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#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 cameraPosition;
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] - cameraPosition );
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( cameraPosition, ctWorldPos[0] );
float distanceValue1 = distance( cameraPosition, ctWorldPos[1] );
float distanceValue2 = distance( cameraPosition, 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