Reverted changes to image gradient asset (will put in separate PR)

Signed-off-by: Chris Galvan <chgalvan@amazon.com>
This commit is contained in:
Chris Galvan
2022-01-12 12:28:52 -06:00
parent ea4bf6b7d6
commit 010e8a5df1
4 changed files with 16 additions and 19 deletions
-1
View File
@@ -21,7 +21,6 @@ ly_add_target(
AZ::AzCore
AZ::AtomCore
AZ::AzFramework
Gem::Atom_RPI.Public
Gem::SurfaceData
Gem::ImageProcessingAtom.Headers
Gem::LmbrCentral
@@ -11,8 +11,6 @@
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Component/Component.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAsset.h>
#include <GradientSignal/Ebuses/GradientRequestBus.h>
#include <GradientSignal/Ebuses/GradientTransformRequestBus.h>
#include <GradientSignal/Ebuses/ImageGradientRequestBus.h>
@@ -36,7 +34,6 @@ namespace GradientSignal
AZ_RTTI(ImageGradientConfig, "{1BDB5DA4-A4A8-452B-BE6D-6BD451D4E7CD}", AZ::ComponentConfig);
static void Reflect(AZ::ReflectContext* context);
AZ::Data::Asset<ImageAsset> m_imageAsset = { AZ::Data::AssetLoadBehavior::QueueLoad };
AZ::Data::Asset<AZ::RPI::StreamingImageAsset> m_streamingImageAsset = { AZ::Data::AssetLoadBehavior::QueueLoad };
float m_tilingX = 1.0f;
float m_tilingY = 1.0f;
};
@@ -12,7 +12,6 @@
#include <AzCore/RTTI/ReflectContext.h>
#include <AzFramework/Asset/GenericAssetHandler.h>
#include <Atom/ImageProcessing/PixelFormats.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAsset.h>
namespace AZ
{
@@ -62,6 +61,6 @@ namespace GradientSignal
}
};
float GetValueFromImageAsset(const AZ::Data::Asset<AZ::RPI::StreamingImageAsset>& imageAsset, const AZ::Vector3& uvw, float tilingX, float tilingY, float defaultValue);
float GetValueFromImageAsset(const AZ::Data::Asset<ImageAsset>& imageAsset, const AZ::Vector3& uvw, float tilingX, float tilingY, float defaultValue);
} // namespace GradientSignal
+15 -13
View File
@@ -20,7 +20,6 @@
namespace
{
// Could (should) move these RetrieveValue helper methods over to where our new API lives
template <ImageProcessingAtom::EPixelFormat>
float RetrieveValue(const AZ::u8* mem, size_t index)
{
@@ -152,17 +151,17 @@ namespace GradientSignal
return true;
}
float GetValueFromImageAsset(const AZ::Data::Asset<AZ::RPI::StreamingImageAsset>& imageAsset, const AZ::Vector3& uvw, float tilingX, float tilingY, float defaultValue)
float GetValueFromImageAsset(const AZ::Data::Asset<ImageAsset>& imageAsset, const AZ::Vector3& uvw, float tilingX, float tilingY, float defaultValue)
{
if (imageAsset.IsReady())
{
const AZ::RHI::ImageDescriptor imageDescriptor = imageAsset->GetImageDescriptor();
auto width = imageDescriptor.m_size.m_width;
auto height = imageDescriptor.m_size.m_height;
const auto& image = imageAsset.Get();
AZStd::size_t imageSize = image->m_imageWidth * image->m_imageHeight *
static_cast<AZ::u32>(image->m_bytesPerPixel);
if (width > 0
&& height > 0
)
if (image->m_imageWidth > 0 &&
image->m_imageHeight > 0 &&
image->m_imageData.size() == imageSize)
{
// When "rasterizing" from uvs, a range of 0-1 has slightly different meanings depending on the sampler state.
// For repeating states (Unbounded/None, Repeat), a uv value of 1 should wrap around back to our 0th pixel.
@@ -185,8 +184,8 @@ namespace GradientSignal
// A 16x16 pixel image and tilingX = tilingY = 1 maps the uv range of 0-1 to 0-16 pixels.
// A 16x16 pixel image and tilingX = tilingY = 1.5 maps the uv range of 0-1 to 0-24 pixels.
const AZ::Vector3 tiledDimensions((width * tilingX),
(height * tilingY),
const AZ::Vector3 tiledDimensions((image->m_imageWidth * tilingX),
(image->m_imageHeight * tilingY),
0.0f);
// Convert from uv space back to pixel space
@@ -195,10 +194,13 @@ namespace GradientSignal
// UVs outside the 0-1 range are treated as infinitely tiling, so that we behave the same as the
// other gradient generators. As mentioned above, if clamping is desired, we expect it to be applied
// outside of this function.
uint32_t x = static_cast<uint32_t>(pixelLookup.GetX()) % width;
uint32_t y = static_cast<uint32_t>(pixelLookup.GetY()) % height;
size_t x = static_cast<size_t>(pixelLookup.GetX()) % image->m_imageWidth;
size_t y = static_cast<size_t>(pixelLookup.GetY()) % image->m_imageHeight;
return imageAsset->GetSubImagePixelValue<float>(x, y);
// Flip the y because images are stored in reverse of our world axes
size_t index = ((image->m_imageHeight - 1) - y) * image->m_imageWidth + x;
return RetrieveValue(image->m_imageData.data(), index, image->m_imageFormat);
}
}