1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
// 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
|