d17ac748ac
* Various terrain improvements: - Height now stored in a R16_unorm to decrease the amount of memory / memory bandwidth needed for the height field - Many simplifications to the feature processor - Added a shader to render to the depth pre pass - Pulled common functionality needed by depth and forward to a common include shader - Forward shader now outputs to all the expected render targets - Adjusted the way normals and lighting are being calculated Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding missing shader files. Updated terrain shader to alter the color slightly with height. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removed pixel shader code from terrain depth pass Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Renamed the depth pass shaders to no longer indicate they include a pixel shader. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removing unneeded code from TerrainCommon.azsli Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
178 lines
5.8 KiB
C++
178 lines
5.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/Component/Component.h>
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#include <AzCore/Component/TickBus.h>
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#include <AzCore/Component/TransformBus.h>
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#include <LmbrCentral/Shape/ShapeComponentBus.h>
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#include <Atom/RPI.Public/FeatureProcessor.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/Image/StreamingImage.h>
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#include <Atom/RHI/ShaderResourceGroup.h>
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#include <Atom/RHI/BufferPool.h>
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#include <Atom/RHI/DrawPacket.h>
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#include <Atom/RHI/IndexBufferView.h>
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#include <Atom/RHI/PipelineState.h>
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#include <Atom/RHI/StreamBufferView.h>
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#include <Atom/RHI/RHISystemInterface.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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namespace Terrain
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{
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class TerrainFeatureProcessor final
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: public AZ::RPI::FeatureProcessor
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{
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public:
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AZ_RTTI(TerrainFeatureProcessor, "{D7DAC1F9-4A9F-4D3C-80AE-99579BF8AB1C}", AZ::RPI::FeatureProcessor);
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AZ_DISABLE_COPY_MOVE(TerrainFeatureProcessor);
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AZ_FEATURE_PROCESSOR(TerrainFeatureProcessor);
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static void Reflect(AZ::ReflectContext* context);
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TerrainFeatureProcessor() = default;
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~TerrainFeatureProcessor() = default;
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//////////////////////////////////////////////////////////////////////////
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// AZ::Component interface implementation
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void Activate() override;
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void Deactivate() override;
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void Render(const AZ::RPI::FeatureProcessor::RenderPacket& packet) override;
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void UpdateTerrainData(const AZ::Transform& transform, const AZ::Aabb& worldBounds, float sampleSpacing,
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uint32_t width, uint32_t height, const AZStd::vector<float>& heightData);
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void RemoveTerrainData()
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{
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m_areaData = {};
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}
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private:
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// System-level references to the shader, pipeline, and shader-related information
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enum ShaderType
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{
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Depth,
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Forward,
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Count,
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};
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struct ShaderState
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{
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AZ::Data::Instance<AZ::RPI::Shader> m_shader;
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AZ::RHI::ConstPtr<AZ::RHI::PipelineState> m_pipelineState;
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AZ::RHI::PipelineStateDescriptorForDraw m_pipelineStateDescriptor;
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void Reset()
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{
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m_shader.reset();
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m_pipelineState.reset();
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m_pipelineStateDescriptor = {};
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}
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};
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struct ShaderTerrainData // Must align with struct in Object Srg
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{
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AZStd::array<float, 2> m_uvMin;
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AZStd::array<float, 2> m_uvMax;
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AZStd::array<float, 2> m_uvStep;
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float m_sampleSpacing;
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float m_heightScale;
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};
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// RPI::SceneNotificationBus overrides ...
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void OnRenderPipelineAdded(AZ::RPI::RenderPipelinePtr pipeline) override;
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void OnRenderPipelineRemoved(AZ::RPI::RenderPipeline* pipeline) override;
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void OnRenderPipelinePassesChanged(AZ::RPI::RenderPipeline* renderPipeline) override;
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void InitializeAtomStuff();
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void ConfigurePipelineState(ShaderState& shaderState, bool assertOnFail);
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void InitializeTerrainPatch();
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bool InitializeRenderBuffers();
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void DestroyRenderBuffers();
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void ProcessSurfaces(const FeatureProcessor::RenderPacket& process);
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// System-level parameters
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const float m_gridSpacing{ 1.0f };
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const float m_gridMeters{ 32.0f };
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// System-level cached reference to the Atom RHI
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AZ::RHI::RHISystemInterface* m_rhiSystem = nullptr;
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AZStd::array<ShaderState, ShaderType::Count> m_shaderStates;
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AZ::RHI::ShaderInputImageIndex m_heightmapImageIndex;
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AZ::RHI::ShaderInputConstantIndex m_modelToWorldIndex;
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AZ::RHI::ShaderInputConstantIndex m_terrainDataIndex;
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// Pos_float_2 + UV_float_2
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struct Vertex
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{
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float m_posx;
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float m_posy;
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float m_u;
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float m_v;
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Vertex(float posx, float posy, float u, float v)
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: m_posx(posx)
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, m_posy(posy)
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, m_u(u)
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, m_v(v)
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{
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}
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};
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// System-level definition of a grid patch. (ex: 32m x 32m)
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AZStd::vector<Vertex> m_gridVertices;
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AZStd::vector<uint16_t> m_gridIndices;
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// System-level data related to the grid patch
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AZ::RHI::Ptr<AZ::RHI::BufferPool> m_hostPool = nullptr;
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AZ::RHI::Ptr<AZ::RHI::Buffer> m_indexBuffer;
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AZ::RHI::Ptr<AZ::RHI::Buffer> m_vertexBuffer;
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AZ::RHI::IndexBufferView m_indexBufferView;
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AZ::RHI::StreamBufferView m_vertexBufferView;
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// Per-area data
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struct TerrainAreaData
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{
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AZ::Transform m_transform{ AZ::Transform::CreateIdentity() };
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AZ::Aabb m_terrainBounds{ AZ::Aabb::CreateNull() };
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float m_heightScale{ 0.0f };
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AZ::Data::Instance<AZ::RPI::StreamingImage> m_heightmapImage;
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uint32_t m_heightmapImageWidth{ 0 };
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uint32_t m_heightmapImageHeight{ 0 };
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bool m_propertiesDirty{ true };
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float m_sampleSpacing{ 0.0f };
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};
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TerrainAreaData m_areaData;
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struct SectorData
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{
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AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> m_srg;
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AZ::Aabb m_aabb;
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AZStd::unique_ptr<const AZ::RHI::DrawPacket> m_drawPacket;
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SectorData(const AZ::RHI::DrawPacket* drawPacket, AZ::Aabb aabb, AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> srg)
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: m_srg(srg)
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, m_aabb(aabb)
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, m_drawPacket(drawPacket)
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{}
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};
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AZStd::vector<SectorData> m_sectorData;
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};
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}
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