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/****************************************************************************
**
** 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

#define USE_RGBE

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 );
    // solve the linear system
    vec3 dp2perp = cross( dp2, N );
    vec3 dp1perp = cross( N, dp1 );
    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;
}

vec3 textureProbe(sampler2D lightProbe, vec2 coord, float lod)
{
#ifdef USE_RGBE
    vec4 ret = textureLod(lightProbe, coord, lod);
    return ret.rgb * pow(2.0, ret.a * 255.0 - 128.0);
#else
    return textureLod(lightProbe, coord, lod).rgb;
#endif
}

// 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 textureProbe( light_probe, smpUV , lodShift );
}

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 * textureProbe( light_probe, smpUV , lodShift );
    retVal += 0.2 * textureProbe( light_probe, smpUV , max(minLod, lodShift+lodOffsets.x) );
    retVal += 0.3 * textureProbe( light_probe, smpUV , lodShift+lodOffsets.y );
    retVal += 0.1 * textureProbe( light_probe, smpUV , lodShift+lodOffsets.z );

#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 * textureProbe( light_probe, uv0 , lodMin );
        result.w += wt;
        result.xyz += wt * textureProbe( light_probe, uv1 , lodMin );
        result.w += wt;
    }

    result /= result.w;
    return result.xyz;
}

vec4 sampleDiffuse( mat3 tanFrame )
{
    if ( light_probe_props.w < 0.005 )
        return vec4( 0.0 );

    return vec4( light_probe_props.w * getProbeWeightedSample( tanFrame[2], light_probe_offset.w - 2.65149613, 1.0, tanFrame[2] ), 1.0 );
}

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 );

    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);

    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 );
}

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