diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/fileBumpTexture.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/fileBumpTexture.glsllib | 119 |
2 files changed, 0 insertions, 119 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/res/effectlib/fileBumpTexture.glsllib b/src/Runtime/ogl-runtime/res/effectlib/fileBumpTexture.glsllib deleted file mode 100644 index d0129a81..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/fileBumpTexture.glsllib +++ /dev/null @@ -1,119 +0,0 @@ -/**************************************************************************** -** -** 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 |