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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