You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/Terrain/Code/Source/TerrainRenderer/TerrainDetailMaterialManager.h

218 lines
9.5 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
*
*/
#pragma once
#include <AzCore/base.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/std/containers/array.h>
#include <AzFramework/Terrain/TerrainDataRequestBus.h>
#include <TerrainRenderer/Aabb2i.h>
#include <TerrainRenderer/BindlessImageArrayHandler.h>
#include <TerrainRenderer/ClipmapBounds.h>
#include <TerrainRenderer/TerrainAreaMaterialRequestBus.h>
#include <TerrainRenderer/Vector2i.h>
#include <Atom/RPI.Public/Material/Material.h>
#include <Atom/RPI.Public/Image/AttachmentImage.h>
#include <Atom/RPI.Reflect/Image/Image.h>
#include <Atom/Feature/Utils/IndexedDataVector.h>
#include <Atom/Feature/Utils/SparseVector.h>
#include <Atom/Feature/Utils/GpuBufferHandler.h>
namespace Terrain
{
class TerrainDetailMaterialManager
: private AzFramework::Terrain::TerrainDataNotificationBus::Handler
, private TerrainAreaMaterialNotificationBus::Handler
{
public:
AZ_RTTI(TerrainDetailMaterialManager, "{3CBAF88F-E3B1-43B8-97A5-999133188BCC}");
AZ_DISABLE_COPY_MOVE(TerrainDetailMaterialManager);
TerrainDetailMaterialManager() = default;
~TerrainDetailMaterialManager() = default;
void Initialize(
const AZStd::shared_ptr<AZ::Render::BindlessImageArrayHandler>& bindlessImageHandler,
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& terrainSrg);
bool IsInitialized() const;
void Reset();
bool UpdateSrgIndices(AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& srg);
void Update(const AZ::Vector3& cameraPosition, AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& terrainSrg);
private:
using MaterialInstance = AZ::Data::Instance<AZ::RPI::Material>;
static constexpr auto InvalidImageIndex = AZ::Render::BindlessImageArrayHandler::InvalidImageIndex;
enum DetailTextureFlags : uint32_t
{
UseTextureBaseColor = 0b0000'0000'0000'0000'0000'0000'0000'0001,
UseTextureNormal = 0b0000'0000'0000'0000'0000'0000'0000'0010,
UseTextureMetallic = 0b0000'0000'0000'0000'0000'0000'0000'0100,
UseTextureRoughness = 0b0000'0000'0000'0000'0000'0000'0000'1000,
UseTextureOcclusion = 0b0000'0000'0000'0000'0000'0000'0001'0000,
UseTextureHeight = 0b0000'0000'0000'0000'0000'0000'0010'0000,
UseTextureSpecularF0 = 0b0000'0000'0000'0000'0000'0000'0100'0000,
FlipNormalX = 0b0000'0000'0000'0001'0000'0000'0000'0000,
FlipNormalY = 0b0000'0000'0000'0010'0000'0000'0000'0000,
BlendModeMask = 0b0000'0000'0000'1100'0000'0000'0000'0000,
BlendModeLerp = 0b0000'0000'0000'0000'0000'0000'0000'0000,
BlendModeLinearLight = 0b0000'0000'0000'0100'0000'0000'0000'0000,
BlendModeMultiply = 0b0000'0000'0000'1000'0000'0000'0000'0000,
BlendModeOverlay = 0b0000'0000'0000'1100'0000'0000'0000'0000,
};
struct DetailMaterialShaderData
{
// Uv (data is 3x3, padding each row for explicit alignment)
AZStd::array<float, 12> m_uvTransform
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
};
float m_baseColorRed{ 1.0f };
float m_baseColorGreen{ 1.0f };
float m_baseColorBlue{ 1.0f };
// Factor / Scale / Bias for input textures
float m_baseColorFactor{ 1.0f };
float m_normalFactor{ 1.0f };
float m_metalFactor{ 1.0f };
float m_roughnessScale{ 1.0f };
float m_roughnessBias{ 0.0f };
float m_specularF0Factor{ 1.0f };
float m_occlusionFactor{ 1.0f };
float m_heightFactor{ 1.0f };
float m_heightOffset{ 0.0f };
float m_heightBlendFactor{ 0.5f };
// Flags
DetailTextureFlags m_flags{ 0 };
// Image indices
uint16_t m_colorImageIndex{ InvalidImageIndex };
uint16_t m_normalImageIndex{ InvalidImageIndex };
uint16_t m_roughnessImageIndex{ InvalidImageIndex };
uint16_t m_metalnessImageIndex{ InvalidImageIndex };
uint16_t m_specularF0ImageIndex{ InvalidImageIndex };
uint16_t m_occlusionImageIndex{ InvalidImageIndex };
uint16_t m_heightImageIndex{ InvalidImageIndex };
// 16 byte aligned
uint16_t m_padding1;
uint32_t m_padding2;
uint32_t m_padding3;
};
static_assert(sizeof(DetailMaterialShaderData) % 16 == 0, "DetailMaterialShaderData must be 16 byte aligned.");
struct DetailMaterialData
{
AZ::Data::AssetId m_assetId;
AZ::RPI::Material::ChangeId m_materialChangeId{AZ::RPI::Material::DEFAULT_CHANGE_ID};
uint32_t refCount = 0;
uint16_t m_detailMaterialBufferIndex{ 0xFFFF };
AZ::Data::Instance<AZ::RPI::Image> m_colorImage;
AZ::Data::Instance<AZ::RPI::Image> m_normalImage;
AZ::Data::Instance<AZ::RPI::Image> m_roughnessImage;
AZ::Data::Instance<AZ::RPI::Image> m_metalnessImage;
AZ::Data::Instance<AZ::RPI::Image> m_specularF0Image;
AZ::Data::Instance<AZ::RPI::Image> m_occlusionImage;
AZ::Data::Instance<AZ::RPI::Image> m_heightImage;
};
struct DetailMaterialSurface
{
AZ::Crc32 m_surfaceTag;
uint16_t m_detailMaterialId;
};
struct DetailMaterialListRegion
{
AZ::EntityId m_entityId;
AZ::Aabb m_region{AZ::Aabb::CreateNull()};
AZStd::vector<DetailMaterialSurface> m_materialsForSurfaces;
};
// System-level parameters
static constexpr int32_t DetailTextureSize{ 1024 };
static constexpr int32_t DetailTextureSizeHalf{ DetailTextureSize / 2 };
static constexpr float DetailTextureScale{ 0.5f };
// AzFramework::Terrain::TerrainDataNotificationBus overrides...
void OnTerrainDataChanged(const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask) override;
// TerrainAreaMaterialNotificationBus overrides...
void OnTerrainSurfaceMaterialMappingCreated(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material) override;
void OnTerrainSurfaceMaterialMappingDestroyed(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag) override;
void OnTerrainSurfaceMaterialMappingChanged(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material) override;
void OnTerrainSurfaceMaterialMappingRegionChanged(AZ::EntityId entityId, const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion) override;
//! Removes all images from all detail materials from the bindless image array
void RemoveAllImages();
//! Creates or updates an existing detail material with settings from a material instance
uint16_t CreateOrUpdateDetailMaterial(MaterialInstance material);
//! Decrements the ref count on a detail material and removes it if it reaches 0
void CheckDetailMaterialForDeletion(uint16_t detailMaterialId);
//! Updates a specific detail material with settings from a material instance
void UpdateDetailMaterialData(uint16_t detailMaterialIndex, MaterialInstance material);
//! Checks to see if the detail material id texture needs to update based on the camera position. Any
//! required updates are then executed.
void CheckUpdateDetailTexture(const AZ::Vector3& cameraPosition);
//! Updates the detail texture in a given area
void UpdateDetailTexture(const AZ::Aabb& worldUpdateAabb, const Aabb2i& textureUpdateAabb);
//! Finds the detail material Id for a surface type and position
uint16_t GetDetailMaterialForSurfaceTypeAndPosition(AZ::Crc32 surfaceType, const AZ::Vector2& position);
DetailMaterialListRegion* FindByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container);
DetailMaterialListRegion& FindOrCreateByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container);
void RemoveByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container);
AZStd::shared_ptr<AZ::Render::BindlessImageArrayHandler> m_bindlessImageHandler;
AZ::Data::Instance<AZ::RPI::AttachmentImage> m_detailTextureImage;
AZ::Render::IndexedDataVector<DetailMaterialData> m_detailMaterials;
AZ::Render::IndexedDataVector<DetailMaterialListRegion> m_detailMaterialRegions;
AZ::Render::SparseVector<DetailMaterialShaderData> m_detailMaterialShaderData;
AZ::Render::GpuBufferHandler m_detailMaterialDataBuffer;
AZ::Aabb m_dirtyDetailRegion{ AZ::Aabb::CreateNull() };
ClipmapBounds m_detailMaterialIdBounds;
AZ::RHI::ShaderInputImageIndex m_detailMaterialIdPropertyIndex;
AZ::RHI::ShaderInputBufferIndex m_detailMaterialDataIndex;
AZ::RHI::ShaderInputConstantIndex m_detailScalePropertyIndex;
bool m_isInitialized{ false };
bool m_detailMaterialBufferNeedsUpdate{ false };
bool m_detailImageNeedsUpdate{ false };
};
}