Calculating uv transforms for terrain detail materials (#7375)
Calculating uv transforms for terrain detail materials This adds support for uv transforms in terrain detail materials. To support this work, the code for generating a matrix from material properties was pulled out of the material functor and put into a new MaterialUtils file in Atom Utils.monroegm-disable-blank-issue-2
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/std/containers/span.h>
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#include <AzCore/Math/Vector2.h>
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#include <AzCore/Math/Matrix3x3.h>
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#include <AzCore/RTTI/TypeInfo.h>
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//! This file holds useful material related utility functions.
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namespace AZ
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{
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namespace Render
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{
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enum class TransformType
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{
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Invalid,
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Scale,
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Rotate,
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Translate
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};
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struct UvTransformDescriptor
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{
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Vector2 m_center{ Vector2::CreateZero() };
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float m_scale{ 1.0f };
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float m_scaleX{ 1.0f };
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float m_scaleY{ 1.0f };
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float m_translateX{ 0.0f };
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float m_translateY{ 0.0f };
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float m_rotateDegrees{ 0.0f };
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};
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// Create a 3x3 uv transform matrix from a set of input properties.
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Matrix3x3 CreateUvTransformMatrix(const UvTransformDescriptor& desc, const AZStd::span<const TransformType> transformOrder);
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}
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AZ_TYPE_INFO_SPECIALIZE(Render::TransformType, "{D8C15D33-CE3D-4297-A646-030B0625BF84}");
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}
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/Utils/MaterialUtils.h>
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namespace AZ::Render
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{
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Matrix3x3 CreateUvTransformMatrix(const UvTransformDescriptor& desc, AZStd::span<const TransformType> transformOrder)
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{
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float translateX = desc.m_translateX;
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float translateY = desc.m_translateY;
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if (desc.m_scaleX != 0.0f)
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{
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translateX *= (1.0f / desc.m_scaleX);
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}
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if (desc.m_scaleY != 0.0f)
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{
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translateY *= (1.0f / desc.m_scaleY);
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}
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Matrix3x3 translateCenter2D = Matrix3x3::CreateIdentity();
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translateCenter2D.SetBasisZ(-desc.m_center.GetX(), -desc.m_center.GetY(), 1.0f);
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Matrix3x3 translateCenterInv2D = Matrix3x3::CreateIdentity();
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translateCenterInv2D.SetBasisZ(desc.m_center.GetX(), desc.m_center.GetY(), 1.0f);
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Matrix3x3 scale2D = Matrix3x3::CreateDiagonal(AZ::Vector3(desc.m_scaleX * desc.m_scale, desc.m_scaleY * desc.m_scale, 1.0f));
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Matrix3x3 translate2D = Matrix3x3::CreateIdentity();
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translate2D.SetBasisZ(translateX, translateY, 1.0f);
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Matrix3x3 rotate2D = Matrix3x3::CreateRotationZ(AZ::DegToRad(desc.m_rotateDegrees));
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Matrix3x3 transform = translateCenter2D;
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for (auto transformType : transformOrder)
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{
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switch (transformType)
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{
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case TransformType::Scale:
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transform = scale2D * transform;
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break;
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case TransformType::Rotate:
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transform = rotate2D * transform;
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break;
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case TransformType::Translate:
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transform = translate2D * transform;
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break;
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}
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}
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transform = translateCenterInv2D * transform;
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return transform;
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}
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}
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