/**************************************************************************** ** ** 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 MICROFACET_BSDF_GLSLLIB #define MICROFACET_BSDF_GLSLLIB 1 float GtermSchlick( in mat3 tanFrame, in vec3 l, in vec3 v, in float roughness ) { float NdotV = clamp(dot(tanFrame[2], v), 0.0, 1.0); float NdotL = clamp(dot(tanFrame[2], l), 0.0, 1.0); float k = roughness*roughness*0.79788; float G_V = NdotV / (NdotV * (1.0 + k) + k); float G_L = NdotL / (NdotL * (1.0 + k) + k); return clamp(( G_V * G_L ), 0.0, 1.0); } float GtermGGX( in mat3 tanFrame, in vec3 l, in vec3 v, in float roughness ) { float NdotV = clamp(dot(tanFrame[2], v), 0.0, 1.0); float NdotL = clamp(dot(tanFrame[2], l), 0.0, 1.0); float k = clamp(roughness*roughness, 0.00, 1.0); float G_V = NdotV + sqrt( (NdotV - NdotV * k) * NdotV + k ); float G_L = NdotL + sqrt( (NdotL - NdotL * k) * NdotL + k ); return clamp( 2.0 / ( G_V * G_L ), 0.0, 1.0); } float DtermGGX( in mat3 tanFrame, in vec3 L, in vec3 V, in float roughness ) { float m = clamp(roughness, 0.04, 1.0); float m2 = m*m; vec3 H = normalize(L + V); float NdotH = clamp(dot( tanFrame[2], H ), 0.0001, 1.0); float NdotH2 = NdotH * NdotH; float denom = NdotH2 * (m2 - 1.0) + 1.0; float D = m2 / (PI * denom * denom); return max( 0.0, D); } float DtermGGXAniso( in mat3 tanFrame, in vec3 L, in vec3 V, in float roughnessU, float roughnessV ) { float roughU = clamp(roughnessU, 0.04, 1.0); float roughV = clamp(roughnessV, 0.04, 1.0); vec3 H = normalize(L + V); float NdotH = clamp( dot(tanFrame[2], H), 0.0001, 1.0 ); float m = PI * roughU * roughV; float HdotX = clamp( abs(dot(H, tanFrame[0])), 0.0001, 1.0 ); float HdotY = clamp( abs(dot(H, tanFrame[1])), 0.0001, 1.0 ); float x2 = roughU*roughU; float y2 = roughV*roughV; float D = (HdotX*HdotX/x2) + (HdotY*HdotY/y2) + (NdotH*NdotH); D = 1.0 / ( m * D * D ); return max( 0.0, D); } vec4 microfacetBSDF( in mat3 tanFrame, in vec3 L, in vec3 V, in vec3 lightSpecular, float ior, in float roughnessU, in float roughnessV, int mode ) { vec4 rgba = vec4( 0.0, 0.0, 0.0, 1.0 ); vec3 H = normalize(L + V); float HdotL = clamp(dot(H, L), 0.0, 1.0); float NdotL = dot(tanFrame[2], L); if ( NdotL > 0.0 ) { if ( ( mode == scatter_reflect ) || ( mode == scatter_reflect_transmit ) ) { float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] ); // G term //float G = GtermSchlick( tanFrame, L, V, roughness ); float G = GtermGGX( tanFrame, L, V, roughness ); //float D = DtermGGX( tanFrame, L, V, roughness ); float D = DtermGGXAniso( tanFrame, L, V, roughnessU, roughnessV ); rgba.rgb = G * D * NdotL * lightSpecular; } if ( ( mode == scatter_transmit ) || ( mode == scatter_reflect_transmit ) ) { rgba.a = pow(1.0 - clamp(HdotL, 0.0, 1.0), 5.0); } } return rgba; } vec4 microfacetBSDFEnvironment( 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 = 0.01 * evalEnvironmentMap( R, roughness ); rgb = microfacetBSDF( tanFrame, R, viewDir, rgb, 1.0, roughnessU, roughnessV, scatter_reflect ).rgb; } #endif return( vec4( rgb, 1.0 ) ); } vec3 ImportanceGGX( in mat3 tanFrame, vec2 Xi, float roughness , vec3 N ) { float a = roughness * roughness; float Phi = 2.0 * PI * Xi.y; float CosTheta = (1.0 - Xi.x); float SinTheta = sqrt( 1.0 - CosTheta * CosTheta ); vec3 H; H.x = SinTheta * cos( Phi ); H.y = SinTheta * sin( Phi ); H.z = CosTheta; // Tangent to world space return tanFrame[0] * H.x + tanFrame[1] * H.y + tanFrame[2] * H.z; } float DtermGGXAnisoSampled( in mat3 tanFrame, in vec3 H, in float roughnessU, float roughnessV ) { #if (MATERIAL_IS_NON_DIELECTRIC == 1) float roughU = clamp(roughnessU*roughnessU, 0.01, 1.0); float roughV = clamp(roughnessV*roughnessV, 0.01, 1.0); #else float roughU = clamp(roughnessU, 0.02, 1.0); float roughV = clamp(roughnessV, 0.02, 1.0); #endif float NdotH = clamp( dot(tanFrame[2], H), 0.0001, 1.0 ); float m = PI * roughU * roughV; float HdotX = clamp( abs(dot(H, tanFrame[0])), 0.0001, 1.0 ); float HdotY = clamp( abs(dot(H, tanFrame[1])), 0.0001, 1.0 ); float x2 = roughU*roughU; float y2 = roughV*roughV; float pdf = (HdotX*HdotX/x2) + (HdotY*HdotY/y2) + (NdotH*NdotH); float D = 1.0 / ( m * pdf * pdf ); return max( 0.0, D); } vec3 sampleEnv(in vec3 L, float pdf, int sampleCount, float roughness ) { // convert coord to 2D vec2 tc = vec2( ( atan( L.x, -L.z ) + PI ) / ( 2.0 * PI ), acos( -L.y ) / PI ); return( textureLod( uEnvironmentTexture, tc, 0.0 ).rgb ); } vec4 microfacetSampledBSDF( in mat3 tanFrame, in vec3 viewDir, in float roughnessU, in float roughnessV, int mode ) { vec2 hammersly[4]; hammersly[0] = vec2(0.0, 0.0); hammersly[1] = vec2(0.25, 0.5); hammersly[2] = vec2(0.5, 0.25); hammersly[3] = vec2(0.75, 0.75); vec3 rgb = vec3( 0.0, 0.0, 0.0 ); float roughness = clamp( calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] ), 0.0, 1.0 ); vec3 R = reflect( -viewDir, tanFrame[2] ); const int NumSamples = 4; for( int i = 0; i < NumSamples; i++ ) { vec2 Xi = hammersly[i]; // pre computed values //vec2 Xi = hammersley2d(i, NumSamples); vec3 Half = ImportanceGGX( tanFrame, Xi, roughness , tanFrame[2] ); vec3 H = normalize( Half ); vec3 L = 2.0 * dot( viewDir, Half ) * Half - viewDir; float NdotV = clamp( dot( tanFrame[2], viewDir ), 0.0001, 1.0 ); float NdotR = clamp( dot( tanFrame[2], R ), 0.0, 1.0 ); float NdotH = clamp( dot( tanFrame[2], H ), 0.0001, 1.0 ); if( NdotV > 0.0001 ) { float G = GtermGGX( tanFrame, L, viewDir, roughness ); float D = DtermGGXAnisoSampled( tanFrame, H, roughnessU, roughnessV); vec3 envColor = 0.01 * sampleEnv( L, D, NumSamples, roughness ); rgb += (envColor * G * D * NdotR) / ( 4.0 * NdotV * NdotH); } } rgb /= float(NumSamples); return( vec4( rgb, 1.0 ) ); } #endif