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.
This commit is contained in:
Ken Pruiksma
2022-02-04 11:01:47 -06:00
committed by GitHub
parent d77403f9df
commit ff4412db7c
10 changed files with 190 additions and 70 deletions
@@ -0,0 +1,46 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/std/containers/span.h>
#include <AzCore/Math/Vector2.h>
#include <AzCore/Math/Matrix3x3.h>
#include <AzCore/RTTI/TypeInfo.h>
//! This file holds useful material related utility functions.
namespace AZ
{
namespace Render
{
enum class TransformType
{
Invalid,
Scale,
Rotate,
Translate
};
struct UvTransformDescriptor
{
Vector2 m_center{ Vector2::CreateZero() };
float m_scale{ 1.0f };
float m_scaleX{ 1.0f };
float m_scaleY{ 1.0f };
float m_translateX{ 0.0f };
float m_translateY{ 0.0f };
float m_rotateDegrees{ 0.0f };
};
// Create a 3x3 uv transform matrix from a set of input properties.
Matrix3x3 CreateUvTransformMatrix(const UvTransformDescriptor& desc, const AZStd::span<const TransformType> transformOrder);
}
AZ_TYPE_INFO_SPECIALIZE(Render::TransformType, "{D8C15D33-CE3D-4297-A646-030B0625BF84}");
}
@@ -0,0 +1,62 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/Utils/MaterialUtils.h>
namespace AZ::Render
{
Matrix3x3 CreateUvTransformMatrix(const UvTransformDescriptor& desc, AZStd::span<const TransformType> transformOrder)
{
float translateX = desc.m_translateX;
float translateY = desc.m_translateY;
if (desc.m_scaleX != 0.0f)
{
translateX *= (1.0f / desc.m_scaleX);
}
if (desc.m_scaleY != 0.0f)
{
translateY *= (1.0f / desc.m_scaleY);
}
Matrix3x3 translateCenter2D = Matrix3x3::CreateIdentity();
translateCenter2D.SetBasisZ(-desc.m_center.GetX(), -desc.m_center.GetY(), 1.0f);
Matrix3x3 translateCenterInv2D = Matrix3x3::CreateIdentity();
translateCenterInv2D.SetBasisZ(desc.m_center.GetX(), desc.m_center.GetY(), 1.0f);
Matrix3x3 scale2D = Matrix3x3::CreateDiagonal(AZ::Vector3(desc.m_scaleX * desc.m_scale, desc.m_scaleY * desc.m_scale, 1.0f));
Matrix3x3 translate2D = Matrix3x3::CreateIdentity();
translate2D.SetBasisZ(translateX, translateY, 1.0f);
Matrix3x3 rotate2D = Matrix3x3::CreateRotationZ(AZ::DegToRad(desc.m_rotateDegrees));
Matrix3x3 transform = translateCenter2D;
for (auto transformType : transformOrder)
{
switch (transformType)
{
case TransformType::Scale:
transform = scale2D * transform;
break;
case TransformType::Rotate:
transform = rotate2D * transform;
break;
case TransformType::Translate:
transform = translate2D * transform;
break;
}
}
transform = translateCenterInv2D * transform;
return transform;
}
}
@@ -21,6 +21,7 @@ set(FILES
Include/Atom/Utils/ImGuiShaderMetrics.inl
Include/Atom/Utils/ImGuiTransientAttachmentProfiler.h
Include/Atom/Utils/ImGuiTransientAttachmentProfiler.inl
Include/Atom/Utils/MaterialUtils.h
Include/Atom/Utils/PngFile.h
Include/Atom/Utils/PpmFile.h
Include/Atom/Utils/StableDynamicArray.h
@@ -30,6 +31,7 @@ set(FILES
Include/Atom/Utils/AssetCollectionAsyncLoader.h
Source/DdsFile.cpp
Source/ImageComparison.cpp
Source/MaterialUtils.cpp
Source/PngFile.cpp
Source/PpmFile.cpp
Source/Utils.cpp