Use higher level transformations in UVController

cherry-pick-74612b12
Dobrohotov Alexei 4 years ago
parent 24f4bf9c28
commit 971ba81ed2

@ -277,22 +277,18 @@ void UVController::apply(osg::StateSet* stateset, osg::NodeVisitor* nv)
if (hasInput())
{
float value = getInputValue(nv);
float uTrans = mUTrans.interpKey(value);
float vTrans = mVTrans.interpKey(value);
float uScale = mUScale.interpKey(value);
float vScale = mVScale.interpKey(value);
// First scale the UV relative to (0,0),
// then offset the UV to change the scaling origin to its center.
osg::Matrixf mat = osg::Matrixf::scale(uScale, vScale, 1);
float uOffset = 0.5f * (1.f - uScale);
float vOffset = 0.5f * (1.f - vScale);
// Apply the original offsets:
// U offset is supposed to be subtracted regardless of the graphics library,
// while V offset is made negative to account for OpenGL's Y axis convention.
uOffset -= uTrans;
vOffset -= vTrans;
mat.setTrans(uOffset, vOffset, 0);
// First scale the UV relative to its center, then apply the offset.
// U offset is flipped regardless of the graphics library,
// while V offset is flipped to account for OpenGL Y axis convention.
osg::Vec3f uvOrigin(0.5f, 0.5f, 0.f);
osg::Vec3f uvScale(mUScale.interpKey(value), mVScale.interpKey(value), 1.f);
osg::Vec3f uvTrans(-mUTrans.interpKey(value), -mVTrans.interpKey(value), 0.f);
osg::Matrixf mat = osg::Matrixf::translate(uvOrigin);
mat.preMultScale(uvScale);
mat.preMultTranslate(-uvOrigin);
mat.setTrans(mat.getTrans() + uvTrans);
// setting once is enough because all other texture units share the same TexMat (see setDefaults).
if (!mTextureUnits.empty())

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