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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_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
+