1617a3babSopenharmony_ci/*
2617a3babSopenharmony_ciThe MIT License (MIT)
3617a3babSopenharmony_ci
4617a3babSopenharmony_ciCopyright (c) 2022 Sascha Willems
5617a3babSopenharmony_ci
6617a3babSopenharmony_ciPermission is hereby granted, free of charge, to any person obtaining a copy
7617a3babSopenharmony_ciof this software and associated documentation files (the "Software"), to deal
8617a3babSopenharmony_ciin the Software without restriction, including without limitation the rights
9617a3babSopenharmony_cito use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10617a3babSopenharmony_cicopies of the Software, and to permit persons to whom the Software is
11617a3babSopenharmony_cifurnished to do so, subject to the following conditions:
12617a3babSopenharmony_ci
13617a3babSopenharmony_ciThe above copyright notice and this permission notice shall be included in all
14617a3babSopenharmony_cicopies or substantial portions of the Software.
15617a3babSopenharmony_ci
16617a3babSopenharmony_ciTHE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17617a3babSopenharmony_ciIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18617a3babSopenharmony_ciFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19617a3babSopenharmony_ciAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20617a3babSopenharmony_ciLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21617a3babSopenharmony_ciOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22617a3babSopenharmony_ciSOFTWARE.
23617a3babSopenharmony_ci*/
24617a3babSopenharmony_ci
25617a3babSopenharmony_ci#version 450
26617a3babSopenharmony_ci
27617a3babSopenharmony_cilayout(set = 0, binding = 0) uniform UBO
28617a3babSopenharmony_ci{
29617a3babSopenharmony_ci	mat4 projection;
30617a3babSopenharmony_ci	mat4 modelview;
31617a3babSopenharmony_ci	vec4 lightPos;
32617a3babSopenharmony_ci	vec4 frustumPlanes[6];
33617a3babSopenharmony_ci	float displacementFactor;
34617a3babSopenharmony_ci	float tessellationFactor;
35617a3babSopenharmony_ci	vec2 viewportDim;
36617a3babSopenharmony_ci	float tessellatedEdgeSize;
37617a3babSopenharmony_ci} ubo;
38617a3babSopenharmony_ci
39617a3babSopenharmony_cilayout(set = 0, binding = 1) uniform sampler2D samplerHeight;
40617a3babSopenharmony_ci
41617a3babSopenharmony_cilayout (vertices = 4) out;
42617a3babSopenharmony_ci
43617a3babSopenharmony_cilayout (location = 0) in vec3 inNormal[];
44617a3babSopenharmony_cilayout (location = 1) in vec2 inUV[];
45617a3babSopenharmony_ci
46617a3babSopenharmony_cilayout (location = 0) out vec3 outNormal[4];
47617a3babSopenharmony_cilayout (location = 1) out vec2 outUV[4];
48617a3babSopenharmony_ci
49617a3babSopenharmony_ci// Calculate the tessellation factor based on screen space
50617a3babSopenharmony_ci// dimensions of the edge
51617a3babSopenharmony_cifloat screenSpaceTessFactor(vec4 p0, vec4 p1)
52617a3babSopenharmony_ci{
53617a3babSopenharmony_ci	// Calculate edge mid point
54617a3babSopenharmony_ci	vec4 midPoint = 0.5 * (p0 + p1);
55617a3babSopenharmony_ci	// Sphere radius as distance between the control points
56617a3babSopenharmony_ci	float radius = distance(p0, p1) / 2.0;
57617a3babSopenharmony_ci
58617a3babSopenharmony_ci	// View space
59617a3babSopenharmony_ci	vec4 v0 = ubo.modelview  * midPoint;
60617a3babSopenharmony_ci
61617a3babSopenharmony_ci	// Project into clip space
62617a3babSopenharmony_ci	vec4 clip0 = (ubo.projection * (v0 - vec4(radius, vec3(0.0))));
63617a3babSopenharmony_ci	vec4 clip1 = (ubo.projection * (v0 + vec4(radius, vec3(0.0))));
64617a3babSopenharmony_ci
65617a3babSopenharmony_ci	// Get normalized device coordinates
66617a3babSopenharmony_ci	clip0 /= clip0.w;
67617a3babSopenharmony_ci	clip1 /= clip1.w;
68617a3babSopenharmony_ci
69617a3babSopenharmony_ci	// Convert to viewport coordinates
70617a3babSopenharmony_ci	clip0.xy *= ubo.viewportDim;
71617a3babSopenharmony_ci	clip1.xy *= ubo.viewportDim;
72617a3babSopenharmony_ci
73617a3babSopenharmony_ci	// Return the tessellation factor based on the screen size
74617a3babSopenharmony_ci	// given by the distance of the two edge control points in screen space
75617a3babSopenharmony_ci	// and a reference (min.) tessellation size for the edge set by the application
76617a3babSopenharmony_ci	return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
77617a3babSopenharmony_ci}
78617a3babSopenharmony_ci
79617a3babSopenharmony_ci// Checks the current's patch visibility against the frustum using a sphere check
80617a3babSopenharmony_ci// Sphere radius is given by the patch size
81617a3babSopenharmony_cibool frustumCheck()
82617a3babSopenharmony_ci{
83617a3babSopenharmony_ci	// Fixed radius (increase if patch size is increased in example)
84617a3babSopenharmony_ci	const float radius = 8.0f;
85617a3babSopenharmony_ci	vec4 pos = gl_in[gl_InvocationID].gl_Position;
86617a3babSopenharmony_ci	pos.y -= textureLod(samplerHeight, inUV[0], 0.0).r * ubo.displacementFactor;
87617a3babSopenharmony_ci
88617a3babSopenharmony_ci	// Check sphere against frustum planes
89617a3babSopenharmony_ci	for (int i = 0; i < 6; i++) {
90617a3babSopenharmony_ci		if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
91617a3babSopenharmony_ci		{
92617a3babSopenharmony_ci			return false;
93617a3babSopenharmony_ci		}
94617a3babSopenharmony_ci	}
95617a3babSopenharmony_ci	return true;
96617a3babSopenharmony_ci}
97617a3babSopenharmony_ci
98617a3babSopenharmony_civoid main()
99617a3babSopenharmony_ci{
100617a3babSopenharmony_ci	if (gl_InvocationID == 0)
101617a3babSopenharmony_ci	{
102617a3babSopenharmony_ci		if (!frustumCheck())
103617a3babSopenharmony_ci		{
104617a3babSopenharmony_ci			gl_TessLevelInner[0] = 0.0;
105617a3babSopenharmony_ci			gl_TessLevelInner[1] = 0.0;
106617a3babSopenharmony_ci			gl_TessLevelOuter[0] = 0.0;
107617a3babSopenharmony_ci			gl_TessLevelOuter[1] = 0.0;
108617a3babSopenharmony_ci			gl_TessLevelOuter[2] = 0.0;
109617a3babSopenharmony_ci			gl_TessLevelOuter[3] = 0.0;
110617a3babSopenharmony_ci		}
111617a3babSopenharmony_ci		else
112617a3babSopenharmony_ci		{
113617a3babSopenharmony_ci			if (ubo.tessellationFactor > 0.0)
114617a3babSopenharmony_ci			{
115617a3babSopenharmony_ci				gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position);
116617a3babSopenharmony_ci				gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position);
117617a3babSopenharmony_ci				gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position);
118617a3babSopenharmony_ci				gl_TessLevelOuter[3] = screenSpaceTessFactor(gl_in[2].gl_Position, gl_in[3].gl_Position);
119617a3babSopenharmony_ci				gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5);
120617a3babSopenharmony_ci				gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5);
121617a3babSopenharmony_ci			}
122617a3babSopenharmony_ci			else
123617a3babSopenharmony_ci			{
124617a3babSopenharmony_ci				// Tessellation factor can be set to zero by example
125617a3babSopenharmony_ci				// to demonstrate a simple passthrough
126617a3babSopenharmony_ci				gl_TessLevelInner[0] = 1.0;
127617a3babSopenharmony_ci				gl_TessLevelInner[1] = 1.0;
128617a3babSopenharmony_ci				gl_TessLevelOuter[0] = 1.0;
129617a3babSopenharmony_ci				gl_TessLevelOuter[1] = 1.0;
130617a3babSopenharmony_ci				gl_TessLevelOuter[2] = 1.0;
131617a3babSopenharmony_ci				gl_TessLevelOuter[3] = 1.0;
132617a3babSopenharmony_ci			}
133617a3babSopenharmony_ci		}
134617a3babSopenharmony_ci
135617a3babSopenharmony_ci	}
136617a3babSopenharmony_ci
137617a3babSopenharmony_ci	gl_out[gl_InvocationID].gl_Position =  gl_in[gl_InvocationID].gl_Position;
138617a3babSopenharmony_ci	outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
139617a3babSopenharmony_ci	outUV[gl_InvocationID] = inUV[gl_InvocationID];
140617a3babSopenharmony_ci}
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