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Diffstat (limited to 'res/effectlib/tessellationNPatch.glsllib')
-rw-r--r-- | res/effectlib/tessellationNPatch.glsllib | 290 |
1 files changed, 290 insertions, 0 deletions
diff --git a/res/effectlib/tessellationNPatch.glsllib b/res/effectlib/tessellationNPatch.glsllib new file mode 100644 index 0000000..62ec263 --- /dev/null +++ b/res/effectlib/tessellationNPatch.glsllib @@ -0,0 +1,290 @@ +/**************************************************************************** +** +** 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 + |