141 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| /*
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| The MIT License (MIT)
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| 
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| Copyright (c) 2022 Sascha Willems
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| 
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| Permission is hereby granted, free of charge, to any person obtaining a copy
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| of this software and associated documentation files (the "Software"), to deal
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| in the Software without restriction, including without limitation the rights
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| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| copies of the Software, and to permit persons to whom the Software is
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| furnished to do so, subject to the following conditions:
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| 
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| The above copyright notice and this permission notice shall be included in all
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| copies or substantial portions of the Software.
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| 
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| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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| SOFTWARE.
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| */
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| 
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| #version 450
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| 
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| layout(set = 0, binding = 0) uniform UBO
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| {
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| 	mat4 projection;
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| 	mat4 modelview;
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| 	vec4 lightPos;
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| 	vec4 frustumPlanes[6];
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| 	float displacementFactor;
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| 	float tessellationFactor;
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| 	vec2 viewportDim;
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| 	float tessellatedEdgeSize;
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| } ubo;
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| 
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| layout(set = 0, binding = 1) uniform sampler2D samplerHeight;
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| 
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| layout (vertices = 4) out;
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| 
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| layout (location = 0) in vec3 inNormal[];
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| layout (location = 1) in vec2 inUV[];
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| 
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| layout (location = 0) out vec3 outNormal[4];
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| layout (location = 1) out vec2 outUV[4];
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| 
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| // Calculate the tessellation factor based on screen space
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| // dimensions of the edge
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| float screenSpaceTessFactor(vec4 p0, vec4 p1)
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| {
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| 	// Calculate edge mid point
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| 	vec4 midPoint = 0.5 * (p0 + p1);
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| 	// Sphere radius as distance between the control points
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| 	float radius = distance(p0, p1) / 2.0;
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| 
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| 	// View space
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| 	vec4 v0 = ubo.modelview  * midPoint;
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| 
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| 	// Project into clip space
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| 	vec4 clip0 = (ubo.projection * (v0 - vec4(radius, vec3(0.0))));
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| 	vec4 clip1 = (ubo.projection * (v0 + vec4(radius, vec3(0.0))));
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| 
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| 	// Get normalized device coordinates
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| 	clip0 /= clip0.w;
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| 	clip1 /= clip1.w;
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| 
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| 	// Convert to viewport coordinates
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| 	clip0.xy *= ubo.viewportDim;
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| 	clip1.xy *= ubo.viewportDim;
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| 
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| 	// Return the tessellation factor based on the screen size
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| 	// given by the distance of the two edge control points in screen space
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| 	// and a reference (min.) tessellation size for the edge set by the application
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| 	return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
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| }
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| 
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| // Checks the current's patch visibility against the frustum using a sphere check
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| // Sphere radius is given by the patch size
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| bool frustumCheck()
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| {
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| 	// Fixed radius (increase if patch size is increased in example)
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| 	const float radius = 8.0f;
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| 	vec4 pos = gl_in[gl_InvocationID].gl_Position;
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| 	pos.y -= textureLod(samplerHeight, inUV[0], 0.0).r * ubo.displacementFactor;
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| 
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| 	// Check sphere against frustum planes
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| 	for (int i = 0; i < 6; i++) {
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| 		if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
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| 		{
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| 			return false;
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| 		}
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| 	}
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| 	return true;
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| }
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| 
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| void main()
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| {
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| 	if (gl_InvocationID == 0)
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| 	{
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| 		if (!frustumCheck())
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| 		{
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| 			gl_TessLevelInner[0] = 0.0;
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| 			gl_TessLevelInner[1] = 0.0;
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| 			gl_TessLevelOuter[0] = 0.0;
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| 			gl_TessLevelOuter[1] = 0.0;
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| 			gl_TessLevelOuter[2] = 0.0;
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| 			gl_TessLevelOuter[3] = 0.0;
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| 		}
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| 		else
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| 		{
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| 			if (ubo.tessellationFactor > 0.0)
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| 			{
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| 				gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position);
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| 				gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position);
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| 				gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position);
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| 				gl_TessLevelOuter[3] = screenSpaceTessFactor(gl_in[2].gl_Position, gl_in[3].gl_Position);
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| 				gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5);
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| 				gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5);
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| 			}
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| 			else
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| 			{
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| 				// Tessellation factor can be set to zero by example
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| 				// to demonstrate a simple passthrough
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| 				gl_TessLevelInner[0] = 1.0;
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| 				gl_TessLevelInner[1] = 1.0;
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| 				gl_TessLevelOuter[0] = 1.0;
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| 				gl_TessLevelOuter[1] = 1.0;
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| 				gl_TessLevelOuter[2] = 1.0;
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| 				gl_TessLevelOuter[3] = 1.0;
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| 			}
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| 		}
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| 
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| 	}
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| 
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| 	gl_out[gl_InvocationID].gl_Position =  gl_in[gl_InvocationID].gl_Position;
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| 	outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
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| 	outUV[gl_InvocationID] = inUV[gl_InvocationID];
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| }
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