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