Updated the image gradient component to use a streaming image asset

Signed-off-by: Chris Galvan <chgalvan@amazon.com>
This commit is contained in:
Chris Galvan
2022-02-03 12:29:18 -06:00
parent 65e651388c
commit 6322dd5397
10 changed files with 150 additions and 43 deletions
+13 -14
View File
@@ -15,6 +15,7 @@
#include <AzCore/Debug/Profiler.h>
#include <Atom/ImageProcessing/PixelFormats.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <GradientSignal/Util.h>
#include <numeric>
@@ -152,17 +153,15 @@ namespace GradientSignal
return true;
}
float GetValueFromImageAsset(const AZ::Data::Asset<ImageAsset>& imageAsset, const AZ::Vector3& uvw, float tilingX, float tilingY, float defaultValue)
float GetValueFromImageAsset(const AZ::Data::Asset<AZ::RPI::StreamingImageAsset>& imageAsset, const AZ::Vector3& uvw, float tilingX, float tilingY, float defaultValue)
{
if (imageAsset.IsReady())
{
const auto& image = imageAsset.Get();
AZStd::size_t imageSize = image->m_imageWidth * image->m_imageHeight *
static_cast<AZ::u32>(image->m_bytesPerPixel);
if (image->m_imageWidth > 0 &&
image->m_imageHeight > 0 &&
image->m_imageData.size() == imageSize)
auto imageDescriptor = imageAsset->GetImageDescriptor();
auto width = imageDescriptor.m_size.m_width;
auto height = imageDescriptor.m_size.m_height;
if (width > 0 && height > 0)
{
// 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((image->m_imageWidth * tilingX),
(image->m_imageHeight * tilingY),
const AZ::Vector3 tiledDimensions((width * tilingX),
(height * tilingY),
0.0f);
// Convert from uv space back to pixel space
@@ -195,13 +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.
size_t x = static_cast<size_t>(pixelLookup.GetX()) % image->m_imageWidth;
size_t y = static_cast<size_t>(pixelLookup.GetY()) % image->m_imageHeight;
auto x = aznumeric_cast<AZ::u32>(pixelLookup.GetX()) % width;
auto y = aznumeric_cast<AZ::u32>(pixelLookup.GetY()) % height;
// 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;
y = (height - 1) - y;
return RetrieveValue(image->m_imageData.data(), index, image->m_imageFormat);
return AZ::RPI::GetSubImagePixelValue<float>(imageAsset, x, y);
}
}