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-rw-r--r--examples/qt3d/tessellation-modes/shaders/flat.frag12
-rw-r--r--examples/qt3d/tessellation-modes/shaders/isolines.tcs15
-rw-r--r--examples/qt3d/tessellation-modes/shaders/isolines.tes74
-rw-r--r--examples/qt3d/tessellation-modes/shaders/passthru.vert10
-rw-r--r--examples/qt3d/tessellation-modes/shaders/phongwireframe.frag108
-rw-r--r--examples/qt3d/tessellation-modes/shaders/quads.tcs21
-rw-r--r--examples/qt3d/tessellation-modes/shaders/quads.tes40
-rw-r--r--examples/qt3d/tessellation-modes/shaders/robustwireframe.geom131
-rw-r--r--examples/qt3d/tessellation-modes/shaders/triangles.tcs19
-rw-r--r--examples/qt3d/tessellation-modes/shaders/triangles.tes39
10 files changed, 469 insertions, 0 deletions
diff --git a/examples/qt3d/tessellation-modes/shaders/flat.frag b/examples/qt3d/tessellation-modes/shaders/flat.frag
new file mode 100644
index 000000000..6e596d4d6
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/flat.frag
@@ -0,0 +1,12 @@
+#version 400 core
+
+in Vertex {
+ vec3 color;
+} fs_in;
+
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = vec4( fs_in.color, 1.0 );
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/isolines.tcs b/examples/qt3d/tessellation-modes/shaders/isolines.tcs
new file mode 100644
index 000000000..624af51cc
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/isolines.tcs
@@ -0,0 +1,15 @@
+#version 400 core
+
+layout( vertices = 4 ) out;
+
+uniform float outer[4] = float[]( 1.0, 1.0, 1.0, 1.0 );
+
+void main()
+{
+ // Pass along the vertex position unmodified
+ gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+
+ // Set the tessellation levels
+ gl_TessLevelOuter[0] = outer[0]; // number of isolines
+ gl_TessLevelOuter[1] = outer[1]; // divisions along isoline
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/isolines.tes b/examples/qt3d/tessellation-modes/shaders/isolines.tes
new file mode 100644
index 000000000..f6b984bc8
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/isolines.tes
@@ -0,0 +1,74 @@
+#version 400 core
+
+layout( isolines, fractional_even_spacing, ccw ) in;
+
+out Vertex {
+ vec3 color;
+} te_out;
+
+uniform mat4 modelViewMatrix;
+uniform mat3 normalMatrix;
+uniform mat4 projectionMatrix;
+uniform mat4 mvp;
+
+// Calculate RGB triplet from HSV
+vec3 hsvToRGB( float h, float s, float v )
+{
+ if ( s <= 0.0 )
+ return vec3( v );
+
+ h = h * 6.0;
+ float c = v * s;
+ float x = ( 1.0 - abs( ( mod( h, 2 ) - 1 ) ) ) * c;
+ float m = v - c;
+ float r = 0.0;
+ float g = 0.0;
+ float b = 0.0;
+
+ if ( h < 1.0 ) { r = c; g = x; b = 0.0;}
+ else if ( h < 2.0 ) { r = x; g = c; b = 0.0; }
+ else if ( h < 3.0 ) { r = 0.0; g = c; b = x; }
+ else if ( h < 4.0 ) { r = 0.0; g = x; b = c; }
+ else if ( h < 5.0 ) { r = x; g = 0.0; b = c; }
+ else { r = c; g = 0.0; b = x; }
+
+ return vec3( r + m, g + m, b + m );
+}
+
+void main()
+{
+ float u = gl_TessCoord.x;
+ float v = gl_TessCoord.y;
+
+ vec4 a = gl_in[0].gl_Position;
+ vec4 b = gl_in[1].gl_Position;
+ vec4 c = gl_in[2].gl_Position;
+ vec4 d = gl_in[3].gl_Position;
+
+ // Use the (u,v) parametric coords to calculate the vertex.
+ // u is the position along an isoline
+ // v is isoline number
+
+ // Let's make a sinusoidal curve as a function of u that varies
+ // in the v direction which we will define as orthogonal to u
+
+ // Interpolate in u along top and bottom edges of the patch
+ vec4 q0 = mix( a, b, u );
+ vec4 q1 = mix( d, c, u );
+
+ // Interpolate in v between the above positions. This gives the
+ // nominal position for our vertex
+ vec4 p = mix( q0, q1, v );
+
+ // Find "vertical" direction
+ vec4 vBasis = normalize( q1 - q0 );
+
+ // Offset vertex in this direction using sinusoid
+ vec4 pos = p + 0.2 * vBasis * sin( 20.0 * u );
+
+ // Use a hue value based on v
+ te_out.color = hsvToRGB( v, 1.0, 1.0 );
+
+ // Transform to clip-space
+ gl_Position = mvp * pos;
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/passthru.vert b/examples/qt3d/tessellation-modes/shaders/passthru.vert
new file mode 100644
index 000000000..71875a55f
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/passthru.vert
@@ -0,0 +1,10 @@
+#version 400 core
+
+in vec3 vertexPosition;
+
+void main()
+{
+ // We do the transformations later in the
+ // tessellation evaluation shader
+ gl_Position = vec4( vertexPosition, 1.0 );
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/phongwireframe.frag b/examples/qt3d/tessellation-modes/shaders/phongwireframe.frag
new file mode 100644
index 000000000..4fd62007d
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/phongwireframe.frag
@@ -0,0 +1,108 @@
+#version 400 core
+
+uniform struct LightInfo {
+ vec4 position;
+ vec3 intensity;
+} light;
+
+uniform struct LineInfo {
+ float width;
+ vec4 color;
+} line;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+
+in WireframeVertex {
+ vec3 position;
+ vec3 normal;
+ noperspective vec4 edgeA;
+ noperspective vec4 edgeB;
+ flat int configuration;
+} fs_in;
+
+out vec4 fragColor;
+
+vec3 adsModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( light.position ) - pos );
+
+ // Calculate the vector from the fragment to the eye position (the
+ // origin since this is in "eye" or "camera" space
+ vec3 v = normalize( -pos );
+
+ // Refleft the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffus component
+ vec3 diffuse = vec3( max( dot( s, n ), 0.0 ) );
+
+ // Calculate the specular component
+ vec3 specular = vec3( pow( max( dot( r, v ), 0.0 ), shininess ) );
+
+ // Combine the ambient, diffuse and specular contributions
+ return light.intensity * ( ka + kd * diffuse + ks * specular );
+}
+
+vec4 shadeLine( const in vec4 color )
+{
+ // Find the smallest distance between the fragment and a triangle edge
+ float d;
+ if ( fs_in.configuration == 0 )
+ {
+ // Common configuration
+ d = min( fs_in.edgeA.x, fs_in.edgeA.y );
+ d = min( d, fs_in.edgeA.z );
+ }
+ else
+ {
+ // Handle configuration where screen space projection breaks down
+ // Compute and compare the squared distances
+ vec2 AF = gl_FragCoord.xy - fs_in.edgeA.xy;
+ float sqAF = dot( AF, AF );
+ float AFcosA = dot( AF, fs_in.edgeA.zw );
+ d = abs( sqAF - AFcosA * AFcosA );
+
+ vec2 BF = gl_FragCoord.xy - fs_in.edgeB.xy;
+ float sqBF = dot( BF, BF );
+ float BFcosB = dot( BF, fs_in.edgeB.zw );
+ d = min( d, abs( sqBF - BFcosB * BFcosB ) );
+
+ // Only need to care about the 3rd edge for some configurations.
+ if ( fs_in.configuration == 1 || fs_in.configuration == 2 || fs_in.configuration == 4 )
+ {
+ float AFcosA0 = dot( AF, normalize( fs_in.edgeB.xy - fs_in.edgeA.xy ) );
+ d = min( d, abs( sqAF - AFcosA0 * AFcosA0 ) );
+ }
+
+ d = sqrt( d );
+ }
+
+ // Blend between line color and phong color
+ float mixVal;
+ if ( d < line.width - 1.0 )
+ {
+ mixVal = 1.0;
+ }
+ else if ( d > line.width + 1.0 )
+ {
+ mixVal = 0.0;
+ }
+ else
+ {
+ float x = d - ( line.width - 1.0 );
+ mixVal = exp2( -2.0 * ( x * x ) );
+ }
+
+ return mix( color, line.color, mixVal );
+}
+
+void main()
+{
+ // Calculate the color from the phong model
+ vec4 color = vec4( adsModel( fs_in.position, normalize( fs_in.normal ) ), 1.0 );
+ fragColor = shadeLine( color );
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/quads.tcs b/examples/qt3d/tessellation-modes/shaders/quads.tcs
new file mode 100644
index 000000000..367195522
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/quads.tcs
@@ -0,0 +1,21 @@
+#version 400 core
+
+layout( vertices = 4 ) out;
+
+uniform float inner[2] = float[]( 10.0, 10.0 );
+uniform float outer[4] = float[]( 1.0, 1.0, 1.0, 1.0 );
+
+void main()
+{
+ // Pass along the vertex position unmodified
+ gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+
+ // Set the tessellation levels from the uniforms
+ gl_TessLevelOuter[0] = outer[0];
+ gl_TessLevelOuter[1] = outer[1];
+ gl_TessLevelOuter[2] = outer[2];
+ gl_TessLevelOuter[3] = outer[3];
+
+ gl_TessLevelInner[0] = inner[0];
+ gl_TessLevelInner[1] = inner[1];
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/quads.tes b/examples/qt3d/tessellation-modes/shaders/quads.tes
new file mode 100644
index 000000000..a3fd48441
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/quads.tes
@@ -0,0 +1,40 @@
+#version 400 core
+
+layout( quads, fractional_even_spacing, ccw ) in;
+
+out EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} te_out;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 projectionMatrix;
+uniform mat4 mvp;
+
+void main()
+{
+ float u = gl_TessCoord.x;
+ float v = gl_TessCoord.y;
+
+ vec4 p00 = gl_in[0].gl_Position;
+ vec4 p10 = gl_in[1].gl_Position;
+ vec4 p11 = gl_in[2].gl_Position;
+ vec4 p01 = gl_in[3].gl_Position;
+
+ // Linearly interpolate to the vertex position using the
+ // (u,v) barycentric coords
+ vec4 pos = p00 * ( 1.0 - u ) * ( 1.0 - v )
+ + p10 * u * ( 1.0 - v )
+ + p01 * v * ( 1.0 - u )
+ + p11 * u * v;
+
+ // Transform to eye space (for lighting calcs)
+ te_out.position = vec3( modelView * pos );
+
+ // Assume normal points along z
+ te_out.normal = normalize( modelViewNormal * vec3( 0.0, 0.0, 1.0 ) );
+
+ // Transform to clip-space
+ gl_Position = mvp * pos;
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/robustwireframe.geom b/examples/qt3d/tessellation-modes/shaders/robustwireframe.geom
new file mode 100644
index 000000000..02eaaf398
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/robustwireframe.geom
@@ -0,0 +1,131 @@
+#version 400 core
+
+layout( triangles ) in;
+layout( triangle_strip, max_vertices = 3 ) out;
+
+in EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} gs_in[];
+
+out WireframeVertex {
+ vec3 position;
+ vec3 normal;
+ noperspective vec4 edgeA;
+ noperspective vec4 edgeB;
+ flat int configuration;
+} gs_out;
+
+uniform mat4 viewportMatrix;
+
+const int infoA[] = int[]( 0, 0, 0, 0, 1, 1, 2 );
+const int infoB[] = int[]( 1, 1, 2, 0, 2, 1, 2 );
+const int infoAd[] = int[]( 2, 2, 1, 1, 0, 0, 0 );
+const int infoBd[] = int[]( 2, 2, 1, 2, 0, 2, 1 );
+
+vec2 transformToViewport( const in vec4 p )
+{
+ return vec2( viewportMatrix * ( p / p.w ) );
+}
+
+void main()
+{
+ gs_out.configuration = int(gl_in[0].gl_Position.z < 0) * int(4)
+ + int(gl_in[1].gl_Position.z < 0) * int(2)
+ + int(gl_in[2].gl_Position.z < 0);
+
+ // If all vertices are behind us, cull the primitive
+ if (gs_out.configuration == 7)
+ return;
+
+ // Transform each vertex into viewport space
+ vec2 p[3];
+ p[0] = transformToViewport( gl_in[0].gl_Position );
+ p[1] = transformToViewport( gl_in[1].gl_Position );
+ p[2] = transformToViewport( gl_in[2].gl_Position );
+
+ if (gs_out.configuration == 0)
+ {
+ // Common configuration where all vertices are within the viewport
+ gs_out.edgeA = vec4(0.0);
+ gs_out.edgeB = vec4(0.0);
+
+ // Calculate lengths of 3 edges of triangle
+ float a = length( p[1] - p[2] );
+ float b = length( p[2] - p[0] );
+ float c = length( p[1] - p[0] );
+
+ // Calculate internal angles using the cosine rule
+ float alpha = acos( ( b * b + c * c - a * a ) / ( 2.0 * b * c ) );
+ float beta = acos( ( a * a + c * c - b * b ) / ( 2.0 * a * c ) );
+
+ // Calculate the perpendicular distance of each vertex from the opposing edge
+ float ha = abs( c * sin( beta ) );
+ float hb = abs( c * sin( alpha ) );
+ float hc = abs( b * sin( alpha ) );
+
+ // Now add this perpendicular distance as a per-vertex property in addition to
+ // the position and normal calculated in the vertex shader.
+
+ // Vertex 0 (a)
+ gs_out.edgeA = vec4( ha, 0.0, 0.0, 0.0 );
+ gs_out.normal = gs_in[0].normal;
+ gs_out.position = gs_in[0].position;
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+
+ // Vertex 1 (b)
+ gs_out.edgeA = vec4( 0.0, hb, 0.0, 0.0 );
+ gs_out.normal = gs_in[1].normal;
+ gs_out.position = gs_in[1].position;
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+
+ // Vertex 2 (c)
+ gs_out.edgeA = vec4( 0.0, 0.0, hc, 0.0 );
+ gs_out.normal = gs_in[2].normal;
+ gs_out.position = gs_in[2].position;
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+
+ // Finish the primitive off
+ EndPrimitive();
+ }
+ else
+ {
+ // Viewport projection breaks down for one or two vertices.
+ // Caclulate what we can here and defer rest to fragment shader.
+ // Since this is coherent for the entire primitive the conditional
+ // in the fragment shader is still cheap as all concurrent
+ // fragment shader invocations will take the same code path.
+
+ // Copy across the viewport-space points for the (up to) two vertices
+ // in the viewport
+ gs_out.edgeA.xy = p[infoA[gs_out.configuration]];
+ gs_out.edgeB.xy = p[infoB[gs_out.configuration]];
+
+ // Copy across the viewport-space edge vectors for the (up to) two vertices
+ // in the viewport
+ gs_out.edgeA.zw = normalize( gs_out.edgeA.xy - p[ infoAd[gs_out.configuration] ] );
+ gs_out.edgeB.zw = normalize( gs_out.edgeB.xy - p[ infoBd[gs_out.configuration] ] );
+
+ // Pass through the other vertex attributes
+ gs_out.normal = gs_in[0].normal;
+ gs_out.position = gs_in[0].position;
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+
+ gs_out.normal = gs_in[1].normal;
+ gs_out.position = gs_in[1].position;
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+
+ gs_out.normal = gs_in[2].normal;
+ gs_out.position = gs_in[2].position;
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+
+ // Finish the primitive off
+ EndPrimitive();
+ }
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/triangles.tcs b/examples/qt3d/tessellation-modes/shaders/triangles.tcs
new file mode 100644
index 000000000..c311796fd
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/triangles.tcs
@@ -0,0 +1,19 @@
+#version 400 core
+
+layout( vertices = 3 ) out;
+
+uniform float inner[2] = float[]( 1.0, 1.0 );
+uniform float outer[4] = float[]( 1.0, 1.0, 1.0, 1.0 );
+
+void main()
+{
+ // Pass along the vertex position unmodified
+ gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+
+ // Set the tessellation levels from the uniforms
+ gl_TessLevelOuter[0] = outer[0];
+ gl_TessLevelOuter[1] = outer[1];
+ gl_TessLevelOuter[2] = outer[2];
+
+ gl_TessLevelInner[0] = inner[0];
+}
diff --git a/examples/qt3d/tessellation-modes/shaders/triangles.tes b/examples/qt3d/tessellation-modes/shaders/triangles.tes
new file mode 100644
index 000000000..c833e9587
--- /dev/null
+++ b/examples/qt3d/tessellation-modes/shaders/triangles.tes
@@ -0,0 +1,39 @@
+#version 400 core
+
+layout( triangles, fractional_even_spacing, ccw ) in;
+
+out EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} te_out;
+
+uniform mat4 modelViewMatrix;
+uniform mat3 normalMatrix;
+uniform mat4 projectionMatrix;
+uniform mat4 mvp;
+
+void main()
+{
+ float u = gl_TessCoord.x;
+ float v = gl_TessCoord.y;
+ float w = gl_TessCoord.z;
+
+ vec4 p0 = gl_in[0].gl_Position;
+ vec4 p1 = gl_in[1].gl_Position;
+ vec4 p2 = gl_in[2].gl_Position;
+
+ // Linearly interpolate to the vertex position using the
+ // (u,v) barycentric coords
+ vec4 pos = (u * p0)
+ + (v * p1)
+ + (w * p2);
+
+ // Transform to eye space (for lighting calcs)
+ te_out.position = vec3( modelViewMatrix * pos );
+
+ // Assume normal points along z
+ te_out.normal = normalize( normalMatrix * vec3( 0.0, 0.0, 1.0 ) );
+
+ // Transform to clip-space
+ gl_Position = mvp * pos;
+}