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Texture tweens (#279)
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* light soruces

* texture tween

* examples

* Update content/ADR-255-texture-tweens.md

Co-authored-by: Aga <[email protected]>
Signed-off-by: Nicolas Earnshaw <[email protected]>

* changes based on feedback

* Update ADR-255-texture-tweens.md

Added serialization definitions for Tween and Texture

Signed-off-by: Alejandro Alvarez Melucci <[email protected]>

---------

Signed-off-by: Nicolas Earnshaw <[email protected]>
Signed-off-by: Alejandro Alvarez Melucci <[email protected]>
Co-authored-by: Aga <[email protected]>
Co-authored-by: Alejandro Alvarez Melucci <[email protected]>
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---
layout: adr
adr: 255
title: Texture tweens
date: 2024-12-02
status: Draft
type: RFC
spdx-license: CC0-1.0
authors:
- nearnshaw
---

# Abstract

This document describes an approach for making it possible for creators to animate textures. This can be used to simulate running liquids, as well as many other interesting texture effects.

This new feature combines very well with ADR-254 (GLTF Nodes), as it enables to do the same effects on the textures of any .gltf model.

## Offset and tiling

Today the settings available on a texture are limited. We need to be able to also change the offset and the scale of a texture. As part of this ADR we're also adding two new fields to all textures:

- `offset`: _Vector2_, shifts the image from starting on the 0,0 mark. Default value `0,0`
- `tiling`: _Vector2_, determines how many times the texture fits on the surface. Default value `1,1`. The behavior of the remaining space on the texture will depend on the value of `wrapMode`.

A creator could theoretically write a system that changes the `offset` value on every frame, but that would be very bad for performance. If something will continually change their offset, it's recommended to instead use a Tween for that.

## Texture tween

We'll define a new type of tween that affects the Material rather than the Transform. This is enabled by using the already existing Tween and TweenSequence components, with a new `TextureMove` option to be added to the existing `Move`, `Rotate`, and `Scale`.

The new `TextureMove` option on the `Tween` component will have the following fields:

- `TextureMovementType`: _(optional)_, defines if the movement will be on the `offset` or the `tiling` field (see section above)
- `start`: _Vector2_ the initial value of the offset or tiling
- `end`: _Vector2_ the final value of the offset or tiling
- `duration`: _number_ how long the transition takes, in milliseconds
- `easingFunction`: How the curve of movement over time changes, the default value is `EasingFunction.EF_LINEAR`

The scene can also use a `TweenSequence` to make continuos movements possible, just like with other kinds of tweens.

## Texture layers

Materials have several textures besides the albedo_texture, including bump_texture, alpha_texture, emissive_texture. The `TextureMove` Tween affects the base texture, so all textures move together with it.

This applies to changing the `offset` and `tiling` fields manually, as well as using a texture tween.

## Serialization

```yaml
parameters:
COMPONENT_ID: 1102
COMPONENT_NAME: core::Tween
CRDT_TYPE: LastWriteWin-Element-Set
```
```protobuf
message Texture {
string src = 1;
optional TextureWrapMode wrap_mode = 2; // default = TextureWrapMode.Clamp
optional TextureFilterMode filter_mode = 3; // default = FilterMode.Bilinear

// Final uv = offset + (input_uv * tiling)
optional Vector2 offset = 4; // default = Vector2.Zero; Offset for texture positioning, only works for the texture property in PbrMaterial or UnlitMaterial.
optional Vector2 tiling = 5; // default = Vector2.One; Tiling multiplier for texture repetition, only works for the texture property in PbrMaterial or UnlitMaterial.
}

message PBTween {
float duration = 1; // in milliseconds
EasingFunction easing_function = 2;

oneof mode {
Move move = 3;
Rotate rotate = 4;
Scale scale = 5;
TextureMove texture_move = 8;
}

optional bool playing = 6; // default true (pause or running)
optional float current_time = 7; // between 0 and 1
}

// This tween mode allows to move the texture of a PbrMaterial or UnlitMaterial.
// You can also specify the movement type (offset or tiling)
message TextureMove {
decentraland.common.Vector2 start = 1;
decentraland.common.Vector2 end = 2;
optional TextureMovementType movement_type = 3; // default = TextureMovementType.TMT_OFFSET
}

enum TextureMovementType {
TMT_OFFSET = 0; // default = TextureMovementType.TMT_OFFSET
TMT_TILING = 1;
}
```

## Semantics

### Example

Offset texture:

```ts
Material.setPbrMaterial(myEntity, {
texture: Material.Texture.Common({
src: 'assets/materials/wood.png',
wrapMode: TextureWrapMode.TWM_REPEAT,
offset: Vector2.create(0, 0.2),
tiling: Vector2.create(1, 1),
}),
})
```

Simple continuos flow:

```ts
const myEntity = engine.addEntity()

MeshRenderer.setPlane(myEntity)

Transform.create(myEntity, {
position: Vector3.create(4, 1, 4),
})

Material.setPbrMaterial(myEntity, {
texture: Material.Texture.Common({
src: 'materials/water.png',
wrapMode: TextureWrapMode.TWM_REPEAT,
}),
})

Tween.create(myEntity, {
mode: Tween.Mode.TextureMove({
start: Vector2.create(0, 0),
end: Vector2.create(0, 1),
}),
duration: 1000,
easingFunction: EasingFunction.EF_LINEAR,
})

TweenSequence.create(myEntity, { sequence: [], loop: TweenLoop.TL_RESTART })
```

Square-moving tween sequence:

```ts
//(...)

Tween.create(myEntity, {
mode: Tween.Mode.TextureMove({
start: Vector2.create(0, 0),
end: Vector2.create(0, 1),
}),
duration: 1000,
easingFunction: EasingFunction.EF_LINEAR,
})

TweenSequence.create(myEntity, {
sequence: [
{
mode: Tween.Mode.TextureMove({
start: Vector2.create(0, 1),
end: Vector2.create(1, 1),
}),
duration: 1000,
easingFunction: EasingFunction.EF_LINEAR,
},
{
mode: Tween.Mode.TextureMove({
start: Vector2.create(1, 1),
end: Vector2.create(1, 0),
}),
duration: 1000,
easingFunction: EasingFunction.EF_LINEAR,
},
{
mode: Tween.Mode.TextureMove({
start: Vector2.create(1, 0),
end: Vector2.create(0, 0),
}),
duration: 1000,
easingFunction: EasingFunction.EF_LINEAR,
},
],
loop: TweenLoop.TL_RESTART,
})
```

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