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TerrainDetailMaterialManager.cpp 48 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <TerrainRenderer/TerrainDetailMaterialManager.h>
  9. #include <TerrainRenderer/Components/TerrainSurfaceMaterialsListComponent.h>
  10. #include <AzCore/Console/Console.h>
  11. #include <Atom/RPI.Public/Image/AttachmentImagePool.h>
  12. #include <Atom/RPI.Public/Image/ImageSystemInterface.h>
  13. #include <Atom/RPI.Public/Shader/ShaderSystemInterface.h>
  14. #include <Atom/Utils/MaterialUtils.h>
  15. #include <SurfaceData/SurfaceDataSystemRequestBus.h>
  16. #include <SurfaceData/Utility/SurfaceDataUtility.h>
  17. namespace Terrain
  18. {
  19. namespace
  20. {
  21. [[maybe_unused]] static const char* TerrainDetailMaterialManagerName = "TerrainDetailMaterialManager";
  22. static const char* TerrainDetailChars = "TerrainDetail";
  23. }
  24. namespace DetailMaterialInputs
  25. {
  26. static const char* const BaseColorColor("baseColor.color");
  27. static const char* const BaseColorMap("baseColor.textureMap");
  28. static const char* const BaseColorUseTexture("baseColor.useTexture");
  29. static const char* const BaseColorFactor("baseColor.factor");
  30. static const char* const BaseColorBlendMode("baseColor.textureBlendMode");
  31. static const char* const MetallicMap("metallic.textureMap");
  32. static const char* const MetallicUseTexture("metallic.useTexture");
  33. static const char* const MetallicFactor("metallic.factor");
  34. static const char* const RoughnessMap("roughness.textureMap");
  35. static const char* const RoughnessUseTexture("roughness.useTexture");
  36. static const char* const RoughnessFactor("roughness.factor");
  37. static const char* const RoughnessLowerBound("roughness.lowerBound");
  38. static const char* const RoughnessUpperBound("roughness.upperBound");
  39. static const char* const SpecularF0Map("specularF0.textureMap");
  40. static const char* const SpecularF0UseTexture("specularF0.useTexture");
  41. static const char* const SpecularF0Factor("specularF0.factor");
  42. static const char* const NormalMap("normal.textureMap");
  43. static const char* const NormalUseTexture("normal.useTexture");
  44. static const char* const NormalFactor("normal.factor");
  45. static const char* const NormalFlipX("normal.flipX");
  46. static const char* const NormalFlipY("normal.flipY");
  47. static const char* const DiffuseOcclusionMap("occlusion.diffuseTextureMap");
  48. static const char* const DiffuseOcclusionUseTexture("occlusion.diffuseUseTexture");
  49. static const char* const DiffuseOcclusionFactor("occlusion.diffuseFactor");
  50. static const char* const HeightMap("parallax.textureMap");
  51. static const char* const HeightUseTexture("parallax.useTexture");
  52. static const char* const ParallaxHeightFactor("parallax.factor");
  53. static const char* const ParallaxHeightOffset("parallax.offset");
  54. static const char* const TerrainSettingsOverrideParallax("terrain.overrideParallaxSettings");
  55. static const char* const TerrainHeightFactor("terrain.heightScale");
  56. static const char* const TerrainHeightOffset("terrain.heightOffset");
  57. static const char* const HeightBlendFactor("terrain.blendFactor");
  58. static const char* const HeightWeightClampFactor("terrain.weightClampFactor");
  59. static const char* const UvCenter("uv.center");
  60. static const char* const UvScale("uv.scale");
  61. static const char* const UvTileU("uv.tileU");
  62. static const char* const UvTileV("uv.tileV");
  63. static const char* const UvOffsetU("uv.offsetU");
  64. static const char* const UvOffsetV("uv.offsetV");
  65. static const char* const UvRotateDegrees("uv.rotateDegrees");
  66. }
  67. namespace TerrainSrgInputs
  68. {
  69. static const char* const DetailMaterialIdImage("m_detailMaterialIdImage");
  70. static const char* const DetailMaterialData("m_detailMaterialData");
  71. static const char* const DetailMaterialScale("m_detailMaterialIdScale");
  72. }
  73. AZ_CVAR(bool,
  74. r_terrainDebugDetailMaterials,
  75. false,
  76. [](const bool& value)
  77. {
  78. AZ::RPI::ShaderSystemInterface::Get()->SetGlobalShaderOption(AZ::Name{ "o_debugDetailMaterialIds" }, AZ::RPI::ShaderOptionValue{ value });
  79. },
  80. AZ::ConsoleFunctorFlags::Null,
  81. "Turns on debugging for detail material ids for terrain."
  82. );
  83. AZ_CVAR(bool,
  84. r_terrainDebugDetailImageUpdates,
  85. false,
  86. nullptr,
  87. AZ::ConsoleFunctorFlags::Null,
  88. "Turns on debugging for detail material update regions for terrain."
  89. );
  90. void TerrainDetailMaterialManager::Initialize(
  91. const AZStd::shared_ptr<AZ::Render::BindlessImageArrayHandler>& bindlessImageHandler,
  92. const AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& terrainSrg,
  93. const AZ::Data::Instance<AZ::RPI::Material>& terrainMaterial)
  94. {
  95. AZ_Error(TerrainDetailMaterialManagerName, bindlessImageHandler, "bindlessImageHandler must not be null.");
  96. AZ_Error(TerrainDetailMaterialManagerName, terrainSrg, "terrainSrg must not be null.");
  97. AZ_Error(TerrainDetailMaterialManagerName, !m_isInitialized, "Already initialized.");
  98. if (!bindlessImageHandler || !terrainSrg || m_isInitialized)
  99. {
  100. return;
  101. }
  102. m_terrainMaterial = terrainMaterial;
  103. UpdateTerrainMaterial();
  104. InitializePassthroughDetailMaterial();
  105. InitializeTextureParams();
  106. if (UpdateSrgIndices(terrainSrg))
  107. {
  108. m_bindlessImageHandler = bindlessImageHandler;
  109. // Find any detail material areas that have already been created.
  110. TerrainAreaMaterialRequestBus::EnumerateHandlers(
  111. [&](TerrainAreaMaterialRequests* handler)
  112. {
  113. const AZ::Aabb& bounds = handler->GetTerrainSurfaceMaterialRegion();
  114. const AZStd::vector<TerrainSurfaceMaterialMapping> materialMappings = handler->GetSurfaceMaterialMappings();
  115. AZ::EntityId entityId = *(Terrain::TerrainAreaMaterialRequestBus::GetCurrentBusId());
  116. DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
  117. materialRegion.m_region = bounds;
  118. if (handler->GetDefaultMaterial().m_materialInstance)
  119. {
  120. OnTerrainDefaultSurfaceMaterialCreated(entityId, handler->GetDefaultMaterial().m_materialInstance);
  121. }
  122. for (const auto& materialMapping : materialMappings)
  123. {
  124. if (materialMapping.m_materialInstance)
  125. {
  126. OnTerrainSurfaceMaterialMappingCreated(entityId, materialMapping.m_surfaceTag, materialMapping.m_materialInstance);
  127. }
  128. }
  129. return true;
  130. }
  131. );
  132. TerrainAreaMaterialNotificationBus::Handler::BusConnect();
  133. AZ::Aabb worldBounds = AZ::Aabb::CreateNull();
  134. AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
  135. worldBounds, &AzFramework::Terrain::TerrainDataRequests::GetTerrainAabb);
  136. OnTerrainDataChanged(worldBounds, TerrainDataChangedMask::SurfaceData);
  137. AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusConnect();
  138. m_isInitialized = true;
  139. }
  140. }
  141. bool TerrainDetailMaterialManager::UpdateSrgIndices(const AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& terrainSrg)
  142. {
  143. const AZ::RHI::ShaderResourceGroupLayout* terrainSrgLayout = terrainSrg->GetLayout();
  144. m_detailMaterialIdPropertyIndex = terrainSrgLayout->FindShaderInputImageIndex(AZ::Name(TerrainSrgInputs::DetailMaterialIdImage));
  145. AZ_Error(TerrainDetailMaterialManagerName, m_detailMaterialIdPropertyIndex.IsValid(), "Failed to find terrain srg input constant %s.", TerrainSrgInputs::DetailMaterialIdImage);
  146. m_detailScalePropertyIndex = terrainSrgLayout->FindShaderInputConstantIndex(AZ::Name(TerrainSrgInputs::DetailMaterialScale));
  147. AZ_Error(TerrainDetailMaterialManagerName, m_detailScalePropertyIndex.IsValid(), "Failed to find terrain srg input constant %s.", TerrainSrgInputs::DetailMaterialScale);
  148. // Set up the gpu buffer for detail material data
  149. AZ::Render::GpuBufferHandler::Descriptor desc;
  150. desc.m_bufferName = "Detail Material Data";
  151. desc.m_bufferSrgName = TerrainSrgInputs::DetailMaterialData;
  152. desc.m_elementSize = sizeof(DetailMaterialShaderData);
  153. desc.m_srgLayout = terrainSrgLayout;
  154. m_detailMaterialDataBuffer = AZ::Render::GpuBufferHandler(desc);
  155. bool IndicesValid =
  156. m_detailMaterialIdPropertyIndex.IsValid() &&
  157. m_detailScalePropertyIndex.IsValid();
  158. m_detailImageNeedsUpdate = true;
  159. m_detailMaterialBufferNeedsUpdate = true;
  160. return IndicesValid && m_detailMaterialDataBuffer.IsValid();
  161. }
  162. void TerrainDetailMaterialManager::RemoveAllImages()
  163. {
  164. for (const DetailMaterialData& materialData: m_detailMaterials.GetDataVector())
  165. {
  166. DetailMaterialShaderData& shaderData = m_detailMaterialShaderData.GetElement(materialData.m_detailMaterialBufferIndex);
  167. auto checkRemoveImage = [&](uint16_t index)
  168. {
  169. if (index != 0xFFFF)
  170. {
  171. m_bindlessImageHandler->RemoveBindlessImage(index);
  172. }
  173. };
  174. checkRemoveImage(shaderData.m_colorImageIndex);
  175. checkRemoveImage(shaderData.m_normalImageIndex);
  176. checkRemoveImage(shaderData.m_roughnessImageIndex);
  177. checkRemoveImage(shaderData.m_metalnessImageIndex);
  178. checkRemoveImage(shaderData.m_specularF0ImageIndex);
  179. checkRemoveImage(shaderData.m_occlusionImageIndex);
  180. checkRemoveImage(shaderData.m_heightImageIndex);
  181. }
  182. }
  183. bool TerrainDetailMaterialManager::IsInitialized() const
  184. {
  185. return m_isInitialized;
  186. }
  187. void TerrainDetailMaterialManager::Reset()
  188. {
  189. RemoveAllImages();
  190. m_detailTextureImage = {};
  191. m_detailMaterials.Clear();
  192. m_detailMaterialRegions.Clear();
  193. m_detailMaterialShaderData.Clear();
  194. m_detailMaterialDataBuffer.Release();
  195. m_dirtyDetailRegion = AZ::Aabb::CreateNull();
  196. m_detailMaterialBufferNeedsUpdate = false;
  197. m_detailImageNeedsUpdate = false;
  198. TerrainAreaMaterialNotificationBus::Handler::BusDisconnect();
  199. AzFramework::Terrain::TerrainDataNotificationBus::Handler::BusDisconnect();
  200. m_isInitialized = false;
  201. }
  202. void TerrainDetailMaterialManager::Update(const AZ::Vector3& cameraPosition, AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& terrainSrg)
  203. {
  204. if (m_terrainMaterial->NeedsCompile())
  205. {
  206. UpdateTerrainMaterial();
  207. }
  208. if (m_detailMaterialBufferNeedsUpdate)
  209. {
  210. m_detailMaterialBufferNeedsUpdate = false;
  211. m_detailMaterialDataBuffer.UpdateBuffer(m_detailMaterialShaderData.GetRawData(), aznumeric_cast<uint32_t>(m_detailMaterialShaderData.GetSize()));
  212. }
  213. CheckUpdateDetailTexture(cameraPosition);
  214. if (m_detailImageNeedsUpdate)
  215. {
  216. terrainSrg->SetConstant(m_detailScalePropertyIndex, 1.0f / m_detailTextureScale);
  217. terrainSrg->SetImage(m_detailMaterialIdPropertyIndex, m_detailTextureImage);
  218. m_detailMaterialDataBuffer.UpdateSrg(terrainSrg.get());
  219. m_detailImageNeedsUpdate = false;
  220. }
  221. }
  222. void TerrainDetailMaterialManager::InitializeTextureParams()
  223. {
  224. AzFramework::Terrain::TerrainDataRequestBus::BroadcastResult(
  225. m_detailTextureScale, &AzFramework::Terrain::TerrainDataRequests::GetTerrainSurfaceDataQueryResolution);
  226. // Texture size needs to be twice the render distance because the camera is positioned in the middle of the texture.
  227. m_detailTextureSize = lroundf(m_config.m_renderDistance / m_detailTextureScale) * 2;
  228. ClipmapBoundsDescriptor desc;
  229. desc.m_clipmapUpdateMultiple = 1;
  230. desc.m_clipToWorldScale = m_detailTextureScale;
  231. desc.m_size = m_detailTextureSize;
  232. // Initialize world space to a value that won't match the initial camera position.
  233. desc.m_worldSpaceCenter = AZ::Vector2(AZStd::numeric_limits<float>::max(), 0.0f);
  234. m_detailMaterialIdBounds = ClipmapBounds(desc);
  235. m_detailTextureImage = {}; // Force the image to rebuild
  236. m_detailImageNeedsUpdate = true;
  237. }
  238. void TerrainDetailMaterialManager::UpdateTerrainMaterial()
  239. {
  240. AZ::RPI::MaterialPropertyIndex detailTextureMultiplierIndex = m_terrainMaterial->FindPropertyIndex(AZ::Name("settings.detailTextureMultiplier"));
  241. AZ::RPI::MaterialPropertyIndex detailTextureFadeDistanceIndex = m_terrainMaterial->FindPropertyIndex(AZ::Name("settings.detailFadeDistance"));
  242. AZ::RPI::MaterialPropertyIndex detailTextureFadeLengthIndex = m_terrainMaterial->FindPropertyIndex(AZ::Name("settings.detailFadeLength"));
  243. AZ_Assert(detailTextureMultiplierIndex.IsValid(), "Terrain Feature Processor unable to find settings.detailTextureMultiplier in the terrain material.");
  244. AZ_Assert(detailTextureFadeDistanceIndex.IsValid(), "Terrain Feature Processor unable to find settings.detailFadeDistance in the terrain material.");
  245. AZ_Assert(detailTextureFadeLengthIndex.IsValid(), "Terrain Feature Processor unable to find settings.detailFadeLength in the terrain material.");
  246. m_terrainMaterial->SetPropertyValue(detailTextureMultiplierIndex, m_config.m_scale);
  247. m_terrainMaterial->SetPropertyValue(detailTextureFadeDistanceIndex, AZStd::GetMax<float>(0.0f, m_config.m_renderDistance - m_config.m_fadeDistance));
  248. m_terrainMaterial->SetPropertyValue(detailTextureFadeLengthIndex, m_config.m_fadeDistance);
  249. }
  250. void TerrainDetailMaterialManager::SetDetailMaterialConfiguration(const DetailMaterialConfiguration& config)
  251. {
  252. m_config = config;
  253. AZ::RPI::ShaderSystemInterface::Get()->SetGlobalShaderOption(
  254. AZ::Name{ "o_terrainUseHeightBasedBlending" },
  255. AZ::RPI::ShaderOptionValue{ m_config.m_useHeightBasedBlending }
  256. );
  257. if (IsInitialized())
  258. {
  259. UpdateTerrainMaterial();
  260. InitializeTextureParams();
  261. }
  262. }
  263. void TerrainDetailMaterialManager::OnTerrainDataChanged(const AZ::Aabb& dirtyRegion, TerrainDataChangedMask dataChangedMask)
  264. {
  265. if ((dataChangedMask & TerrainDataChangedMask::SurfaceData) != 0)
  266. {
  267. m_dirtyDetailRegion.AddAabb(dirtyRegion);
  268. }
  269. if ((dataChangedMask & TerrainDataChangedMask::Settings) != 0)
  270. {
  271. InitializeTextureParams();
  272. }
  273. }
  274. bool TerrainDetailMaterialManager::ForSurfaceTag(DetailMaterialListRegion& materialRegion,
  275. SurfaceData::SurfaceTag surfaceTag, DefaultMaterialSurfaceCallback callback)
  276. {
  277. for (DetailMaterialSurface& surface : materialRegion.m_materialsForSurfaces)
  278. {
  279. if (surface.m_surfaceTag == surfaceTag)
  280. {
  281. callback(surface);
  282. return true;
  283. }
  284. }
  285. return false;
  286. }
  287. void TerrainDetailMaterialManager::OnTerrainDefaultSurfaceMaterialCreated(AZ::EntityId entityId, MaterialInstance material)
  288. {
  289. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  290. if (materialRegion == nullptr)
  291. {
  292. AZ_Assert(false, "OnTerrainDefaultSurfaceMaterialCreated() called for region that doesn't exist.");
  293. return;
  294. }
  295. AZ_Error("TerrainDetailMaterialManager", materialRegion->m_defaultDetailMaterialId == InvalidDetailMaterialId,
  296. "Default detail material created but was already set for this region.");
  297. materialRegion->m_defaultDetailMaterialId = CreateOrUpdateDetailMaterial(material);
  298. m_detailMaterials.GetData(materialRegion->m_defaultDetailMaterialId).m_refCount++;
  299. m_dirtyDetailRegion.AddAabb(materialRegion->m_region);
  300. }
  301. void TerrainDetailMaterialManager::OnTerrainDefaultSurfaceMaterialDestroyed(AZ::EntityId entityId)
  302. {
  303. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  304. if (materialRegion == nullptr)
  305. {
  306. AZ_Assert(false, "OnTerrainDefaultSurfaceMaterialDestroyed() called for region that doesn't exist.");
  307. return;
  308. }
  309. if (materialRegion->m_defaultDetailMaterialId == InvalidDetailMaterialId)
  310. {
  311. AZ_Assert(false, "OnTerrainDefaultSurfaceMaterialDestroyed() called for a region without a default material");
  312. return;
  313. }
  314. CheckDetailMaterialForDeletion(materialRegion->m_defaultDetailMaterialId);
  315. materialRegion->m_defaultDetailMaterialId = InvalidDetailMaterialId;
  316. m_dirtyDetailRegion.AddAabb(materialRegion->m_region);
  317. }
  318. void TerrainDetailMaterialManager::OnTerrainDefaultSurfaceMaterialChanged(AZ::EntityId entityId, MaterialInstance newMaterial)
  319. {
  320. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  321. if (materialRegion == nullptr)
  322. {
  323. AZ_Assert(false, "OnTerrainDefaultSurfaceMaterialChanged() called for region that doesn't exist.");
  324. return;
  325. }
  326. // Update existing entry or create a new material entry
  327. uint16_t materialId = CreateOrUpdateDetailMaterial(newMaterial);
  328. if (materialRegion->m_defaultDetailMaterialId != materialId)
  329. {
  330. m_detailMaterials.GetData(materialId).m_refCount++;
  331. CheckDetailMaterialForDeletion(materialRegion->m_defaultDetailMaterialId);
  332. materialRegion->m_defaultDetailMaterialId = materialId;
  333. }
  334. m_dirtyDetailRegion.AddAabb(materialRegion->m_region);
  335. }
  336. void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingCreated(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material)
  337. {
  338. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  339. if (materialRegion == nullptr)
  340. {
  341. AZ_Assert(false, "OnTerrainSurfaceMaterialMappingCreated() called for region that doesn't exist.");
  342. return;
  343. }
  344. // Validate that the surface tag is new
  345. ForSurfaceTag(*materialRegion, surfaceTag, [](DetailMaterialSurface&)
  346. {
  347. AZ_Error(TerrainDetailMaterialManagerName, false, "Already have a surface material mapping for this surface tag.");
  348. });
  349. uint16_t detailMaterialId = CreateOrUpdateDetailMaterial(material);
  350. materialRegion->m_materialsForSurfaces.push_back({ surfaceTag, detailMaterialId });
  351. m_detailMaterials.GetData(detailMaterialId).m_refCount++;
  352. m_dirtyDetailRegion.AddAabb(materialRegion->m_region);
  353. }
  354. void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingDestroyed(AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag)
  355. {
  356. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  357. if (materialRegion == nullptr)
  358. {
  359. AZ_Assert(false, "OnTerrainSurfaceMaterialMappingDestroyed() called for region that doesn't exist.");
  360. return;
  361. }
  362. [[maybe_unused]] bool found = ForSurfaceTag(*materialRegion, surfaceTag,
  363. [&](DetailMaterialSurface& surface)
  364. {
  365. CheckDetailMaterialForDeletion(surface.m_detailMaterialId);
  366. if (surface.m_surfaceTag != materialRegion->m_materialsForSurfaces.back().m_surfaceTag)
  367. {
  368. AZStd::swap(surface, materialRegion->m_materialsForSurfaces.back());
  369. }
  370. materialRegion->m_materialsForSurfaces.pop_back();
  371. m_dirtyDetailRegion.AddAabb(materialRegion->m_region);
  372. });
  373. AZ_Error(TerrainDetailMaterialManagerName, found, "Could not find surface tag to destroy for OnTerrainSurfaceMaterialMappingDestroyed().");
  374. }
  375. void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingMaterialChanged(
  376. AZ::EntityId entityId, SurfaceData::SurfaceTag surfaceTag, MaterialInstance material)
  377. {
  378. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  379. if (materialRegion == nullptr)
  380. {
  381. AZ_Assert(false, "OnTerrainSurfaceMaterialMappingMaterialChanged() called for region that doesn't exist.");
  382. return;
  383. }
  384. // Update existing entry or create a new material entry
  385. uint16_t materialId = CreateOrUpdateDetailMaterial(material);
  386. [[maybe_unused]] bool found = ForSurfaceTag(*materialRegion, surfaceTag,
  387. [&](DetailMaterialSurface& surface)
  388. {
  389. if (surface.m_detailMaterialId != materialId)
  390. {
  391. // Updated material was a different asset than the old material, decrement ref count and
  392. // delete if no other surface tags are using it.
  393. m_detailMaterials.GetData(materialId).m_refCount++;
  394. CheckDetailMaterialForDeletion(surface.m_detailMaterialId);
  395. surface.m_detailMaterialId = materialId;
  396. }
  397. m_dirtyDetailRegion.AddAabb(materialRegion->m_region);
  398. });
  399. AZ_Assert(found, "OnTerrainSurfaceMaterialMappingMaterialChanged() called for tag that doesn't exist.");
  400. }
  401. void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingTagChanged(
  402. AZ::EntityId entityId, SurfaceData::SurfaceTag oldTag, SurfaceData::SurfaceTag newTag)
  403. {
  404. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  405. if (materialRegion == nullptr)
  406. {
  407. AZ_Assert(false, "OnTerrainSurfaceMaterialMappingTagChanged() called for region that doesn't exist.");
  408. return;
  409. }
  410. [[maybe_unused]] bool found = ForSurfaceTag(*materialRegion, oldTag,
  411. [&](DetailMaterialSurface& surface)
  412. {
  413. surface.m_surfaceTag = newTag;
  414. m_dirtyDetailRegion.AddAabb(materialRegion->m_region);
  415. });
  416. AZ_Assert(found, "OnTerrainSurfaceMaterialMappingTagChanged() called for tag that doesn't exist.");
  417. }
  418. void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingRegionCreated(AZ::EntityId entityId, const AZ::Aabb& region)
  419. {
  420. DetailMaterialListRegion& materialRegion = FindOrCreateByEntityId(entityId, m_detailMaterialRegions);
  421. materialRegion.m_region = region;
  422. if (materialRegion.HasMaterials())
  423. {
  424. m_dirtyDetailRegion.AddAabb(region);
  425. }
  426. }
  427. void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingRegionDestroyed(AZ::EntityId entityId, const AZ::Aabb& oldRegion)
  428. {
  429. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  430. if (materialRegion == nullptr)
  431. {
  432. AZ_Assert(false, "OnTerrainSurfaceMaterialMappingRegionDestroyed() called for region that doesn't exist.");
  433. return;
  434. }
  435. if (materialRegion->HasMaterials())
  436. {
  437. m_dirtyDetailRegion.AddAabb(oldRegion);
  438. }
  439. m_detailMaterialRegions.RemoveData(materialRegion);
  440. }
  441. void TerrainDetailMaterialManager::OnTerrainSurfaceMaterialMappingRegionChanged(AZ::EntityId entityId, const AZ::Aabb& oldRegion, const AZ::Aabb& newRegion)
  442. {
  443. DetailMaterialListRegion* materialRegion = FindByEntityId(entityId, m_detailMaterialRegions);
  444. if (materialRegion == nullptr)
  445. {
  446. AZ_Assert(false, "OnTerrainSurfaceMaterialMappingRegionChanged() called for region that doesn't exist.");
  447. return;
  448. }
  449. materialRegion->m_region = newRegion;
  450. if (materialRegion->HasMaterials())
  451. {
  452. m_dirtyDetailRegion.AddAabb(oldRegion);
  453. m_dirtyDetailRegion.AddAabb(newRegion);
  454. }
  455. }
  456. void TerrainDetailMaterialManager::CheckDetailMaterialForDeletion(uint16_t detailMaterialId)
  457. {
  458. auto& detailMaterialData = m_detailMaterials.GetData(detailMaterialId);
  459. if (--detailMaterialData.m_refCount == 0)
  460. {
  461. uint16_t bufferIndex = detailMaterialData.m_detailMaterialBufferIndex;
  462. DetailMaterialShaderData& shaderData = m_detailMaterialShaderData.GetElement(bufferIndex);
  463. for (uint16_t imageIndex :
  464. {
  465. shaderData.m_colorImageIndex,
  466. shaderData.m_normalImageIndex,
  467. shaderData.m_roughnessImageIndex,
  468. shaderData.m_metalnessImageIndex,
  469. shaderData.m_specularF0ImageIndex,
  470. shaderData.m_occlusionImageIndex,
  471. shaderData.m_heightImageIndex
  472. })
  473. {
  474. if (imageIndex != InvalidImageIndex)
  475. {
  476. m_bindlessImageHandler->RemoveBindlessImage(imageIndex);
  477. }
  478. }
  479. m_detailMaterialShaderData.Release(bufferIndex);
  480. m_detailMaterials.RemoveIndex(detailMaterialId);
  481. m_detailMaterialBufferNeedsUpdate = true;
  482. }
  483. }
  484. uint16_t TerrainDetailMaterialManager::CreateOrUpdateDetailMaterial(MaterialInstance material)
  485. {
  486. static constexpr uint16_t InvalidDetailMaterial = 0xFFFF;
  487. uint16_t detailMaterialId = InvalidDetailMaterial;
  488. for (const auto& detailMaterialData : m_detailMaterials.GetDataVector())
  489. {
  490. if (detailMaterialData.m_assetId == material->GetAssetId())
  491. {
  492. detailMaterialId = m_detailMaterials.GetIndexForData(&detailMaterialData);
  493. UpdateDetailMaterialData(detailMaterialId, material);
  494. break;
  495. }
  496. }
  497. AZ_Assert(m_detailMaterialShaderData.GetSize() < 0xFF, "Only 255 detail materials supported.");
  498. if (detailMaterialId == InvalidDetailMaterial && m_detailMaterialShaderData.GetSize() < 0xFF)
  499. {
  500. detailMaterialId = m_detailMaterials.GetFreeSlotIndex();
  501. auto& detailMaterialData = m_detailMaterials.GetData(detailMaterialId);
  502. detailMaterialData.m_detailMaterialBufferIndex = aznumeric_cast<uint16_t>(m_detailMaterialShaderData.Reserve());
  503. UpdateDetailMaterialData(detailMaterialId, material);
  504. }
  505. return detailMaterialId;
  506. }
  507. void TerrainDetailMaterialManager::UpdateDetailMaterialData(uint16_t detailMaterialIndex, MaterialInstance material)
  508. {
  509. DetailMaterialData& materialData = m_detailMaterials.GetData(detailMaterialIndex);
  510. if (materialData.m_materialChangeId == material->GetCurrentChangeId())
  511. {
  512. return; // material hasn't changed, nothing to do
  513. }
  514. materialData.m_materialChangeId = material->GetCurrentChangeId();
  515. materialData.m_assetId = material->GetAssetId();
  516. DetailMaterialShaderData& shaderData = m_detailMaterialShaderData.GetElement(materialData.m_detailMaterialBufferIndex);
  517. shaderData = DetailMaterialShaderData();
  518. DetailTextureFlags& flags = shaderData.m_flags;
  519. flags = DetailTextureFlags::None;
  520. auto getIndex = [&](const char* const indexName) -> AZ::RPI::MaterialPropertyIndex
  521. {
  522. const AZ::RPI::MaterialPropertyIndex index = material->FindPropertyIndex(AZ::Name(indexName));
  523. AZ_Warning(TerrainDetailMaterialManagerName, index.IsValid(), "Failed to find shader input constant %s.", indexName);
  524. return index;
  525. };
  526. auto applyProperty = [&](const char* const indexName, auto& ref) -> void
  527. {
  528. const auto index = getIndex(indexName);
  529. if (index.IsValid())
  530. {
  531. // GetValue<T>() expects the actaul type, not a reference type, so the reference needs to be removed.
  532. using TypeRefRemoved = AZStd::remove_cvref_t<decltype(ref)>;
  533. ref = material->GetPropertyValue(index).GetValue<TypeRefRemoved>();
  534. }
  535. };
  536. auto applyImage = [&](const char* const indexName, AZ::Data::Instance<AZ::RPI::Image>& ref, const char* const usingFlagName, DetailTextureFlags flagToSet, uint16_t& imageIndex) -> void
  537. {
  538. // Determine if an image exists and if its using flag allows it to be used.
  539. const auto index = getIndex(indexName);
  540. const auto useTextureIndex = getIndex(usingFlagName);
  541. bool useTextureValue = true;
  542. if (useTextureIndex.IsValid())
  543. {
  544. useTextureValue = material->GetPropertyValue(useTextureIndex).GetValue<bool>();
  545. }
  546. if (index.IsValid() && useTextureValue)
  547. {
  548. ref = material->GetPropertyValue(index).GetValue<AZ::Data::Instance<AZ::RPI::Image>>();
  549. }
  550. useTextureValue = useTextureValue && ref;
  551. flags = DetailTextureFlags(useTextureValue ? (flags | flagToSet) : (flags & ~flagToSet));
  552. // Update queues to add/remove textures depending on if the image is used
  553. if (ref)
  554. {
  555. if (imageIndex == InvalidImageIndex)
  556. {
  557. imageIndex = m_bindlessImageHandler->AppendBindlessImage(ref->GetImageView());
  558. }
  559. else
  560. {
  561. m_bindlessImageHandler->UpdateBindlessImage(imageIndex, ref->GetImageView());
  562. }
  563. }
  564. else if (imageIndex != InvalidImageIndex)
  565. {
  566. m_bindlessImageHandler->RemoveBindlessImage(imageIndex);
  567. imageIndex = InvalidImageIndex;
  568. }
  569. };
  570. auto applyFlag = [&](const char* const indexName, DetailTextureFlags flagToSet) -> void
  571. {
  572. const auto index = getIndex(indexName);
  573. if (index.IsValid())
  574. {
  575. bool flagValue = material->GetPropertyValue(index).GetValue<bool>();
  576. flags = DetailTextureFlags(flagValue ? flags | flagToSet : flags);
  577. }
  578. };
  579. auto getEnumName = [&](const char* const indexName) -> const AZStd::string_view
  580. {
  581. const auto index = getIndex(indexName);
  582. if (index.IsValid())
  583. {
  584. uint32_t enumIndex = material->GetPropertyValue(index).GetValue<uint32_t>();
  585. const AZ::Name& enumName = material->GetMaterialPropertiesLayout()->GetPropertyDescriptor(index)->GetEnumName(enumIndex);
  586. return enumName.GetStringView();
  587. }
  588. return "";
  589. };
  590. using namespace DetailMaterialInputs;
  591. applyImage(BaseColorMap, materialData.m_colorImage, BaseColorUseTexture, DetailTextureFlags::UseTextureBaseColor, shaderData.m_colorImageIndex);
  592. applyProperty(BaseColorFactor, shaderData.m_baseColorFactor);
  593. const auto baseColorIndex = getIndex(BaseColorColor);
  594. if (baseColorIndex.IsValid())
  595. {
  596. const AZ::Color baseColor = material->GetPropertyValue(baseColorIndex).GetValue<AZ::Color>();
  597. shaderData.m_baseColorRed = baseColor.GetR();
  598. shaderData.m_baseColorGreen = baseColor.GetG();
  599. shaderData.m_baseColorBlue = baseColor.GetB();
  600. }
  601. const AZStd::string_view& blendModeString = getEnumName(BaseColorBlendMode);
  602. if (blendModeString == "Multiply")
  603. {
  604. flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeMultiply);
  605. }
  606. else if (blendModeString == "LinearLight")
  607. {
  608. flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeLinearLight);
  609. }
  610. else if (blendModeString == "Lerp")
  611. {
  612. flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeLerp);
  613. }
  614. else if (blendModeString == "Overlay")
  615. {
  616. flags = DetailTextureFlags(flags | DetailTextureFlags::BlendModeOverlay);
  617. }
  618. applyImage(MetallicMap, materialData.m_metalnessImage, MetallicUseTexture, DetailTextureFlags::UseTextureMetallic, shaderData.m_metalnessImageIndex);
  619. applyProperty(MetallicFactor, shaderData.m_metalFactor);
  620. applyImage(RoughnessMap, materialData.m_roughnessImage, RoughnessUseTexture, DetailTextureFlags::UseTextureRoughness, shaderData.m_roughnessImageIndex);
  621. if ((flags & DetailTextureFlags::UseTextureRoughness) > 0)
  622. {
  623. float lowerBound = 0.0;
  624. float upperBound = 1.0;
  625. applyProperty(RoughnessLowerBound, lowerBound);
  626. applyProperty(RoughnessUpperBound, upperBound);
  627. shaderData.m_roughnessBias = lowerBound;
  628. shaderData.m_roughnessScale = upperBound - lowerBound;
  629. }
  630. else
  631. {
  632. shaderData.m_roughnessBias = 0.0;
  633. applyProperty(RoughnessFactor, shaderData.m_roughnessScale);
  634. }
  635. applyImage(SpecularF0Map, materialData.m_specularF0Image, SpecularF0UseTexture, DetailTextureFlags::UseTextureSpecularF0, shaderData.m_specularF0ImageIndex);
  636. applyProperty(SpecularF0Factor, shaderData.m_specularF0Factor);
  637. applyImage(NormalMap, materialData.m_normalImage, NormalUseTexture, DetailTextureFlags::UseTextureNormal, shaderData.m_normalImageIndex);
  638. applyProperty(NormalFactor, shaderData.m_normalFactor);
  639. applyFlag(NormalFlipX, DetailTextureFlags::FlipNormalX);
  640. applyFlag(NormalFlipY, DetailTextureFlags::FlipNormalY);
  641. applyImage(DiffuseOcclusionMap, materialData.m_occlusionImage, DiffuseOcclusionUseTexture, DetailTextureFlags::UseTextureOcclusion, shaderData.m_occlusionImageIndex);
  642. applyProperty(DiffuseOcclusionFactor, shaderData.m_occlusionFactor);
  643. applyImage(HeightMap, materialData.m_heightImage, HeightUseTexture, DetailTextureFlags::UseTextureHeight, shaderData.m_heightImageIndex);
  644. bool terrainSettingsOverrideParallax = false;
  645. applyProperty(TerrainSettingsOverrideParallax, terrainSettingsOverrideParallax);
  646. if (terrainSettingsOverrideParallax)
  647. {
  648. applyProperty(TerrainHeightFactor, shaderData.m_heightFactor);
  649. applyProperty(TerrainHeightOffset, shaderData.m_heightOffset);
  650. }
  651. else
  652. {
  653. // Parallax ranges from 0 to 0.1, so multiply by 10 to be in the 0-1 range.
  654. applyProperty(ParallaxHeightFactor, shaderData.m_heightFactor);
  655. shaderData.m_heightFactor *= 10.0f;
  656. applyProperty(ParallaxHeightOffset, shaderData.m_heightOffset);
  657. shaderData.m_heightOffset *= 10.0f;
  658. }
  659. applyProperty(HeightBlendFactor, shaderData.m_heightBlendFactor);
  660. applyProperty(HeightWeightClampFactor, shaderData.m_heightWeightClampFactor);
  661. shaderData.m_heightWeightClampFactor = 1.0f / AZStd::GetMax(0.0001f, shaderData.m_heightWeightClampFactor);
  662. AZ::Render::UvTransformDescriptor transformDescriptor;
  663. applyProperty(UvCenter, transformDescriptor.m_center);
  664. applyProperty(UvScale, transformDescriptor.m_scale);
  665. applyProperty(UvTileU, transformDescriptor.m_scaleX);
  666. applyProperty(UvTileV, transformDescriptor.m_scaleY);
  667. applyProperty(UvOffsetU, transformDescriptor.m_translateX);
  668. applyProperty(UvOffsetV, transformDescriptor.m_translateY);
  669. applyProperty(UvRotateDegrees, transformDescriptor.m_rotateDegrees);
  670. AZStd::array<AZ::Render::TransformType, 3> order =
  671. {
  672. AZ::Render::TransformType::Rotate,
  673. AZ::Render::TransformType::Translate,
  674. AZ::Render::TransformType::Scale,
  675. };
  676. AZ::Matrix3x3 uvTransformMatrix = AZ::Render::CreateUvTransformMatrix(transformDescriptor, order);
  677. uvTransformMatrix.GetRow(0).StoreToFloat3(&shaderData.m_uvTransform[0]);
  678. uvTransformMatrix.GetRow(1).StoreToFloat3(&shaderData.m_uvTransform[4]);
  679. uvTransformMatrix.GetRow(2).StoreToFloat3(&shaderData.m_uvTransform[8]);
  680. // Store a hash of the matrix in element in an unused portion for quick comparisons in the shader
  681. size_t hash64 = 0;
  682. for (float value : shaderData.m_uvTransform)
  683. {
  684. AZStd::hash_combine(hash64, value);
  685. }
  686. uint32_t hash32 = uint32_t((hash64 ^ (hash64 >> 32)) & 0xFFFFFFFF);
  687. shaderData.m_uvTransform[3] = *reinterpret_cast<float*>(&hash32);
  688. m_detailMaterialBufferNeedsUpdate = true;
  689. }
  690. void TerrainDetailMaterialManager::CheckUpdateDetailTexture(const AZ::Vector3& cameraPosition)
  691. {
  692. AZ::Aabb untouchedRegion = AZ::Aabb::CreateNull();
  693. ClipmapBounds::ClipmapBoundsRegionList edgeUpdatedRegions =
  694. m_detailMaterialIdBounds.UpdateCenter(AZ::Vector2(cameraPosition.GetX(), cameraPosition.GetY()), &untouchedRegion);
  695. if (!m_detailTextureImage)
  696. {
  697. // If the m_detailTextureImage doesn't exist, create it and populate the entire texture
  698. const AZ::Data::Instance<AZ::RPI::AttachmentImagePool> imagePool = AZ::RPI::ImageSystemInterface::Get()->GetSystemAttachmentPool();
  699. AZ::RHI::ImageDescriptor imageDescriptor = AZ::RHI::ImageDescriptor::Create2D(
  700. AZ::RHI::ImageBindFlags::ShaderRead, m_detailTextureSize, m_detailTextureSize, AZ::RHI::Format::R8G8B8A8_UINT
  701. );
  702. const AZ::Name TerrainDetailName = AZ::Name(TerrainDetailChars);
  703. m_detailTextureImage = AZ::RPI::AttachmentImage::Create(*imagePool.get(), imageDescriptor, TerrainDetailName, nullptr, nullptr);
  704. AZ_Error(TerrainDetailMaterialManagerName, m_detailTextureImage, "Failed to initialize the detail texture image.");
  705. ClipmapBounds::ClipmapBoundsRegionList updateRegions = m_detailMaterialIdBounds.TransformRegion(m_detailMaterialIdBounds.GetWorldBounds());
  706. for (const auto& region : updateRegions)
  707. {
  708. UpdateDetailTexture(region.m_worldAabb, region.m_localAabb);
  709. }
  710. }
  711. else
  712. {
  713. // Update the edge regions
  714. for (const auto& region : edgeUpdatedRegions)
  715. {
  716. UpdateDetailTexture(region.m_worldAabb, region.m_localAabb);
  717. }
  718. if (m_dirtyDetailRegion.IsValid())
  719. {
  720. m_dirtyDetailRegion = m_dirtyDetailRegion.GetClamped(untouchedRegion);
  721. if (m_dirtyDetailRegion.IsValid())
  722. {
  723. ClipmapBounds::ClipmapBoundsRegionList updateRegions = m_detailMaterialIdBounds.TransformRegion(m_dirtyDetailRegion);
  724. for (const auto& region : updateRegions)
  725. {
  726. UpdateDetailTexture(region.m_worldAabb, region.m_localAabb);
  727. }
  728. }
  729. m_dirtyDetailRegion = AZ::Aabb::CreateNull();
  730. }
  731. }
  732. }
  733. void TerrainDetailMaterialManager::UpdateDetailTexture(const AZ::Aabb& worldUpdateAabb, const Aabb2i& textureUpdateAabb)
  734. {
  735. if (!m_detailTextureImage)
  736. {
  737. return;
  738. }
  739. struct DetailMaterialPixel
  740. {
  741. uint8_t m_material1{ 255 };
  742. uint8_t m_material2{ 255 };
  743. uint8_t m_blend{ 0 }; // 0 = full weight on material1, 255 = full weight on material2
  744. uint8_t m_padding{ 0 };
  745. };
  746. const int32_t width = textureUpdateAabb.m_max.m_x - textureUpdateAabb.m_min.m_x;
  747. const int32_t height = textureUpdateAabb.m_max.m_y - textureUpdateAabb.m_min.m_y;
  748. AZStd::vector<DetailMaterialPixel> pixels(width * height);
  749. auto perPositionCallback = [this, &pixels, &width](
  750. size_t xIndex, size_t yIndex,
  751. const AzFramework::SurfaceData::SurfacePoint& surfacePoint,
  752. [[maybe_unused]] bool terrainExists)
  753. {
  754. // Store the top two surface weights in the texture with m_blend storing the relative weight.
  755. DetailMaterialPixel& pixel = pixels.at(yIndex * width + xIndex);
  756. uint32_t foundMaterials = 0;
  757. float firstWeight = 0.0f;
  758. float secondWeight = 0.0f;
  759. AZ::Vector2 position(surfacePoint.m_position.GetX(), surfacePoint.m_position.GetY());
  760. const DetailMaterialListRegion* region = FindRegionForPosition(position);
  761. if (region == nullptr)
  762. {
  763. pixel.m_material1 = m_passthroughMaterialId;
  764. return;
  765. }
  766. for (const auto& surfaceTagWeight : surfacePoint.m_surfaceTags)
  767. {
  768. if (surfaceTagWeight.m_weight > 0.0f)
  769. {
  770. AZ::Crc32 surfaceType = surfaceTagWeight.m_surfaceType;
  771. uint16_t materialId = GetDetailMaterialForSurfaceType(*region, surfaceType);
  772. if (materialId < 255)
  773. {
  774. if (foundMaterials == 0)
  775. {
  776. // Found first material. Save its weight to calculate blend later.
  777. ++foundMaterials;
  778. pixel.m_material1 = aznumeric_cast<uint8_t>(materialId);
  779. firstWeight = surfaceTagWeight.m_weight;
  780. }
  781. else if (materialId == pixel.m_material1)
  782. {
  783. // Same material as the first material, just add the weights.
  784. firstWeight += surfaceTagWeight.m_weight;
  785. }
  786. else if (foundMaterials == 1)
  787. {
  788. // Found second material. Save its weight to calculate blend later.
  789. ++foundMaterials;
  790. secondWeight += surfaceTagWeight.m_weight;
  791. pixel.m_material2 = aznumeric_cast<uint8_t>(materialId);
  792. }
  793. else if (materialId == pixel.m_material2)
  794. {
  795. // Same material as the second material, just add the weights.
  796. secondWeight += surfaceTagWeight.m_weight;
  797. }
  798. else
  799. {
  800. break;
  801. }
  802. }
  803. }
  804. }
  805. if (foundMaterials == 0)
  806. {
  807. // No materials found, so use the default material.
  808. uint8_t defaultMaterial = region->m_defaultDetailMaterialId == InvalidDetailMaterialId ? m_passthroughMaterialId :
  809. aznumeric_cast<uint8_t>(m_detailMaterials.GetData(region->m_defaultDetailMaterialId).m_detailMaterialBufferIndex);
  810. pixel.m_material1 = defaultMaterial;
  811. }
  812. else if (foundMaterials == 2)
  813. {
  814. float totalWeight = firstWeight + secondWeight;
  815. float blendWeight = 1.0f - (firstWeight / totalWeight);
  816. pixel.m_blend = aznumeric_cast<uint8_t>(AZStd::round(blendWeight * 255.0f));
  817. }
  818. };
  819. AZ::Vector2 stepSize(m_detailTextureScale);
  820. AZ::Aabb offsetWorldAabb = worldUpdateAabb.GetTranslated(AZ::Vector3(m_detailTextureScale * 0.5f)); // offset by half a pixel
  821. {
  822. // Block other threads from accessing the surface data bus while we are in GetValue (which may call into the SurfaceData bus).
  823. // This prevents lock inversion deadlocks between this calling Gradient->Surface and something else calling Surface->Gradient.
  824. auto& surfaceDataContext = SurfaceData::SurfaceDataSystemRequestBus::GetOrCreateContext(false);
  825. typename SurfaceData::SurfaceDataSystemRequestBus::Context::DispatchLockGuard scopeLock(surfaceDataContext.m_contextMutex);
  826. AzFramework::Terrain::TerrainDataRequestBus::Broadcast(
  827. &AzFramework::Terrain::TerrainDataRequests::ProcessSurfaceWeightsFromRegion, offsetWorldAabb, stepSize, perPositionCallback,
  828. AzFramework::Terrain::TerrainDataRequests::Sampler::EXACT);
  829. }
  830. const int32_t left = textureUpdateAabb.m_min.m_x;
  831. const int32_t top = textureUpdateAabb.m_min.m_y;
  832. AZ::RHI::ImageUpdateRequest imageUpdateRequest;
  833. imageUpdateRequest.m_imageSubresourcePixelOffset.m_left = aznumeric_cast<uint32_t>(left);
  834. imageUpdateRequest.m_imageSubresourcePixelOffset.m_top = aznumeric_cast<uint32_t>(top);
  835. imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerRow = width * sizeof(DetailMaterialPixel);
  836. imageUpdateRequest.m_sourceSubresourceLayout.m_bytesPerImage = width * height * sizeof(DetailMaterialPixel);
  837. imageUpdateRequest.m_sourceSubresourceLayout.m_rowCount = height;
  838. imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_width = width;
  839. imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_height = height;
  840. imageUpdateRequest.m_sourceSubresourceLayout.m_size.m_depth = 1;
  841. imageUpdateRequest.m_sourceData = pixels.data();
  842. imageUpdateRequest.m_image = m_detailTextureImage->GetRHIImage();
  843. m_detailTextureImage->UpdateImageContents(imageUpdateRequest);
  844. }
  845. uint16_t TerrainDetailMaterialManager::GetDetailMaterialForSurfaceType(const DetailMaterialListRegion& materialRegion, AZ::Crc32 surfaceType) const
  846. {
  847. for (const auto& materialSurface : materialRegion.m_materialsForSurfaces)
  848. {
  849. if (materialSurface.m_surfaceTag == surfaceType)
  850. {
  851. return m_detailMaterials.GetData(materialSurface.m_detailMaterialId).m_detailMaterialBufferIndex;
  852. }
  853. }
  854. return InvalidDetailMaterialId;
  855. }
  856. auto TerrainDetailMaterialManager::FindRegionForPosition(const AZ::Vector2& position) const -> const DetailMaterialListRegion*
  857. {
  858. for (const auto& materialRegion : m_detailMaterialRegions.GetDataVector())
  859. {
  860. if (SurfaceData::AabbContains2D(materialRegion.m_region, position))
  861. {
  862. return &materialRegion;
  863. }
  864. }
  865. return nullptr;
  866. }
  867. void TerrainDetailMaterialManager::InitializePassthroughDetailMaterial()
  868. {
  869. m_passthroughMaterialId = aznumeric_cast<uint8_t>(m_detailMaterialShaderData.Reserve());
  870. DetailMaterialShaderData& materialShaderData = m_detailMaterialShaderData.GetElement(m_passthroughMaterialId);
  871. // Material defaults to white (1.0, 1.0, 1.0), set the blend mode to multiply so it passes through to the macro material.
  872. materialShaderData.m_flags = DetailTextureFlags::BlendModeMultiply;
  873. }
  874. auto TerrainDetailMaterialManager::FindByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container)
  875. -> DetailMaterialListRegion*
  876. {
  877. for (DetailMaterialListRegion& data : container.GetDataVector())
  878. {
  879. if (data.m_entityId == entityId)
  880. {
  881. return &data;
  882. }
  883. }
  884. return nullptr;
  885. }
  886. auto TerrainDetailMaterialManager::FindOrCreateByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container)
  887. -> DetailMaterialListRegion&
  888. {
  889. DetailMaterialListRegion* dataPtr = FindByEntityId(entityId, container);
  890. if (dataPtr != nullptr)
  891. {
  892. return *dataPtr;
  893. }
  894. const uint16_t slotId = container.GetFreeSlotIndex();
  895. AZ_Assert(slotId != AZ::Render::IndexedDataVector<TerrainDetailMaterialManager>::NoFreeSlot, "Ran out of indices");
  896. DetailMaterialListRegion& data = container.GetData(slotId);
  897. data.m_entityId = entityId;
  898. return data;
  899. }
  900. void TerrainDetailMaterialManager::RemoveByEntityId(AZ::EntityId entityId, AZ::Render::IndexedDataVector<DetailMaterialListRegion>& container)
  901. {
  902. for (DetailMaterialListRegion& data : container.GetDataVector())
  903. {
  904. if (data.m_entityId == entityId)
  905. {
  906. container.RemoveData(&data);
  907. return;
  908. }
  909. }
  910. AZ_Assert(false, "Entity Id not found in container.")
  911. }
  912. }