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o3de/Gems/Terrain/Code/Source/TerrainRenderer/TerrainFeatureProcessor.cpp

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(&macroMaterialData));
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);
}
}
}
}