summaryrefslogtreecommitdiffstats
path: root/src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib
diff options
context:
space:
mode:
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib')
m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib290
2 files changed, 0 insertions, 290 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 427fddb50d43aa21a90fc7356ee3cdd8a908df5
diff --git a/src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib b/src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib
deleted file mode 100644
index 62ec2635..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/tessellationNPatch.glsllib
+++ /dev/null
@@ -1,290 +0,0 @@
-/****************************************************************************
-**
-** 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
-