diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/tessellationPath.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/tessellationPath.glsllib | 183 |
2 files changed, 0 insertions, 183 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/tessellationPath.glsllib b/src/Runtime/ogl-runtime/res/effectlib/tessellationPath.glsllib deleted file mode 100644 index 17b87b08..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/tessellationPath.glsllib +++ /dev/null @@ -1,183 +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_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 - |