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o3de/Gems/Atom/Tools/AtomToolsFramework/Code/Source/PreviewRenderer/PreviewRenderer.cpp

253 lines
9.6 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 <Atom/Feature/Utils/FrameCaptureBus.h>
#include <Atom/RPI.Public/Pass/Specific/RenderToTexturePass.h>
#include <Atom/RPI.Public/RPISystemInterface.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/View.h>
#include <Atom/RPI.Reflect/System/RenderPipelineDescriptor.h>
#include <Atom/RPI.Reflect/System/SceneDescriptor.h>
#include <AtomToolsFramework/PreviewRenderer/PreviewRenderer.h>
#include <AzCore/Math/MatrixUtils.h>
#include <AzCore/Math/Transform.h>
#include <AzFramework/Scene/Scene.h>
#include <AzFramework/Scene/SceneSystemInterface.h>
#include <PreviewRenderer/PreviewRendererCaptureState.h>
#include <PreviewRenderer/PreviewRendererIdleState.h>
#include <PreviewRenderer/PreviewRendererLoadState.h>
namespace AtomToolsFramework
{
PreviewRenderer::PreviewRenderer()
{
PreviewerFeatureProcessorProviderBus::Handler::BusConnect();
m_entityContext = AZStd::make_unique<AzFramework::EntityContext>();
m_entityContext->InitContext();
// Create and register a scene with all required feature processors
AZStd::unordered_set<AZStd::string> featureProcessors;
PreviewerFeatureProcessorProviderBus::Broadcast(
&PreviewerFeatureProcessorProviderBus::Handler::GetRequiredFeatureProcessors, featureProcessors);
AZ::RPI::SceneDescriptor sceneDesc;
sceneDesc.m_featureProcessorNames.assign(featureProcessors.begin(), featureProcessors.end());
m_scene = AZ::RPI::Scene::CreateScene(sceneDesc);
// Bind m_frameworkScene to the entity context's AzFramework::Scene
auto sceneSystem = AzFramework::SceneSystemInterface::Get();
AZ_Assert(sceneSystem, "Failed to get scene system implementation.");
AZ::Outcome<AZStd::shared_ptr<AzFramework::Scene>, AZStd::string> createSceneOutcome = sceneSystem->CreateScene(m_sceneName);
AZ_Assert(createSceneOutcome, createSceneOutcome.GetError().c_str());
m_frameworkScene = createSceneOutcome.TakeValue();
m_frameworkScene->SetSubsystem(m_scene);
m_frameworkScene->SetSubsystem(m_entityContext.get());
// Create a render pipeline from the specified asset for the window context and add the pipeline to the scene
AZ::RPI::RenderPipelineDescriptor pipelineDesc;
pipelineDesc.m_mainViewTagName = "MainCamera";
pipelineDesc.m_name = m_pipelineName;
pipelineDesc.m_rootPassTemplate = "MainPipelineRenderToTexture";
// We have to set the samples to 4 to match the pipeline passes' setting, otherwise it may lead to device lost issue
// [GFX TODO] [ATOM-13551] Default value sand validation required to prevent pipeline crash and device lost
pipelineDesc.m_renderSettings.m_multisampleState.m_samples = 4;
m_renderPipeline = AZ::RPI::RenderPipeline::CreateRenderPipeline(pipelineDesc);
m_scene->AddRenderPipeline(m_renderPipeline);
m_scene->Activate();
AZ::RPI::RPISystemInterface::Get()->RegisterScene(m_scene);
m_passHierarchy.push_back(m_pipelineName);
m_passHierarchy.push_back("CopyToSwapChain");
// Connect camera to pipeline's default view after camera entity activated
AZ::Matrix4x4 viewToClipMatrix;
AZ::MakePerspectiveFovMatrixRH(viewToClipMatrix, FieldOfView, AspectRatio, NearDist, FarDist, true);
m_view = AZ::RPI::View::CreateView(AZ::Name("MainCamera"), AZ::RPI::View::UsageCamera);
m_view->SetViewToClipMatrix(viewToClipMatrix);
m_renderPipeline->SetDefaultView(m_view);
m_states[PreviewRenderer::State::IdleState] = AZStd::make_shared<PreviewRendererIdleState>(this);
m_states[PreviewRenderer::State::LoadState] = AZStd::make_shared<PreviewRendererLoadState>(this);
m_states[PreviewRenderer::State::CaptureState] = AZStd::make_shared<PreviewRendererCaptureState>(this);
SetState(PreviewRenderer::State::IdleState);
}
PreviewRenderer::~PreviewRenderer()
{
PreviewerFeatureProcessorProviderBus::Handler::BusDisconnect();
SetState(PreviewRenderer::State::None);
m_currentCaptureRequest = {};
m_captureRequestQueue = {};
m_scene->Deactivate();
m_scene->RemoveRenderPipeline(m_renderPipeline->GetId());
AZ::RPI::RPISystemInterface::Get()->UnregisterScene(m_scene);
m_frameworkScene->UnsetSubsystem(m_scene);
m_frameworkScene->UnsetSubsystem(m_entityContext.get());
}
AZ::RPI::ScenePtr PreviewRenderer::GetScene() const
{
return m_scene;
}
AZ::RPI::ViewPtr PreviewRenderer::GetView() const
{
return m_view;
}
AZ::Uuid PreviewRenderer::GetEntityContextId() const
{
return m_entityContext->GetContextId();
}
void PreviewRenderer::AddCaptureRequest(const CaptureRequest& captureRequest)
{
m_captureRequestQueue.push(captureRequest);
}
void PreviewRenderer::SetState(State state)
{
auto stepItr = m_states.find(m_currentState);
if (stepItr != m_states.end())
{
stepItr->second->Stop();
}
m_currentState = state;
stepItr = m_states.find(m_currentState);
if (stepItr != m_states.end())
{
stepItr->second->Start();
}
}
PreviewRenderer::State PreviewRenderer::GetState() const
{
return m_currentState;
}
void PreviewRenderer::SelectCaptureRequest()
{
if (!m_captureRequestQueue.empty())
{
// pop the next request to be rendered from the queue
m_currentCaptureRequest = m_captureRequestQueue.front();
m_captureRequestQueue.pop();
SetState(PreviewRenderer::State::LoadState);
}
}
void PreviewRenderer::CancelCaptureRequest()
{
m_currentCaptureRequest.m_captureFailedCallback();
SetState(PreviewRenderer::State::IdleState);
}
void PreviewRenderer::CompleteCaptureRequest()
{
SetState(PreviewRenderer::State::IdleState);
}
void PreviewRenderer::LoadAssets()
{
m_currentCaptureRequest.m_content->Load();
}
void PreviewRenderer::UpdateLoadAssets()
{
if (m_currentCaptureRequest.m_content->IsReady())
{
SetState(PreviewRenderer::State::CaptureState);
return;
}
if (m_currentCaptureRequest.m_content->IsError())
{
CancelLoadAssets();
return;
}
}
void PreviewRenderer::CancelLoadAssets()
{
m_currentCaptureRequest.m_content->ReportErrors();
CancelCaptureRequest();
}
void PreviewRenderer::UpdateScene()
{
m_currentCaptureRequest.m_content->UpdateScene();
}
bool PreviewRenderer::StartCapture()
{
auto captureCallback = [currentCaptureRequest = m_currentCaptureRequest](const AZ::RPI::AttachmentReadback::ReadbackResult& result)
{
if (result.m_dataBuffer)
{
currentCaptureRequest.m_captureCompleteCallback(QImage(
result.m_dataBuffer.get()->data(), result.m_imageDescriptor.m_size.m_width, result.m_imageDescriptor.m_size.m_height,
QImage::Format_RGBA8888));
}
else
{
currentCaptureRequest.m_captureFailedCallback();
}
};
if (auto renderToTexturePass = azrtti_cast<AZ::RPI::RenderToTexturePass*>(m_renderPipeline->GetRootPass().get()))
{
renderToTexturePass->ResizeOutput(m_currentCaptureRequest.m_size, m_currentCaptureRequest.m_size);
}
m_renderPipeline->AddToRenderTickOnce();
bool startedCapture = false;
AZ::Render::FrameCaptureRequestBus::BroadcastResult(
startedCapture, &AZ::Render::FrameCaptureRequestBus::Events::CapturePassAttachmentWithCallback, m_passHierarchy,
AZStd::string("Output"), captureCallback, AZ::RPI::PassAttachmentReadbackOption::Output);
return startedCapture;
}
void PreviewRenderer::EndCapture()
{
m_renderPipeline->RemoveFromRenderTick();
}
void PreviewRenderer::GetRequiredFeatureProcessors(AZStd::unordered_set<AZStd::string>& featureProcessors) const
{
featureProcessors.insert({
"AZ::Render::TransformServiceFeatureProcessor",
"AZ::Render::MeshFeatureProcessor",
"AZ::Render::SimplePointLightFeatureProcessor",
"AZ::Render::SimpleSpotLightFeatureProcessor",
"AZ::Render::PointLightFeatureProcessor",
// There is currently a bug where having multiple DirectionalLightFeatureProcessors active can result in shadow
// flickering [ATOM-13568]
// as well as continually rebuilding MeshDrawPackets [ATOM-13633]. Lets just disable the directional light FP for now.
// Possibly re-enable with [GFX TODO][ATOM-13639]
// "AZ::Render::DirectionalLightFeatureProcessor",
"AZ::Render::DiskLightFeatureProcessor",
"AZ::Render::CapsuleLightFeatureProcessor",
"AZ::Render::QuadLightFeatureProcessor",
"AZ::Render::DecalTextureArrayFeatureProcessor",
"AZ::Render::ImageBasedLightFeatureProcessor",
"AZ::Render::PostProcessFeatureProcessor",
"AZ::Render::SkyBoxFeatureProcessor" });
}
} // namespace AtomToolsFramework