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o3de/Gems/Terrain/Code/Source/TerrainRenderer/TerrainDetailMaterialManage...

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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/TerrainDetailMaterialManager.h>
#include <TerrainRenderer/Components/TerrainSurfaceMaterialsListComponent.h>
#include <AzCore/Console/Console.h>
#include <Atom/RPI.Public/Image/AttachmentImagePool.h>
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Public/Shader/ShaderSystemInterface.h>
#include <SurfaceData/SurfaceDataSystemRequestBus.h>
namespace Terrain
{
namespace
{
[[maybe_unused]] static const char* TerrainDetailMaterialManagerName = "TerrainDetailMaterialManager";
static const char* TerrainDetailChars = "TerrainDetail";
}
namespace DetailMaterialInputs
{
static const char* const BaseColorColor("baseColor.color");
static const char* const BaseColorMap("baseColor.textureMap");
static const char* const BaseColorUseTexture("baseColor.useTexture");
static const char* const BaseColorFactor("baseColor.factor");
static const char* const BaseColorBlendMode("baseColor.textureBlendMode");
static const char* const MetallicMap("metallic.textureMap");
static const char* const MetallicUseTexture("metallic.useTexture");
static const char* const MetallicFactor("metallic.factor");
static const char* const RoughnessMap("roughness.textureMap");
static const char* const RoughnessUseTexture("roughness.useTexture");
static const char* const RoughnessFactor("roughness.factor");
static const char* const RoughnessLowerBound("roughness.lowerBound");
static const char* const RoughnessUpperBound("roughness.upperBound");
static const char* const SpecularF0Map("specularF0.textureMap");
static const char* const SpecularF0UseTexture("specularF0.useTexture");
static const char* const SpecularF0Factor("specularF0.factor");
static const char* const NormalMap("normal.textureMap");
static const char* const NormalUseTexture("normal.useTexture");
static const char* const NormalFactor("normal.factor");
static const char* const NormalFlipX("normal.flipX");
static const char* const NormalFlipY("normal.flipY");
static const char* const DiffuseOcclusionMap("occlusion.diffuseTextureMap");
static const char* const DiffuseOcclusionUseTexture("occlusion.diffuseUseTexture");
static const char* const DiffuseOcclusionFactor("occlusion.diffuseFactor");
static const char* const HeightMap("parallax.textureMap");
static const char* const HeightUseTexture("parallax.useTexture");
static const char* const HeightFactor("parallax.factor");
static const char* const HeightOffset("parallax.offset");
static const char* const HeightBlendFactor("parallax.blendFactor");
}
namespace TerrainSrgInputs
{
static const char* const DetailMaterialIdImage("m_detailMaterialIdImage");
static const char* const DetailMaterialData("m_detailMaterialData");
static const char* const DetailMaterialIdImageCenter("m_detailMaterialIdImageCenter");
static const char* const DetailHalfPixelUv("m_detailHalfPixelUv");
static const char* const DetailAabb("m_detailAabb");
}
AZ_CVAR(bool,
r_terrainDebugDetailMaterials,
false,
[](const bool& value)
{
AZ::RPI::ShaderSystemInterface::Get()->SetGlobalShaderOption(AZ::Name{ "o_debugDetailMaterialIds" }, AZ::RPI::ShaderOptionValue{ value });
},
AZ::ConsoleFunctorFlags::Null,
"Turns on debugging for detail material ids for terrain."
);
AZ_CVAR(bool,
r_terrainDebugDetailImageUpdates,
false,
nullptr,
AZ::ConsoleFunctorFlags::Null,
"Turns on debugging for detail material update regions for terrain."
);
void TerrainDetailMaterialManager::Initialize(
const AZStd::shared_ptr<AZ::Render::BindlessImageArrayHandler>& bindlessImageHandler,
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& terrainSrg)
{
AZ_Error(TerrainDetailMaterialManagerName, bindlessImageHandler, "bindlessImageHandler must not be null.");
AZ_Error(TerrainDetailMaterialManagerName, terrainSrg, "terrainSrg must not be null.");
AZ_Error(TerrainDetailMaterialManagerName, !m_isInitialized, "Already initialized.");
if (!bindlessImageHandler || !terrainSrg || m_isInitialized)
{
return;
}
if (UpdateSrgIndices(terrainSrg))
{
m_bindlessImageHandler = bindlessImageHandler;
// Find any detail material areas that have already been created.
TerrainAreaMaterialRequestBus::EnumerateHandlers(
[&](TerrainAreaMaterialRequests* handler)
{
const AZ::Aabb& bounds = handler->GetTerrainSurfaceMaterialRegion();
const AZStd::vector<TerrainSurfaceMaterialMapping> materialMappings = handler->GetSurfaceMaterialMappings();
AZ::EntityId entityId = *(Terrain::TerrainAreaMaterialRequestBus::GetCurrentBusId());
DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
materialRegion.m_region = bounds;
for (const auto& materialMapping : materialMappings)
{
if (materialMapping.m_materialInstance)
{
OnTerrainSurfaceMaterialMappingCreated(entityId, materialMapping.m_surfaceTag, materialMapping.m_materialInstance);
}
}
return true;
}
);
TerrainAreaMaterialNotificationBus::Handler::BusConnect();
AZ::Aabb worldBounds = AZ::Aabb::CreateNull();
AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
worldBounds, &AzFramework::Terrain::TerrainDataRequests::GetTerrainAabb);
OnTerrainDataChanged(worldBounds, TerrainDataChangedMask::SurfaceData);
AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusConnect();
m_isInitialized = true;
}
}
bool TerrainDetailMaterialManager::UpdateSrgIndices(AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& terrainSrg)
{
const AZ::RHI::ShaderResourceGroupLayout* terrainSrgLayout = terrainSrg->GetLayout();
m_detailMaterialIdPropertyIndex = terrainSrgLayout->FindShaderInputImageIndex(AZ::Name(TerrainSrgInputs::DetailMaterialIdImage));
AZ_Error(TerrainDetailMaterialManagerName, m_detailMaterialIdPropertyIndex.IsValid(), "Failed to find terrain srg input constant %s.", TerrainSrgInputs::DetailMaterialIdImage);
m_detailCenterPropertyIndex = terrainSrgLayout->FindShaderInputConstantIndex(AZ::Name(TerrainSrgInputs::DetailMaterialIdImageCenter));
AZ_Error(TerrainDetailMaterialManagerName, m_detailCenterPropertyIndex.IsValid(), "Failed to find terrain srg input constant %s.", TerrainSrgInputs::DetailMaterialIdImageCenter);
m_detailHalfPixelUvPropertyIndex = terrainSrgLayout->FindShaderInputConstantIndex(AZ::Name(TerrainSrgInputs::DetailHalfPixelUv));
AZ_Error(TerrainDetailMaterialManagerName, m_detailHalfPixelUvPropertyIndex.IsValid(), "Failed to find terrain srg input constant %s.", TerrainSrgInputs::DetailHalfPixelUv);
m_detailAabbPropertyIndex = terrainSrgLayout->FindShaderInputConstantIndex(AZ::Name(TerrainSrgInputs::DetailAabb));
AZ_Error(TerrainDetailMaterialManagerName, m_detailAabbPropertyIndex.IsValid(), "Failed to find terrain srg input constant %s.", TerrainSrgInputs::DetailAabb);
// Set up the gpu buffer for detail material data
AZ::Render::GpuBufferHandler::Descriptor desc;
desc.m_bufferName = "Detail Material Data";
desc.m_bufferSrgName = TerrainSrgInputs::DetailMaterialData;
desc.m_elementSize = sizeof(DetailMaterialShaderData);
desc.m_srgLayout = terrainSrgLayout;
m_detailMaterialDataBuffer = AZ::Render::GpuBufferHandler(desc);
bool IndicesValid =
m_detailMaterialIdPropertyIndex.IsValid() &&
m_detailCenterPropertyIndex.IsValid() &&
m_detailHalfPixelUvPropertyIndex.IsValid() &&
m_detailAabbPropertyIndex.IsValid();
m_detailImageNeedsUpdate = true;
m_detailMaterialBufferNeedsUpdate = true;
return IndicesValid && m_detailMaterialDataBuffer.IsValid();
}
void TerrainDetailMaterialManager::RemoveAllImages()
{
for (const DetailMaterialData& materialData: m_detailMaterials.GetDataVector())
{
DetailMaterialShaderData& shaderData = m_detailMaterialShaderData.GetElement(materialData.m_detailMaterialBufferIndex);
auto checkRemoveImage = [&](uint16_t index)
{
if (index != 0xFFFF)
{
m_bindlessImageHandler->RemoveBindlessImage(index);
}
};
checkRemoveImage(shaderData.m_colorImageIndex);
checkRemoveImage(shaderData.m_normalImageIndex);
checkRemoveImage(shaderData.m_roughnessImageIndex);
checkRemoveImage(shaderData.m_metalnessImageIndex);
checkRemoveImage(shaderData.m_specularF0ImageIndex);
checkRemoveImage(shaderData.m_occlusionImageIndex);
checkRemoveImage(shaderData.m_heightImageIndex);
}
}
bool TerrainDetailMaterialManager::IsInitialized() const
{
return m_isInitialized;
}
void TerrainDetailMaterialManager::Reset()
{
RemoveAllImages();
m_bindlessImageHandler.reset();
m_detailTextureImage = {};
m_detailMaterials.Clear();
m_detailMaterialRegions.Clear();
m_detailMaterialShaderData.Clear();
m_detailMaterialDataBuffer.Release();
m_dirtyDetailRegion = AZ::Aabb::CreateNull();
m_previousCameraPosition = AZ::Vector3(AZStd::numeric_limits<float>::max(), 0.0, 0.0);
m_detailTextureBounds = {};
m_detailTextureCenter = {};
m_detailMaterialBufferNeedsUpdate = false;
m_detailImageNeedsUpdate = false;
TerrainAreaMaterialNotificationBus::Handler::BusDisconnect();
AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusDisconnect();
m_isInitialized = false;
}
void TerrainDetailMaterialManager::Update(const AZ::Vector3& cameraPosition, AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& terrainSrg)
{
if (m_detailMaterialBufferNeedsUpdate)
{
m_detailMaterialBufferNeedsUpdate = false;
m_detailMaterialDataBuffer.UpdateBuffer(m_detailMaterialShaderData.GetRawData(), aznumeric_cast<uint32_t>(m_detailMaterialShaderData.GetSize()));
}
if (m_dirtyDetailRegion.IsValid() || !cameraPosition.IsClose(m_previousCameraPosition) || m_detailImageNeedsUpdate)
{
if (r_terrainDebugDetailImageUpdates)
{
AZ_Printf("TerrainDetailMaterialManager", "Previous Camera: (%f, %f, %f) New Cameara: (%f, %f, %f)",
m_previousCameraPosition.GetX(), m_previousCameraPosition.GetY(), m_previousCameraPosition.GetZ(),
cameraPosition.GetX(), cameraPosition.GetY(), cameraPosition.GetZ());
}
int32_t newDetailTexturePosX = aznumeric_cast<int32_t>(AZStd::roundf(cameraPosition.GetX() / DetailTextureScale));
int32_t newDetailTexturePosY = aznumeric_cast<int32_t>(AZStd::roundf(cameraPosition.GetY() / DetailTextureScale));
Aabb2i newBounds;
newBounds.m_min.m_x = newDetailTexturePosX - DetailTextureSizeHalf;
newBounds.m_min.m_y = newDetailTexturePosY - DetailTextureSizeHalf;
newBounds.m_max.m_x = newDetailTexturePosX + DetailTextureSizeHalf;
newBounds.m_max.m_y = newDetailTexturePosY + DetailTextureSizeHalf;
// Use modulo to find the center point in texture space. Care must be taken so negative values are
// handled appropriately (ie, we want -1 % 1024 to equal 1023, not -1)
Vector2i newCenter;
newCenter.m_x = (DetailTextureSize + (newDetailTexturePosX % DetailTextureSize)) % DetailTextureSize;
newCenter.m_y = (DetailTextureSize + (newDetailTexturePosY % DetailTextureSize)) % DetailTextureSize;
CheckUpdateDetailTexture(newBounds, newCenter);
m_detailTextureBounds = newBounds;
m_dirtyDetailRegion = AZ::Aabb::CreateNull();
m_previousCameraPosition = cameraPosition;
AZ::Vector4 detailAabb = AZ::Vector4(
m_detailTextureBounds.m_min.m_x * DetailTextureScale,
m_detailTextureBounds.m_min.m_y * DetailTextureScale,
m_detailTextureBounds.m_max.m_x * DetailTextureScale,
m_detailTextureBounds.m_max.m_y * DetailTextureScale
);
AZ::Vector2 detailUvOffset = AZ::Vector2(float(newCenter.m_x) / DetailTextureSize, float(newCenter.m_y) / DetailTextureSize);
terrainSrg->SetConstant(m_detailAabbPropertyIndex, detailAabb);
terrainSrg->SetConstant(m_detailHalfPixelUvPropertyIndex, 0.5f / DetailTextureSize);
terrainSrg->SetConstant(m_detailCenterPropertyIndex, detailUvOffset);
terrainSrg->SetImage(m_detailMaterialIdPropertyIndex, m_detailTextureImage);
m_detailMaterialDataBuffer.UpdateSrg(terrainSrg.get());
}
m_detailImageNeedsUpdate = false;
}
void TerrainDetailMaterialManager::OnTerrainDataChanged(const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask)
{
if ((dataChangedMask & TerrainDataChangedMask::SurfaceData) != 0)
{
m_dirtyDetailRegion.AddAabb(dirtyRegion);
}
}
void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingCreated(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material)
{
DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
// Validate that the surface tag is new
for (DetailMaterialSurface& surface : materialRegion.m_materialsForSurfaces)
{
if (surface.m_surfaceTag == surfaceTag)
{
AZ_Error(TerrainDetailMaterialManagerName, false, "Already have a surface material mapping for this surface tag.");
return;
}
}
uint16_t detailMaterialId = CreateOrUpdateDetailMaterial(material);
materialRegion.m_materialsForSurfaces.push_back({ surfaceTag, detailMaterialId });
m_detailMaterials.GetData(detailMaterialId).refCount++;
m_dirtyDetailRegion.AddAabb(materialRegion.m_region);
}
void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingDestroyed(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag)
{
DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
for (DetailMaterialSurface& surface : materialRegion.m_materialsForSurfaces)
{
if (surface.m_surfaceTag == surfaceTag)
{
CheckDetailMaterialForDeletion(surface.m_detailMaterialId);
if (surface.m_surfaceTag != materialRegion.m_materialsForSurfaces.back().m_surfaceTag)
{
AZStd::swap(surface, materialRegion.m_materialsForSurfaces.back());
}
materialRegion.m_materialsForSurfaces.pop_back();
m_dirtyDetailRegion.AddAabb(materialRegion.m_region);
return;
}
}
AZ_Error(TerrainDetailMaterialManagerName, false, "Could not find surface tag to destroy for OnTerrainSurfaceMaterialMappingDestroyed().");
}
void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingChanged(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material)
{
DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
bool found = false;
uint16_t materialId = CreateOrUpdateDetailMaterial(material);
for (DetailMaterialSurface& surface : materialRegion.m_materialsForSurfaces)
{
if (surface.m_surfaceTag == surfaceTag)
{
found = true;
if (surface.m_detailMaterialId != materialId)
{
++m_detailMaterials.GetData(materialId).refCount;
CheckDetailMaterialForDeletion(surface.m_detailMaterialId);
surface.m_detailMaterialId = materialId;
}
break;
}
}
if (!found)
{
++m_detailMaterials.GetData(materialId).refCount;
materialRegion.m_materialsForSurfaces.push_back({ surfaceTag, materialId });
}
m_dirtyDetailRegion.AddAabb(materialRegion.m_region);
}
void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingRegionChanged(AZ::EntityId entityId, const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion)
{
DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
materialRegion.m_region = newRegion;
m_dirtyDetailRegion.AddAabb(oldRegion);
m_dirtyDetailRegion.AddAabb(newRegion);
}
void TerrainDetailMaterialManager::CheckDetailMaterialForDeletion(uint16_t detailMaterialId)
{
auto& detailMaterialData = m_detailMaterials.GetData(detailMaterialId);
if (--detailMaterialData.refCount == 0)
{
uint16_t bufferIndex = detailMaterialData.m_detailMaterialBufferIndex;
DetailMaterialShaderData& shaderData = m_detailMaterialShaderData.GetElement(bufferIndex);
for (uint16_t imageIndex :
{
shaderData.m_colorImageIndex,
shaderData.m_normalImageIndex,
shaderData.m_roughnessImageIndex,
shaderData.m_metalnessImageIndex,
shaderData.m_specularF0ImageIndex,
shaderData.m_occlusionImageIndex,
shaderData.m_heightImageIndex
})
{
if (imageIndex != InvalidImageIndex)
{
m_bindlessImageHandler->RemoveBindlessImage(imageIndex);
}
}
m_detailMaterialShaderData.Release(bufferIndex);
m_detailMaterials.RemoveIndex(detailMaterialId);
m_detailMaterialBufferNeedsUpdate = true;
}
}
uint16_t TerrainDetailMaterialManager::CreateOrUpdateDetailMaterial(MaterialInstance material)
{
static constexpr uint16_t InvalidDetailMaterial = 0xFFFF;
uint16_t detailMaterialId = InvalidDetailMaterial;
for (auto& detailMaterialData : m_detailMaterials.GetDataVector())
{
if (detailMaterialData.m_assetId == material->GetAssetId())
{
detailMaterialId = m_detailMaterials.GetIndexForData(&detailMaterialData);
UpdateDetailMaterialData(detailMaterialId, material);
break;
}
}
AZ_Assert(m_detailMaterialShaderData.GetSize() < 0xFF, "Only 255 detail materials supported.");
if (detailMaterialId == InvalidDetailMaterial && m_detailMaterialShaderData.GetSize() < 0xFF)
{
detailMaterialId = m_detailMaterials.GetFreeSlotIndex();
auto& detailMaterialData = m_detailMaterials.GetData(detailMaterialId);
detailMaterialData.m_detailMaterialBufferIndex = aznumeric_cast<uint16_t>(m_detailMaterialShaderData.Reserve());
UpdateDetailMaterialData(detailMaterialId, material);
}
return detailMaterialId;
}
void TerrainDetailMaterialManager::UpdateDetailMaterialData(uint16_t detailMaterialIndex, MaterialInstance material)
{
DetailMaterialData& materialData = m_detailMaterials.GetData(detailMaterialIndex);
DetailMaterialShaderData& shaderData = m_detailMaterialShaderData.GetElement(materialData.m_detailMaterialBufferIndex);
if (materialData.m_materialChangeId == material->GetCurrentChangeId())
{
return; // material hasn't changed, nothing to do
}
materialData.m_materialChangeId = material->GetCurrentChangeId();
materialData.m_assetId = material->GetAssetId();
DetailTextureFlags& flags = shaderData.m_flags;
auto getIndex = [&](const char* const indexName) -> AZ::RPI::MaterialPropertyIndex
{
const AZ::RPI::MaterialPropertyIndex index = material->FindPropertyIndex(AZ::Name(indexName));
AZ_Warning(TerrainDetailMaterialManagerName, index.IsValid(), "Failed to find shader input constant %s.", indexName);
return index;
};
auto applyProperty = [&](const char* const indexName, auto& ref) -> void
{
const auto index = getIndex(indexName);
if (index.IsValid())
{
// GetValue<T>() expects the actaul type, not a reference type, so the reference needs to be removed.
using TypeRefRemoved = AZStd::remove_cvref_t<decltype(ref)>;
ref = material->GetPropertyValue(index).GetValue<TypeRefRemoved>();
}
};
auto applyImage = [&](const char* const indexName, AZ::Data::Instance<AZ::RPI::Image>& ref, const char* const usingFlagName, DetailTextureFlags flagToSet, uint16_t& imageIndex) -> void
{
// Determine if an image exists and if its using flag allows it to be used.
const auto index = getIndex(indexName);
const auto useTextureIndex = getIndex(usingFlagName);
bool useTextureValue = true;
if (useTextureIndex.IsValid())
{
useTextureValue = material->GetPropertyValue(useTextureIndex).GetValue<bool>();
}
if (index.IsValid() && useTextureValue)
{
ref = material->GetPropertyValue(index).GetValue<AZ::Data::Instance<AZ::RPI::Image>>();
}
useTextureValue = useTextureValue && ref;
flags = DetailTextureFlags(useTextureValue ? (flags | flagToSet) : (flags & ~flagToSet));
// Update queues to add/remove textures depending on if the image is used
if (ref)
{
if (imageIndex == InvalidImageIndex)
{
imageIndex = m_bindlessImageHandler->AppendBindlessImage(ref->GetImageView());
}
else
{
m_bindlessImageHandler->UpdateBindlessImage(imageIndex, ref->GetImageView());
}
}
else if (imageIndex != InvalidImageIndex)
{
m_bindlessImageHandler->RemoveBindlessImage(imageIndex);
imageIndex = InvalidImageIndex;
}
};
auto applyFlag = [&](const char* const indexName, DetailTextureFlags flagToSet) -> void
{
const auto index = getIndex(indexName);
if (index.IsValid())
{
bool flagValue = material->GetPropertyValue(index).GetValue<bool>();
flags = DetailTextureFlags(flagValue ? flags | flagToSet : flags);
}
};
auto getEnumName = [&](const char* const indexName) -> const AZStd::string_view
{
const auto index = getIndex(indexName);
if (index.IsValid())
{
uint32_t enumIndex = material->GetPropertyValue(index).GetValue<uint32_t>();
const AZ::Name& enumName = material->GetMaterialPropertiesLayout()->GetPropertyDescriptor(index)->GetEnumName(enumIndex);
return enumName.GetStringView();
}
return "";
};
using namespace DetailMaterialInputs;
applyImage(BaseColorMap, materialData.m_colorImage, BaseColorUseTexture, DetailTextureFlags::UseTextureBaseColor, shaderData.m_colorImageIndex);
applyProperty(BaseColorFactor, shaderData.m_baseColorFactor);
const auto index = getIndex(BaseColorColor);
if (index.IsValid())
{
AZ::Color baseColor = material->GetPropertyValue(index).GetValue<AZ::Color>();
shaderData.m_baseColorRed = baseColor.GetR();
shaderData.m_baseColorGreen = baseColor.GetG();
shaderData.m_baseColorBlue = baseColor.GetB();
}
const AZStd::string_view& blendModeString = getEnumName(BaseColorBlendMode);
if (blendModeString == "Multiply")
{
flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeMultiply);
}
else if (blendModeString == "LinearLight")
{
flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeLinearLight);
}
else if (blendModeString == "Lerp")
{
flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeLerp);
}
else if (blendModeString == "Overlay")
{
flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeOverlay);
}
applyImage(MetallicMap, materialData.m_metalnessImage, MetallicUseTexture, DetailTextureFlags::UseTextureMetallic, shaderData.m_metalnessImageIndex);
applyProperty(MetallicFactor, shaderData.m_metalFactor);
applyImage(RoughnessMap, materialData.m_roughnessImage, RoughnessUseTexture, DetailTextureFlags::UseTextureRoughness, shaderData.m_roughnessImageIndex);
if ((flags & DetailTextureFlags::UseTextureRoughness) > 0)
{
float lowerBound = 0.0;
float upperBound = 1.0;
applyProperty(RoughnessLowerBound, lowerBound);
applyProperty(RoughnessUpperBound, upperBound);
shaderData.m_roughnessBias = lowerBound;
shaderData.m_roughnessScale = upperBound - lowerBound;
}
else
{
shaderData.m_roughnessBias = 0.0;
applyProperty(RoughnessFactor, shaderData.m_roughnessScale);
}
applyImage(SpecularF0Map, materialData.m_specularF0Image, SpecularF0UseTexture, DetailTextureFlags::UseTextureSpecularF0, shaderData.m_specularF0ImageIndex);
applyProperty(SpecularF0Factor, shaderData.m_specularF0Factor);
applyImage(NormalMap, materialData.m_normalImage, NormalUseTexture, DetailTextureFlags::UseTextureNormal, shaderData.m_normalImageIndex);
applyProperty(NormalFactor, shaderData.m_normalFactor);
applyFlag(NormalFlipX, DetailTextureFlags::FlipNormalX);
applyFlag(NormalFlipY, DetailTextureFlags::FlipNormalY);
applyImage(DiffuseOcclusionMap, materialData.m_occlusionImage, DiffuseOcclusionUseTexture, DetailTextureFlags::UseTextureOcclusion, shaderData.m_occlusionImageIndex);
applyProperty(DiffuseOcclusionFactor, shaderData.m_occlusionFactor);
applyImage(HeightMap, materialData.m_heightImage, HeightUseTexture, DetailTextureFlags::UseTextureHeight, shaderData.m_heightImageIndex);
applyProperty(HeightFactor, shaderData.m_heightFactor);
applyProperty(HeightOffset, shaderData.m_heightOffset);
applyProperty(HeightBlendFactor, shaderData.m_heightBlendFactor);
m_detailMaterialBufferNeedsUpdate = true;
}
void TerrainDetailMaterialManager::CheckUpdateDetailTexture(const Aabb2i& newBounds, const Vector2i& newCenter)
{
if (r_terrainDebugDetailImageUpdates)
{
AZ_Printf("TerrainDetailMaterialManager", "Old Bounds: m(%i, %i)M(%i, %i) New Bounds: m(%i, %i)M(%i, %i)",
m_detailTextureBounds.m_min.m_x, m_detailTextureBounds.m_min.m_y, m_detailTextureBounds.m_max.m_x, m_detailTextureBounds.m_max.m_y,
newBounds.m_min.m_x, newBounds.m_min.m_y, newBounds.m_max.m_x, newBounds.m_max.m_y
);
}
if (!m_detailTextureImage)
{
// If the m_detailTextureImage doesn't exist, create it and populate the entire texture
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, DetailTextureSize, DetailTextureSize, AZ::RHI::Format::R8G8B8A8_UINT
);
const AZ::Name TerrainDetailName = AZ::Name(TerrainDetailChars);
m_detailTextureImage = AZ::RPI::AttachmentImage::Create(*imagePool.get(), imageDescriptor, TerrainDetailName, nullptr, nullptr);
AZ_Error(TerrainDetailMaterialManagerName, m_detailTextureImage, "Failed to initialize the detail texture image.");
UpdateDetailTexture(newBounds, newBounds, newCenter);
}
else
{
// If the new bounds of the detail texture are different than the old bounds, then the edges of the texture need to be updated.
int32_t offsetX = m_detailTextureBounds.m_min.m_x - newBounds.m_min.m_x;
// Horizontal edge update
if (newBounds.m_min.m_x != m_detailTextureBounds.m_min.m_x)
{
Aabb2i updateBounds;
if (newBounds.m_min.m_x < m_detailTextureBounds.m_min.m_x)
{
updateBounds.m_min.m_x = newBounds.m_min.m_x;
updateBounds.m_max.m_x = m_detailTextureBounds.m_min.m_x;
}
else
{
updateBounds.m_min.m_x = m_detailTextureBounds.m_max.m_x;
updateBounds.m_max.m_x = newBounds.m_max.m_x;
}
updateBounds.m_min.m_y = newBounds.m_min.m_y;
updateBounds.m_max.m_y = newBounds.m_max.m_y;
if (r_terrainDebugDetailImageUpdates)
{
AZ_Printf("TerrainDetailMaterialManager", "Updating horizontal edge: m(%i, %i)M(%i, %i)",
updateBounds.m_min.m_x, updateBounds.m_min.m_y, updateBounds.m_max.m_x, updateBounds.m_max.m_y);
}
UpdateDetailTexture(updateBounds, newBounds, newCenter);
}
// Vertical edge update
if (newBounds.m_min.m_y != m_detailTextureBounds.m_min.m_y)
{
Aabb2i updateBounds;
// Don't update areas that have already been updated in the horizontal update.
updateBounds.m_min.m_x = newBounds.m_min.m_x + AZ::GetMax(0, offsetX);
updateBounds.m_max.m_x = newBounds.m_max.m_x + AZ::GetMin(0, offsetX);
if (newBounds.m_min.m_y < m_detailTextureBounds.m_min.m_y)
{
updateBounds.m_min.m_y = newBounds.m_min.m_y;
updateBounds.m_max.m_y = m_detailTextureBounds.m_min.m_y;
}
else
{
updateBounds.m_min.m_y = m_detailTextureBounds.m_max.m_y;
updateBounds.m_max.m_y = newBounds.m_max.m_y;
}
if (r_terrainDebugDetailImageUpdates)
{
AZ_Printf("TerrainDetailMaterialManager", "Updating vertical edge: m(%i, %i)M(%i, %i)",
updateBounds.m_min.m_x, updateBounds.m_min.m_y, updateBounds.m_max.m_x, updateBounds.m_max.m_y);
}
UpdateDetailTexture(updateBounds, newBounds, newCenter);
}
if (m_dirtyDetailRegion.IsValid())
{
if (r_terrainDebugDetailImageUpdates)
{
AZ_Printf("TerrainDetailMaterialManager", "m_dirtyDetailRegion: m(%f, %f)M(%f, %f)",
m_dirtyDetailRegion.GetMin().GetX(), m_dirtyDetailRegion.GetMin().GetY(), m_dirtyDetailRegion.GetMax().GetX(), m_dirtyDetailRegion.GetMax().GetY());
}
// If any regions are marked as dirty, then they should be updated.
AZ::Vector3 currentMin = AZ::Vector3(newBounds.m_min.m_x * DetailTextureScale, newBounds.m_min.m_y * DetailTextureScale, -0.5f);
AZ::Vector3 currentMax = AZ::Vector3(newBounds.m_max.m_x * DetailTextureScale, newBounds.m_max.m_y * DetailTextureScale, 0.5f);
AZ::Aabb detailTextureCoverage = AZ::Aabb::CreateFromMinMax(currentMin, currentMax);
AZ::Vector3 previousMin = AZ::Vector3(m_detailTextureBounds.m_min.m_x * DetailTextureScale, m_detailTextureBounds.m_min.m_y * DetailTextureScale, -0.5f);
AZ::Vector3 previousMax = AZ::Vector3(m_detailTextureBounds.m_max.m_x * DetailTextureScale, m_detailTextureBounds.m_max.m_y * DetailTextureScale, 0.5f);
AZ::Aabb previousCoverage = AZ::Aabb::CreateFromMinMax(previousMin, previousMax);
// Area of texture not already updated by camera movement above.
AZ::Aabb clampedCoverage = previousCoverage.GetClamped(detailTextureCoverage);
// Clamp the dirty region to the area of the detail texture that is visible and not already updated.
clampedCoverage.Clamp(m_dirtyDetailRegion);
if (clampedCoverage.IsValid())
{
Aabb2i updateBounds;
updateBounds.m_min.m_x = aznumeric_cast<int32_t>(AZStd::roundf(clampedCoverage.GetMin().GetX() / DetailTextureScale));
updateBounds.m_min.m_y = aznumeric_cast<int32_t>(AZStd::roundf(clampedCoverage.GetMin().GetY() / DetailTextureScale));
updateBounds.m_max.m_x = aznumeric_cast<int32_t>(AZStd::roundf(clampedCoverage.GetMax().GetX() / DetailTextureScale));
updateBounds.m_max.m_y = aznumeric_cast<int32_t>(AZStd::roundf(clampedCoverage.GetMax().GetY() / DetailTextureScale));
if (updateBounds.m_min.m_x < updateBounds.m_max.m_x && updateBounds.m_min.m_y < updateBounds.m_max.m_y)
{
if (r_terrainDebugDetailImageUpdates)
{
AZ_Printf("TerrainDetailMaterialManager", "Updating dirty region: m(%i, %i)M(%i, %i)",
updateBounds.m_min.m_x, updateBounds.m_min.m_y, updateBounds.m_max.m_x, updateBounds.m_max.m_y);
}
UpdateDetailTexture(updateBounds, newBounds, newCenter);
}
}
}
}
}
void TerrainDetailMaterialManager::UpdateDetailTexture(const Aabb2i& updateArea, const Aabb2i& textureBounds, const Vector2i& centerPixel)
{
if (!m_detailTextureImage)
{
return;
}
struct DetailMaterialPixel
{
uint8_t m_material1{ 255 };
uint8_t m_material2{ 255 };
uint8_t m_blend{ 0 }; // 0 = full weight on material1, 255 = full weight on material2
uint8_t m_padding{ 0 };
};
// Because the center of the detail texture may be offset, each update area may actually need to be split into
// up to 4 separate update areas in each sector of the quadrant.
AZStd::array<Aabb2i, 4> textureSpaceAreas;
AZStd::array<Aabb2i, 4> scaledWorldSpaceAreas;
uint8_t updateAreaCount = CalculateUpdateRegions(updateArea, textureBounds, centerPixel, textureSpaceAreas, scaledWorldSpaceAreas);
if (updateAreaCount > 0)
{
m_detailImageNeedsUpdate = true;
}
// Pull the data for each area updated and use it to construct an update for the detail material id texture.
for (uint8_t i = 0; i < updateAreaCount; ++i)
{
const Aabb2i& quadrantTextureArea = textureSpaceAreas[i];
const Aabb2i& quadrantWorldArea = scaledWorldSpaceAreas[i];
AZStd::vector<DetailMaterialPixel> pixels;
pixels.resize((quadrantWorldArea.m_max.m_x - quadrantWorldArea.m_min.m_x) * (quadrantWorldArea.m_max.m_y - quadrantWorldArea.m_min.m_y));
uint32_t index = 0;
for (int yPos = quadrantWorldArea.m_min.m_y; yPos < quadrantWorldArea.m_max.m_y; ++yPos)
{
for (int xPos = quadrantWorldArea.m_min.m_x; xPos < quadrantWorldArea.m_max.m_x; ++xPos)
{
AZ::Vector2 position = AZ::Vector2(xPos * DetailTextureScale, yPos * DetailTextureScale);
AzFramework::SurfaceData::SurfaceTagWeightList surfaceWeights;
AzFramework::Terrain::TerrainDataRequestBus::Broadcast(&AzFramework::Terrain::TerrainDataRequests::GetSurfaceWeightsFromVector2, position, surfaceWeights, AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT, nullptr);
// Store the top two surface weights in the texture with m_blend storing the relative weight.
bool isFirstMaterial = true;
float firstWeight = 0.0f;
for (const auto& surfaceTagWeight : surfaceWeights)
{
if (surfaceTagWeight.m_weight > 0.0f)
{
AZ::Crc32 surfaceType = surfaceTagWeight.m_surfaceType;
uint16_t materialId = GetDetailMaterialForSurfaceTypeAndPosition(surfaceType, position);
if (materialId != m_detailMaterials.NoFreeSlot && materialId < 255)
{
if (isFirstMaterial)
{
pixels.at(index).m_material1 = aznumeric_cast<uint8_t>(materialId);
firstWeight = surfaceTagWeight.m_weight;
// m_blend only needs to be calculated is material 2 is found, otherwise the initial value of 0 is correct.
isFirstMaterial = false;
}
else
{
pixels.at(index).m_material2 = aznumeric_cast<uint8_t>(materialId);
float totalWeight = firstWeight + surfaceTagWeight.m_weight;
float blendWeight = 1.0f - (firstWeight / totalWeight);
pixels.at(index).m_blend = aznumeric_cast<uint8_t>(AZStd::round(blendWeight * 255.0f));
break;
}
}
}
else
{
break; // since the list is ordered, no other materials are in the list with positive weights.
}
}
++index;
}
}
const int32_t left = quadrantTextureArea.m_min.m_x;
const int32_t top = quadrantTextureArea.m_min.m_y;
const int32_t width = quadrantTextureArea.m_max.m_x - quadrantTextureArea.m_min.m_x;
const int32_t height = quadrantTextureArea.m_max.m_y - quadrantTextureArea.m_min.m_y;
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(DetailMaterialPixel);
imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerImage = width * height * sizeof(DetailMaterialPixel);
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_detailTextureImage->GetRHIImage();
m_detailTextureImage->UpdateImageContents(imageUpdateRequest);
}
}
uint8_t TerrainDetailMaterialManager::CalculateUpdateRegions(const Aabb2i& updateArea, const Aabb2i& textureBounds, const Vector2i& centerPixel,
AZStd::array<Aabb2i, 4>& textureSpaceAreas, AZStd::array<Aabb2i, 4>& scaledWorldSpaceAreas)
{
Vector2i centerOffset = { centerPixel.m_x - DetailTextureSizeHalf, centerPixel.m_y - DetailTextureSizeHalf };
int32_t quadrantXOffset = centerPixel.m_x < DetailTextureSizeHalf ? DetailTextureSize : -DetailTextureSize;
int32_t quadrantYOffset = centerPixel.m_y < DetailTextureSizeHalf ? DetailTextureSize : -DetailTextureSize;
uint8_t numQuadrants = 0;
// For each of the 4 quadrants:
auto calculateQuadrant = [&](Vector2i quadrantOffset)
{
Aabb2i offsetUpdateArea = updateArea + centerOffset + quadrantOffset;
Aabb2i updateSectionBounds = textureBounds.GetClamped(offsetUpdateArea);
if (updateSectionBounds.IsValid())
{
textureSpaceAreas[numQuadrants] = updateSectionBounds - textureBounds.m_min;
scaledWorldSpaceAreas[numQuadrants] = updateSectionBounds - centerOffset - quadrantOffset;
++numQuadrants;
}
};
calculateQuadrant({ 0, 0 });
calculateQuadrant({ quadrantXOffset, 0 });
calculateQuadrant({ 0, quadrantYOffset });
calculateQuadrant({ quadrantXOffset, quadrantYOffset });
return numQuadrants;
}
uint16_t TerrainDetailMaterialManager::GetDetailMaterialForSurfaceTypeAndPosition(AZ::Crc32 surfaceType, const AZ::Vector2& position)
{
for (const auto& materialRegion : m_detailMaterialRegions.GetDataVector())
{
if (materialRegion.m_region.Contains(AZ::Vector3(position.GetX(), position.GetY(), 0.0f)))
{
for (const auto& materialSurface : materialRegion.m_materialsForSurfaces)
{
if (materialSurface.m_surfaceTag == surfaceType)
{
return m_detailMaterials.GetData(materialSurface.m_detailMaterialId).m_detailMaterialBufferIndex;
}
}
}
}
return m_detailMaterials.NoFreeSlot;
}
auto TerrainDetailMaterialManager::FindByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container)
-> DetailMaterialListRegion*
{
for (DetailMaterialListRegion& data : container.GetDataVector())
{
if (data.m_entityId == entityId)
{
return &data;
}
}
return nullptr;
}
auto TerrainDetailMaterialManager::FindOrCreateByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container)
-> DetailMaterialListRegion&
{
DetailMaterialListRegion* dataPtr = FindByEntityId(entityId, container);
if (dataPtr != nullptr)
{
return *dataPtr;
}
const uint16_t slotId = container.GetFreeSlotIndex();
AZ_Assert(slotId != AZ::Render::IndexedDataVector<TerrainDetailMaterialManager>::NoFreeSlot, "Ran out of indices");
DetailMaterialListRegion& data = container.GetData(slotId);
data.m_entityId = entityId;
return data;
}
void TerrainDetailMaterialManager::RemoveByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container)
{
for (DetailMaterialListRegion& data : container.GetDataVector())
{
if (data.m_entityId == entityId)
{
container.RemoveData(&data);
return;
}
}
AZ_Assert(false, "Entity Id not found in container.")
}
}