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Diffstat (limited to 'res/effectlib/sampleProbe.glsllib')
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diff --git a/res/effectlib/sampleProbe.glsllib b/res/effectlib/sampleProbe.glsllib new file mode 100644 index 0000000..6556e51 --- /dev/null +++ b/res/effectlib/sampleProbe.glsllib @@ -0,0 +1,473 @@ +/**************************************************************************** +** +** 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 SAMPLE_PROBE_GLSLLIB +#define SAMPLE_PROBE_GLSLLIB 1 + +uniform sampler2D light_probe; +uniform vec4 light_probe_props; +uniform vec4 light_probe_rotation; +uniform vec4 light_probe_offset; // light_probe_offset.w = number of mipmaps + +#if QT3DS_ENABLE_LIGHT_PROBE_2 +uniform sampler2D light_probe2; +uniform vec4 light_probe2_props; +#endif + +#if QT3DS_ENABLE_IBL_FOV +uniform vec4 light_probe_opts; +#endif + +float noise1d(vec2 n) +{ + return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); +} + +mat3 orthoNormalize( in mat3 tanFrame ) +{ + mat3 outMat; + outMat[0] = normalize( cross( tanFrame[1], tanFrame[2] ) ); + outMat[1] = normalize( cross( tanFrame[2], outMat[0] ) ); + outMat[2] = tanFrame[2]; + + return outMat; +} + +mat3 tangentFrame( vec3 N, vec3 p ) +{ + // get edge vectors of the pixel triangle + vec3 dp1 = dFdx( p ); + vec3 dp2 = dFdy( p ); + // Using dPdu and dPdv would be nicer, but the nature of our materials + // are not ones with intrinsic UVs, so we can't really go there. +// vec2 duv1 = dFdx( uv ); +// vec2 duv2 = dFdy( uv ); + + // solve the linear system + vec3 dp2perp = cross( dp2, N ); + vec3 dp1perp = cross( N, dp1 ); +// vec3 T = dp2perp * duv1.x + dp1perp * duv2.x; +// vec3 B = dp2perp * duv1.y + dp1perp * duv2.y; + + vec3 T = normalize(dp1perp); + vec3 B = normalize(dp2perp); + return mat3( T , B , N ); +} + +vec2 transformSample( vec2 origUV, vec4 probeRot, vec2 probeOfs ) +{ + vec2 retUV; + retUV.x = dot( vec3(origUV, 1.0), vec3(probeRot.xy, probeOfs.x) ); + retUV.y = dot( vec3(origUV, 1.0), vec3(probeRot.zw, probeOfs.y) ); + return retUV; +} + +// This is broken out into its own routine so that if we get some other +// format image than a lat-long, then we can account for that by changing +// the code here alone. +vec2 getProbeSampleUV( vec3 smpDir, vec4 probeRot, vec2 probeOfs ) +{ + vec2 smpUV; + +#if QT3DS_ENABLE_IBL_FOV + smpUV = vec2(atan(smpDir.x, smpDir.z), asin(smpDir.y)); + // assume equirectangular HDR spherical map (instead of cube map) and warp sample + // UV coordinates accordingly + smpUV *= 2.0 * vec2(0.1591596371160, 0.318319274232054); + // Default FOV is 180 deg = pi rad. Narrow the FOV + // by scaling texture coordinates by the ratio of + // incoming FOV to 180 degrees default + smpUV *= 3.14159265358 / light_probe_opts.x; +#else + smpUV.x = atan( smpDir.x, smpDir.z) / 3.14159265359; + smpUV.y = 1.0 - (acos(smpDir.y) / 1.57079632679); +#endif + smpUV = transformSample( smpUV.xy * 0.5, probeRot, probeOfs ) + vec2(0.5, 0.5); + + return smpUV; +} + +vec4 getTopLayerSample( vec3 inDir, float lodShift, vec3 lodOffsets ) +{ +#if QT3DS_ENABLE_LIGHT_PROBE_2 + if ( light_probe2_props.w < 0.5 ) + return vec4(0.0, 0.0, 0.0, 0.0); + + vec2 smpUV = getProbeSampleUV( inDir, vec4(1.0, 0.0, 0.0, 1.0), light_probe_props.xy ); + smpUV.x -= 0.5; + smpUV.x *= light_probe2_props.x; + smpUV.x += light_probe2_props.y; + + vec4 retVal = 0.4 * textureLod( light_probe2, smpUV , lodShift ); + retVal += 0.2 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.x ); + retVal += 0.3 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.y ); + retVal += 0.1 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.z ); + return retVal; +#else + return vec4(0.0, 0.0, 0.0, 0.0); +#endif +} + +vec3 getProbeSample( vec3 smpDir, float lodShift, vec3 normal ) +{ + vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy ); + return textureLod( light_probe, smpUV , lodShift ).xyz; +} + +vec3 getProbeWeightedSample( vec3 smpDir, float lodShift, float roughness, vec3 normal ) +{ + // This gives us a weighted sum that approximates the total filter support + // of the full-blown convolution. + vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy ); + float wt = 1.0; + +#if QT3DS_ENABLE_IBL_FOV + wt = min(wt, smoothstep(roughness * -0.25, roughness * 0.25, smpUV.x)); + wt = min(wt, smoothstep(roughness * -0.25, roughness * 0.25, smpUV.y)); + wt = min(wt, 1.0 - smoothstep(1.0 - roughness*0.25, 1.0 + roughness*0.25, smpUV.x)); + wt = min(wt, 1.0 - smoothstep(1.0 - roughness*0.25, 1.0 + roughness*0.25, smpUV.y)); +#endif + + vec3 lodOffsets; + lodOffsets.x = mix(-2.0, -0.70710678, roughness); + lodOffsets.y = min( 2.0 * smoothstep(0.0, 0.1, roughness), 2.0 - 1.29289 * smoothstep(0.1, 1.0, roughness) ); + lodOffsets.z = min( 6.0 * smoothstep(0.0, 0.1, roughness), 6.0 - 4.585786 * smoothstep(0.1, 1.0, roughness) ); + + ivec2 iSize = textureSize(light_probe, 0); + vec3 ddx = dFdx( smpDir ) * float(iSize.x); + vec3 ddy = dFdy( smpDir ) * float(iSize.y); +// vec2 ddxUV = dFdx( smpUV ) * float(iSize.x); +// vec2 ddyUV = dFdy( smpUV ) * float(iSize.y); + + vec2 deriv; + deriv.x = max( dot(ddx, ddx), dot(ddy, ddy) ); +// deriv.y = max( dot(ddxUV, ddxUV), dot(ddyUV, ddyUV) ); + deriv = clamp( deriv, vec2(1.0), vec2(iSize.x * iSize.y) ); + vec2 lodBound = 0.5 * log2( deriv ) - vec2(1.0); + +// float minLod = 0.5 * (lodBound.x + lodBound.y); + float minLod = lodBound.x; + float maxLod = log2( max(float(iSize.x), float(iSize.y)) ); + minLod = clamp( minLod / maxLod, 0.0, 1.0 ); + minLod *= minLod * maxLod; + + lodShift = max( lodShift, minLod ); + + vec3 retVal = 0.4 * textureLod( light_probe, smpUV , lodShift ).xyz; + retVal += 0.2 * textureLod( light_probe, smpUV , max(minLod, lodShift+lodOffsets.x) ).xyz; + retVal += 0.3 * textureLod( light_probe, smpUV , lodShift+lodOffsets.y ).xyz; + retVal += 0.1 * textureLod( light_probe, smpUV , lodShift+lodOffsets.z ).xyz; + +#if QT3DS_ENABLE_LIGHT_PROBE_2 + vec4 topSmp = getTopLayerSample( smpDir, lodShift, lodOffsets ); + vec3 tempVal = mix( retVal, topSmp.xyz, topSmp.w ); + retVal = mix( retVal, tempVal, light_probe2_props.z ); +#endif + + if (light_probe_props.z > -1.0) { + float ctr = 0.5 + 0.5 * light_probe_props.z; + float vertWt = smoothstep(ctr-roughness*0.25, ctr+roughness*0.25, smpUV.y); + float wtScaled = mix(1.0, vertWt, light_probe_props.z + 1.0); + retVal *= wtScaled; + } + + return retVal * wt; +} + +vec3 getProbeAnisoSample( vec3 smpDir, float roughU, float roughV, mat3 tanFrame ) +{ + float minRough = min(roughU, roughV); + float maxRough = max(roughU, roughV); + + float lodMin = log2( (minRough*3.0 + maxRough)*0.25 ) + (light_probe_offset.w - 2.0); + + float ratio = clamp( maxRough / minRough, 1.01, 27.0); + vec2 texSize = vec2( textureSize( light_probe, int(floor( lodMin )) ) ); + texSize = mix( texSize, texSize * 0.5, fract(lodMin) ); + + // Boundary of 1.0..9.0 is just to keep the number of samples to within a + // reasonable number of samples in the filter. Similarly, with the clamping + // of the ratio to a max of 27.0 is just to prevent the step size in the filter + // to be no bigger than 3 texels (beyond which, there are some artifacts at high + // roughness, aka low texture res). + float stepFig = clamp(floor( ratio ), 1.0, 9.0); + + // numSteps is half the number of samples we need to take, which makes it + // the number of steps to take on each side. + int numSteps = int( floor(stepFig * 0.5) ); + + vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy ); + vec4 result = vec4(0.0); + + vec3 smpDirOfs = (maxRough == roughU) ? 0.01 * tanFrame[0] : 0.01 * tanFrame[1]; + vec2 stepPos = getProbeSampleUV(normalize(smpDir + smpDirOfs), light_probe_rotation, light_probe_offset.xy); + vec2 stepNeg = getProbeSampleUV(normalize(smpDir - smpDirOfs), light_probe_rotation, light_probe_offset.xy); + stepPos -= smpUV; stepNeg -= smpUV; + stepPos *= texSize; stepNeg *= texSize; + + // This ensures that we step along a size that makes sense even if one of the two + // sammpling directions wraps around the edges of the IBL texture. + smpDirOfs /= min( length(stepPos), length(stepNeg) ); + smpDirOfs *= ratio / stepFig; + + float sigma = mix(0.0, 2.0, ratio / 27.0); + sigma *= sigma; + + float wt = (1.0 / (ratio - 1.0)) + 1.0; + result.xyz += wt * getProbeWeightedSample( smpDir, lodMin, minRough, tanFrame[2] ); + result.w += wt; + for (int i = 0; i < numSteps; ++i) + { + wt = sigma / (sigma + float(i * i)); + vec2 uv0 = getProbeSampleUV(normalize(smpDir + smpDirOfs * float(i)), light_probe_rotation, light_probe_offset.xy); + vec2 uv1 = getProbeSampleUV(normalize(smpDir - smpDirOfs * float(i)), light_probe_rotation, light_probe_offset.xy); + result.xyz += wt * textureLod( light_probe, uv0 , lodMin ).xyz; + result.w += wt; + result.xyz += wt * textureLod( light_probe, uv1 , lodMin ).xyz; + result.w += wt; + } + + result /= result.w; + return result.xyz; +} + +vec4 sampleDiffuse( mat3 tanFrame ) +{ + if ( light_probe_props.w < 0.005 ) + return vec4( 0.0 ); + +// if ( light_probe_offset.w > 0.5 ) +// { + // The LOD offset comes from the assumption that a full diffuse convolution + // has a support of pi/2, which translates into x pixels, and the base 2 log + // gives us this LOD... Technically, "x" pixels depends on what the original + // texture resolution was, which is why we use light_probe_offset.w, which holds + // the number of mip levels the texture has. + + return vec4( light_probe_props.w * getProbeWeightedSample( tanFrame[2], light_probe_offset.w - 2.65149613, 1.0, tanFrame[2] ), 1.0 ); +// } + + /* + // PKC -- the code below is for full-blown IBL, which we'll skip for now + + // Hand-calculated Hammersley points for t = 2, n = 33 + // I exclude the 0,0 first point, hence why n=33 and not 32 + // Nice thing about 2d Hammersley points is that any subset is + // also stratified, so even if I have 1000 points and truncate + // anywhere, I'm fine. Each of these represent the y of an xy + // while x for the kth point is always (k+1)/n. + float kernel[32]; + kernel[0] = 0.5; kernel[1] = 0.25; + kernel[2] = 0.75; kernel[3] = 0.125; + kernel[4] = 0.625; kernel[5] = 0.375; + kernel[6] = 0.875; kernel[7] = 0.0625; + kernel[8] = 0.5625; kernel[9] = 0.3125; + kernel[10] = 0.8125; kernel[11] = 0.1875; + kernel[12] = 0.6875; kernel[13] = 0.4375; + kernel[14] = 0.9375; kernel[15] = 0.03125; + kernel[16] = 0.53125; kernel[17] = 0.28125; + kernel[18] = 0.78125; kernel[19] = 0.15625; + kernel[20] = 0.65625; kernel[21] = 0.40625; + kernel[22] = 0.90625; kernel[23] = 0.09375; + kernel[24] = 0.59375; kernel[25] = 0.34375; + kernel[26] = 0.84375; kernel[27] = 0.28175; + kernel[28] = 0.71875; kernel[29] = 0.46875; + kernel[30] = 0.96875; kernel[31] = 0.015625; + + float phiShift = noise1d(gl_FragCoord.xy) - 0.5; + + vec3 ret = vec3(0, 0, 0); + + int ct = 24; + float step = 25.0; + + // Importance sampling a cosine-weighted distribution. Since this + // matches the BSDF exactly, we are just going to assume that the PDF + // and the BSDF cancel out in sampling, so we just need to accumulate + // texture colors. The noise function puts randomized "twist" into + // the sampled directions. + for( int i = 0; i < ct; ++i ) + { + vec3 localDir; + float phi = 6.28318530718 * (kernel[i] + phiShift); + float cosTheta = sqrt( float(i+1) / step); + localDir.z = sqrt(1.0 - cosTheta*cosTheta); + localDir.x = cos(phi) * cosTheta; + localDir.y = sin(phi) * cosTheta; + vec3 smpDir = tanFrame[0]*localDir.x + tanFrame[1]*localDir.y + tanFrame[2]*localDir.z; + + + float lodShift = light_probe_offset.w - 2 + log2( 3.1415926535 / (localDir.z * step) ); + vec3 smpColor = getProbeSample( smpDir, lodShift, tanFrame[2] ); + + // The assumption here is that the BSDF and the sampling PDF are identical + // so they cancel out and therefore, we don't need to include it here. + ret += smpColor; + } + + ret *= aoFactor / 24.0; + return ret; + */ +} + +vec4 sampleDiffuseCustomMaterial( vec3 normal, vec3 worldPos, float aoFactor ) +{ + + mat3 tanFrame = tangentFrame( normal, worldPos ); + return sampleDiffuse( tanFrame ); +} + +vec4 sampleGlossyAniso( mat3 tanFrame, vec3 viewDir, float roughU, float roughV ) +{ + if ( light_probe_props.w < 0.005 ) + return vec4( 0.0 ); + + // PKC : If we do the full IBL sampling, it's useful to square the roughnesses because + // it makes the effect of roughness feel more linear in the low end. This isn't necessary + // for fast IBL. +// float sigmaU = clamp(roughU*roughU, 0.0001, 1.0); +// float sigmaV = clamp(roughV*roughV, 0.0001, 1.0); + float sigmaU = smoothstep( 0.0, 1.0, clamp(roughU, 0.0001, 1.0) ); + float sigmaV = smoothstep( 0.0, 1.0, clamp(roughV, 0.0001, 1.0) ); + vec3 ret = vec3(0, 0, 0); + +// if ( light_probe_offset.w > 0.5 ) +// { + vec3 smpDir = reflect( -viewDir, tanFrame[2] ); + float sigma = sqrt(sigmaU * sigmaV); + + // Compute the Geometric occlusion/self-shadowing term + float NdotL = clamp( dot( smpDir, tanFrame[2] ), 0.0, 0.999995); + float k = sigma * 0.31830988618; // roughness / pi + float Gl = clamp( (NdotL / (NdotL*(1.0-k) + k) + (1.0 - k*k)) * 0.5, 0.0, 1.0 ); + + vec3 outColor; + + outColor = getProbeAnisoSample( smpDir, sigmaU, sigmaV, tanFrame ); + + return vec4( light_probe_props.w * Gl * outColor, 1.0 ); +// } + + // PKC -- the code below is for full-blown IBL, which we'll skip for now + +/* + float step = clamp( ceil(32.0 * sqrt(max(sigmaU, sigmaV))), 4.0, 32.0 ); + int actualCt = int(step); + float phiShift = noise1d(gl_FragCoord.xy) - 0.5; + + // Hand-calculated Hammersley points for t = 2, n = 33 + // I exclude the 0,0 first point, hence why n=33 and not 32 + // Nice thing about 2d Hammersley points is that any subset is + // also stratified, so even if I have 1000 points and truncate + // anywhere, I'm fine. Each of these represent the y of an xy + // while x for the kth point is always (k+1)/n. + float kernel[32]; + kernel[0] = 0.5; kernel[1] = 0.25; + kernel[2] = 0.75; kernel[3] = 0.125; + kernel[4] = 0.625; kernel[5] = 0.375; + kernel[6] = 0.875; kernel[7] = 0.0625; + kernel[8] = 0.5625; kernel[9] = 0.3125; + kernel[10] = 0.8125; kernel[11] = 0.1875; + kernel[12] = 0.6875; kernel[13] = 0.4375; + kernel[14] = 0.9375; kernel[15] = 0.03125; + kernel[16] = 0.53125; kernel[17] = 0.28125; + kernel[18] = 0.78125; kernel[19] = 0.15625; + kernel[20] = 0.65625; kernel[21] = 0.40625; + kernel[22] = 0.90625; kernel[23] = 0.09375; + kernel[24] = 0.59375; kernel[25] = 0.34375; + kernel[26] = 0.84375; kernel[27] = 0.28175; + kernel[28] = 0.71875; kernel[29] = 0.46875; + kernel[30] = 0.96875; kernel[31] = 0.015625; + + float thetaI = acos( dot(viewDir, tanFrame[2]) ); + + // NOTE : The model I'm using here is actually based on the KGGX model used in + // physGlossyBSDF. This is my own variation on the original GGX which uses something + // closer to a pure Cauchy distribution in tangent space, but also supports anisotropy. + for (int i = 0; i < actualCt; ++i) + { + vec3 localDir; + + float phi = 6.28318530718 * (kernel[i] + phiShift); + float u = float(i + 1) / (step + 1.0); + float rU = cos(phi) * sigmaU; + float rV = sin(phi) * sigmaV; + float sigma = sqrt(rU * rU + rV * rV); + + float boundA = atan( ((thetaI - 1.57079632679) * 0.5) / sigma ); + float boundB = atan( ((thetaI + 1.57079632679) * 0.5) / sigma ); + float t = (1.0 - u) * boundA + u * boundB; + float thetaH = tan( t ) * sigma; + + float cosThetaH = cos( thetaH ); + float sinThetaH = sin( thetaH ); + localDir.z = cosThetaH; + localDir.y = sin(phi) * sinThetaH; + localDir.x = cos(phi) * sinThetaH; + + vec3 halfDir = tanFrame[0]*localDir.x + tanFrame[1]*localDir.y + tanFrame[2]*localDir.z; + halfDir = normalize(halfDir); + vec3 smpDir = reflect( -viewDir, halfDir ); + + vec2 scaledXY = localDir.xy / vec2(sigmaU, sigmaV); + float PDF = (sigmaU*sigmaV) / (sigmaU*sigmaV + dot(scaledXY, scaledXY)); + vec3 Haf = smpDir + viewDir; // We need the unnormalized half vecter as well as the normalized one + float HdotL = dot(halfDir, smpDir); + // normalize the PDF to compute the filter support + // This gives us the ideal miplevel at which to sample the texture map. + PDF *= dot(Haf, Haf) / (4.0 * dot(Haf, smpDir) * HdotL * sigmaU*sigmaV * (boundB-boundA)*(boundB-boundA)); + + // Again assuming that the pdf and BSDF are equivalent -- that's not generally valid, + // but it saves a lot of ALU cycles. + float lodShift = log2( 512.0 * sigma / PDF ); + + float k = sigma * 0.31830988618; // roughness / pi + float Gl = clamp( (HdotL / (HdotL*(1.0-k) + k) + (1.0 - k*k)) * 0.5, 0.0, 1.0 ); + + vec3 smpColor = Gl * getProbeSample( smpDir, lodShift, tanFrame[2] ); + ret += smpColor; + } + ret /= float(actualCt); + return vec4(ret, 1.0); +*/ +} + +vec4 sampleGlossy( mat3 tanFrame, vec3 viewDir, float roughness ) +{ + return sampleGlossyAniso( tanFrame, viewDir, roughness, roughness ); +} + +vec4 sampleGlossyCustomMaterial( vec3 normal, vec3 worldPos, vec3 viewDir, float roughness ) +{ + mat3 tanFrame = tangentFrame( normal, worldPos ); + return sampleGlossy( tanFrame, viewDir, roughness ); +} + +#endif |