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Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib | 290 |
2 files changed, 0 insertions, 290 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib b/src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib deleted file mode 100644 index 62ec2635..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib +++ /dev/null @@ -1,290 +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 TESSELLATION_NPATCH_GLSLLIB -#define TESSELLATION_NPATCH_GLSLLIB - -struct NPatchTessPatch -{ - float b210; - float b120; - float b021; - float b012; - float b102; - float b201; - float b111; - float n110; - float n011; - float n101; - float t110; - float t011; - float t101; -}; - -#if TESSELLATION_CONTROL_SHADER -layout (vertices = 3) out; - -layout(location=15) out NPatchTessPatch tcTessPatch[]; - -// global setup in main -vec3 ctWorldPos[3]; -vec3 ctNorm[3]; -vec3 ctTangent[3]; - -uniform vec3 camera_position; -uniform vec2 distanceRange; -uniform float disableCulling; - -float isBackFace() -{ - vec3 faceNormal = normalize( cross( ctWorldPos[2] - ctWorldPos[0], ctWorldPos[1] - ctWorldPos[0] ) ); - - vec3 ncd = normalize( ctWorldPos[0] - camera_position ); - - return sign( 0.2 + dot(faceNormal, ncd) ); // 0.2 is a conservative offset to account for curved surfaces -} - -float adaptiveCameraFactor( in float minTess, in float maxTess ) -{ - float distanceValue0 = distance( camera_position, ctWorldPos[0] ); - float distanceValue1 = distance( camera_position, ctWorldPos[1] ); - float distanceValue2 = distance( camera_position, ctWorldPos[2] ); - - float range = distanceRange[1] - distanceRange[0]; - - vec3 edgeDistance; - edgeDistance[0] = ((distanceValue1 + distanceValue2) / 2.0) / range; - edgeDistance[1] = ((distanceValue2 + distanceValue0) / 2.0) / range; - edgeDistance[2] = ((distanceValue0 + distanceValue1) / 2.0) / range; - - edgeDistance = clamp( edgeDistance, vec3(0.0), vec3(1.0) ); - - //float af = mix( minTess, maxTess, 1.0 - edgeDistance[gl_InvocationID] ); - float af = 1.0 - edgeDistance[gl_InvocationID]; - af = clamp( af*af*maxTess , minTess, maxTess ); - - return af; -} - -float adaptiveFeatureFactor( in float minTess, in float maxTess ) -{ - vec3 adaptValue; - adaptValue[0] = clamp( dot(ctNorm[1], ctNorm[2]), -1.0, 1.0 ); - adaptValue[1] = clamp( dot(ctNorm[2], ctNorm[0]), -1.0, 1.0 ); - adaptValue[2] = clamp( dot(ctNorm[0], ctNorm[1]), -1.0, 1.0 ); - - //float af = min( adaptValue[0], min(adaptValue[1], adaptValue[2]) ); - // map [-1, +1] range to [0, 1] range - float af = (adaptValue[gl_InvocationID] + 1.0) / 2.0; - - af = mix( minTess, maxTess, 1.0 - af ); - - return af; -} - -float getwij(int i, int j) -{ - return dot(gl_in[j].gl_Position.xyz - gl_in[i].gl_Position.xyz, ctNorm[i]); -} - -float getvij(int i, int j) -{ - vec3 pji = gl_in[j].gl_Position.xyz - gl_in[i].gl_Position.xyz; - vec3 nij = ctNorm[i] + ctNorm[j]; - - return 2.0*dot(pji, nij)/dot(pji, pji); -} - -void tessShader ( in float tessEdge, in float tessInner ) -{ - // setup control points - // notations and formulas see http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf - // note we compute separate x,y,z component for each invocation - float b300 = gl_in[0].gl_Position[gl_InvocationID]; - float b030 = gl_in[1].gl_Position[gl_InvocationID]; - float b003 = gl_in[2].gl_Position[gl_InvocationID]; - float n200 = ctNorm[0][gl_InvocationID]; - float n020 = ctNorm[1][gl_InvocationID]; - float n002 = ctNorm[2][gl_InvocationID]; - float t200 = ctTangent[0][gl_InvocationID]; - float t020 = ctTangent[1][gl_InvocationID]; - float t002 = ctTangent[2][gl_InvocationID]; - - // compute tangent control points - tcTessPatch[gl_InvocationID].b210 = (2.0*b300 + b030 - getwij(0,1)*n200)/3.0; - tcTessPatch[gl_InvocationID].b120 = (2.0*b030 + b300 - getwij(1,0)*n020)/3.0; - tcTessPatch[gl_InvocationID].b021 = (2.0*b030 + b003 - getwij(1,2)*n020)/3.0; - tcTessPatch[gl_InvocationID].b012 = (2.0*b003 + b030 - getwij(2,1)*n002)/3.0; - tcTessPatch[gl_InvocationID].b102 = (2.0*b003 + b300 - getwij(2,0)*n002)/3.0; - tcTessPatch[gl_InvocationID].b201 = (2.0*b300 + b003 - getwij(0,2)*n200)/3.0; - // compute center control point - float E = ( tcTessPatch[gl_InvocationID].b210 - + tcTessPatch[gl_InvocationID].b120 - + tcTessPatch[gl_InvocationID].b021 - + tcTessPatch[gl_InvocationID].b012 - + tcTessPatch[gl_InvocationID].b102 - + tcTessPatch[gl_InvocationID].b201 ) / 6.0; - - float V = ( b300 + b030 + b003 ) / 3.0; - tcTessPatch[gl_InvocationID].b111 = E + (E-V)*0.5; - - // compute normals - tcTessPatch[gl_InvocationID].n110 = n200 + n020 - getvij(0,1) * (b030 - b300); - tcTessPatch[gl_InvocationID].n011 = n020 + n002 - getvij(1,2) * (b003 - b030); - tcTessPatch[gl_InvocationID].n101 = n002 + n200 - getvij(2,0) * (b300 - b003); - // compute tangents - tcTessPatch[gl_InvocationID].t110 = t200 + t020 - getvij(0,1) * (b030 - b300); - tcTessPatch[gl_InvocationID].t011 = t020 + t002 - getvij(1,2) * (b003 - b030); - tcTessPatch[gl_InvocationID].t101 = t002 + t200 - getvij(2,0) * (b300 - b003); - - // compute backface - float bf = isBackFace(); - bf = max(disableCulling, bf); - - // adapative tessellation factor regarding features - float af = adaptiveFeatureFactor( tessInner, tessEdge ); - - //float cf = adaptiveCameraFactor( tessInner, tessEdge ); - - // Calculate the tessellation levels - gl_TessLevelInner[0] = af * bf; - gl_TessLevelOuter[gl_InvocationID] = af * bf; -} - -#endif - -#if TESSELLATION_EVALUATION_SHADER -layout (triangles, fractional_odd_spacing, ccw) in; - -layout(location=15) in NPatchTessPatch tcTessPatch[]; - -// global setup in main -vec3 ctNorm[3]; -vec3 teNorm; -vec3 ctTangent[3]; -vec3 teTangent; -vec3 teBinormal; - -bool doLinear(int i, int j) -{ - /* - vec3 edgeji = gl_in[j].gl_Position.xyz - gl_in[i].gl_Position.xyz; - - float di = sign( dot( ctNorm[i], edgeji ) ); - float dj = sign( dot( ctNorm[j], -edgeji ) ); - - if ( di != dj ) - return false; - else - return true;*/ - - // Always do linear normal interpolation for now - // Seems to produce always good results unless we would produce - // a s-shaped triangle. - return true; -} - -vec4 tessShader ( ) -{ - // pre compute square tesselation coord - vec3 tessSquared = gl_TessCoord * gl_TessCoord; - vec3 tessCubed = tessSquared * gl_TessCoord; - - // combine control points - vec3 b210 = vec3(tcTessPatch[0].b210, tcTessPatch[1].b210, tcTessPatch[2].b210); - vec3 b120 = vec3(tcTessPatch[0].b120, tcTessPatch[1].b120, tcTessPatch[2].b120); - vec3 b021 = vec3(tcTessPatch[0].b021, tcTessPatch[1].b021, tcTessPatch[2].b021); - vec3 b012 = vec3(tcTessPatch[0].b012, tcTessPatch[1].b012, tcTessPatch[2].b012); - vec3 b102 = vec3(tcTessPatch[0].b102, tcTessPatch[1].b102, tcTessPatch[2].b102); - vec3 b201 = vec3(tcTessPatch[0].b201, tcTessPatch[1].b201, tcTessPatch[2].b201); - vec3 b111 = vec3(tcTessPatch[0].b111, tcTessPatch[1].b111, tcTessPatch[2].b111); - - // combine control normals - vec3 n110 = vec3(tcTessPatch[0].n110, tcTessPatch[1].n110, tcTessPatch[2].n110); - vec3 n011 = vec3(tcTessPatch[0].n011, tcTessPatch[1].n011, tcTessPatch[2].n011); - vec3 n101 = vec3(tcTessPatch[0].n101, tcTessPatch[1].n101, tcTessPatch[2].n101); - - // combine control tangents - vec3 t110 = vec3(tcTessPatch[0].t110, tcTessPatch[1].t110, tcTessPatch[2].t110); - vec3 t011 = vec3(tcTessPatch[0].t011, tcTessPatch[1].t011, tcTessPatch[2].t011); - vec3 t101 = vec3(tcTessPatch[0].t101, tcTessPatch[1].t101, tcTessPatch[2].t101); - - // NPatch normal - if ( doLinear( 0, 1 ) == true ) - { - // linear normal - teNorm = ctNorm[0] * gl_TessCoord[2] - + ctNorm[1] * gl_TessCoord[0] - + ctNorm[2] * gl_TessCoord[1]; - // NPatch tangent - teTangent = ctTangent[0] * gl_TessCoord[2] - + ctTangent[1] * gl_TessCoord[0] - + ctTangent[2] * gl_TessCoord[1]; - } - else - { - // quadratic normal - teNorm = ctNorm[0] * tessSquared[2] - + ctNorm[1] * tessSquared[0] - + ctNorm[2] * tessSquared[1] - + n110*gl_TessCoord[2] * gl_TessCoord[0] - + n011*gl_TessCoord[0] * gl_TessCoord[1] - + n101*gl_TessCoord[2] * gl_TessCoord[1]; - - // NPatch tangent - teTangent = ctTangent[0] * tessSquared[2] - + ctTangent[1] * tessSquared[0] - + ctTangent[2] * tessSquared[1] - + t110*gl_TessCoord[2] * gl_TessCoord[0] - + t011*gl_TessCoord[0] * gl_TessCoord[1] - + t101*gl_TessCoord[2] * gl_TessCoord[1]; - } - - // NPatch binormal - teBinormal = cross( teNorm, teTangent ); - - // npatch interpolated position - vec3 finalPos = gl_in[0].gl_Position.xyz * tessCubed[2] - + gl_in[1].gl_Position.xyz * tessCubed[0] - + gl_in[2].gl_Position.xyz * tessCubed[1] - + b210 * 3.0 * tessSquared[2] * gl_TessCoord[0] - + b120 * 3.0 * tessSquared[0] * gl_TessCoord[2] - + b201 * 3.0 * tessSquared[2] * gl_TessCoord[1] - + b021 * 3.0 * tessSquared[0] * gl_TessCoord[1] - + b102 * 3.0 * tessSquared[1] * gl_TessCoord[2] - + b012 * 3.0 * tessSquared[1] * gl_TessCoord[0] - + b111 * 6.0 * gl_TessCoord[0] * gl_TessCoord[1] * gl_TessCoord[2]; - - return vec4( finalPos, 1.0 ); -} -#endif - -#endif - |