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authorJere Tuliniemi <jere.tuliniemi@qt.io>2018-09-14 11:37:11 +0300
committerJere Tuliniemi <jere.tuliniemi@qt.io>2018-09-14 11:27:41 +0000
commit0cb34feeb0bccbf766069f4ee558c060ed79c19c (patch)
tree2bb06855546150c50bc67bf493fd6c2bb4dad62a
parentc3f07af6b317617dc07dac884db60fd185834ae1 (diff)
Use no lod bump map shaders always
The bump map shader used Lod functions even though mipmapping is not enabled. Use no lod version instead. Texture size was also 1x1 always, so the size had to be fetched with Q3DSImageManager. Task-number: QT3DS-2284 Change-Id: I5c49911dc13738797428491f107b4fedd37535c1 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
-rw-r--r--res/effectlib/defaultMaterialBumpNoLod.glsllib52
-rw-r--r--src/runtime/q3dsres.qrc1
-rw-r--r--src/runtime/q3dsscenemanager.cpp3
-rw-r--r--src/runtime/shadergenerator/q3dsdefaultvertexpipeline.cpp24
4 files changed, 62 insertions, 18 deletions
diff --git a/res/effectlib/defaultMaterialBumpNoLod.glsllib b/res/effectlib/defaultMaterialBumpNoLod.glsllib
new file mode 100644
index 0000000..2f3bd15
--- /dev/null
+++ b/res/effectlib/defaultMaterialBumpNoLod.glsllib
@@ -0,0 +1,52 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+float calcRGBAvg(in vec4 rgba)
+{
+ return (rgba.r + rgba.g + rgba.b) / 3.0;
+}
+
+vec3 defaultMaterialBumpNoLod(in sampler2D sampler, in float factor,
+ in vec2 texCoord, in vec3 tangent, in vec3 binormal,
+ in vec3 normal, in vec2 bumpSize )
+{
+ // invert factor
+ float invFactor = -factor;
+
+ vec2 unitStep = 1.0 / bumpSize;
+
+ float du = calcRGBAvg(texture2D( sampler, vec2( texCoord.x + unitStep.x, texCoord.y )))
+ - calcRGBAvg(texture2D( sampler, vec2( texCoord.x, texCoord.y )));
+ float dv = calcRGBAvg(texture2D( sampler, vec2( texCoord.x, texCoord.y + unitStep.y )))
+ - calcRGBAvg(texture2D( sampler, vec2( texCoord.x, texCoord.y )));
+
+ vec3 n = normalize(vec3(invFactor * du, invFactor * dv, 1.0));
+ n = n.x * normalize(tangent) + n.y * normalize(binormal) + n.z * normal;
+ return normalize(normal + n);
+}
diff --git a/src/runtime/q3dsres.qrc b/src/runtime/q3dsres.qrc
index f79d3c9..b458679 100644
--- a/src/runtime/q3dsres.qrc
+++ b/src/runtime/q3dsres.qrc
@@ -96,6 +96,7 @@
<file alias="res/effectlib/textureCoordinateInfo.glsllib">../../res/effectlib/textureCoordinateInfo.glsllib</file>
<file alias="res/effectlib/transformCoordinate.glsllib">../../res/effectlib/transformCoordinate.glsllib</file>
<file alias="res/effectlib/defaultMaterialFileBumpTexture.glsllib">../../res/effectlib/defaultMaterialFileBumpTexture.glsllib</file>
+ <file alias="res/effectlib/defaultMaterialBumpNoLod.glsllib">../../res/effectlib/defaultMaterialBumpNoLod.glsllib</file>
<file alias="res/effectlib/defaultMaterialFileDisplacementTexture.glsllib">../../res/effectlib/defaultMaterialFileDisplacementTexture.glsllib</file>
<file alias="res/effectlib/defaultMaterialFileNormalTexture.glsllib">../../res/effectlib/defaultMaterialFileNormalTexture.glsllib</file>
<file alias="res/effectlib/vertexFragmentBase.glsllib">../../res/effectlib/vertexFragmentBase.glsllib</file>
diff --git a/src/runtime/q3dsscenemanager.cpp b/src/runtime/q3dsscenemanager.cpp
index b0006e3..311620b 100644
--- a/src/runtime/q3dsscenemanager.cpp
+++ b/src/runtime/q3dsscenemanager.cpp
@@ -5139,7 +5139,8 @@ void Q3DSSceneManager::updateTextureParameters(Q3DSTextureParameters &texturePar
QVector4D rotations(m[0], m[4], m[1], m[5]);
textureParameters.rotations->setValue(rotations);
- textureParameters.size->setValue(QVector2D(texture->width(), texture->height()));
+ const QSize size = Q3DSImageManager::instance().size(texture);
+ textureParameters.size->setValue(QVector2D(size.width(), size.height()));
}
void Q3DSSceneManager::setImageTextureFromSubPresentation(Qt3DRender::QParameter *sampler, Q3DSImage *image)
diff --git a/src/runtime/shadergenerator/q3dsdefaultvertexpipeline.cpp b/src/runtime/shadergenerator/q3dsdefaultvertexpipeline.cpp
index ba227df..c621ad4 100644
--- a/src/runtime/shadergenerator/q3dsdefaultvertexpipeline.cpp
+++ b/src/runtime/shadergenerator/q3dsdefaultvertexpipeline.cpp
@@ -659,23 +659,13 @@ struct ShaderGenerator : public Q3DSDefaultMaterialShaderGenerator
fragmentShader.addUniform("bumpAmount", "float");
- if (Q3DS::graphicsLimits().useGles2Path) {
- const QByteArray imageSamplerSize = m_ImageSize.toUtf8();
- fragmentShader.addUniform(m_ImageSize.toLatin1(), "vec2");
- fragmentShader.addInclude("defaultMaterialBumpNoLod.glsllib");
- fragmentShader << "\tworld_normal = defaultMaterialBumpNoLod( " << imageSampler.constData()
- << ", bumpAmount, " << imageFragCoords.constData()
- << ", tangent, binormal, world_normal, "
- << imageSamplerSize.constData() << ");" << "\n";
- } else {
- fragmentShader.addInclude("defaultMaterialFileBumpTexture.glsllib");
- // vec3 simplerFileBumpTexture( in sampler2D sampler, in float factor, vec2
- // texCoord, vec3 tangent, vec3 binormal, vec3 normal )
-
- fragmentShader << "\tworld_normal = simplerFileBumpTexture( " << imageSampler.constData()
- << ", bumpAmount, " << imageFragCoords.constData()
- << ", tangent, binormal, world_normal );" << "\n";
- }
+ const QByteArray imageSamplerSize = m_ImageSize.toUtf8();
+ fragmentShader.addUniform(m_ImageSize.toLatin1(), "vec2");
+ fragmentShader.addInclude("defaultMaterialBumpNoLod.glsllib");
+ fragmentShader << "\tworld_normal = defaultMaterialBumpNoLod( " << imageSampler.constData()
+ << ", bumpAmount, " << imageFragCoords.constData()
+ << ", tangent, binormal, world_normal, "
+ << imageSamplerSize.constData() << ");" << "\n";
// Do gram schmidt
fragmentShader << "\tbinormal = normalize(cross(world_normal, tangent) );\n";
fragmentShader << "\ttangent = normalize(cross(binormal, world_normal) );\n";