7052ccfa52
* Terrain feature processor improvements regarding material, mesh, and lod - Now using a material with pbr lighting for terrain. Removed some of the old shader code that wasn't needed anymore - Move heightmap image declaration to the material so it's not needed in the object SRG anymore - Added prototype code (commented out) for smoothing the terrain with a b-spline weighting function - Mesh data is all made with a proper mesh asset now. - Added basic LOD support (no continuous LOD yet, but it does pop between lod levels) - Moved RenderCommon to be accessible publicly. It contains stencil refs that should be public. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding more material options to terrain shader Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing terrain's per object srg because of changes in the default per object srg. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added more features to the terrain material. Shader & Material reloads are now handled. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added stub for terrain render max area setting in the renderer component. Added detail texture tiling setable from the material Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Missing change to material type from last commit Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding macro material in material type and support detail roughness. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing merge issues in terrain material type Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding more features to the terrain material - Macro color and normals - Detail layer fade out - Reoriented detail normals Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Remove line that unintentionally was added back during a rebase & merge. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing previously deleted unused static that came back after a merge. Fixed an issue with macro normals in the terrain shader. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
154 lines
5.0 KiB
C++
154 lines
5.0 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/Material/Material.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/RPI.Public/MeshDrawPacket.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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#include <Atom/RPI.Public/Material/MaterialReloadNotificationBus.h>
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namespace AZ::RPI
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{
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namespace AssetUtils
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{
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class AsyncAssetLoader;
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}
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class Model;
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}
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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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, private AZ::RPI::MaterialReloadNotificationBus::Handler
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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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// AZ::Component overrides...
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void Activate() override;
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void Deactivate() override;
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// AZ::RPI::FeatureProcessor overrides...
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void Render(const AZ::RPI::FeatureProcessor::RenderPacket& packet) override;
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// AZ::RPI::MaterialReloadNotificationBus::Handler overrides...
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void OnMaterialReinitialized(const AZ::Data::Instance<AZ::RPI::Material>& material) override;
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void SetWorldSize(AZ::Vector2 sizeInMeters);
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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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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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struct VertexPosition
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{
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float m_posx;
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float m_posy;
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};
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struct VertexUv
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{
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float m_u;
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float m_v;
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};
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struct PatchData
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{
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AZStd::vector<VertexPosition> m_positions;
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AZStd::vector<VertexUv> m_uvs;
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AZStd::vector<uint16_t> m_indices;
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};
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void Initialize();
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void InitializeTerrainPatch(uint16_t gridSize, float gridSpacing, PatchData& patchdata);
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bool InitializePatchModel();
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void ProcessSurfaces(const FeatureProcessor::RenderPacket& process);
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AZ::Outcome<AZ::Data::Asset<AZ::RPI::BufferAsset>> CreateBufferAsset(
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const void* data, const AZ::RHI::BufferViewDescriptor& bufferViewDescriptor, const AZStd::string& bufferName);
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// System-level parameters
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static constexpr float GridSpacing{ 1.0f };
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static constexpr uint32_t GridSize{ 64 }; // number of terrain quads (vertices are m_gridSize + 1)
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static constexpr float GridMeters{ GridSpacing * GridSize };
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AZStd::unique_ptr<AZ::RPI::AssetUtils::AsyncAssetLoader> m_materialAssetLoader;
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AZ::Data::Instance<AZ::RPI::Material> m_materialInstance;
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AZ::RHI::ShaderInputConstantIndex m_modelToWorldIndex;
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AZ::RHI::ShaderInputConstantIndex m_terrainDataIndex;
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AZ::Data::Instance<AZ::RPI::Model> m_patchModel;
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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; // Hold on to ref so it's not dropped
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AZ::Aabb m_aabb;
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AZStd::fixed_vector<AZ::RPI::MeshDrawPacket, AZ::RPI::ModelLodAsset::LodCountMax> m_drawPackets;
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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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