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