmapImage");
|
|
|
|
// Macro material
|
|
static const char* const MacroColorTextureMap("baseColor.textureMap");
|
|
static const char* const MacroNormalTextureMap("normal.textureMap");
|
|
static const char* const MacroNormalFlipX("normal.flipX");
|
|
static const char* const MacroNormalFlipY("normal.flipY");
|
|
static const char* const MacroNormalFactor("normal.factor");
|
|
}
|
|
|
|
namespace ShaderInputs
|
|
{
|
|
static const char* const ModelToWorld("m_modelToWorld");
|
|
static const char* const TerrainData("m_terrainData");
|
|
static const char* const MacroMaterialData("m_macroMaterialData");
|
|
static const char* const MacroMaterialCount("m_macroMaterialCount");
|
|
static const char* const MacroColorMap("m_macroColorMap");
|
|
static const char* const MacroNormalMap("m_macroNormalMap");
|
|
}
|
|
|
|
|
|
void TerrainFeatureProcessor::Reflect(AZ::ReflectContext* context)
|
|
{
|
|
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
|
|
{
|
|
serialize->Class<TerrainFeatureProcessor, AZ::RPI::FeatureProcessor>()
|
|
->Version(0)
|
|
;
|
|
}
|
|
}
|
|
|
|
void TerrainFeatureProcessor::Activate()
|
|
{
|
|
Initialize();
|
|
AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusConnect();
|
|
}
|
|
|
|
void TerrainFeatureProcessor::Initialize()
|
|
{
|
|
// Load the terrain material asynchronously
|
|
const AZStd::string materialFilePath = "Materials/Terrain/DefaultPbrTerrain.azmaterial";
|
|
m_materialAssetLoader = AZStd::make_unique<AZ::RPI::AssetUtils::AsyncAssetLoader>();
|
|
*m_materialAssetLoader = AZ::RPI::AssetUtils::AsyncAssetLoader::Create<AZ::RPI::MaterialAsset>(materialFilePath, 0u,
|
|
[&](AZ::Data::Asset<AZ::Data::AssetData> assetData, bool success) -> void
|
|
{
|
|
const AZ::Data::Asset<AZ::RPI::MaterialAsset>& materialAsset = static_cast<AZ::Data::Asset<AZ::RPI::MaterialAsset>>(assetData);
|
|
if (success)
|
|
{
|
|
m_materialInstance = AZ::RPI::Material::FindOrCreate(assetData);
|
|
AZ::RPI::MaterialReloadNotificationBus::Handler::BusConnect(materialAsset->GetId());
|
|
if (!materialAsset->GetObjectSrgLayout())
|
|
{
|
|
AZ_Error("TerrainFeatureProcessor", false, "No per-object ShaderResourceGroup found on terrain material.");
|
|
}
|
|
else
|
|
{
|
|
PrepareMaterialData();
|
|
}
|
|
}
|
|
}
|
|
);
|
|
if (!InitializePatchModel())
|
|
{
|
|
AZ_Error(TerrainFPName, false, "Failed to create Terrain render buffers!");
|
|
return;
|
|
}
|
|
OnTerrainDataChanged(AZ::Aabb::CreateNull(), TerrainDataChangedMask::HeightData);
|
|
}
|
|
|
|
void TerrainFeatureProcessor::Deactivate()
|
|
{
|
|
TerrainMacroMaterialNotificationBus::Handler::BusDisconnect();
|
|
AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusDisconnect();
|
|
AZ::RPI::MaterialReloadNotificationBus::Handler::BusDisconnect();
|
|
|
|
m_patchModel = {};
|
|
m_areaData = {};
|
|
m_dirtyRegion = AZ::Aabb::CreateNull();
|
|
m_sectorData.clear();
|
|
m_macroMaterials.Clear();
|
|
m_materialAssetLoader = {};
|
|
m_materialInstance = {};
|
|
}
|
|
|
|
void TerrainFeatureProcessor::Render(const AZ::RPI::FeatureProcessor::RenderPacket& packet)
|
|
{
|
|
ProcessSurfaces(packet);
|
|
}
|
|
|
|
void TerrainFeatureProcessor::OnTerrainDataDestroyBegin()
|
|
{
|
|
m_areaData = {};
|
|
}
|
|
|
|
void TerrainFeatureProcessor::OnTerrainDataChanged(const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask)
|
|
{
|
|
if ((dataChangedMask & (TerrainDataChangedMask::HeightData | TerrainDataChangedMask::Settings)) == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
AZ::Aabb worldBounds = AZ::Aabb::CreateNull();
|
|
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
|
|
worldBounds, &AzFramework::Terrain::TerrainDataRequests::GetTerrainAabb);
|
|
|
|
const AZ::Aabb& regionToUpdate = dirtyRegion.IsValid() ? dirtyRegion : worldBounds;
|
|
|
|
m_dirtyRegion.AddAabb(regionToUpdate);
|
|
m_dirtyRegion.Clamp(worldBounds);
|
|
|
|
const AZ::Transform transform = AZ::Transform::CreateTranslation(worldBounds.GetCenter());
|
|
|
|
AZ::Vector2 queryResolution = AZ::Vector2(1.0f);
|
|
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
|
|
queryResolution, &AzFramework::Terrain::TerrainDataRequests::GetTerrainHeightQueryResolution);
|
|
|
|
// Sectors need to be rebuilt if the world bounds change in the x/y, or the sample spacing changes.
|
|
m_areaData.m_rebuildSectors = m_areaData.m_rebuildSectors ||
|
|
m_areaData.m_terrainBounds.GetMin().GetX() != worldBounds.GetMin().GetX() ||
|
|
m_areaData.m_terrainBounds.GetMin().GetY() != worldBounds.GetMin().GetY() ||
|
|
m_areaData.m_terrainBounds.GetMax().GetX() != worldBounds.GetMax().GetX() ||
|
|
m_areaData.m_terrainBounds.GetMax().GetY() != worldBounds.GetMax().GetY() ||
|
|
m_areaData.m_sampleSpacing != queryResolution.GetX();
|
|
|
|
m_areaData.m_transform = transform;
|
|
m_areaData.m_terrainBounds = worldBounds;
|
|
m_areaData.m_heightmapImageWidth = aznumeric_cast<uint32_t>(worldBounds.GetXExtent() / queryResolution.GetX());
|
|
m_areaData.m_heightmapImageHeight = aznumeric_cast<uint32_t>(worldBounds.GetYExtent() / queryResolution.GetY());
|
|
m_areaData.m_updateWidth = aznumeric_cast<uint32_t>(m_dirtyRegion.GetXExtent() / queryResolution.GetX());
|
|
m_areaData.m_updateHeight = aznumeric_cast<uint32_t>(m_dirtyRegion.GetYExtent() / queryResolution.GetY());
|
|
// Currently query resolution is multidimensional but the rendering system only supports this changing in one dimension.
|
|
m_areaData.m_sampleSpacing = queryResolution.GetX();
|
|
m_areaData.m_heightmapUpdated = true;
|
|
}
|
|
|
|
void TerrainFeatureProcessor::OnTerrainMacroMaterialCreated(AZ::EntityId entityId, MaterialInstance material, const AZ::Aabb& region)
|
|
{
|
|
MacroMaterialData& materialData = FindOrCreateMacroMaterial(entityId);
|
|
materialData.m_bounds = region;
|
|
|
|
UpdateMacroMaterialData(materialData, material);
|
|
|
|
// Update all sectors in region.
|
|
ForOverlappingSectors(materialData.m_bounds,
|
|
[&](SectorData& sectorData) {
|
|
if (sectorData.m_macroMaterials.size() < sectorData.m_macroMaterials.max_size())
|
|
{
|
|
sectorData.m_macroMaterials.push_back(m_macroMaterials.GetIndexForData(&materialData));
|
|
}
|
|
}
|
|
);
|
|
}
|
|
|
|
void TerrainFeatureProcessor::OnTerrainMacroMaterialChanged(AZ::EntityId entityId, MaterialInstance macroMaterial)
|
|
{
|
|
if (macroMaterial)
|
|
{
|
|
MacroMaterialData& data = FindOrCreateMacroMaterial(entityId);
|
|
UpdateMacroMaterialData(data, macroMaterial);
|
|
}
|
|
else
|
|
{
|
|
RemoveMacroMaterial(entityId);
|
|
}
|
|
}
|
|
|
|
void TerrainFeatureProcessor::OnTerrainMacroMaterialRegionChanged(AZ::EntityId entityId, [[maybe_unused]] const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion)
|
|
{
|
|
MacroMaterialData& materialData = FindOrCreateMacroMaterial(entityId);
|
|
for (SectorData& sectorData : m_sectorData)
|
|
{
|
|
bool overlapsOld = sectorData.m_aabb.Overlaps(materialData.m_bounds);
|
|
bool overlapsNew = sectorData.m_aabb.Overlaps(newRegion);
|
|
if (overlapsOld && !overlapsNew)
|
|
{
|
|
// Remove the macro material from this sector
|
|
for (uint16_t& idx : sectorData.m_macroMaterials)
|
|
{
|
|
if (m_macroMaterials.GetData(idx).m_entityId == entityId)
|
|
{
|
|
idx = sectorData.m_macroMaterials.back();
|
|
sectorData.m_macroMaterials.pop_back();
|
|
}
|
|
}
|
|
}
|
|
else if (overlapsNew && !overlapsOld)
|
|
{
|
|
// Add the macro material to this sector
|
|
if (sectorData.m_macroMaterials.size() < MaxMaterialsPerSector)
|
|
{
|
|
sectorData.m_macroMaterials.push_back(m_macroMaterials.GetIndexForData(&materialData));
|
|
}
|
|
}
|
|
}
|
|
m_areaData.m_macroMaterialsUpdated = true;
|
|
materialData.m_bounds = newRegion;
|
|
}
|
|
|
|
void TerrainFeatureProcessor::OnTerrainMacroMaterialDestroyed(AZ::EntityId entityId)
|
|
{
|
|
MacroMaterialData* materialData = FindMacroMaterial(entityId);
|
|
|
|
if (materialData)
|
|
{
|
|
uint16_t destroyedMaterialIndex = m_macroMaterials.GetIndexForData(materialData);
|
|
ForOverlappingSectors(materialData->m_bounds,
|
|
[&](SectorData& sectorData) {
|
|
for (uint16_t& idx : sectorData.m_macroMaterials)
|
|
{
|
|
if (idx == destroyedMaterialIndex)
|
|
{
|
|
idx = sectorData.m_macroMaterials.back();
|
|
sectorData.m_macroMaterials.pop_back();
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
m_areaData.m_macroMaterialsUpdated = true;
|
|
}
|
|
|
|
void TerrainFeatureProcessor::UpdateTerrainData()
|
|
{
|
|
static const AZ::Name TerrainHeightmapName = AZ::Name(TerrainHeightmapChars);
|
|
|
|
uint32_t width = m_areaData.m_updateWidth;
|
|
uint32_t height = m_areaData.m_updateHeight;
|
|
const AZ::Aabb& worldBounds = m_areaData.m_terrainBounds;
|
|
const float queryResolution = m_areaData.m_sampleSpacing;
|
|
|
|
const AZ::RHI::Size worldSize = AZ::RHI::Size(m_areaData.m_heightmapImageWidth, m_areaData.m_heightmapImageHeight, 1);
|
|
|
|
if (!m_areaData.m_heightmapImage || m_areaData.m_heightmapImage->GetDescriptor().m_size != worldSize)
|
|
{
|
|
// World size changed, so the whole world needs updating.
|
|
width = worldSize.m_width;
|
|
height = worldSize.m_height;
|
|
m_dirtyRegion = worldBounds;
|
|
|
|
const AZ::Data::Instance<AZ::RPI::AttachmentImagePool> imagePool = AZ::RPI::ImageSystemInterface::Get()->GetSystemAttachmentPool();
|
|
AZ::RHI::ImageDescriptor imageDescriptor = AZ::RHI::ImageDescriptor::Create2D(
|
|
AZ::RHI::ImageBindFlags::ShaderRead, width, height, AZ::RHI::Format::R16_UNORM
|
|
);
|
|
m_areaData.m_heightmapImage = AZ::RPI::AttachmentImage::Create(*imagePool.get(), imageDescriptor, TerrainHeightmapName, nullptr, nullptr);
|
|
AZ_Error(TerrainFPName, m_areaData.m_heightmapImage, "Failed to initialize the heightmap image!");
|
|
}
|
|
|
|
AZStd::vector<uint16_t> pixels;
|
|
pixels.reserve(width * height);
|
|
|
|
{
|
|
// Block other threads from accessing the surface data bus while we are in GetHeightFromFloats (which may call into the SurfaceData bus).
|
|
// We lock our surface data mutex *before* checking / setting "isRequestInProgress" so that we prevent race conditions
|
|
// that create false detection of cyclic dependencies when multiple requests occur on different threads simultaneously.
|
|
// (One case where this was previously able to occur was in rapid updating of the Preview widget on the
|
|
// GradientSurfaceDataComponent in the Editor when moving the threshold sliders back and forth rapidly)
|
|
|
|
auto& surfaceDataContext = SurfaceData::SurfaceDataSystemRequestBus::GetOrCreateContext(false);
|
|
typename SurfaceData::SurfaceDataSystemRequestBus::Context::DispatchLockGuard scopeLock(surfaceDataContext.m_contextMutex);
|
|
|
|
for (uint32_t y = 0; y < height; y++)
|
|
{
|
|
for (uint32_t x = 0; x < width; x++)
|
|
{
|
|
bool terrainExists = true;
|
|
float terrainHeight = 0.0f;
|
|
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
|
|
terrainHeight, &AzFramework::Terrain::TerrainDataRequests::GetHeightFromFloats,
|
|
(x * queryResolution) + m_dirtyRegion.GetMin().GetX(),
|
|
(y * queryResolution) + m_dirtyRegion.GetMin().GetY(),
|
|
AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT,
|
|
&terrainExists);
|
|
|
|
const float clampedHeight = AZ::GetClamp((terrainHeight - worldBounds.GetMin().GetZ()) / worldBounds.GetExtents().GetZ(), 0.0f, 1.0f);
|
|
const float expandedHeight = AZStd::roundf(clampedHeight * AZStd::numeric_limits<uint16_t>::max());
|
|
const uint16_t uint16Height = aznumeric_cast<uint16_t>(expandedHeight);
|
|
|
|
pixels.push_back(uint16Height);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_areaData.m_heightmapImage)
|
|
{
|
|
const float left = (m_dirtyRegion.GetMin().GetX() - worldBounds.GetMin().GetX()) / queryResolution;
|
|
const float top = (m_dirtyRegion.GetMin().GetY() - worldBounds.GetMin().GetY()) / queryResolution;
|
|
AZ::RHI::ImageUpdateRequest imageUpdateRequest;
|
|
imageUpdateRequest.m_imageSubresourcePixelOffset.m_left = aznumeric_cast<uint32_t>(left);
|
|
imageUpdateRequest.m_imageSubresourcePixelOffset.m_top = aznumeric_cast<uint32_t>(top);
|
|
imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerRow = width * sizeof(uint16_t);
|
|
imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerImage = width * height * sizeof(uint16_t);
|
|
imageUpdateRequest.m_sourceSubresourceLayout.m_rowCount = height;
|
|
imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_width = width;
|
|
imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_height = height;
|
|
imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_depth = 1;
|
|
imageUpdateRequest.m_sourceData = pixels.data();
|
|
imageUpdateRequest.m_image = m_areaData.m_heightmapImage->GetRHIImage();
|
|
|
|
m_areaData.m_heightmapImage->UpdateImageContents(imageUpdateRequest);
|
|
}
|
|
|
|
m_dirtyRegion = AZ::Aabb::CreateNull();
|
|
}
|
|
|
|
void TerrainFeatureProcessor::PrepareMaterialData()
|
|
{
|
|
const auto layout = m_materialInstance->GetAsset()->GetObjectSrgLayout();
|
|
|
|
m_modelToWorldIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::ModelToWorld));
|
|
AZ_Error(TerrainFPName, m_modelToWorldIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::ModelToWorld);
|
|
|
|
m_terrainDataIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::TerrainData));
|
|
AZ_Error(TerrainFPName, m_terrainDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::TerrainData);
|
|
|
|
m_macroMaterialDataIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::MacroMaterialData));
|
|
AZ_Error(TerrainFPName, m_macroMaterialDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::MacroMaterialData);
|
|
|
|
m_macroMaterialCountIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::MacroMaterialCount));
|
|
AZ_Error(TerrainFPName, m_macroMaterialCountIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::MacroMaterialCount);
|
|
|
|
m_macroColorMapIndex = layout->FindShaderInputImageIndex(AZ::Name(ShaderInputs::MacroColorMap));
|
|
AZ_Error(TerrainFPName, m_macroColorMapIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::MacroColorMap);
|
|
|
|
m_macroNormalMapIndex = layout->FindShaderInputImageIndex(AZ::Name(ShaderInputs::MacroNormalMap));
|
|
AZ_Error(TerrainFPName, m_macroNormalMapIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::MacroNormalMap);
|
|
|
|
m_heightmapPropertyIndex = m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::HeightmapImage));
|
|
AZ_Error(TerrainFPName, m_heightmapPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::HeightmapImage);
|
|
|
|
TerrainMacroMaterialRequestBus::EnumerateHandlers(
|
|
[&](TerrainMacroMaterialRequests* handler)
|
|
{
|
|
MaterialInstance macroMaterial;
|
|
AZ::Aabb bounds;
|
|
handler->GetTerrainMacroMaterialData(macroMaterial, bounds);
|
|
AZ::EntityId entityId = *(Terrain::TerrainMacroMaterialRequestBus::GetCurrentBusId());
|
|
OnTerrainMacroMaterialCreated(entityId, macroMaterial, bounds);
|
|
return true;
|
|
}
|
|
);
|
|
TerrainMacroMaterialNotificationBus::Handler::BusConnect();
|
|
}
|
|
|
|
void TerrainFeatureProcessor::UpdateMacroMaterialData(MacroMaterialData& macroMaterialData, MaterialInstance material)
|
|
{
|
|
// Since we're using an actual macro material instance for now, get the values from it that we care about.
|
|
const auto materialLayout = material->GetMaterialPropertiesLayout();
|
|
|
|
const AZ::RPI::MaterialPropertyIndex macroColorTextureMapIndex = materialLayout->FindPropertyIndex(AZ::Name(MaterialInputs::MacroColorTextureMap));
|
|
AZ_Error(TerrainFPName, macroColorTextureMapIndex.IsValid(), "Failed to find shader input constant %s.", MaterialInputs::MacroColorTextureMap);
|
|
|
|
const AZ::RPI::MaterialPropertyIndex macroNormalTextureMapIndex = materialLayout->FindPropertyIndex(AZ::Name(MaterialInputs::MacroNormalTextureMap));
|
|
AZ_Error(TerrainFPName, macroNormalTextureMapIndex.IsValid(), "Failed to find shader input constant %s.", MaterialInputs::MacroNormalTextureMap);
|
|
|
|
const AZ::RPI::MaterialPropertyIndex macroNormalFlipXIndex = materialLayout->FindPropertyIndex(AZ::Name(MaterialInputs::MacroNormalFlipX));
|
|
AZ_Error(TerrainFPName, macroNormalFlipXIndex.IsValid(), "Failed to find shader input constant %s.", MaterialInputs::MacroNormalFlipX);
|
|
|
|
const AZ::RPI::MaterialPropertyIndex macroNormalFlipYIndex = materialLayout->FindPropertyIndex(AZ::Name(MaterialInputs::MacroNormalFlipY));
|
|
AZ_Error(TerrainFPName, macroNormalFlipYIndex.IsValid(), "Failed to find shader input constant %s.", MaterialInputs::MacroNormalFlipY);
|
|
|
|
const AZ::RPI::MaterialPropertyIndex macroNormalFactorIndex = materialLayout->FindPropertyIndex(AZ::Name(MaterialInputs::MacroNormalFactor));
|
|
AZ_Error(TerrainFPName, macroNormalFactorIndex.IsValid(), "Failed to find shader input constant %s.", MaterialInputs::MacroNormalFactor);
|
|
|
|
macroMaterialData.m_colorImage = material->GetPropertyValue(macroColorTextureMapIndex).GetValue<AZ::Data::Instance<AZ::RPI::Image>>();
|
|
macroMaterialData.m_normalImage = material->GetPropertyValue(macroNormalTextureMapIndex).GetValue<AZ::Data::Instance<AZ::RPI::Image>>();
|
|
macroMaterialData.m_normalFlipX = material->GetPropertyValue(macroNormalFlipXIndex).GetValue<bool>();
|
|
macroMaterialData.m_normalFlipY = material->GetPropertyValue(macroNormalFlipYIndex).GetValue<bool>();
|
|
macroMaterialData.m_normalFactor = material->GetPropertyValue(macroNormalFactorIndex).GetValue<float>();
|
|
|
|
if (macroMaterialData.m_bounds.IsValid())
|
|
{
|
|
m_areaData.m_macroMaterialsUpdated = true;
|
|
}
|
|
}
|
|
|
|
void TerrainFeatureProcessor::ProcessSurfaces(const FeatureProcessor::RenderPacket& process)
|
|
{
|
|
AZ_PROFILE_FUNCTION(AzRender);
|
|
|
|
const AZ::Aabb& terrainBounds = m_areaData.m_terrainBounds;
|
|
|
|
if (!terrainBounds.IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_materialInstance && m_materialInstance->CanCompile())
|
|
{
|
|
if (m_areaData.m_rebuildSectors)
|
|
{
|
|
// Something about the whole world changed, so the sectors need to be rebuilt
|
|
|
|
m_areaData.m_rebuildSectors = false;
|
|
|
|
m_sectorData.clear();
|
|
const float xFirstPatchStart = terrainBounds.GetMin().GetX() - fmod(terrainBounds.GetMin().GetX(), GridMeters);
|
|
const float xLastPatchStart = terrainBounds.GetMax().GetX() - fmod(terrainBounds.GetMax().GetX(), GridMeters);
|
|
const float yFirstPatchStart = terrainBounds.GetMin().GetY() - fmod(terrainBounds.GetMin().GetY(), GridMeters);
|
|
const float yLastPatchStart = terrainBounds.GetMax().GetY() - fmod(terrainBounds.GetMax().GetY(), GridMeters);
|
|
|
|
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;
|
|
|
|
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 =
|
|
{
|
|
1.0f / m_areaData.m_heightmapImageWidth,
|
|
1.0f / m_areaData.m_heightmapImageHeight,
|
|
};
|
|
|
|
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;
|
|
for (uint32_t i = 0; 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);
|
|
}
|
|
|
|
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 = 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.
|
|
}
|
|
|
|
TerrainFeatureProcessor::MacroMaterialData* TerrainFeatureProcessor::FindMacroMaterial(AZ::EntityId entityId)
|
|
{
|
|
for (MacroMaterialData& data : m_macroMaterials.GetDataVector())
|
|
{
|
|
if (data.m_entityId == entityId)
|
|
{
|
|
return &data;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
TerrainFeatureProcessor::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);
|
|
}
|
|
}
|
|
}
|
|
}
|