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o3de/Gems/Atom/Feature/Common/Code/Source/Decals/DecalTextureArrayFeaturePro...

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Atom/Feature/Utils/GpuBufferHandler.h>
#include <Atom/Feature/Decals/DecalFeatureProcessorInterface.h>
#include <Atom/RPI.Reflect/Image/ImageAsset.h>
#include <Atom/RPI.Public/Image/StreamingImage.h>
#include <AtomCore/Instance/Instance.h>
#include <Atom/Feature/Utils/IndexableList.h>
#include <Decals/DecalTextureArray.h>
#include <Decals/AsyncLoadTracker.h>
#include <CoreLights/IndexedDataVector.h>
namespace AZ
{
namespace RPI
{
class Material;
class Buffer;
}
namespace Render
{
class DecalTextureArrayFeatureProcessor final
: public AZ::Render::DecalFeatureProcessorInterface
, public Data::AssetBus::MultiHandler
{
public:
AZ_RTTI(AZ::Render::DecalTextureArrayFeatureProcessor, "{5E8365FA-BEA7-4D02-9A5C-67E6810D5465}", AZ::Render::DecalFeatureProcessorInterface);
static void Reflect(AZ::ReflectContext* context);
DecalTextureArrayFeatureProcessor() = default;
virtual ~DecalTextureArrayFeatureProcessor() = default;
DecalTextureArrayFeatureProcessor(const DecalTextureArrayFeatureProcessor&) = delete;
DecalTextureArrayFeatureProcessor& operator=(const DecalTextureArrayFeatureProcessor&) = delete;
// FeatureProcessor overrides ...
void Activate() override;
void Deactivate() override;
void Simulate(const RPI::FeatureProcessor::SimulatePacket& packet) override;
void Render(const RPI::FeatureProcessor::RenderPacket& packet) override;
DecalHandle AcquireDecal() override;
bool ReleaseDecal(const DecalHandle handle) override;
DecalHandle CloneDecal(const DecalHandle handle) override;
void SetDecalData(const DecalHandle handle, const DecalData& data) override;
const Data::Instance<RPI::Buffer> GetDecalBuffer() const override;
uint32_t GetDecalCount() const override;
//! Sets the position of the decal
void SetDecalPosition(const DecalHandle handle, const AZ::Vector3& position) override;
//! Sets the orientation of the decal
void SetDecalOrientation(const DecalHandle handle, const AZ::Quaternion& orientation) override;
//! Sets the half size of the decal
void SetDecalHalfSize(const DecalHandle handle, const Vector3& size) override;
//! Sets the angle attenuation of the decal. Increasing this increases the transparency as the angle between the decal and geometry gets larger.
void SetDecalAttenuationAngle(const DecalHandle handle, float angleAttenuation) override;
//! Sets the opacity of the decal
void SetDecalOpacity(const DecalHandle handle, float opacity) override;
//! Sets the decal sort key. Decals with a larger sort key appear over top of smaller sort keys.
void SetDecalSortKey(const DecalHandle handle, uint8_t sortKey) override;
//! Sets the transform of the decal
//! Equivalent to calling SetDecalPosition() + SetDecalOrientation() + SetDecalHalfSize()
//! @{
void SetDecalTransform(const DecalHandle handle, const AZ::Transform& world) override;
void SetDecalTransform(const DecalHandle handle, const AZ::Transform& world, const AZ::Vector3& nonUniformScale) override;
//! @}
//! Sets the material information for this decal
void SetDecalMaterial(const DecalHandle handle, const AZ::Data::AssetId id) override;
private:
// Number of size and format permutations
static constexpr int NumTextureArrays = 5;
static constexpr const char* FeatureProcessorName = "DecalTextureArrayFeatureProcessor";
struct DecalLocation
{
int textureArrayIndex = -1;
int textureIndex = -1;
};
struct DecalLocationAndUseCount
{
DecalLocation m_location;
int m_useCount = 0;
};
void OnAssetReady(Data::Asset<Data::AssetData> asset) override;
void SetPackedTexturesToSrg(const RPI::ViewPtr& view);
void CacheShaderIndices();
// This call could fail (returning nullopt) if we run out of texture arrays
AZStd::optional<DecalLocation> AddMaterialToTextureArrays(const AZ::RPI::MaterialAsset* materialAsset);
int FindTextureArrayWithSize(const RHI::Size& size) const;
void SetDecalTextureLocation(const DecalHandle& handle, const DecalLocation location);
void QueueMaterialLoadForDecal(const AZ::Data::AssetId material, const DecalHandle handle);
bool RemoveDecalFromTextureArrays(const DecalLocation decalLocation);
AZ::Data::AssetId GetMaterialUsedByDecal(const DecalHandle handle) const;
void PackTexureArrays();
IndexedDataVector<DecalData> m_decalData;
// Texture arrays are organized one per texture size permutation.
// e.g. There may be a situation where we have 3 texture arrays:
// 24 textures @ 128x128
// 16 textures @ 256x256
// 4 textures @ 512x512
IndexableList < AZStd::pair < AZ::RHI::Size, DecalTextureArray>> m_textureArrayList;
AZStd::array<RHI::ShaderInputImageIndex, NumTextureArrays> m_decalTextureArrayIndices;
GpuBufferHandler m_decalBufferHandler;
AsyncLoadTracker<DecalHandle> m_materialLoadTracker;
AZStd::unordered_map< AZ::Data::AssetId, DecalLocationAndUseCount> m_materialToTextureArrayLookupTable;
bool m_deviceBufferNeedsUpdate = false;
};
} // namespace Render
} // namespace AZ