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Diffstat (limited to 'res/effectlib/simpleGlossyBSDF.glsllib')
-rw-r--r-- | res/effectlib/simpleGlossyBSDF.glsllib | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/res/effectlib/simpleGlossyBSDF.glsllib b/res/effectlib/simpleGlossyBSDF.glsllib new file mode 100644 index 0000000..be6024c --- /dev/null +++ b/res/effectlib/simpleGlossyBSDF.glsllib @@ -0,0 +1,99 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +vec4 simpleGlossyBSDF( in mat3 tanFrame, in vec3 L, vec3 V, in vec3 lightSpecular, in float ior + , in float roughnessU, in float roughnessV, int mode ) +{ + vec4 rgba = vec4( 0.0, 0.0, 0.0, 1.0 ); + + float cosTheta = dot( tanFrame[2], L ); + if ( 0.0 < cosTheta ) + { + float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] ); + + if ( ( mode == scatter_reflect ) || ( mode == scatter_reflect_transmit ) ) + { + vec3 R = reflect( -L, tanFrame[2] ); + float cosine = dot( R, V ); + float shine = ( 0.0 < cosine ) ? ( ( 0.0 < roughness ) ? pow( cosine, 1.0 / roughness ) : ( 0.9999 <= cosine ) ? 1.0 : 0.0 ) : 0.0; + rgba.rgb = shine * lightSpecular; + } + } + if ( ( mode == scatter_transmit ) || ( mode == scatter_reflect_transmit ) ) + { + // check against total reflection + vec3 R = refract( -V, tanFrame[2], ior ); + if ( R == vec3( 0.0, 0.0, 0.0 ) ) + { + rgba.a = 1.0; + } + else + { + rgba.a = 0.0; + } + } + + return( rgba ); +} + +vec4 simpleGlossyBSDFEnvironment( in mat3 tanFrame, in vec3 viewDir, in float roughnessU, in float roughnessV, int mode ) +{ + vec3 rgb = vec3( 0.0, 0.0, 0.0 ); +#if !QT3DS_ENABLE_LIGHT_PROBE + if ( uEnvironmentMappingEnabled ) + { + float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] ); + vec3 R = reflect( -viewDir, tanFrame[2] ); + rgb = evalEnvironmentMap( R, roughness ); + rgb = simpleGlossyBSDF( tanFrame, R, viewDir, rgb, 1.0, roughnessU, roughnessV, scatter_reflect ).rgb; + } +#endif + return( vec4( rgb, 1.0 ) ); +} + +// RNM radiosity normal maps +vec4 glossyRNM( in vec3 N, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ ) +{ + // we use a fixed basis like Half Life + vec3 B0 = vec3( -0.40825, 0.70711, 0.57735); + vec3 B1 = vec3( -0.40825, -0.70711, 0.57735); + vec3 B2 = vec3( 0.8165, 0.0, 0.57735); + + vec3 dp; + dp.x = clamp( dot ( N , B0 ), 0.0, 1.0); + dp.y = clamp( dot ( N , B1 ), 0.0, 1.0); + dp.z = clamp( dot ( N , B2 ), 0.0, 1.0); + + float sum = 1.0 / dot( dp, vec3(1.0, 1.0, 1.0) ); + vec3 diffuseLight = dp.x * rnmX + dp.y * rnmY + dp.z * rnmZ; + //vec3 diffuseLight = N.x * rnmX + N.y * rnmY + N.z * rnmZ; + + return (vec4(diffuseLight, 1.0) * sum); +} |