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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/tessellationPhong.glsllib170
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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
-