diff options
author | Mauro Persano <mauro.persano@kdab.com> | 2018-11-01 09:39:26 -0300 |
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committer | Mike Krus <mike.krus@kdab.com> | 2018-11-08 08:19:17 +0000 |
commit | 4fc0088ef6f99e8c093991614bd9848e8cf16e9b (patch) | |
tree | 1731f25e9d8eff0cbc9b8b9947ab237bba53b14c /src/extras | |
parent | 46a994c4ed1699d466ebc90994e0545c2bdd300b (diff) |
Add ES3-specific coordinate systems shader fragment
Change-Id: Ie7f469278b0a74b4c059ad99ad182059c6752cd8
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'src/extras')
-rw-r--r-- | src/extras/extras.qrc | 1 | ||||
-rw-r--r-- | src/extras/shaders/es3/coordinatesystems.inc | 73 |
2 files changed, 74 insertions, 0 deletions
diff --git a/src/extras/extras.qrc b/src/extras/extras.qrc index 8bbffd272..2aedc6622 100644 --- a/src/extras/extras.qrc +++ b/src/extras/extras.qrc @@ -13,6 +13,7 @@ <file>shaders/es3/metalrough.inc.frag</file> <file>shaders/gl3/coordinatesystems.inc</file> <file>shaders/es2/coordinatesystems.inc</file> + <file>shaders/es3/coordinatesystems.inc</file> <file>shaders/gl3/default.vert</file> <file>shaders/es2/default.vert</file> <file>shaders/es3/default.vert</file> diff --git a/src/extras/shaders/es3/coordinatesystems.inc b/src/extras/shaders/es3/coordinatesystems.inc new file mode 100644 index 000000000..9c0f99ddd --- /dev/null +++ b/src/extras/shaders/es3/coordinatesystems.inc @@ -0,0 +1,73 @@ +/**************************************************************************** +** +** Copyright (C) 2018 Klaralvdalens Datakonsult AB (KDAB). +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** 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. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef FP +#define FP highp +#endif + +FP mat3 calcWorldSpaceToTangentSpaceMatrix(const in FP vec3 wNormal, const in FP vec4 wTangent) +{ + // Make the tangent truly orthogonal to the normal by using Gram-Schmidt. + // This allows to build the tangentMatrix below by simply transposing the + // tangent -> eyespace matrix (which would now be orthogonal) + FP vec3 wFixedTangent = normalize(wTangent.xyz - dot(wTangent.xyz, wNormal) * wNormal); + + // Calculate binormal vector. No "real" need to renormalize it, + // as built by crossing two normal vectors. + // To orient the binormal correctly, use the fourth coordinate of the tangent, + // which is +1 for a right hand system, and -1 for a left hand system. + FP vec3 wBinormal = cross(wNormal, wFixedTangent.xyz) * wTangent.w; + + // Construct matrix to transform from world space to tangent space + // This is the transpose of the tangentToWorld transformation matrix + FP mat3 tangentToWorldMatrix = mat3(wFixedTangent, wBinormal, wNormal); + FP mat3 worldToTangentMatrix = transpose(tangentToWorldMatrix); + return worldToTangentMatrix; +} |