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+/****************************************************************************
+**
+** 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_PATH_GLSLLIB
+#define TESSELLATION_PATH_GLSLLIB
+
+
+#if TESSELLATION_CONTROL_SHADER
+layout (vertices = 5) out;
+
+void tessShader ( in float edgeTessAmount, float innerTessAmount )
+{
+ gl_TessLevelOuter[0] = innerTessAmount;
+ gl_TessLevelOuter[1] = edgeTessAmount;
+ gl_TessLevelOuter[2] = innerTessAmount;
+ gl_TessLevelOuter[3] = edgeTessAmount;
+
+ gl_TessLevelInner[0] = edgeTessAmount / 2.0;
+ gl_TessLevelInner[1] = innerTessAmount;
+}
+
+#endif
+
+#if TESSELLATION_EVALUATION_SHADER
+layout (quads, equal_spacing, cw) in;
+
+vec2 getTangent(vec2 p0, vec2 p1, vec2 p2, vec2 p3, float t)
+{
+ // derivative
+ float dbt0 = -3.0 * (1.0 - t) * (1.0 - t);
+ float dbt1 = 3.0 * (1.0 - t) * (1.0 - 3.0 * t);
+ float dbt2 = 3.0 * t * (2.0 - 3.0 * t);
+ float dbt3 = 3.0 * t * t;
+
+ // tangent on curve
+ return normalize( dbt0 * p0 + dbt1 * p1 + dbt2 * p2 + dbt3 * p3 );
+}
+//An exact cross product would involve normalizing dx,dy. Since
+//this algorithm needs merely the sign, normalization is not necessary.
+float roughCrossProd( vec2 prev, vec2 point, vec2 next )
+{
+ vec2 inDxDy = point - prev;
+ vec2 outDxDy = next - point;
+ return inDxDy.x * outDxDy.y - inDxDy.y * outDxDy.x;
+}
+
+//The incoming corss product tells us both if we should do a seam merge
+//and if the merge is above or below point in gl_TessCoord.y space; we know the
+//anchor point is at .5 gl_TessCoord.y space.
+vec3 computeAdjoiningFactors( float cross, vec2 adjoining, vec2 point, float tessY )
+{
+ vec3 retval = vec3( 0.0, 0.0, 0.0 );
+ float multiplier = cross < 0.0 ? 1.0 : -1.0;
+ float weight = abs(cross) > 0.001 ? multiplier * ( ( tessY - .5 )/ .5 ) : 0.0;
+ retval.z = weight > 0.0 ? 1.0 : 0.0;
+ retval.xy = mix( point, adjoining, weight );
+ return retval;
+}
+
+#define NO_TAPER 0
+#define BEGIN_TAPER 1
+#define END_TAPER 2
+
+//Tapering is done by interpolating the path width somewhat cleverly.
+float getTaperResult( float inIncomingValue, float inBeginValue, float inEndValue, vec2 taperData, uint inMode )
+{
+ float mixInfo = mix( taperData.x, taperData.y, gl_TessCoord.x );
+ float theValueMixer = inMode == BEGIN_TAPER ? inBeginValue : inEndValue;
+ return mix( theValueMixer, inIncomingValue, mixInfo );
+}
+
+uniform vec2 beginTaperInfo;
+uniform vec2 endTaperInfo;
+
+struct STessShaderResult
+{
+ vec3 m_Position;
+ vec2 m_TexCoord;
+ vec2 m_Tangent;
+ vec2 m_Binormal;
+ float m_Opacity;
+};
+
+STessShaderResult tessShader ( float inPathWidth )
+{
+ vec2 p1 = gl_in[0].gl_Position.xy;
+ vec2 c1 = gl_in[0].gl_Position.zw; //c1
+ vec2 c2 = gl_in[1].gl_Position.xy; //c2
+ vec2 p2 = gl_in[1].gl_Position.zw;
+ vec4 taperData = gl_in[3].gl_Position;
+ vec2 udata = gl_in[4].gl_Position.xy;
+
+ //Adjust width for taper if necessary.
+ inPathWidth = taperData.z > 0.0 ? getTaperResult( inPathWidth, beginTaperInfo.x, endTaperInfo.x, taperData.xy, uint(taperData.z) ) : inPathWidth;
+
+ float adjoiningWeight = 0.0;
+ vec2 adjoining = vec2( 0.0, 0.0 );
+ if ( gl_TessCoord.x == floor(gl_TessCoord.x) ) // gl_TessCord.x either 0.0 or 1.0
+ {
+ vec2 point, cross1, cross2;
+ if ( gl_TessCoord.x == 0.0 )
+ {
+ adjoining = gl_in[2].gl_Position.xy;
+ point = p1;
+ cross1 = adjoining;
+ cross2 = c1;
+ }
+ else // gl_TessCoord.x == 1.0
+ {
+ adjoining = gl_in[2].gl_Position.zw;
+ point = p2;
+ cross1 = c2;
+ cross2 = adjoining;
+ }
+ float cross = roughCrossProd( cross1, point, cross2 );
+ vec3 adjoiningFactors = computeAdjoiningFactors( cross, adjoining, point, gl_TessCoord.y );
+ adjoining = adjoiningFactors.xy;
+ adjoiningWeight = adjoiningFactors.z;
+ }
+
+ float v = gl_TessCoord.x;
+ // cubic basis function calculated from v.
+ float bv0 = (1.0 - v) * (1.0 - v) * (1.0 - v);
+ float bv1 = 3.0 * v * (1.0 - v) * (1.0 - v);
+ float bv2 = 3.0 * v * v * (1.0 - v);
+ float bv3 = v * v * v;
+
+ //u ranges from 0 - 1. What we want is to
+ //have u range from -1,1.
+ float u = 2.0 * ( gl_TessCoord.y - .5 );
+
+ vec2 tangent = getTangent( p1, c1, c2, p2, v );
+ vec2 normal = vec2( tangent.y, -tangent.x );
+
+ vec2 offset = normal * inPathWidth * u;
+
+ vec2 pointOnPath = bv0*p1 + bv1*c1 + bv2*c2 + bv3*p2;
+
+ vec2 finalPosXY = offset + pointOnPath;
+
+ STessShaderResult retval;
+ retval.m_Position = vec3( mix( finalPosXY, adjoining, adjoiningWeight), 0.0 );
+ retval.m_Opacity = taperData.z > 0.0 ? getTaperResult( 1.0, beginTaperInfo.y, endTaperInfo.y, taperData.xy, uint(taperData.z) ) : 1.0;
+
+ // cubic interpolation of the texture coords
+ retval.m_TexCoord.x = mix( udata.x, udata.y, v );
+ retval.m_TexCoord.y = gl_TessCoord.y;
+ retval.m_Tangent = tangent;
+ retval.m_Binormal = normal;
+
+ return retval;
+}
+#endif
+
+#endif
+