// Copyright (C) 2014 NVIDIA Corporation. // Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #ifndef LIGHTMAP_GLSLLIB #define LIGHTMAP_GLSLLIB #ifdef QQ3D_SHADER_META /*{ "uniforms": [ { "type": "sampler2D", "name": "qt_lightmap" , "condition": "QSSG_ENABLE_LIGHTMAP" } ] }*/ #endif // QQ3D_SHADER_META #if QSSG_ENABLE_LIGHTMAP float qt_lightmap_w0(float a) { return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0); } float qt_lightmap_w1(float a) { return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0); } float qt_lightmap_w2(float a) { return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0); } float qt_lightmap_w3(float a) { return (1.0 / 6.0) * (a * a * a); } float qt_lightmap_g0(float a) { return qt_lightmap_w0(a) + qt_lightmap_w1(a); } float qt_lightmap_g1(float a) { return qt_lightmap_w2(a) + qt_lightmap_w3(a); } float qt_lightmap_h0(float a) { return -1.0 + qt_lightmap_w1(a) / (qt_lightmap_w0(a) + qt_lightmap_w1(a)); } float qt_lightmap_h1(float a) { return 1.0 + qt_lightmap_w3(a) / (qt_lightmap_w2(a) + qt_lightmap_w3(a)); } vec4 qt_lightmap_texture_bicubic(sampler2D tex, vec2 uv) { vec2 sz = vec2(textureSize(tex, 0)); uv = uv * sz + vec2(0.5); vec2 iuv = floor(uv); vec2 fuv = fract(uv); float g0x = qt_lightmap_g0(fuv.x); float g1x = qt_lightmap_g1(fuv.x); float h0x = qt_lightmap_h0(fuv.x); float h1x = qt_lightmap_h1(fuv.x); float h0y = qt_lightmap_h0(fuv.y); float h1y = qt_lightmap_h1(fuv.y); vec2 texel_size = vec2(1.0) / sz; vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size; vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size; vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size; return (qt_lightmap_g0(fuv.y) * (g0x * texture(tex, p0) + g1x * texture(tex, p1))) + (qt_lightmap_g1(fuv.y) * (g0x * texture(tex, p2) + g1x * texture(tex, p3))); } vec3 qt_lightmap_color(vec2 uv) { // The lightmap is a floating point texture and so linear. // Use bicubic interpolation to avoid blocky shadows. // (the sampler for qt_lightmap must use (bi)linear filtering) return qt_lightmap_texture_bicubic(qt_lightmap, uv).rgb; } #endif #endif