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436 lines
20 KiB
C++
436 lines
20 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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#include <TerrainRenderer/TerrainFeatureProcessor.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Math/Frustum.h>
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#include <Atom/Utils/Utils.h>
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#include <Atom/RHI/DrawPacketBuilder.h>
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#include <Atom/RHI/Factory.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/RPIUtils.h>
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#include <Atom/RPI.Public/Scene.h>
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#include <Atom/RPI.Public/View.h>
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#include <Atom/RPI.Public/MeshDrawPacket.h>
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#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
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#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
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#include <Atom/RPI.Public/Buffer/BufferSystem.h>
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#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
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#include <Atom/RPI.Public/Image/StreamingImagePool.h>
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#include <Atom/RPI.Public/Model/Model.h>
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#include <Atom/RPI.Public/Material/Material.h>
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#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
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#include <Atom/RPI.Reflect/Buffer/BufferAssetCreator.h>
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#include <Atom/RPI.Reflect/Model/ModelAssetCreator.h>
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#include <Atom/RPI.Reflect/Model/ModelLodAssetCreator.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Reflect/Image/ImageMipChainAssetCreator.h>
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#include <Atom/RPI.Reflect/Image/StreamingImageAssetCreator.h>
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#include <Atom/RHI.Reflect/InputStreamLayout.h>
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#include <Atom/RHI.Reflect/InputStreamLayoutBuilder.h>
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#include <Atom/Feature/RenderCommon.h>
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namespace Terrain
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{
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namespace
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{
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[[maybe_unused]] const char* TerrainFPName = "TerrainFeatureProcessor";
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}
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namespace MaterialInputs
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{
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static const char* const HeightmapImage("settings.heightmapImage");
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}
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namespace ShaderInputs
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{
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static const char* const ModelToWorld("m_modelToWorld");
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static const char* const TerrainData("m_terrainData");
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}
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void TerrainFeatureProcessor::Reflect(AZ::ReflectContext* context)
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{
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if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serialize->Class<TerrainFeatureProcessor, AZ::RPI::FeatureProcessor>()
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->Version(0)
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;
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}
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}
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void TerrainFeatureProcessor::Activate()
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{
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m_areaData = {};
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Initialize();
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}
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void TerrainFeatureProcessor::Initialize()
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{
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{
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// Load the terrain material asynchronously
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const AZStd::string materialFilePath = "Materials/Terrain/DefaultPbrTerrain.azmaterial";
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m_materialAssetLoader = AZStd::make_unique<AZ::RPI::AssetUtils::AsyncAssetLoader>();
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*m_materialAssetLoader = AZ::RPI::AssetUtils::AsyncAssetLoader::Create<AZ::RPI::MaterialAsset>(materialFilePath, 0u,
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[&](AZ::Data::Asset<AZ::Data::AssetData> assetData, bool success) -> void
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{
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const AZ::Data::Asset<AZ::RPI::MaterialAsset>& materialAsset = static_cast<AZ::Data::Asset<AZ::RPI::MaterialAsset>>(assetData);
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if (success)
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{
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m_materialInstance = AZ::RPI::Material::FindOrCreate(assetData);
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if (!materialAsset->GetObjectSrgLayout())
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{
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AZ_Error("TerrainFeatureProcessor", false, "No per-object ShaderResourceGroup found on terrain material.");
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}
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}
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}
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);
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}
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if (!InitializePatchModel())
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{
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AZ_Error(TerrainFPName, false, "Failed to create Terrain render buffers!");
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return;
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}
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}
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void TerrainFeatureProcessor::Deactivate()
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{
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DisableSceneNotification();
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m_patchModel = {};
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m_areaData = {};
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}
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void TerrainFeatureProcessor::Render(const AZ::RPI::FeatureProcessor::RenderPacket& packet)
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{
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ProcessSurfaces(packet);
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}
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void TerrainFeatureProcessor::UpdateTerrainData(
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const AZ::Transform& transform,
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const AZ::Aabb& worldBounds,
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float sampleSpacing,
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uint32_t width, uint32_t height, const AZStd::vector<float>& heightData)
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{
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if (!worldBounds.IsValid())
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{
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return;
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}
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m_areaData.m_transform = transform;
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m_areaData.m_heightScale = worldBounds.GetZExtent();
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m_areaData.m_terrainBounds = worldBounds;
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m_areaData.m_heightmapImageHeight = height;
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m_areaData.m_heightmapImageWidth = width;
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m_areaData.m_sampleSpacing = sampleSpacing;
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// Create heightmap image data
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{
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m_areaData.m_propertiesDirty = true;
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AZ::RHI::Size imageSize;
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imageSize.m_width = width;
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imageSize.m_height = height;
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AZStd::vector<uint16_t> uint16Heights;
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uint16Heights.reserve(heightData.size());
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for (float sampleHeight : heightData)
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{
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float clampedSample = AZ::GetClamp(sampleHeight, 0.0f, 1.0f);
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constexpr uint16_t MaxUint16 = 0xFFFF;
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uint16Heights.push_back(aznumeric_cast<uint16_t>(clampedSample * MaxUint16));
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}
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AZ::Data::Instance<AZ::RPI::StreamingImagePool> streamingImagePool = AZ::RPI::ImageSystemInterface::Get()->GetSystemStreamingPool();
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m_areaData.m_heightmapImage = AZ::RPI::StreamingImage::CreateFromCpuData(*streamingImagePool,
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AZ::RHI::ImageDimension::Image2D,
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imageSize,
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AZ::RHI::Format::R16_UNORM,
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(uint8_t*)uint16Heights.data(),
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heightData.size() * sizeof(uint16_t));
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AZ_Error(TerrainFPName, m_areaData.m_heightmapImage, "Failed to initialize the heightmap image!");
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}
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}
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void TerrainFeatureProcessor::ProcessSurfaces(const FeatureProcessor::RenderPacket& process)
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{
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AZ_PROFILE_FUNCTION(AzRender);
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if (!m_areaData.m_terrainBounds.IsValid())
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{
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return;
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}
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if (m_areaData.m_propertiesDirty && m_materialInstance)
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{
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m_areaData.m_propertiesDirty = false;
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m_sectorData.clear();
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AZ::RPI::MaterialPropertyIndex heightmapPropertyIndex =
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m_materialInstance->GetMaterialPropertiesLayout()->FindPropertyIndex(AZ::Name(MaterialInputs::HeightmapImage));
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AZ_Error(TerrainFPName, heightmapPropertyIndex.IsValid(), "Failed to find material input constant %s.", MaterialInputs::HeightmapImage);
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AZ::Data::Instance<AZ::RPI::Image> heightmapImage = m_areaData.m_heightmapImage;
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m_materialInstance->SetPropertyValue(heightmapPropertyIndex, heightmapImage);
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m_materialInstance->Compile();
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const auto layout = m_materialInstance->GetAsset()->GetObjectSrgLayout();
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m_modelToWorldIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::ModelToWorld));
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AZ_Error(TerrainFPName, m_modelToWorldIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::ModelToWorld);
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m_terrainDataIndex = layout->FindShaderInputConstantIndex(AZ::Name(ShaderInputs::TerrainData));
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AZ_Error(TerrainFPName, m_terrainDataIndex.IsValid(), "Failed to find shader input constant %s.", ShaderInputs::TerrainData);
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float xFirstPatchStart =
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m_areaData.m_terrainBounds.GetMin().GetX() - fmod(m_areaData.m_terrainBounds.GetMin().GetX(), GridMeters);
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float xLastPatchStart = m_areaData.m_terrainBounds.GetMax().GetX() - fmod(m_areaData.m_terrainBounds.GetMax().GetX(), GridMeters);
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float yFirstPatchStart =
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m_areaData.m_terrainBounds.GetMin().GetY() - fmod(m_areaData.m_terrainBounds.GetMin().GetY(), GridMeters);
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float yLastPatchStart = m_areaData.m_terrainBounds.GetMax().GetY() - fmod(m_areaData.m_terrainBounds.GetMax().GetY(), GridMeters);
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for (float yPatch = yFirstPatchStart; yPatch <= yLastPatchStart; yPatch += GridMeters)
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{
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for (float xPatch = xFirstPatchStart; xPatch <= xLastPatchStart; xPatch += GridMeters)
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{
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const auto& materialAsset = m_materialInstance->GetAsset();
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auto& shaderAsset = materialAsset->GetMaterialTypeAsset()->GetShaderAssetForObjectSrg();
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auto objectSrg = AZ::RPI::ShaderResourceGroup::Create(shaderAsset, materialAsset->GetObjectSrgLayout()->GetName());
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if (!objectSrg)
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{
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AZ_Warning("TerrainFeatureProcessor", false, "Failed to create a new shader resource group, skipping.");
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continue;
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}
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{ // Update SRG
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AZStd::array<float, 2> uvMin = { 0.0f, 0.0f };
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AZStd::array<float, 2> uvMax = { 1.0f, 1.0f };
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uvMin[0] = (float)((xPatch - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
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uvMin[1] = (float)((yPatch - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
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uvMax[0] =
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(float)(((xPatch + GridMeters) - m_areaData.m_terrainBounds.GetMin().GetX()) / m_areaData.m_terrainBounds.GetXExtent());
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uvMax[1] =
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(float)(((yPatch + GridMeters) - m_areaData.m_terrainBounds.GetMin().GetY()) / m_areaData.m_terrainBounds.GetYExtent());
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AZStd::array<float, 2> uvStep =
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{
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1.0f / m_areaData.m_heightmapImageWidth, 1.0f / m_areaData.m_heightmapImageHeight,
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};
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AZ::Transform transform = m_areaData.m_transform;
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transform.SetTranslation(xPatch, yPatch, m_areaData.m_transform.GetTranslation().GetZ());
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AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::CreateFromTransform(transform);
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objectSrg->SetConstant(m_modelToWorldIndex, matrix3x4);
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ShaderTerrainData terrainDataForSrg;
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terrainDataForSrg.m_sampleSpacing = m_areaData.m_sampleSpacing;
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terrainDataForSrg.m_heightScale = m_areaData.m_heightScale;
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terrainDataForSrg.m_uvMin = uvMin;
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terrainDataForSrg.m_uvMax = uvMax;
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terrainDataForSrg.m_uvStep = uvStep;
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objectSrg->SetConstant(m_terrainDataIndex, terrainDataForSrg);
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objectSrg->Compile();
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}
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m_sectorData.push_back();
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SectorData& sectorData = m_sectorData.back();
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for (auto& lod : m_patchModel->GetLods())
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{
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AZ::RPI::ModelLod& modelLod = *lod.get();
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sectorData.m_drawPackets.emplace_back(modelLod, 0, m_materialInstance, objectSrg);
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AZ::RPI::MeshDrawPacket& drawPacket = sectorData.m_drawPackets.back();
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// set the shader option to select forward pass IBL specular if necessary
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if (!drawPacket.SetShaderOption(AZ::Name("o_meshUseForwardPassIBLSpecular"), AZ::RPI::ShaderOptionValue{ false }))
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{
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AZ_Warning("MeshDrawPacket", false, "Failed to set o_meshUseForwardPassIBLSpecular on mesh draw packet");
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}
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uint8_t stencilRef = AZ::Render::StencilRefs::UseDiffuseGIPass | AZ::Render::StencilRefs::UseIBLSpecularPass;
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drawPacket.SetStencilRef(stencilRef);
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drawPacket.Update(*GetParentScene(), true);
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}
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sectorData.m_aabb =
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AZ::Aabb::CreateFromMinMax(
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AZ::Vector3(xPatch, yPatch, m_areaData.m_terrainBounds.GetMin().GetZ()),
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AZ::Vector3(xPatch + GridMeters, yPatch + GridMeters, m_areaData.m_terrainBounds.GetMax().GetZ())
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);
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sectorData.m_srg = objectSrg;
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}
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}
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}
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for (auto& sectorData : m_sectorData)
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{
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uint8_t lodChoice = AZ::RPI::ModelLodAsset::LodCountMax;
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// Go through all cameras and choose an LOD based on the closest camera.
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for (auto& view : process.m_views)
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{
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if ((view->GetUsageFlags() & AZ::RPI::View::UsageFlags::UsageCamera) > 0)
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{
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AZ::Vector3 cameraPosition = view->GetCameraTransform().GetTranslation();
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AZ::Vector2 cameraPositionXY = AZ::Vector2(cameraPosition.GetX(), cameraPosition.GetY());
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AZ::Vector2 sectorCenterXY = AZ::Vector2(sectorData.m_aabb.GetCenter().GetX(), sectorData.m_aabb.GetCenter().GetY());
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float sectorDistance = sectorCenterXY.GetDistance(cameraPositionXY);
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float lodForCamera = ceilf(AZ::GetMax(0.0f, log2f(sectorDistance / (GridMeters * 4.0f))));
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lodChoice = AZ::GetMin(lodChoice, aznumeric_cast<uint8_t>(lodForCamera));
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}
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}
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// Add the correct LOD draw packet for visible sectors.
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for (auto& view : process.m_views)
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{
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AZ::Frustum viewFrustum = AZ::Frustum::CreateFromMatrixColumnMajor(view->GetWorldToClipMatrix());
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if (viewFrustum.IntersectAabb(sectorData.m_aabb) != AZ::IntersectResult::Exterior)
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{
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uint8_t lodToRender = AZ::GetMin(lodChoice, aznumeric_cast<uint8_t>(sectorData.m_drawPackets.size() - 1));
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view->AddDrawPacket(sectorData.m_drawPackets.at(lodToRender).GetRHIDrawPacket());
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}
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}
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}
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}
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void TerrainFeatureProcessor::InitializeTerrainPatch(uint16_t gridSize, float gridSpacing, PatchData& patchdata)
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{
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patchdata.m_positions.clear();
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patchdata.m_uvs.clear();
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patchdata.m_indices.clear();
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uint16_t gridVertices = gridSize + 1; // For m_gridSize quads, (m_gridSize + 1) vertices are needed.
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size_t size = gridVertices * gridVertices;
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patchdata.m_positions.reserve(size);
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patchdata.m_uvs.reserve(size);
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for (uint16_t y = 0; y < gridVertices; ++y)
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{
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for (uint16_t x = 0; x < gridVertices; ++x)
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{
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patchdata.m_positions.push_back({ aznumeric_cast<float>(x) * gridSpacing, aznumeric_cast<float>(y) * gridSpacing });
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patchdata.m_uvs.push_back({ aznumeric_cast<float>(x) / gridSize, aznumeric_cast<float>(y) / gridSize });
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}
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}
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patchdata.m_indices.reserve(gridSize * gridSize * 6); // total number of quads, 2 triangles with 6 indices per quad.
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for (uint16_t y = 0; y < gridSize; ++y)
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{
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for (uint16_t x = 0; x < gridSize; ++x)
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{
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uint16_t topLeft = y * gridVertices + x;
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uint16_t topRight = topLeft + 1;
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uint16_t bottomLeft = (y + 1) * gridVertices + x;
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uint16_t bottomRight = bottomLeft + 1;
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patchdata.m_indices.emplace_back(topLeft);
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patchdata.m_indices.emplace_back(topRight);
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patchdata.m_indices.emplace_back(bottomLeft);
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patchdata.m_indices.emplace_back(bottomLeft);
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patchdata.m_indices.emplace_back(topRight);
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patchdata.m_indices.emplace_back(bottomRight);
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}
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}
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}
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AZ::Outcome<AZ::Data::Asset<AZ::RPI::BufferAsset>> TerrainFeatureProcessor::CreateBufferAsset(
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const void* data, const AZ::RHI::BufferViewDescriptor& bufferViewDescriptor, const AZStd::string& bufferName)
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{
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AZ::RPI::BufferAssetCreator creator;
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creator.Begin(AZ::Uuid::CreateRandom());
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AZ::RHI::BufferDescriptor bufferDescriptor;
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bufferDescriptor.m_bindFlags = AZ::RHI::BufferBindFlags::InputAssembly | AZ::RHI::BufferBindFlags::ShaderRead;
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bufferDescriptor.m_byteCount = static_cast<uint64_t>(bufferViewDescriptor.m_elementSize) * static_cast<uint64_t>(bufferViewDescriptor.m_elementCount);
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creator.SetBuffer(data, bufferDescriptor.m_byteCount, bufferDescriptor);
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creator.SetBufferViewDescriptor(bufferViewDescriptor);
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creator.SetUseCommonPool(AZ::RPI::CommonBufferPoolType::StaticInputAssembly);
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AZ::Data::Asset<AZ::RPI::BufferAsset> bufferAsset;
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if (creator.End(bufferAsset))
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{
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bufferAsset.SetHint(bufferName);
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return AZ::Success(bufferAsset);
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}
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return AZ::Failure();
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}
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bool TerrainFeatureProcessor::InitializePatchModel()
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{
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AZ::RPI::ModelAssetCreator modelAssetCreator;
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modelAssetCreator.Begin(AZ::Uuid::CreateRandom());
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uint16_t gridSize = GridSize;
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float gridSpacing = GridSpacing;
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for (uint32_t i = 0; i < AZ::RPI::ModelLodAsset::LodCountMax && gridSize > 0; ++i)
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{
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PatchData patchData;
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InitializeTerrainPatch(gridSize, gridSpacing, patchData);
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auto positionBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_positions.size()), AZ::RHI::Format::R32G32_FLOAT);
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auto positionsOutcome = CreateBufferAsset(patchData.m_positions.data(), positionBufferViewDesc, "TerrainPatchPositions");
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auto uvBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_uvs.size()), AZ::RHI::Format::R32G32_FLOAT);
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auto uvsOutcome = CreateBufferAsset(patchData.m_uvs.data(), uvBufferViewDesc, "TerrainPatchUvs");
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auto indexBufferViewDesc = AZ::RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(patchData.m_indices.size()), AZ::RHI::Format::R16_UINT);
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auto indicesOutcome = CreateBufferAsset(patchData.m_indices.data(), indexBufferViewDesc, "TerrainPatchIndices");
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if (!positionsOutcome.IsSuccess() || !uvsOutcome.IsSuccess() || !indicesOutcome.IsSuccess())
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{
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AZ_Error(TerrainFPName, false, "Failed to create GPU buffers for Terrain");
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return false;
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}
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AZ::RPI::ModelLodAssetCreator modelLodAssetCreator;
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modelLodAssetCreator.Begin(AZ::Uuid::CreateRandom());
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modelLodAssetCreator.BeginMesh();
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modelLodAssetCreator.AddMeshStreamBuffer(AZ::RHI::ShaderSemantic{ "POSITION" }, AZ::Name(), {positionsOutcome.GetValue(), positionBufferViewDesc});
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modelLodAssetCreator.AddMeshStreamBuffer(AZ::RHI::ShaderSemantic{ "UV" }, AZ::Name(), {uvsOutcome.GetValue(), uvBufferViewDesc});
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modelLodAssetCreator.SetMeshIndexBuffer({indicesOutcome.GetValue(), indexBufferViewDesc});
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AZ::Aabb aabb = AZ::Aabb::CreateFromMinMax(AZ::Vector3(0.0, 0.0, 0.0), AZ::Vector3(GridMeters, GridMeters, 0.0));
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modelLodAssetCreator.SetMeshAabb(AZStd::move(aabb));
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modelLodAssetCreator.SetMeshName(AZ::Name("Terrain Patch"));
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modelLodAssetCreator.EndMesh();
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AZ::Data::Asset<AZ::RPI::ModelLodAsset> modelLodAsset;
|
|
modelLodAssetCreator.End(modelLodAsset);
|
|
|
|
modelAssetCreator.AddLodAsset(AZStd::move(modelLodAsset));
|
|
|
|
gridSize = gridSize / 2;
|
|
gridSpacing *= 2.0f;
|
|
}
|
|
|
|
AZ::Data::Asset<AZ::RPI::ModelAsset> modelAsset;
|
|
bool success = modelAssetCreator.End(modelAsset);
|
|
|
|
m_patchModel = AZ::RPI::Model::FindOrCreate(modelAsset);
|
|
|
|
return success;
|
|
}
|
|
}
|