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o3de/Gems/Atom/Feature/Common/Code/Source/CommonSystemComponent.cpp

334 lines
20 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 <CommonSystemComponent.h>
#include <Source/Material/UseTextureFunctor.h>
#include <Source/Material/SubsurfaceTransmissionParameterFunctor.h>
#include <Source/Material/Transform2DFunctor.h>
#include <Source/Material/DrawListFunctor.h>
#include <Source/Material/ConvertEmissiveUnitFunctor.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/EditContextConstants.inl>
#include <Atom/Feature/Material/MaterialAssignment.h>
#include <Atom/Feature/Material/MaterialAssignmentId.h>
#include <Atom/Feature/TransformService/TransformServiceFeatureProcessor.h>
#include <Atom/Feature/Mesh/MeshFeatureProcessor.h>
#include <Atom/Feature/LookupTable/LookupTableAsset.h>
#include <Atom/Feature/ReflectionProbe/ReflectionProbeFeatureProcessor.h>
#include <RayTracing/RayTracingFeatureProcessor.h>
#include <Atom/Feature/ImageBasedLights/ImageBasedLightFeatureProcessor.h>
#include <Atom/Feature/DisplayMapper/AcesOutputTransformLutPass.h>
#include <Atom/Feature/DisplayMapper/AcesOutputTransformPass.h>
#include <Atom/Feature/DisplayMapper/ApplyShaperLookupTablePass.h>
#include <Atom/Feature/DisplayMapper/BakeAcesOutputTransformLutPass.h>
#include <Atom/Feature/DisplayMapper/DisplayMapperPass.h>
#include <Atom/Feature/DisplayMapper/DisplayMapperFullScreenPass.h>
#include <Atom/Feature/DisplayMapper/DisplayMapperConfigurationDescriptor.h>
#include <Atom/Feature/DisplayMapper/OutputTransformPass.h>
#include <Atom/Feature/ACES/AcesDisplayMapperFeatureProcessor.h>
#include <Atom/Feature/AuxGeom/AuxGeomFeatureProcessor.h>
#include <Atom/Feature/Utils/LightingPreset.h>
#include <Atom/Feature/Utils/ModelPreset.h>
#include <ColorGrading/LutGenerationPass.h>
#include <PostProcess/PostProcessFeatureProcessor.h>
#include <PostProcessing/BlendColorGradingLutsPass.h>
#include <PostProcessing/BloomParentPass.h>
#include <PostProcessing/HDRColorGradingPass.h>
#include <PostProcessing/DepthUpsamplePass.h>
#include <PostProcessing/DepthOfFieldCompositePass.h>
#include <PostProcessing/DepthOfFieldBokehBlurPass.h>
#include <PostProcessing/DepthOfFieldMaskPass.h>
#include <PostProcessing/DepthOfFieldParentPass.h>
#include <PostProcessing/DepthOfFieldReadBackFocusDepthPass.h>
#include <PostProcessing/DepthOfFieldWriteFocusDepthFromGpuPass.h>
#include <PostProcessing/EyeAdaptationPass.h>
#include <PostProcessing/LuminanceHistogramGeneratorPass.h>
#include <PostProcessing/FastDepthAwareBlurPasses.h>
#include <PostProcessing/LookModificationCompositePass.h>
#include <PostProcessing/LookModificationTransformPass.h>
#include <PostProcessing/SMAAFeatureProcessor.h>
#include <PostProcessing/SMAAEdgeDetectionPass.h>
#include <PostProcessing/SMAABlendingWeightCalculationPass.h>
#include <PostProcessing/SMAANeighborhoodBlendingPass.h>
#include <PostProcessing/SsaoPasses.h>
#include <PostProcessing/SubsurfaceScatteringPass.h>
#include <PostProcessing/TaaPass.h>
#include <PostProcessing/BloomDownsamplePass.h>
#include <PostProcessing/BloomBlurPass.h>
#include <PostProcessing/BloomCompositePass.h>
#include <ScreenSpace/DeferredFogPass.h>
#include <Shadows/ProjectedShadowFeatureProcessor.h>
#include <SkyBox/SkyBoxFogSettings.h>
#include <SkyBox/SkyBoxFeatureProcessor.h>
#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
#if AZ_TRAIT_LUXCORE_SUPPORTED
#include <Atom/Feature/LuxCore/RenderTexturePass.h>
#include <Atom/Feature/LuxCore/LuxCoreTexturePass.h>
#endif
#include <Checkerboard/CheckerboardPass.h>
#include <Checkerboard/CheckerboardColorResolvePass.h>
#include <CoreLights/LightCullingTilePreparePass.h>
#include <CoreLights/LightCullingPass.h>
#include <CoreLights/LightCullingRemap.h>
#include <Decals/DecalTextureArrayFeatureProcessor.h>
#include <ImGui/ImGuiPass.h>
#include <RayTracing/RayTracingAccelerationStructurePass.h>
#include <RayTracing/RayTracingPass.h>
#include <RayTracing/RayTracingPassData.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridRayTracingPass.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridBlendIrradiancePass.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridBlendDistancePass.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridBorderUpdatePass.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridRelocationPass.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridClassificationPass.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridRenderPass.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridFeatureProcessor.h>
#include <DiffuseGlobalIllumination/DiffuseGlobalIlluminationFeatureProcessor.h>
#include <ReflectionScreenSpace/ReflectionScreenSpaceBlurPass.h>
#include <ReflectionScreenSpace/ReflectionScreenSpaceBlurChildPass.h>
#include <ReflectionScreenSpace/ReflectionScreenSpaceCompositePass.h>
#include <ReflectionScreenSpace/ReflectionCopyFrameBufferPass.h>
#include <OcclusionCullingPlane/OcclusionCullingPlaneFeatureProcessor.h>
#include <Mesh/ModelReloaderSystem.h>
namespace AZ
{
namespace Render
{
CommonSystemComponent::CommonSystemComponent() = default;
CommonSystemComponent::~CommonSystemComponent() = default;
void CommonSystemComponent::Reflect(ReflectContext* context)
{
AuxGeomFeatureProcessor::Reflect(context);
TransformServiceFeatureProcessor::Reflect(context);
ProjectedShadowFeatureProcessor::Reflect(context);
SkyBoxFeatureProcessor::Reflect(context);
SkyBoxFogSettings::Reflect(context);
UseTextureFunctor::Reflect(context);
DrawListFunctor::Reflect(context);
SubsurfaceTransmissionParameterFunctor::Reflect(context);
Transform2DFunctor::Reflect(context);
MaterialAssignment::Reflect(context);
MeshFeatureProcessor::Reflect(context);
ImageBasedLightFeatureProcessor::Reflect(context);
AcesDisplayMapperFeatureProcessor::Reflect(context);
DisplayMapperConfigurationDescriptor::Reflect(context);
DisplayMapperPassData::Reflect(context);
ConvertEmissiveUnitFunctor::Reflect(context);
LookupTableAsset::Reflect(context);
ReflectionProbeFeatureProcessor::Reflect(context);
DecalTextureArrayFeatureProcessor::Reflect(context);
SMAAFeatureProcessor::Reflect(context);
PostProcessFeatureProcessor::Reflect(context);
ImGuiPassData::Reflect(context);
RayTracingPassData::Reflect(context);
TaaPassData::Reflect(context);
LightingPreset::Reflect(context);
ModelPreset::Reflect(context);
DiffuseProbeGridFeatureProcessor::Reflect(context);
DiffuseGlobalIlluminationFeatureProcessor::Reflect(context);
RayTracingFeatureProcessor::Reflect(context);
OcclusionCullingPlaneFeatureProcessor::Reflect(context);
if (SerializeContext* serialize = azrtti_cast<SerializeContext*>(context))
{
serialize->Class<CommonSystemComponent, Component>()
->Version(0);
if (AZ::EditContext* ec = serialize->GetEditContext())
{
ec->Class<CommonSystemComponent>("CommonSystemComponent", "System Component for common render features")
->ClassElement(Edit::ClassElements::EditorData, "")
->Attribute(Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System", 0xc94d118b))
->Attribute(Edit::Attributes::AutoExpand, true)
;
}
}
}
void CommonSystemComponent::GetProvidedServices(ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("CommonService", 0x6398eec4));
}
void CommonSystemComponent::GetIncompatibleServices(ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("CommonService", 0x6398eec4));
}
void CommonSystemComponent::GetRequiredServices(ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("RPISystem", 0xf2add773));
}
void CommonSystemComponent::GetDependentServices(ComponentDescriptor::DependencyArrayType& dependent)
{
AZ_UNUSED(dependent);
}
void CommonSystemComponent::Init()
{
}
void CommonSystemComponent::Activate()
{
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<AuxGeomFeatureProcessor, RPI::AuxGeomFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<TransformServiceFeatureProcessor, TransformServiceFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<SkyBoxFeatureProcessor, SkyBoxFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<MeshFeatureProcessor, MeshFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<ImageBasedLightFeatureProcessor, ImageBasedLightFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<DecalTextureArrayFeatureProcessor, DecalFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<PostProcessFeatureProcessor, PostProcessFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<AcesDisplayMapperFeatureProcessor, DisplayMapperFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<ProjectedShadowFeatureProcessor, ProjectedShadowFeatureProcessorInterface>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<ReflectionProbeFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<SMAAFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<DiffuseGlobalIlluminationFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<RayTracingFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<OcclusionCullingPlaneFeatureProcessor>();
// Add SkyBox pass
auto* passSystem = RPI::PassSystemInterface::Get();
AZ_Assert(passSystem, "Cannot get the pass system.");
// Add DisplayMapper pass
passSystem->AddPassCreator(Name("AcesOutputTransformLutPass"), &AcesOutputTransformLutPass::Create);
passSystem->AddPassCreator(Name("AcesOutputTransformPass"), &AcesOutputTransformPass::Create);
passSystem->AddPassCreator(Name("ApplyShaperLookupTablePass"), &ApplyShaperLookupTablePass::Create);
passSystem->AddPassCreator(Name("BakeAcesOutputTransformLutPass"), &BakeAcesOutputTransformLutPass::Create);
passSystem->AddPassCreator(Name("DisplayMapperPass"), &DisplayMapperPass::Create);
passSystem->AddPassCreator(Name("DisplayMapperFullScreenPass"), &DisplayMapperFullScreenPass::Create);
passSystem->AddPassCreator(Name("OutputTransformPass"), &OutputTransformPass::Create);
passSystem->AddPassCreator(Name("EyeAdaptationPass"), &EyeAdaptationPass::Create);
// Add RenderTexture and LuxCoreTexture pass
#if AZ_TRAIT_LUXCORE_SUPPORTED
passSystem->AddPassCreator(Name("RenderTexturePass"), &RenderTexturePass::Create);
passSystem->AddPassCreator(Name("LuxCoreTexturePass"), &LuxCoreTexturePass::Create);
#endif
passSystem->AddPassCreator(Name("ImGuiPass"), &ImGuiPass::Create);
passSystem->AddPassCreator(Name("LightCullingPass"), &LightCullingPass::Create);
passSystem->AddPassCreator(Name("LightCullingRemapPass"), &LightCullingRemap::Create);
passSystem->AddPassCreator(Name("LightCullingTilePreparePass"), &LightCullingTilePreparePass::Create);
passSystem->AddPassCreator(Name("BlendColorGradingLutsPass"), &BlendColorGradingLutsPass::Create);
passSystem->AddPassCreator(Name("HDRColorGradingPass"), &HDRColorGradingPass::Create);
passSystem->AddPassCreator(Name("LookModificationCompositePass"), &LookModificationCompositePass::Create);
passSystem->AddPassCreator(Name("LookModificationTransformPass"), &LookModificationPass::Create);
passSystem->AddPassCreator(Name("LutGenerationPass"), &LutGenerationPass::Create);
passSystem->AddPassCreator(Name("SMAAEdgeDetectionPass"), &SMAAEdgeDetectionPass::Create);
passSystem->AddPassCreator(Name("SMAABlendingWeightCalculationPass"), &SMAABlendingWeightCalculationPass::Create);
passSystem->AddPassCreator(Name("SMAANeighborhoodBlendingPass"), &SMAANeighborhoodBlendingPass::Create);
// Add Depth Downsample/Upsample passes
passSystem->AddPassCreator(Name("DepthUpsamplePass"), &DepthUpsamplePass::Create);
// Add Taa Pass
passSystem->AddPassCreator(Name("TaaPass"), &TaaPass::Create);
// Add DepthOfField pass
passSystem->AddPassCreator(Name("DepthOfFieldCompositePass"), &DepthOfFieldCompositePass::Create);
passSystem->AddPassCreator(Name("DepthOfFieldBokehBlurPass"), &DepthOfFieldBokehBlurPass::Create);
passSystem->AddPassCreator(Name("DepthOfFieldMaskPass"), &DepthOfFieldMaskPass::Create);
passSystem->AddPassCreator(Name("DepthOfFieldParentPass"), &DepthOfFieldParentPass::Create);
passSystem->AddPassCreator(Name("DepthOfFieldReadBackFocusDepthPass"), &DepthOfFieldReadBackFocusDepthPass::Create);
passSystem->AddPassCreator(Name("DepthOfFieldWriteFocusDepthFromGpuPass"), &DepthOfFieldWriteFocusDepthFromGpuPass::Create);
// Add FastDepthAwareBlur passes
passSystem->AddPassCreator(Name("FastDepthAwareBlurHorPass"), &FastDepthAwareBlurHorPass::Create);
passSystem->AddPassCreator(Name("FastDepthAwareBlurVerPass"), &FastDepthAwareBlurVerPass::Create);
// Add SSAO passes
passSystem->AddPassCreator(Name("SsaoParentPass"), &SsaoParentPass::Create);
passSystem->AddPassCreator(Name("SsaoComputePass"), &SsaoComputePass::Create);
// Add Subsurface Scattering pass
passSystem->AddPassCreator(Name("SubsurfaceScatteringPass"), &RPI::SubsurfaceScatteringPass::Create);
// Add checkerboard rendering passes
passSystem->AddPassCreator(Name("CheckerboardPass"), &Render::CheckerboardPass::Create);
passSystem->AddPassCreator(Name("CheckerboardColorResolvePass"), &Render::CheckerboardColorResolvePass::Create);
// Add bloom passes
passSystem->AddPassCreator(Name("BloomParentPass"), &BloomParentPass::Create);
passSystem->AddPassCreator(Name("BloomDownsamplePass"), &BloomDownsamplePass::Create);
passSystem->AddPassCreator(Name("BloomBlurPass"), &BloomBlurPass::Create);
passSystem->AddPassCreator(Name("BloomCompositePass"), &BloomCompositePass::Create);
// Add Diffuse Global Illumination passes
passSystem->AddPassCreator(Name("RayTracingAccelerationStructurePass"), &Render::RayTracingAccelerationStructurePass::Create);
passSystem->AddPassCreator(Name("DiffuseProbeGridRayTracingPass"), &Render::DiffuseProbeGridRayTracingPass::Create);
passSystem->AddPassCreator(Name("DiffuseProbeGridBlendIrradiancePass"), &Render::DiffuseProbeGridBlendIrradiancePass::Create);
passSystem->AddPassCreator(Name("DiffuseProbeGridBlendDistancePass"), &Render::DiffuseProbeGridBlendDistancePass::Create);
passSystem->AddPassCreator(Name("DiffuseProbeGridBorderUpdatePass"), &Render::DiffuseProbeGridBorderUpdatePass::Create);
passSystem->AddPassCreator(Name("DiffuseProbeGridRelocationPass"), &Render::DiffuseProbeGridRelocationPass::Create);
passSystem->AddPassCreator(Name("DiffuseProbeGridClassificationPass"), &Render::DiffuseProbeGridClassificationPass::Create);
passSystem->AddPassCreator(Name("DiffuseProbeGridRenderPass"), &Render::DiffuseProbeGridRenderPass::Create);
passSystem->AddPassCreator(Name("LuminanceHistogramGeneratorPass"), &LuminanceHistogramGeneratorPass::Create);
// Deferred Fog
passSystem->AddPassCreator(Name("DeferredFogPass"), &DeferredFogPass::Create);
// Add Reflection passes
passSystem->AddPassCreator(Name("ReflectionScreenSpaceBlurPass"), &Render::ReflectionScreenSpaceBlurPass::Create);
passSystem->AddPassCreator(Name("ReflectionScreenSpaceBlurChildPass"), &Render::ReflectionScreenSpaceBlurChildPass::Create);
passSystem->AddPassCreator(Name("ReflectionScreenSpaceCompositePass"), &Render::ReflectionScreenSpaceCompositePass::Create);
passSystem->AddPassCreator(Name("ReflectionCopyFrameBufferPass"), &Render::ReflectionCopyFrameBufferPass::Create);
// Add RayTracing pass
passSystem->AddPassCreator(Name("RayTracingPass"), &Render::RayTracingPass::Create);
// setup handler for load pass template mappings
m_loadTemplatesHandler = RPI::PassSystemInterface::OnReadyLoadTemplatesEvent::Handler([this]() { this->LoadPassTemplateMappings(); });
RPI::PassSystemInterface::Get()->ConnectEvent(m_loadTemplatesHandler);
m_modelReloaderSystem = AZStd::make_unique<ModelReloaderSystem>();
}
void CommonSystemComponent::Deactivate()
{
m_modelReloaderSystem.reset();
m_loadTemplatesHandler.Disconnect();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<RayTracingFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<DiffuseGlobalIlluminationFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<SMAAFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<ReflectionProbeFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<ProjectedShadowFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<AcesDisplayMapperFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<PostProcessFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<DecalTextureArrayFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<ImageBasedLightFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<MeshFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<SkyBoxFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<TransformServiceFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<AuxGeomFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<OcclusionCullingPlaneFeatureProcessor>();
}
void CommonSystemComponent::LoadPassTemplateMappings()
{
const char* passTemplatesFile = "Passes/PassTemplates.azasset";
RPI::PassSystemInterface::Get()->LoadPassTemplateMappings(passTemplatesFile);
}
} // namespace Render
} // namespace AZ