/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef FILE_BUMP_TEXTURE_GLSLLIB #define FILE_BUMP_TEXTURE_GLSLLIB #ifdef QT3DS_DEFINE_API #include "luminance.glsllib" #include "monoChannel.glsllib" #include "textureCoordinateInfo.glsllib" #define wrap_clamp 0 #define wrap_repeat 1 #define wrap_mirrored_repeat 2 #include "rotationTranslationScale.glsllib" #include "transformCoordinate.glsllib" #endif // compute a normal based on a heightfield style bump texture // example call: // fileBumpTexture(bump_texture, bump_amount, mono_average // , transformCoordinate( // rotationTranslationScale( // vec3( 0.000000, 0.000000, 0.000000 ) // , vec3( 0.000000, 0.000000, 0.000000 ) // , vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) ) // , textureCoordinateInfo( texCoord0, tangent, binormal ) ) // , vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ) // , wrap_repeat, wrap_repeat, normal ); vec3 fileBumpTexture( in sampler2D sampler, in float factor, in int bumpSource , in texture_coordinate_info uvw , in vec2 cropU, in vec2 cropV , in int wrapU, in int wrapV, in vec3 normal ) { vec2 bumpMapSize = vec2( textureSize( sampler, 0 ) ); float bumpMapLevels = log2( max( bumpMapSize.x, bumpMapSize.y ) ); // simulate textureQueryLod vec2 dx = dFdx( uvw.position.xy * bumpMapSize.x ); vec2 dy = dFdy( uvw.position.xy * bumpMapSize.y ); float px = dot( dx, dx ); float py = dot( dy, dy ); float maxlod = 0.5 * log2( max( px, py ) ); // log2(sqrt()) = 0.5*log2() float minlod = 0.5 * log2( min( px, py ) ); float lod = max(0.0, min( maxlod, bumpMapLevels )); // invert factor float invFactor = -factor; // currently no lod supported we use 3.3 GL //float lod = textureQueryLod( sampler, uvw.position.xy ).x; vec2 size = mix( vec2( textureSize( sampler, int( floor( lod ) ) ) ), vec2( textureSize( sampler, int( ceil( lod ) ) ) ), fract( lod ) ); vec2 unitStep = 1.0 / size; // Add an inveres scale to keep the original gradient values // this makes the bumps a lot smoother. // Or we could do it like in iRay and sample always at original size. // But this makes me feel better. vec2 scale = size / bumpMapSize; float du = monoChannel( textureLod( sampler, vec2( uvw.position.x + unitStep.x, uvw.position.y ), lod ), bumpSource ) - monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y ), lod ), bumpSource ); float dv = monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y + unitStep.y ), lod ), bumpSource ) - monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y ), lod ), bumpSource ); vec3 n = normalize(vec3(invFactor * scale.x * du, invFactor * scale.x * dv, 1.0)); n = n.x*uvw.tangent_u + n.y*uvw.tangent_v + n.z*normal; return normalize(normal + n); } #include "textureCoordinateInfo.glsllib" //Simpler version built to run from UIC image data //In our case, we have already generated the texture coordinate x,y position //TODO - figure out if we need to manipulate tangent_u, tangent_v. vec3 simplerFileBumpTexture( in sampler2D sampler, in float factor, vec2 texCoord, vec3 tangent, vec3 binormal, vec3 normal ) { return fileBumpTexture( sampler, factor, mono_average , textureCoordinateInfo( vec3( texCoord.x, texCoord.y, 0.0 ), tangent, binormal ) , vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ) , wrap_repeat, wrap_repeat, normal ); } #endif