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Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/tessellationPhong.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/tessellationPhong.glsllib | 170 |
2 files changed, 0 insertions, 170 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/res/effectlib/tessellationPhong.glsllib b/src/Runtime/ogl-runtime/res/effectlib/tessellationPhong.glsllib deleted file mode 100644 index 98a683dc..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/tessellationPhong.glsllib +++ /dev/null @@ -1,170 +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_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 - |