diff options
author | Pasi Keränen <pasi.keranen@qt.io> | 2019-05-29 17:00:46 +0300 |
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committer | Pasi Keränen <pasi.keranen@qt.io> | 2019-05-31 16:39:22 +0300 |
commit | ff1687d03374de568199dc9aced1794cd6947e3e (patch) | |
tree | d052c83400e26e52f4e5bdd02c10f8bd1a18c783 /src/Runtime/res/effectlib/screenSpaceDO.glsllib | |
parent | 3f85997352569286e2e26c43406ea6697d352dad (diff) |
Move files required by OpenGL runtime within ogl-runtime directory
First step towards ejecting ogl-runtime in to its own repository.
Task-number: QT3DS-3596
Change-Id: I8c551aef5f680d89221a8075bbeff8857ad2a318
Reviewed-by: Jari Karppinen <jari.karppinen@qt.io>
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Diffstat (limited to 'src/Runtime/res/effectlib/screenSpaceDO.glsllib')
-rw-r--r-- | src/Runtime/res/effectlib/screenSpaceDO.glsllib | 158 |
1 files changed, 0 insertions, 158 deletions
diff --git a/src/Runtime/res/effectlib/screenSpaceDO.glsllib b/src/Runtime/res/effectlib/screenSpaceDO.glsllib deleted file mode 100644 index 2ccc69fc..00000000 --- a/src/Runtime/res/effectlib/screenSpaceDO.glsllib +++ /dev/null @@ -1,158 +0,0 @@ -/**************************************************************************** -** -** 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 SCREEN_SPACE_DO_GLSLLIB -#define SCREEN_SPACE_DO_GLSLLIB 1 - -#include "depthpass.glsllib" - -vec3 getViewSpacePos( sampler2D depthSampler, vec2 camProps, vec2 UV, vec4 UvToEye ) -{ - float sampleDepth = getDepthValue( texture(depthSampler, UV), camProps ); - sampleDepth = depthValueToLinearDistance( sampleDepth, camProps ); - - vec2 scaledUV = (UV * UvToEye.xy) + UvToEye.zw; - return vec3(scaledUV * sampleDepth, sampleDepth); -} - -float shadowOcclusion(sampler2D depthSampler, vec3 lightDir, vec3 worldPos, mat4 viewMat, mat4 viewProj, vec4 shadowParams, vec2 camProps, vec4 aoScreen, vec4 UvToEye) -{ - vec3 viewPos = getViewSpacePos( depthSampler, camProps, ( gl_FragCoord.xy * aoScreen.zw ), UvToEye ); - float depth = viewPos.z; - - // Get the screen-space UV - vec2 centerUV = gl_FragCoord.xy * aoScreen.zw; - - float screenDist = shadowParams.y * 3.1415926535 * aoScreen.y / viewPos.z; - if (screenDist < 1.0) { return 1.0; } - - vec3 viewL = normalize( (viewMat * vec4(lightDir, 0)).xyz ); - - float steps = min( screenDist, 20.0 ); - int maxCt = int(steps); - float step = 3.1415926535 * shadowParams.y / float(maxCt); - float ret = float(maxCt); - - for( int i = 0; i < maxCt; ++i ) - { - vec3 ray = lightDir * step * float(i); - vec3 samplePos = worldPos - ray; - - vec4 smpUV = viewProj * vec4(samplePos, 1.0); - smpUV /= smpUV.w; - smpUV.xy = (smpUV.xy + 1.0) * 0.5; - - vec3 testPos = getViewSpacePos( depthSampler, camProps, smpUV.xy, UvToEye ); - testPos.z += shadowParams.w; - vec3 testVec = normalize(viewPos - testPos); - testVec -= viewL; - float isBehind = clamp( testVec.z, 0.0, 1.0 ); - float diff = (testPos.z - depth) / shadowParams.y; - ret -= isBehind * (1.0 / (1.0 + diff * diff)); - } - - ret /= float(maxCt); // divide by number of samples; - // Blend between soft and hard based on softness param - // NOTE : the 0.72974 is actually an gamma-inverted 0.5 (assuming gamma 2.2) - // Would not need this if we linearized color instead. - float hardCut = (ret <= 0.72974) ? 0.0 : 1.0; - ret = shadowParams.z * ret + (1.0 - shadowParams.z) * hardCut; - - // Blend between full and no occlusion based on strength param - ret = shadowParams.x * ret + (1.0 - shadowParams.x); - - return ret; -} - -// For reference -/* -float glossyOcclusionBasis(sampler2D depthSampler, mat3 tanFrame, vec3 worldPos, mat4 viewProj, vec3 viewDir, vec4 shadowParams, vec2 camProps, float roughness) -{ - float ret = 16.0; - - float kernel[16]; - 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; - - float rough = clamp(roughness, 0.0001, 1.0); - float normFac = 1.0 / (rough); - - float phiShift = hashRot( gl_FragCoord.xy ); - ivec2 iCoords = ivec2( gl_FragCoord.xy ); - float depth = getDepthValue( texelFetch(depthSampler, iCoords, 0) ); - depth = depthValueToLinearDistance( depth, camProps ); - - for( int i = 0; i < 16; ++i ) - { - vec3 localDir; - float phi = 6.28318530718 * (kernel[i] + phiShift); - float cosTheta = sqrt( float(i+1) / 33.0); - localDir.z = sqrt(1.0 - cosTheta*cosTheta) * normFac; - localDir.x = cos(phi) * cosTheta; - localDir.y = sin(phi) * cosTheta; - - localDir = normalize(localDir); - - vec3 halfDir = tanFrame[0]*localDir.x + tanFrame[1]*localDir.y + tanFrame[2]*localDir.z; - vec3 ray = reflect( -viewDir, halfDir ) * shadowParams.x; - - vec4 samplePos = vec4( worldPos + ray, 1.0 ); - - vec4 sampleProj = viewProj * samplePos; - sampleProj /= sampleProj.w; - sampleProj.xy = (sampleProj.xy + 1.0) * 0.5; - float sampleDepth = getDepthValue( texture(depthSampler, sampleProj.xy) ); - - sampleDepth = depthValueToLinearDistance( sampleDepth, camProps ); - - // Occlusion is applied based on a Cauchy distribution filter - // But with a "dead zone" for the very close samples. By subtracting it from 16, - // which represents no occlusion (16/16 = 1), we let nearby occluders have a - // lot of effect, but far away occluders do not. Furthermore, the "dead zone" - // in the filter means that the extremely near (which we assume to be part of the - // same surface) are also excluded to try and limit self-occlusion. - float occlDist = 4.0 * max(depth - sampleDepth - shadowParams.y, 0.0) / shadowParams.x; - float occlFactor = 1.0 / ( 1.0 + occlDist*occlDist*0.04 ); - occlFactor -= 1.0 / ( 1.0 + occlDist*occlDist*4.0 ); - ret -= min(2.0 * occlFactor, 1.0); - } - - ret /= 16.0; // divide by number of samples; - return ret; -} -*/ - -#endif |