Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Thumbnails/Rendering/ThumbnailRendererSteps/InitializeStep.cpp
T
Adi Bar-Lev 9786d63596 Hair - Hair Gem introduction to O3DE from Atom/barlev/AtomTressFX_DevRebase (#4439)
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
   - Lighting model was replaced and we now use a modified Marschner model
   - Blending is done directly with the back buffer removing the silhouette of the original implementation
   - Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
   - Thickness corrected to handle hair gaps hence introducing better light passage for the TT
   - The hair is fully integrated into the Atom pipeline and structure design
   - Usage of single shared buffer for the computer buffers reduces barriers sync overhead

Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code clean pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - EMFX Actor visibility implementation

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - COnnecting hair passes to Atom's MainPipeline.pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding dedicated thumbnail pipeline that does not include the hair gem

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixed a few headers to have the latest O3DE license + verification fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - enabling editor component only when tool pipline is built + default texture add

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing Linux and Android compilation builds

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - another files change to make Linux compile

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - more Linux and Android build fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Shame: removed forgoten #pragma optimize
- Adding header complained by Android

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - removing the Hair Gem connection in the active project.

- This submission removes the connection to the active project hence allowing to run without the Gem.  Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.

Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - registrating gem pass templates through the gem templates file (#198)

* Hair - registrating gem pass templates through the gem templates file

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding handler disconnect for the pass template registration.

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)

* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing UI Editor (LYShine) crash (#209)

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)

* [Hair] - multiple render pipelines handling

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - minor cleanups

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - followups from review nits

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code fixes based on the CR remarks for the Hair merge to Dev (#248)

* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
   - Lighting model was replaced and we now use a modified Marschner model
   - Blending is done directly with the back buffer removing the silhouette of the original implementation
   - Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
   - Thickness corrected to handle hair gaps hence introducing better light passage for the TT
   - The hair is fully integrated into the Atom pipeline and structure design
   - Usage of single shared buffer for the computer buffers reduces barriers sync overhead

Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code clean pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - EMFX Actor visibility implementation

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - COnnecting hair passes to Atom's MainPipeline.pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding dedicated thumbnail pipeline that does not include the hair gem

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixed a few headers to have the latest O3DE license + verification fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - enabling editor component only when tool pipline is built + default texture add

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing Linux and Android compilation builds

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - another files change to make Linux compile

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - more Linux and Android build fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Shame: removed forgoten #pragma optimize
- Adding header complained by Android

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - removing the Hair Gem connection in the active project.

- This submission removes the connection to the active project hence allowing to run without the Gem.  Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.

Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - registrating gem pass templates through the gem templates file (#198)

* Hair - registrating gem pass templates through the gem templates file

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding handler disconnect for the pass template registration.

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)

* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing UI Editor (LYShine) crash (#209)

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)

* [Hair] - multiple render pipelines handling

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - minor cleanups

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - followups from review nits

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - last fixes based on CR remarks

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing AR

Signed-off-by: Adi-Amazon <barlev@amazon.com>
2021-10-04 10:46:31 -04:00

192 lines
10 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 <AzCore/Math/MatrixUtils.h>
#include <AzCore/EBus/Results.h>
#include <AzFramework/Components/TransformComponent.h>
#include <Atom/Feature/ImageBasedLights/ImageBasedLightFeatureProcessorInterface.h>
#include <Atom/Feature/PostProcess/PostProcessFeatureProcessorInterface.h>
#include <Atom/Feature/SkyBox/SkyBoxFeatureProcessorInterface.h>
#include <Atom/Feature/Utils/LightingPreset.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/View.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/RPI.Reflect/Model/ModelAsset.h>
#include <Atom/RPI.Reflect/System/RenderPipelineDescriptor.h>
#include <Atom/RPI.Reflect/System/SceneDescriptor.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentConstants.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentConstants.h>
#include <AtomLyIntegration/CommonFeatures/Thumbnails/ThumbnailFeatureProcessorProviderBus.h>
#include <Thumbnails/Rendering/ThumbnailRendererData.h>
#include <Thumbnails/Rendering/ThumbnailRendererContext.h>
#include <Thumbnails/Rendering/ThumbnailRendererSteps/InitializeStep.h>
namespace AZ
{
namespace LyIntegration
{
namespace Thumbnails
{
InitializeStep::InitializeStep(ThumbnailRendererContext* context)
: ThumbnailRendererStep(context)
{
}
void InitializeStep::Start()
{
auto data = m_context->GetData();
data->m_entityContext = AZStd::make_unique<AzFramework::EntityContext>();
data->m_entityContext->InitContext();
// Create and register a scene with all required feature processors
RPI::SceneDescriptor sceneDesc;
AZ::EBusAggregateResults<AZStd::vector<AZStd::string>> results;
ThumbnailFeatureProcessorProviderBus::BroadcastResult(results, &ThumbnailFeatureProcessorProviderBus::Handler::GetCustomFeatureProcessors);
AZStd::set<AZStd::string> featureProcessorNames;
for (auto& resultCollection : results.values)
{
for (auto& featureProcessorName : resultCollection)
{
if (featureProcessorNames.emplace(featureProcessorName).second)
{
sceneDesc.m_featureProcessorNames.push_back(featureProcessorName);
}
}
}
data->m_scene = RPI::Scene::CreateScene(sceneDesc);
// Bind m_defaultScene to the GameEntityContext's AzFramework::Scene
auto* sceneSystem = AzFramework::SceneSystemInterface::Get();
AZ_Assert(sceneSystem, "Thumbnail system failed to get scene system implementation.");
Outcome<AZStd::shared_ptr<AzFramework::Scene>, AZStd::string> createSceneOutcome =
sceneSystem->CreateScene(data->m_sceneName);
AZ_Assert(createSceneOutcome, createSceneOutcome.GetError().c_str()); // This should never happen unless scene creation has changed.
data->m_frameworkScene = createSceneOutcome.TakeValue();
data->m_frameworkScene->SetSubsystem(data->m_scene);
data->m_frameworkScene->SetSubsystem(data->m_entityContext.get());
// Create a render pipeline from the specified asset for the window context and add the pipeline to the scene
RPI::RenderPipelineDescriptor pipelineDesc;
pipelineDesc.m_mainViewTagName = "MainCamera";
pipelineDesc.m_name = data->m_pipelineName;
pipelineDesc.m_rootPassTemplate = "ThumbnailPipelineRenderToTexture";
// 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;
data->m_renderPipeline = RPI::RenderPipeline::CreateRenderPipeline(pipelineDesc);
data->m_scene->AddRenderPipeline(data->m_renderPipeline);
data->m_scene->Activate();
RPI::RPISystemInterface::Get()->RegisterScene(data->m_scene);
data->m_passHierarchy.push_back(data->m_pipelineName);
data->m_passHierarchy.push_back("CopyToSwapChain");
// Connect camera to pipeline's default view after camera entity activated
Name viewName = Name("MainCamera");
data->m_view = RPI::View::CreateView(viewName, RPI::View::UsageCamera);
Matrix4x4 viewToClipMatrix;
MakePerspectiveFovMatrixRH(viewToClipMatrix,
Constants::QuarterPi,
AspectRatio,
NearDist,
FarDist, true);
data->m_view->SetViewToClipMatrix(viewToClipMatrix);
data->m_renderPipeline->SetDefaultView(data->m_view);
// Create lighting preset
data->m_lightingPresetAsset = AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::AnyAsset>(ThumbnailRendererData::LightingPresetPath);
if (data->m_lightingPresetAsset.IsReady())
{
auto preset = data->m_lightingPresetAsset->GetDataAs<Render::LightingPreset>();
if (preset)
{
auto iblFeatureProcessor = data->m_scene->GetFeatureProcessor<Render::ImageBasedLightFeatureProcessorInterface>();
auto postProcessFeatureProcessor = data->m_scene->GetFeatureProcessor<Render::PostProcessFeatureProcessorInterface>();
auto exposureControlSettingInterface = postProcessFeatureProcessor->GetOrCreateSettingsInterface(EntityId())->GetOrCreateExposureControlSettingsInterface();
auto directionalLightFeatureProcessor = data->m_scene->GetFeatureProcessor<Render::DirectionalLightFeatureProcessorInterface>();
auto skyboxFeatureProcessor = data->m_scene->GetFeatureProcessor<Render::SkyBoxFeatureProcessorInterface>();
skyboxFeatureProcessor->Enable(true);
skyboxFeatureProcessor->SetSkyboxMode(Render::SkyBoxMode::Cubemap);
Camera::Configuration cameraConfig;
cameraConfig.m_fovRadians = Constants::HalfPi;
cameraConfig.m_nearClipDistance = NearDist;
cameraConfig.m_farClipDistance = FarDist;
cameraConfig.m_frustumWidth = 100.0f;
cameraConfig.m_frustumHeight = 100.0f;
AZStd::vector<Render::DirectionalLightFeatureProcessorInterface::LightHandle> lightHandles;
preset->ApplyLightingPreset(
iblFeatureProcessor,
skyboxFeatureProcessor,
exposureControlSettingInterface,
directionalLightFeatureProcessor,
cameraConfig,
lightHandles);
}
}
// Create preview model
AzFramework::EntityContextRequestBus::EventResult(data->m_modelEntity, data->m_entityContext->GetContextId(),
&AzFramework::EntityContextRequestBus::Events::CreateEntity, "ThumbnailPreviewModel");
data->m_modelEntity->CreateComponent(Render::MeshComponentTypeId);
data->m_modelEntity->CreateComponent(Render::MaterialComponentTypeId);
data->m_modelEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
data->m_modelEntity->Init();
data->m_modelEntity->Activate();
// preload default model
Data::AssetId defaultModelAssetId;
Data::AssetCatalogRequestBus::BroadcastResult(
defaultModelAssetId,
&Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
m_context->GetData()->DefaultModelPath,
RPI::ModelAsset::RTTI_Type(),
false);
AZ_Error("ThumbnailRenderer", defaultModelAssetId.IsValid(), "Default model asset is invalid. Verify the asset %s exists.", m_context->GetData()->DefaultModelPath);
if (m_context->GetData()->m_assetsToLoad.emplace(defaultModelAssetId).second)
{
data->m_defaultModelAsset.Create(defaultModelAssetId);
data->m_defaultModelAsset.QueueLoad();
}
// preload default material
Data::AssetId defaultMaterialAssetId;
Data::AssetCatalogRequestBus::BroadcastResult(
defaultMaterialAssetId,
&Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
m_context->GetData()->DefaultMaterialPath,
RPI::MaterialAsset::RTTI_Type(),
false);
AZ_Error("ThumbnailRenderer", defaultMaterialAssetId.IsValid(), "Default material asset is invalid. Verify the asset %s exists.", m_context->GetData()->DefaultMaterialPath);
if (m_context->GetData()->m_assetsToLoad.emplace(defaultMaterialAssetId).second)
{
data->m_defaultMaterialAsset.Create(defaultMaterialAssetId);
data->m_defaultMaterialAsset.QueueLoad();
}
m_context->SetStep(Step::FindThumbnailToRender);
}
} // namespace Thumbnails
} // namespace LyIntegration
} // namespace AZ