Files
o3de/Gems/Terrain/Code/Source/TerrainRenderer/TerrainFeatureProcessor.h
T
Ken Pruiksma 8bccd36d03 Terrain detail textures support with bindless arrays (#5460)
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Detail materials now put textures into bindless array that's accessed in the shader. Shader now pulls all the detail materal information for a single mateiral but does no blending.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Correcting rebase merge problem.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fix detail roughness fade out with distance.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Adding tests for new MultiIndexedDataVector functions

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Updates to move bindless array to separate SRG
- Exposed BindSrg() in renderpass so it's possible to add additional SRGs to a pass
- Created a TerrainSrg for use by the terrain forward shader
- Moved the bindless array out of the partial view SRG to the TerrainSrg

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Moved more properties out of the view srg to the terrain srg.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Spelling fixes

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixing bug where the roughness min/max value were inverted. Also fixed bug where bad data would show for areas where there was no macro material.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Updates from PR review

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixing case issues and updating function name due to a recent fix.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
2021-11-17 10:30:06 -06:00

376 lines
16 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/Component/Component.h>
#include <AzFramework/Terrain/TerrainDataRequestBus.h>
#include <TerrainRenderer/TerrainMacroMaterialBus.h>
#include <TerrainRenderer/TerrainAreaMaterialRequestBus.h>
#include <Atom/RPI.Public/FeatureProcessor.h>
#include <Atom/RPI.Public/Image/AttachmentImage.h>
#include <Atom/RPI.Public/MeshDrawPacket.h>
#include <Atom/RPI.Public/Material/MaterialReloadNotificationBus.h>
#include <Atom/RPI.Public/Shader/ShaderSystemInterface.h>
#include <Atom/Feature/Utils/GpuBufferHandler.h>
#include <Atom/Feature/Utils/IndexedDataVector.h>
#include <Atom/Feature/Utils/SparseVector.h>
namespace AZ::RPI
{
namespace AssetUtils
{
class AsyncAssetLoader;
}
class Material;
class Model;
class RenderPass;
class StreamingImage;
}
namespace Terrain
{
class TerrainFeatureProcessor final
: public AZ::RPI::FeatureProcessor
, private AZ::RPI::MaterialReloadNotificationBus::Handler
, private AzFramework::Terrain::TerrainDataNotificationBus::Handler
, private TerrainMacroMaterialNotificationBus::Handler
, private TerrainAreaMaterialNotificationBus::Handler
{
public:
AZ_RTTI(TerrainFeatureProcessor, "{D7DAC1F9-4A9F-4D3C-80AE-99579BF8AB1C}", AZ::RPI::FeatureProcessor);
AZ_DISABLE_COPY_MOVE(TerrainFeatureProcessor);
AZ_FEATURE_PROCESSOR(TerrainFeatureProcessor);
static void Reflect(AZ::ReflectContext* context);
TerrainFeatureProcessor() = default;
~TerrainFeatureProcessor() = default;
// AZ::RPI::FeatureProcessor overrides...
void Activate() override;
void Deactivate() override;
void Render(const AZ::RPI::FeatureProcessor::RenderPacket& packet) override;
void SetWorldSize(AZ::Vector2 sizeInMeters);
private:
using MaterialInstance = AZ::Data::Instance<AZ::RPI::Material>;
static constexpr uint32_t MaxMaterialsPerSector = 4;
enum MacroMaterialFlags
{
ColorImageUsed = 0b01,
NormalImageUsed = 0b10,
};
struct ShaderTerrainData // Must align with struct in Object Srg
{
AZStd::array<float, 2> m_uvMin{ 0.0f, 0.0f };
AZStd::array<float, 2> m_uvMax{ 1.0f, 1.0f };
AZStd::array<float, 2> m_uvStep{ 1.0f, 1.0f };
float m_sampleSpacing{ 1.0f };
float m_heightScale{ 1.0f };
};
struct ShaderMacroMaterialData // Must align with struct in Object Srg
{
AZStd::array<float, 2> m_uvMin{ 0.0f, 0.0f };
AZStd::array<float, 2> m_uvMax{ 1.0f, 1.0f };
float m_normalFactor{ 0.0f };
uint32_t m_flipNormalX{ 0 }; // bool in shader
uint32_t m_flipNormalY{ 0 }; // bool in shader
uint32_t m_mapsInUse{ 0b00 }; // 0b01 = color, 0b10 = normal
};
struct VertexPosition
{
float m_posx;
float m_posy;
};
struct VertexUv
{
float m_u;
float m_v;
};
struct PatchData
{
AZStd::vector<VertexPosition> m_positions;
AZStd::vector<VertexUv> m_uvs;
AZStd::vector<uint16_t> m_indices;
};
struct SectorData
{
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> m_srg; // Hold on to ref so it's not dropped
AZ::Aabb m_aabb;
AZStd::fixed_vector<AZ::RPI::MeshDrawPacket, AZ::RPI::ModelLodAsset::LodCountMax> m_drawPackets;
AZStd::fixed_vector<uint16_t, MaxMaterialsPerSector> m_macroMaterials;
};
enum DetailTextureFlags : uint32_t
{
UseTextureBaseColor = 0b0000'0000'0000'0000'0000'0000'0000'0001,
UseTextureNormal = 0b0000'0000'0000'0000'0000'0000'0000'0010,
UseTextureMetallic = 0b0000'0000'0000'0000'0000'0000'0000'0100,
UseTextureRoughness = 0b0000'0000'0000'0000'0000'0000'0000'1000,
UseTextureOcclusion = 0b0000'0000'0000'0000'0000'0000'0001'0000,
UseTextureHeight = 0b0000'0000'0000'0000'0000'0000'0010'0000,
UseTextureSpecularF0 = 0b0000'0000'0000'0000'0000'0000'0100'0000,
FlipNormalX = 0b0000'0000'0000'0001'0000'0000'0000'0000,
FlipNormalY = 0b0000'0000'0000'0010'0000'0000'0000'0000,
BlendModeMask = 0b0000'0000'0000'1100'0000'0000'0000'0000,
BlendModeLerp = 0b0000'0000'0000'0000'0000'0000'0000'0000,
BlendModeLinearLight = 0b0000'0000'0000'0100'0000'0000'0000'0000,
BlendModeMultiply = 0b0000'0000'0000'1000'0000'0000'0000'0000,
BlendModeOverlay = 0b0000'0000'0000'1100'0000'0000'0000'0000,
};
static constexpr uint16_t InvalidDetailImageIndex = 0xFFFF;
struct DetailMaterialShaderData
{
// Uv
AZStd::array<float, 12> m_uvTransform
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
};
float m_baseColorRed{ 1.0f };
float m_baseColorGreen{ 1.0f };
float m_baseColorBlue{ 1.0f };
// Factor / Scale / Bias for input textures
float m_baseColorFactor{ 1.0f };
float m_normalFactor{ 1.0f };
float m_metalFactor{ 1.0f };
float m_roughnessScale{ 1.0f };
float m_roughnessBias{ 0.0f };
float m_specularF0Factor{ 1.0f };
float m_occlusionFactor{ 1.0f };
float m_heightFactor{ 1.0f };
float m_heightOffset{ 0.0f };
float m_heightBlendFactor{ 0.5f };
// Flags
DetailTextureFlags m_flags{ 0 };
// Image indices
uint16_t m_colorImageIndex{ InvalidDetailImageIndex };
uint16_t m_normalImageIndex{ InvalidDetailImageIndex };
uint16_t m_roughnessImageIndex{ InvalidDetailImageIndex };
uint16_t m_metalnessImageIndex{ InvalidDetailImageIndex };
uint16_t m_specularF0ImageIndex{ InvalidDetailImageIndex };
uint16_t m_occlusionImageIndex{ InvalidDetailImageIndex };
uint16_t m_heightImageIndex{ InvalidDetailImageIndex };
// 16 byte aligned
uint16_t m_padding1;
uint32_t m_padding2;
uint32_t m_padding3;
};
struct DetailMaterialData
{
AZ::Data::AssetId m_assetId;
AZ::RPI::Material::ChangeId m_materialChangeId{AZ::RPI::Material::DEFAULT_CHANGE_ID};
uint32_t refCount = 0;
uint16_t m_detailMaterialBufferIndex{ 0xFFFF };
AZ::Data::Instance<AZ::RPI::Image> m_colorImage;
AZ::Data::Instance<AZ::RPI::Image> m_normalImage;
AZ::Data::Instance<AZ::RPI::Image> m_roughnessImage;
AZ::Data::Instance<AZ::RPI::Image> m_metalnessImage;
AZ::Data::Instance<AZ::RPI::Image> m_specularF0Image;
AZ::Data::Instance<AZ::RPI::Image> m_occlusionImage;
AZ::Data::Instance<AZ::RPI::Image> m_heightImage;
};
struct DetailMaterialSurface
{
AZ::Crc32 m_surfaceTag;
uint16_t m_detailMaterialId;
};
struct DetailMaterialListRegion
{
AZ::EntityId m_entityId;
AZ::Aabb m_region{AZ::Aabb::CreateNull()};
AZStd::vector<DetailMaterialSurface> m_materialsForSurfaces;
};
struct Vector2i
{
int32_t m_x{ 0 };
int32_t m_y{ 0 };
Vector2i operator+(const Vector2i& rhs) const;
Vector2i& operator+=(const Vector2i& rhs);
Vector2i operator-(const Vector2i& rhs) const;
Vector2i& operator-=(const Vector2i& rhs);
Vector2i operator-() const;
};
struct Aabb2i
{
Vector2i m_min;
Vector2i m_max;
Aabb2i operator+(const Vector2i& offset) const;
Aabb2i operator-(const Vector2i& offset) const;
Aabb2i GetClamped(Aabb2i rhs) const;
bool IsValid() const;
};
struct DetailTextureLocation
{
uint16_t m_index;
AZ::Data::Instance<AZ::RPI::Image> m_image;
};
// AZ::RPI::MaterialReloadNotificationBus::Handler overrides...
void OnMaterialReinitialized(const MaterialInstance& material) override;
// AzFramework::Terrain::TerrainDataNotificationBus overrides...
void OnTerrainDataDestroyBegin() override;
void OnTerrainDataChanged(const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask) override;
// TerrainMacroMaterialNotificationBus overrides...
void OnTerrainMacroMaterialCreated(AZ::EntityId entityId, const MacroMaterialData& material) override;
void OnTerrainMacroMaterialChanged(AZ::EntityId entityId, const MacroMaterialData& material) override;
void OnTerrainMacroMaterialRegionChanged(AZ::EntityId entityId, const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion) override;
void OnTerrainMacroMaterialDestroyed(AZ::EntityId entityId) override;
// TerrainAreaMaterialNotificationBus overrides...
void OnTerrainSurfaceMaterialMappingCreated(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material) override;
void OnTerrainSurfaceMaterialMappingDestroyed(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag) override;
void OnTerrainSurfaceMaterialMappingChanged(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material) override;
void OnTerrainSurfaceMaterialMappingRegionChanged(AZ::EntityId entityId, const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion) override;
// AZ::RPI::SceneNotificationBus overrides...
void OnRenderPipelinePassesChanged(AZ::RPI::RenderPipeline* renderPipeline) override;
void Initialize();
void InitializeTerrainPatch(uint16_t gridSize, float gridSpacing, PatchData& patchdata);
bool InitializePatchModel();
void UpdateTerrainData();
void PrepareMaterialData();
void UpdateMacroMaterialData(MacroMaterialData& macroMaterialData, const MacroMaterialData& newMaterialData);
void TerrainHeightOrSettingsUpdated(const AZ::Aabb& dirtyRegion);
void TerrainSurfaceDataUpdated(const AZ::Aabb& dirtyRegion);
uint16_t CreateOrUpdateDetailMaterial(MaterialInstance material);
void CheckDetailMaterialForDeletion(uint16_t detailMaterialId);
void UpdateDetailMaterialData(uint16_t detailMaterialIndex, MaterialInstance material);
void CheckUpdateDetailTexture(const Aabb2i& newBounds, const Vector2i& newCenter);
void UpdateDetailTexture(const Aabb2i& updateArea, const Aabb2i& textureBounds, const Vector2i& centerPixel);
uint16_t GetDetailMaterialForSurfaceTypeAndPosition(AZ::Crc32 surfaceType, const AZ::Vector2& position);
uint8_t CalculateUpdateRegions(const Aabb2i& updateArea, const Aabb2i& textureBounds, const Vector2i& centerPixel,
AZStd::array<Aabb2i, 4>& textureSpaceAreas, AZStd::array<Aabb2i, 4>& scaledWorldSpaceAreas);
void ProcessSurfaces(const FeatureProcessor::RenderPacket& process);
template <typename T>
T* FindByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<T>& container);
template <typename T>
T& FindOrCreateByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<T>& container);
template <typename T>
void RemoveByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<T>& container);
template<typename Callback>
void ForOverlappingSectors(const AZ::Aabb& bounds, Callback callback);
AZ::Outcome<AZ::Data::Asset<AZ::RPI::BufferAsset>> CreateBufferAsset(
const void* data, const AZ::RHI::BufferViewDescriptor& bufferViewDescriptor, const AZStd::string& bufferName);
void CacheForwardPass();
// System-level parameters
static constexpr float GridSpacing{ 1.0f };
static constexpr int32_t GridSize{ 64 }; // number of terrain quads (vertices are m_gridSize + 1)
static constexpr float GridMeters{ GridSpacing * GridSize };
static constexpr int32_t DetailTextureSize{ 1024 };
static constexpr int32_t DetailTextureSizeHalf{ DetailTextureSize / 2 };
static constexpr float DetailTextureScale{ 0.5f };
AZStd::unique_ptr<AZ::RPI::AssetUtils::AsyncAssetLoader> m_materialAssetLoader;
MaterialInstance m_materialInstance;
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> m_terrainSrg;
AZ::RHI::ShaderInputConstantIndex m_modelToWorldIndex;
AZ::RHI::ShaderInputConstantIndex m_terrainDataIndex;
AZ::RHI::ShaderInputConstantIndex m_macroMaterialDataIndex;
AZ::RHI::ShaderInputConstantIndex m_macroMaterialCountIndex;
AZ::RHI::ShaderInputImageIndex m_macroColorMapIndex;
AZ::RHI::ShaderInputImageIndex m_macroNormalMapIndex;
AZ::RHI::ShaderInputImageIndex m_heightmapPropertyIndex;
AZ::RHI::ShaderInputImageIndex m_detailMaterialIdPropertyIndex;
AZ::RHI::ShaderInputBufferIndex m_detailMaterialDataIndex;
AZ::RHI::ShaderInputConstantIndex m_detailCenterPropertyIndex;
AZ::RHI::ShaderInputConstantIndex m_detailAabbPropertyIndex;
AZ::RHI::ShaderInputConstantIndex m_detailHalfPixelUvPropertyIndex;
AZ::RHI::ShaderInputImageUnboundedArrayIndex m_detailTexturesIndex;
AZ::Data::Instance<AZ::RPI::Model> m_patchModel;
AZ::Vector3 m_previousCameraPosition = AZ::Vector3(AZStd::numeric_limits<float>::max(), 0.0, 0.0);
// Per-area data
struct TerrainAreaData
{
AZ::Transform m_transform{ AZ::Transform::CreateIdentity() };
AZ::Aabb m_terrainBounds{ AZ::Aabb::CreateNull() };
AZ::Data::Instance<AZ::RPI::AttachmentImage> m_heightmapImage;
float m_sampleSpacing{ 0.0f };
bool m_heightmapUpdated{ true };
bool m_macroMaterialsUpdated{ true };
bool m_rebuildSectors{ true };
};
TerrainAreaData m_areaData;
AZ::Aabb m_dirtyRegion{ AZ::Aabb::CreateNull() };
AZ::Aabb m_dirtyDetailRegion{ AZ::Aabb::CreateNull() };
bool m_updateDetailMaterialBuffer{ false };
Aabb2i m_detailTextureBounds;
Vector2i m_detailTextureCenter;
AZ::Data::Instance<AZ::RPI::AttachmentImage> m_detailTextureImage;
AZ::RPI::ShaderSystemInterface::GlobalShaderOptionUpdatedEvent::Handler m_handleGlobalShaderOptionUpdate;
bool m_forceRebuildDrawPackets{ false };
bool m_imagesNeedUpdate{ false };
AZStd::vector<SectorData> m_sectorData;
AZ::Render::IndexedDataVector<MacroMaterialData> m_macroMaterials;
AZ::Render::IndexedDataVector<DetailMaterialData> m_detailMaterials;
AZ::Render::IndexedDataVector<DetailMaterialListRegion> m_detailMaterialRegions;
AZ::Render::SparseVector<DetailMaterialShaderData> m_detailMaterialShaderData;
AZ::Render::GpuBufferHandler m_detailMaterialDataBuffer;
AZ::RPI::RenderPass* m_forwardPass;
AZStd::vector<const AZ::RHI::ImageView*> m_detailImageViews;
AZStd::vector<uint16_t> m_detailImageViewFreeList;
bool m_detailImagesNeedUpdate{ false };
};
}