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

494 lines
20 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/Math/Frustum.h>
#include <Atom/Utils/Utils.h>
#include <Atom/RHI/DrawPacketBuilder.h>
#include <Atom/RHI/Factory.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/View.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Public/Image/StreamingImagePool.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Reflect/Image/ImageMipChainAssetCreator.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAssetCreator.h>
#include <Atom/RHI.Reflect/InputStreamLayout.h>
#include <Atom/RHI.Reflect/InputStreamLayoutBuilder.h>
namespace Terrain
{
namespace
{
const uint32_t DEFAULT_UploadBufferSize = 512 * 1024; // 512k
[[maybe_unused]] const char* TerrainFPName = "TerrainFeatureProcessor";
}
namespace ShaderInputs
{
static const char* const HeightmapImage("m_heightmapImage");
static const char* const ModelToWorld("m_modelToWorld");
static const char* const TerrainData("m_terrainData");
}
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()
{
m_areaData = {};
InitializeAtomStuff();
EnableSceneNotification();
}
void TerrainFeatureProcessor::ConfigurePipelineState(ShaderState& shaderState, bool assertOnFail)
{
if (shaderState.m_shader == nullptr)
{
AZ_Assert(shaderState.m_shader || !assertOnFail, "Terrain shader failed to load correctly.");
return;
}
bool success = GetParentScene()->ConfigurePipelineState(shaderState.m_shader->GetDrawListTag(), shaderState.m_pipelineStateDescriptor);
AZ_Assert(success || !assertOnFail, "Couldn't configure the pipeline state.");
if (success)
{
shaderState.m_pipelineState = shaderState.m_shader->AcquirePipelineState(shaderState.m_pipelineStateDescriptor);
AZ_Assert(shaderState.m_pipelineState, "Failed to acquire default pipeline state.");
}
}
void TerrainFeatureProcessor::InitializeAtomStuff()
{
m_rhiSystem = AZ::RHI::RHISystemInterface::Get();
{
auto LoadShader = [this](const char* filePath, ShaderState& shaderState)
{
shaderState.m_shader = AZ::RPI::LoadShader(filePath);
if (!shaderState.m_shader)
{
AZ_Error(TerrainFPName, false, "Failed to find or create a shader instance from shader asset '%s'", filePath);
return;
}
// Create the data layout
shaderState.m_pipelineStateDescriptor = AZ::RHI::PipelineStateDescriptorForDraw{};
{
AZ::RHI::InputStreamLayoutBuilder layoutBuilder;
layoutBuilder.AddBuffer()
->Channel("POSITION", AZ::RHI::Format::R32G32_FLOAT)
->Channel("UV", AZ::RHI::Format::R32G32_FLOAT)
;
shaderState.m_pipelineStateDescriptor.m_inputStreamLayout = layoutBuilder.End();
}
auto shaderVariant = shaderState.m_shader->GetVariant(AZ::RPI::ShaderAsset::RootShaderVariantStableId);
shaderVariant.ConfigurePipelineState(shaderState.m_pipelineStateDescriptor);
// If this fails to run now, it's ok, we'll initialize it in OnRenderPipelineAdded later.
ConfigurePipelineState(shaderState, false);
};
LoadShader("Shaders/Terrain/Terrain.azshader", m_shaderStates[ShaderType::Forward]);
LoadShader("Shaders/Terrain/Terrain_DepthPass.azshader", m_shaderStates[ShaderType::Depth]);
// Forward and depth shader use same srg layout.
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> perObjectSrgLayout =
m_shaderStates[ShaderType::Forward].m_shader->FindShaderResourceGroupLayout(AZ::Name{"ObjectSrg"});
if (!perObjectSrgLayout)
{
AZ_Error(TerrainFPName, false, "Failed to get shader resource group layout");
return;
}
else if (!perObjectSrgLayout->IsFinalized())
{
AZ_Error(TerrainFPName, false, "Shader resource group layout is not loaded");
return;
}
m_heightmapImageIndex = perObjectSrgLayout->FindShaderInputImageIndex(AZ::Name(ShaderInputs::HeightmapImage));
AZ_Error(TerrainFPName, m_heightmapImageIndex.IsValid(), "Failed to find shader input image %s.", ShaderInputs::HeightmapImage);
m_modelToWorldIndex = perObjectSrgLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::ModelToWorld));
AZ_Error(TerrainFPName, m_modelToWorldIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::ModelToWorld);
m_terrainDataIndex = perObjectSrgLayout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::TerrainData));
AZ_Error(TerrainFPName, m_terrainDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::TerrainData);
}
AZ::RHI::BufferPoolDescriptor dmaPoolDescriptor;
dmaPoolDescriptor.m_heapMemoryLevel = AZ::RHI::HeapMemoryLevel::Host;
dmaPoolDescriptor.m_bindFlags = AZ::RHI::BufferBindFlags::InputAssembly;
m_hostPool = AZ::RHI::Factory::Get().CreateBufferPool();
m_hostPool->SetName(AZ::Name("TerrainVertexPool"));
AZ::RHI::ResultCode resultCode = m_hostPool->Init(*m_rhiSystem->GetDevice(), dmaPoolDescriptor);
if (resultCode != AZ::RHI::ResultCode::Success)
{
AZ_Error(TerrainFPName, false, "Failed to create host buffer pool from RPI");
return;
}
InitializeTerrainPatch();
if (!InitializeRenderBuffers())
{
AZ_Error(TerrainFPName, false, "Failed to create Terrain render buffers!");
return;
}
}
void TerrainFeatureProcessor::OnRenderPipelineAdded([[maybe_unused]] AZ::RPI::RenderPipelinePtr pipeline)
{
for (ShaderState& shaderState: m_shaderStates)
{
ConfigurePipelineState(shaderState, true);
}
}
void TerrainFeatureProcessor::OnRenderPipelineRemoved([[maybe_unused]] AZ::RPI::RenderPipeline* pipeline)
{
}
void TerrainFeatureProcessor::OnRenderPipelinePassesChanged([[maybe_unused]] AZ::RPI::RenderPipeline* renderPipeline)
{
}
void TerrainFeatureProcessor::Deactivate()
{
DisableSceneNotification();
DestroyRenderBuffers();
m_areaData = {};
if (m_hostPool)
{
m_hostPool.reset();
}
m_rhiSystem = nullptr;
}
void TerrainFeatureProcessor::Render(const AZ::RPI::FeatureProcessor::RenderPacket& packet)
{
ProcessSurfaces(packet);
}
void TerrainFeatureProcessor::UpdateTerrainData(
const AZ::Transform& transform,
const AZ::Aabb& worldBounds,
float sampleSpacing,
uint32_t width, uint32_t height, const AZStd::vector<float>& heightData)
{
if (!worldBounds.IsValid())
{
return;
}
m_areaData.m_transform = transform;
m_areaData.m_heightScale = worldBounds.GetZExtent();
m_areaData.m_terrainBounds = worldBounds;
m_areaData.m_heightmapImageHeight = height;
m_areaData.m_heightmapImageWidth = width;
m_areaData.m_sampleSpacing = sampleSpacing;
// Create heightmap image data
{
m_areaData.m_propertiesDirty = true;
AZ::RHI::Size imageSize;
imageSize.m_width = width;
imageSize.m_height = height;
AZStd::vector<uint16_t> uint16Heights;
uint16Heights.reserve(heightData.size());
for (float sampleHeight : heightData)
{
float clampedSample = AZ::GetClamp(sampleHeight, 0.0f, 1.0f);
constexpr uint16_t MaxUint16 = 0xFFFF;
uint16Heights.push_back(aznumeric_cast<uint16_t>(clampedSample * MaxUint16));
}
AZ::Data::Instance<AZ::RPI::StreamingImagePool> streamingImagePool = AZ::RPI::ImageSystemInterface::Get()->GetSystemStreamingPool();
m_areaData.m_heightmapImage = AZ::RPI::StreamingImage::CreateFromCpuData(*streamingImagePool,
AZ::RHI::ImageDimension::Image2D,
imageSize,
AZ::RHI::Format::R16_UNORM,
(uint8_t*)uint16Heights.data(),
heightData.size() * sizeof(uint16_t));
AZ_Error(TerrainFPName, m_areaData.m_heightmapImage, "Failed to initialize the heightmap image!");
}
}
void TerrainFeatureProcessor::ProcessSurfaces(const FeatureProcessor::RenderPacket& process)
{
AZ_PROFILE_FUNCTION(AzRender);
if ((m_shaderStates[ShaderType::Forward].m_shader == nullptr) ||
(m_shaderStates[ShaderType::Depth].m_shader == nullptr) ||
m_shaderStates[ShaderType::Forward].m_shader->GetDrawListTag().IsNull() ||
m_shaderStates[ShaderType::Depth].m_shader->GetDrawListTag().IsNull())
{
return;
}
if (!m_areaData.m_terrainBounds.IsValid())
{
return;
}
if (m_areaData.m_propertiesDirty)
{
m_areaData.m_propertiesDirty = false;
m_sectorData.clear();
AZ::RHI::DrawPacketBuilder drawPacketBuilder;
uint32_t numIndices = static_cast<uint32_t>(m_gridIndices.size());
AZ::RHI::DrawIndexed drawIndexed;
drawIndexed.m_indexCount = numIndices;
drawIndexed.m_indexOffset = 0;
drawIndexed.m_vertexOffset = 0;
float xFirstPatchStart =
m_areaData.m_terrainBounds.GetMin().GetX() - fmod(m_areaData.m_terrainBounds.GetMin().GetX(), m_gridMeters);
float xLastPatchStart = m_areaData.m_terrainBounds.GetMax().GetX() - fmod(m_areaData.m_terrainBounds.GetMax().GetX(), m_gridMeters);
float yFirstPatchStart =
m_areaData.m_terrainBounds.GetMin().GetY() - fmod(m_areaData.m_terrainBounds.GetMin().GetY(), m_gridMeters);
float yLastPatchStart = m_areaData.m_terrainBounds.GetMax().GetY() - fmod(m_areaData.m_terrainBounds.GetMax().GetY(), m_gridMeters);
for (float yPatch = yFirstPatchStart; yPatch <= yLastPatchStart; yPatch += m_gridMeters)
{
for (float xPatch = xFirstPatchStart; xPatch <= xLastPatchStart; xPatch += m_gridMeters)
{
drawPacketBuilder.Begin(nullptr);
drawPacketBuilder.SetDrawArguments(drawIndexed);
drawPacketBuilder.SetIndexBufferView(m_indexBufferView);
auto& forwardShader = m_shaderStates[ShaderType::Forward].m_shader;
auto resourceGroup = AZ::RPI::ShaderResourceGroup::Create(forwardShader->GetAsset(), forwardShader->GetSupervariantIndex(), AZ::Name("ObjectSrg"));
if (!resourceGroup)
{
AZ_Error(TerrainFPName, false, "Failed to create shader resource group");
return;
}
AZStd::array<float, 2> uvMin = { 0.0f, 0.0f };
AZStd::array<float, 2> uvMax = { 1.0f, 1.0f };
uvMin[0] = (float)((xPatch - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
uvMin[1] = (float)((yPatch - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
uvMax[0] =
(float)(((xPatch + m_gridMeters) - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
uvMax[1] =
(float)(((yPatch + m_gridMeters) - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
AZStd::array<float, 2> 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());
AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::CreateFromTransform(transform);
resourceGroup->SetImage(m_heightmapImageIndex, m_areaData.m_heightmapImage);
resourceGroup->SetConstant(m_modelToWorldIndex, matrix3x4);
ShaderTerrainData terrainDataForSrg;
terrainDataForSrg.m_sampleSpacing = m_areaData.m_sampleSpacing;
terrainDataForSrg.m_heightScale = m_areaData.m_heightScale;
terrainDataForSrg.m_uvMin = uvMin;
terrainDataForSrg.m_uvMax = uvMax;
terrainDataForSrg.m_uvStep = uvStep;
resourceGroup->SetConstant(m_terrainDataIndex, terrainDataForSrg);
resourceGroup->Compile();
drawPacketBuilder.AddShaderResourceGroup(resourceGroup->GetRHIShaderResourceGroup());
auto addDrawItem = [&](ShaderState& shaderState)
{
AZ::RHI::DrawPacketBuilder::DrawRequest drawRequest;
drawRequest.m_listTag = shaderState.m_shader->GetDrawListTag();
drawRequest.m_pipelineState = shaderState.m_pipelineState.get();
drawRequest.m_streamBufferViews = AZStd::array_view<AZ::RHI::StreamBufferView>(&m_vertexBufferView, 1);
drawPacketBuilder.AddDrawItem(drawRequest);
};
for (ShaderState& shaderState : m_shaderStates)
{
addDrawItem(shaderState);
}
//addDrawItem(m_shaderStates[ShaderType::Forward]);
m_sectorData.emplace_back(
drawPacketBuilder.End(),
AZ::Aabb::CreateFromMinMax(
AZ::Vector3(xPatch, yPatch, m_areaData.m_terrainBounds.GetMin().GetZ()),
AZ::Vector3(xPatch + m_gridMeters, yPatch + m_gridMeters, m_areaData.m_terrainBounds.GetMax().GetZ())
),
resourceGroup
);
}
}
}
for (auto& view : process.m_views)
{
AZ::Frustum viewFrustum = AZ::Frustum::CreateFromMatrixColumnMajor(view->GetWorldToClipMatrix());
for (auto& sectorData : m_sectorData)
{
if (viewFrustum.IntersectAabb(sectorData.m_aabb) != AZ::IntersectResult::Exterior)
{
view->AddDrawPacket(sectorData.m_drawPacket.get());
}
}
}
}
void TerrainFeatureProcessor::InitializeTerrainPatch()
{
m_gridVertices.clear();
m_gridIndices.clear();
for (float y = 0.0f; y < m_gridMeters; y += m_gridSpacing)
{
for (float x = 0.0f; x < m_gridMeters; x += m_gridSpacing)
{
float x0 = x;
float x1 = x + m_gridSpacing;
float y0 = y;
float y1 = y + m_gridSpacing;
uint16_t startIndex = (uint16_t)(m_gridVertices.size());
m_gridVertices.emplace_back(x0, y0, x0 / m_gridMeters, y0 / m_gridMeters);
m_gridVertices.emplace_back(x1, y0, x1 / m_gridMeters, y0 / m_gridMeters);
m_gridVertices.emplace_back(x0, y1, x0 / m_gridMeters, y1 / m_gridMeters);
m_gridVertices.emplace_back(x1, y1, x1 / m_gridMeters, y1 / m_gridMeters);
m_gridIndices.emplace_back(startIndex);
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 1));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 2));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 1));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 3));
m_gridIndices.emplace_back(aznumeric_cast<uint16_t>(startIndex + 2));
}
}
}
bool TerrainFeatureProcessor::InitializeRenderBuffers()
{
AZ::RHI::ResultCode result = AZ::RHI::ResultCode::Fail;
// Create geometry buffers
m_indexBuffer = AZ::RHI::Factory::Get().CreateBuffer();
m_vertexBuffer = AZ::RHI::Factory::Get().CreateBuffer();
m_indexBuffer->SetName(AZ::Name("TerrainIndexBuffer"));
m_vertexBuffer->SetName(AZ::Name("TerrainVertexBuffer"));
AZStd::vector<AZ::RHI::Ptr<AZ::RHI::Buffer>> buffers = { m_indexBuffer , m_vertexBuffer };
// Fill our buffers with the vertex/index data
for (size_t bufferIndex = 0; bufferIndex < buffers.size(); ++bufferIndex)
{
AZ::RHI::Ptr<AZ::RHI::Buffer> buffer = buffers[bufferIndex];
// Initialize the buffer
AZ::RHI::BufferInitRequest bufferRequest;
bufferRequest.m_descriptor = AZ::RHI::BufferDescriptor{ AZ::RHI::BufferBindFlags::InputAssembly, DEFAULT_UploadBufferSize };
bufferRequest.m_buffer = buffer.get();
result = m_hostPool->InitBuffer(bufferRequest);
if (result != AZ::RHI::ResultCode::Success)
{
AZ_Error(TerrainFPName, false, "Failed to create GPU buffers for Terrain");
return false;
}
// Grab a pointer to the buffer's data
m_hostPool->OrphanBuffer(*buffer);
AZ::RHI::BufferMapResponse mapResponse;
m_hostPool->MapBuffer(AZ::RHI::BufferMapRequest(*buffer, 0, DEFAULT_UploadBufferSize), mapResponse);
auto* mappedData = reinterpret_cast<uint8_t*>(mapResponse.m_data);
//0th index should always be the index buffer
if (bufferIndex == 0)
{
// Fill the index buffer with our terrain patch indices
const uint64_t idxSize = m_gridIndices.size() * sizeof(uint16_t);
memcpy(mappedData, m_gridIndices.data(), idxSize);
m_indexBufferView = AZ::RHI::IndexBufferView(
*buffer, 0, static_cast<uint32_t>(idxSize), AZ::RHI::IndexFormat::Uint16);
}
else
{
// Fill the vertex buffer with our terrain patch vertices
const uint64_t elementSize = m_gridVertices.size() * sizeof(Vertex);
memcpy(mappedData, m_gridVertices.data(), elementSize);
m_vertexBufferView = AZ::RHI::StreamBufferView(
*buffer, 0, static_cast<uint32_t>(elementSize), static_cast<uint32_t>(sizeof(Vertex)));
}
m_hostPool->UnmapBuffer(*buffer);
}
return true;
}
void TerrainFeatureProcessor::DestroyRenderBuffers()
{
m_indexBuffer.reset();
m_vertexBuffer.reset();
m_indexBufferView = {};
m_vertexBufferView = {};
for (ShaderState& shaderState : m_shaderStates)
{
shaderState.Reset();
}
}
}