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Diffstat (limited to 'res/effectlib/tessellationPhong.glsllib')
-rw-r--r-- | res/effectlib/tessellationPhong.glsllib | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/res/effectlib/tessellationPhong.glsllib b/res/effectlib/tessellationPhong.glsllib new file mode 100644 index 0000000..98a683d --- /dev/null +++ b/res/effectlib/tessellationPhong.glsllib @@ -0,0 +1,170 @@ +/**************************************************************************** +** +** 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_PHONG_GLSLLIB +#define TESSELLATION_PHONG_GLSLLIB + +struct PhongTessPatch +{ + float projIJ; + float projJK; + float projIK; +}; + +#if TESSELLATION_CONTROL_SHADER +layout (vertices = 3) out; + +layout(location = 15) out PhongTessPatch tcTessPatch[]; + +// global setup in main +vec3 ctWorldPos[3]; +vec3 ctNorm[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 mapToTangentPlane(int i, vec3 q) +{ + vec3 q_minus_p = q - gl_in[i].gl_Position.xyz; + return q[gl_InvocationID] - dot(q_minus_p, ctNorm[i]) * ctNorm[i][gl_InvocationID]; +} + +void tessShader ( in float tessEdge, in float tessInner ) +{ + // compute projections separate for each xyz component + tcTessPatch[gl_InvocationID].projIJ = mapToTangentPlane(0, gl_in[1].gl_Position.xyz) + mapToTangentPlane(1, gl_in[0].gl_Position.xyz); + tcTessPatch[gl_InvocationID].projJK = mapToTangentPlane(1, gl_in[2].gl_Position.xyz) + mapToTangentPlane(2, gl_in[1].gl_Position.xyz); + tcTessPatch[gl_InvocationID].projIK = mapToTangentPlane(2, gl_in[0].gl_Position.xyz) + mapToTangentPlane(0, gl_in[2].gl_Position.xyz); + + // compute backface + float bf = isBackFace(); + bf = max(disableCulling, bf); + // adapative tessellation factor regarding features + float af = adaptiveFeatureFactor( tessInner, tessEdge ); + // adapative tessellation factor regarding camera + //float cf = adaptiveFeatureFactor( tessInner, tessEdge ); + + // the camera tess factor is the limit + //af = min(af, cf); + + // Calculate the tessellation levels + gl_TessLevelInner[0] = af * bf; + gl_TessLevelOuter[gl_InvocationID] = af * bf; +} + +#endif + +#if TESSELLATION_EVALUATION_SHADER +layout (triangles, equal_spacing, ccw) in; + +layout(location = 15) in PhongTessPatch tcTessPatch[]; + +uniform float phongBlend; + +vec4 tessShader ( ) +{ + // pre compute square tesselation coord + vec3 tessSquared = gl_TessCoord * gl_TessCoord; + + // barycentric linear position + vec3 linearPos = gl_TessCoord.x * gl_in[0].gl_Position.xyz + + gl_TessCoord.y * gl_in[1].gl_Position.xyz + + gl_TessCoord.z * gl_in[2].gl_Position.xyz; + + // projective terms + vec3 projJI = vec3(tcTessPatch[0].projIJ, tcTessPatch[1].projIJ, tcTessPatch[2].projIJ); + vec3 projKJ = vec3(tcTessPatch[0].projJK, tcTessPatch[1].projJK, tcTessPatch[2].projJK); + vec3 projIK = vec3(tcTessPatch[0].projIK, tcTessPatch[1].projIK, tcTessPatch[2].projIK); + + // phong interpolated position + vec3 phongPos = tessSquared.x * gl_in[0].gl_Position.xyz + + tessSquared.y * gl_in[1].gl_Position.xyz + + tessSquared.z * gl_in[2].gl_Position.xyz + + gl_TessCoord.x * gl_TessCoord.y * projJI + + gl_TessCoord.y * gl_TessCoord.z * projKJ + + gl_TessCoord.z * gl_TessCoord.x * projIK; + + // final blend between linear and phong interpolation + vec3 finalPos = (1.0-phongBlend)*linearPos + phongBlend*phongPos; + + return vec4( finalPos, 1.0 ); +} +#endif + +#endif + |