Add uv offsets to autogenerated 2D uv coordinates.

The original render_gl3.c code does the following:

```
mjr_setf4(plane, 0.5*scl[0], 0, 0, -0.5);
glTexGenfv(GL_S, GL_OBJECT_PLANE, plane);
mjr_setf4(plane, 0, -0.5*scl[1], 0, -0.5);
glTexGenfv(GL_T, GL_OBJECT_PLANE, plane);
```

The 4th component of the GL_OBJECT_PLANE function effectively
describes a UV-offset for the generates uvs. In our filament
implementation, we had overlooked this 4th component.

PiperOrigin-RevId: 863181644
Change-Id: I60688117ea2019257da683cdda0c7d389dd5af1e
This commit is contained in:
Haroon Qureshi
2026-01-30 04:54:42 -08:00
committed by Copybara-Service
parent f022faadf7
commit e35c981f48
5 changed files with 16 additions and 3 deletions
@@ -23,6 +23,7 @@ material {
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float3, name : UvScale },
{ type : float3, name : UvOffset },
{ type : sampler2d, name : BaseColor }
],
variables : [
@@ -38,7 +39,7 @@ vertex {
fragment {
void material(inout MaterialInputs material) {
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy;
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy + materialParams.UvOffset.xy;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;
@@ -24,6 +24,7 @@ material {
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float3, name : UvScale },
{ type : float3, name : UvOffset },
{ type : sampler2d, name : BaseColor }
],
variables : [
@@ -39,7 +40,7 @@ vertex {
fragment {
void material(inout MaterialInputs material) {
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy;
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy + materialParams.UvOffset.xy;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;
@@ -484,8 +484,15 @@ void Drawable::UpdateMaterial(const mjvGeom& geom, bool use_segid_color) {
params.uv_scale.y = 2.0f * plane_scale / tile_size_y;
}
// We want to do the equivalent of:
// mjr_setf4(splane, 0.5 * scl.x, 0, 0, -0.5);
// mjr_setf4(tplane, 0, -0.5 * scl.y, 0, -0.5);
// glTexGenfv(GL_S, GL_OBJECT_PLANE, splane);
// glTexGenfv(GL_T, GL_OBJECT_PLANE, tplane);
params.uv_scale.x = 0.5f * params.uv_scale.x;
params.uv_scale.y = 0.5f * params.uv_scale.y;
params.uv_scale.y = -0.5f * params.uv_scale.y;
params.uv_offset.x = -0.5f;
params.uv_offset.y = -0.5f;
} else {
// For cube maps, if `tex_uniform` is true, then scale the texture so that
// it covers a 1x1 area of world space rather than the area of the object.
@@ -110,6 +110,9 @@ void Material::UpdateMaterialInstances() {
if (material->hasParameter("UvScale")) {
instance->setParameter("UvScale", params_.uv_scale);
}
if (material->hasParameter("UvOffset")) {
instance->setParameter("UvOffset", params_.uv_offset);
}
if (instances_[DrawMode::kSegmentation]) {
instances_[DrawMode::kSegmentation]->setParameter(
@@ -54,6 +54,7 @@ class Material {
filament::math::float4 segmentation_color = {1, 1, 1, 1};
filament::math::float2 tex_repeat = {1, 1};
filament::math::float3 uv_scale = {1, 1, 1};
filament::math::float3 uv_offset = {0, 0, 0};
float specular = -1.0f;
float glossiness = -1.0f;
float metallic = -1.0f;