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Diffstat (limited to 'res/effectlib/calculateRoughness.glsllib')
-rw-r--r-- | res/effectlib/calculateRoughness.glsllib | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/res/effectlib/calculateRoughness.glsllib b/res/effectlib/calculateRoughness.glsllib new file mode 100644 index 0000000..a14083d --- /dev/null +++ b/res/effectlib/calculateRoughness.glsllib @@ -0,0 +1,63 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +float calculateRoughness( in vec3 N, in float roughnessU, in float roughnessV, in vec3 tangentU ) +{ + float roughness = roughnessU; + if ( abs(roughnessU - roughnessV) > 0.00001) + { + // determine major and minor radii a and b, and the vector along the major axis + float a = roughnessU; + float b = roughnessV; + + // we need the angle between the major axis and the projection of viewDir on the tangential plane + // the major axis is the orthonormalization of tangentU with respect to N + // the projection of viewDir is the orthonormalization of viewDir with respect to N + // as both vectors would be calculated by orthonormalize, we can as well leave the second cross + // product in those calculations away, as they don't change the angular relation. + vec3 minorAxis = normalize( cross( tangentU, N ) ); // crossing this with N would give the major axis + // which is equivalent to orthonormalizing tangentU with respect to N + if ( roughnessU < roughnessV ) + { + a = roughnessV; + b = roughnessU; + minorAxis = cross( N, minorAxis ); + } + + vec3 po = normalize( cross( viewDir, N ) ); + float cosPhi = dot( po, minorAxis ); + + // determine the polar coordinate of viewDir, take that radius as the roughness + float excentricitySquare = 1.0 - square( b / a ); + roughness = b / sqrt( 1.0 - excentricitySquare * square( cosPhi ) ); + } + return( roughness ); +} + |