init
This commit is contained in:
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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||||
*
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||||
* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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||||
* limitations under the License.
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*/
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#version 450
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layout(location = 0) in vec4 inColor;
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layout(location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = inColor;
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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||||
* Licensed under the Apache License, Version 2.0 the "License";
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||||
* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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||||
* See the License for the specific language governing permissions and
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||||
* limitations under the License.
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*/
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#version 450
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layout(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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}
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ubo;
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layout(binding = 1) uniform UBOTessellation
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{
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float tessellationFactor;
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}
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ubo_tessellation;
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layout(vertices = 3) out;
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layout(location = 0) out vec3 outColor[3];
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float getTessLevel(vec4 p0, vec4 p1)
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{
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float tessellationLevel = 0.0f;
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const float midDistance = 1.6f;
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const float shortDistance = 1.0f;
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// Calculate edge mid point
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vec4 centerPoint = 0.5f * (p0 + p1);
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// Calculate vector from camera to mid point
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vec4 vCam = ubo.view * centerPoint;
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// Calculate vector for camera projection
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vec4 vCamView = ubo.projection * vCam;
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// Calculate the vector length
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float centerDistance = length(vCamView);
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// Adjusting the size of the tessellation depending on the length of the vector
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if (centerDistance >= midDistance)
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{
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tessellationLevel = 1.0f;
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}
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else if (centerDistance >= shortDistance && centerDistance < midDistance)
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{
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tessellationLevel = ubo_tessellation.tessellationFactor * 0.4f;
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}
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else
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{
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tessellationLevel = ubo_tessellation.tessellationFactor;
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}
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return tessellationLevel;
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}
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vec3 getColor(float tessellationLevel)
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{
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vec3 outColor;
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if (tessellationLevel == 1.0f)
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{
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outColor = vec3(1.0f, 0.0f, 0.0f); // red color
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}
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else if (tessellationLevel == ubo_tessellation.tessellationFactor * 0.4f)
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{
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outColor = vec3(0.0f, 0.0f, 1.0f); // blue color
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}
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else if (tessellationLevel == ubo_tessellation.tessellationFactor)
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{
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outColor = vec3(0.0f, 1.0f, 0.0f); // green color
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}
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return outColor;
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}
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void main()
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{
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if (ubo_tessellation.tessellationFactor > 1.0)
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{
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gl_TessLevelOuter[0] = getTessLevel(gl_in[2].gl_Position, gl_in[0].gl_Position);
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gl_TessLevelOuter[1] = getTessLevel(gl_in[0].gl_Position, gl_in[1].gl_Position);
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gl_TessLevelOuter[2] = getTessLevel(gl_in[1].gl_Position, gl_in[2].gl_Position);
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gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[2], 0.5);
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}
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else
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{
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gl_TessLevelOuter[0] = 1;
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gl_TessLevelOuter[1] = 1;
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gl_TessLevelOuter[2] = 1;
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gl_TessLevelInner[0] = 1;
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}
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outColor[gl_InvocationID] = getColor(gl_TessLevelOuter[0]);
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
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||||
* limitations under the License.
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*/
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#version 450
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layout(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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}
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ubo;
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layout(location = 0) in vec3 inColor[gl_MaxPatchVertices];
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layout(location = 0) out vec4 color;
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layout(triangles, equal_spacing, cw) in;
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vec4 interpolate3D(vec4 v0, vec4 v1, vec4 v2)
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{
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return vec4(gl_TessCoord.x) * v0 + vec4(gl_TessCoord.y) * v1 + vec4(gl_TessCoord.z) * v2;
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}
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void main()
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{
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vec4 pos = interpolate3D(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_in[2].gl_Position);
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gl_Position = ubo.projection * ubo.view * pos;
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color = vec4(inColor[0], 1.0f);
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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||||
*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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||||
* Unless required by applicable law or agreed to in writing, software
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||||
* distributed under the License is distributed on an "AS IS" BASIS,
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||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
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||||
* limitations under the License.
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*/
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#version 450
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#define PI 3.14159
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layout(location = 0) in vec3 inPos;
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layout(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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}
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ubo;
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layout(push_constant) uniform Push_Constants
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{
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vec3 direction;
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}
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push_constants;
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void main(void)
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{
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mat4 rotX = mat4(1.0f);
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rotX[1][1] = cos(PI);
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rotX[1][2] = sin(PI);
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rotX[2][1] = -sin(PI);
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rotX[2][2] = cos(PI);
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gl_Position = rotX * vec4(inPos + push_constants.direction, 1.0f);
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}
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@@ -0,0 +1,27 @@
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
|
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* You may obtain a copy of the License at
|
||||
*
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* http://www.apache.org/licenses/LICENSE-2.0
|
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*
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||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
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*/
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struct DSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Color : COLOR0;
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};
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float4 main(DSOutput input) : SV_TARGET0
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{
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return float4(input.Color, 1.0);
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}
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@@ -0,0 +1,137 @@
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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||||
* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
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||||
*
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||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0);
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struct UBOTessellation
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{
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float tessellationFactor;
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};
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[[vk::binding(1, 0)]]
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ConstantBuffer<UBOTessellation> ubo_tessellation : register(b1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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};
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struct HSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Color : COLOR0;
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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[4] : SV_TessFactor;
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float TessLevelInner[2] : SV_InsideTessFactor;
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};
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float getTessLevel(float4 p0, float4 p1)
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{
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float tessellationLevel = 0.0f;
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const float midDistance = 1.6f;
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const float shortDistance = 1.0f;
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// Calculate edge mid point
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float4 centerPoint = 0.5f * (p0 + p1);
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// Calculate vector from camera to mid point
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float4 vCam = mul(ubo.view, centerPoint);
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// Calculate vector for camera projection
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float4 vCamView = mul(ubo.projection, vCam);
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// Calculate the vector length
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float centerDistance = length(vCamView);
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|
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// Adjusting the size of the tessellation depending on the length of the vector
|
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if (centerDistance >= midDistance)
|
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{
|
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tessellationLevel = 1.0f;
|
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}
|
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else if (centerDistance >= shortDistance && centerDistance < midDistance)
|
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{
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tessellationLevel = ubo_tessellation.tessellationFactor * 0.4f;
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}
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else
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{
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tessellationLevel = ubo_tessellation.tessellationFactor;
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}
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return tessellationLevel;
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}
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float3 getColor(float tessellationLevel)
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{
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float3 outColor;
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if (tessellationLevel == 1.0f)
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{
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outColor = float3(1.0f, 0.0f, 0.0f); // red color
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}
|
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else if (tessellationLevel == ubo_tessellation.tessellationFactor * 0.4f)
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{
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outColor = float3(0.0f, 0.0f, 1.0f); // blue color
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}
|
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else if (tessellationLevel == ubo_tessellation.tessellationFactor)
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{
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outColor = float3(0.0f, 1.0f, 0.0f); // green color
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}
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return outColor;
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}
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ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch)
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{
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ConstantsHSOutput output = (ConstantsHSOutput)0;
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if (ubo_tessellation.tessellationFactor > 1.0)
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{
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output.TessLevelOuter[0] = getTessLevel(patch[2].Pos, patch[0].Pos);
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output.TessLevelOuter[1] = getTessLevel(patch[0].Pos, patch[1].Pos);
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output.TessLevelOuter[2] = getTessLevel(patch[1].Pos, patch[2].Pos);
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output.TessLevelInner[0] = lerp(output.TessLevelOuter[0], output.TessLevelOuter[2], 0.5);
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}
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else
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{
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output.TessLevelOuter[0] = 1;
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output.TessLevelOuter[1] = 1;
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output.TessLevelOuter[2] = 1;
|
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output.TessLevelInner[0] = 1;
|
||||
}
|
||||
|
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return output;
|
||||
}
|
||||
|
||||
[domain("tri")]
|
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[partitioning("integer")]
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||||
[outputtopology("triangle_cw")]
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||||
[outputcontrolpoints(3)]
|
||||
[patchconstantfunc("ConstantsHS")]
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[maxtessfactor(20.0)]
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||||
HSOutput main(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
|
||||
{
|
||||
HSOutput output = (HSOutput)0;
|
||||
output.Pos = patch[InvocationID].Pos;
|
||||
output.Color = getColor(getTessLevel(patch[2].Pos, patch[0].Pos));
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||||
return output;
|
||||
}
|
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@@ -0,0 +1,62 @@
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/* Copyright (c) 2024, Sascha Willems
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 the "License";
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 view;
|
||||
};
|
||||
[[vk::binding(0, 0)]]
|
||||
ConstantBuffer<UBO> ubo : register(b0);
|
||||
|
||||
struct HSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float3 Color : COLOR0;
|
||||
};
|
||||
|
||||
struct ConstantsHSOutput
|
||||
{
|
||||
float TessLevelOuter[4] : SV_TessFactor;
|
||||
float TessLevelInner[2] : SV_InsideTessFactor;
|
||||
};
|
||||
|
||||
struct DSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float3 Color : COLOR0;
|
||||
};
|
||||
|
||||
/// layout(triangles, equal_spacing, cw) in;
|
||||
|
||||
float4 interpolate3D(float4 v0, float4 v1, float4 v2, float3 TessCoord)
|
||||
{
|
||||
return TessCoord.x * v0 + TessCoord.y * v1 + TessCoord.z * v2;
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
|
||||
{
|
||||
DSOutput output = (DSOutput)0;
|
||||
|
||||
float4 pos = interpolate3D(patch[0].Pos, patch[1].Pos, patch[2].Pos, TessCoord);
|
||||
|
||||
output.Pos = mul(ubo.projection, mul(ubo.view, pos));
|
||||
output.Color = patch[0].Color;
|
||||
|
||||
return output;
|
||||
}
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||||
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@@ -0,0 +1,57 @@
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||||
/* Copyright (c) 2024, Sascha Willems
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 the "License";
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
struct VSInput
|
||||
{
|
||||
[[vk::location(0)]] float3 Pos : POSITION0;
|
||||
};
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 view;
|
||||
};
|
||||
[[vk::binding(0, 0)]]
|
||||
ConstantBuffer<UBO> ubo : register(b0);
|
||||
|
||||
struct PushConstants
|
||||
{
|
||||
float3 direction;
|
||||
};
|
||||
[[vk::push_constant]] PushConstants push_constants;
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
};
|
||||
|
||||
#define PI 3.14159
|
||||
|
||||
VSOutput main(VSInput input)
|
||||
{
|
||||
VSOutput output = (VSOutput) 0;
|
||||
|
||||
float4x4 rotX = float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
||||
rotX[1][1] = cos(PI);
|
||||
rotX[1][2] = sin(PI);
|
||||
rotX[2][1] = -sin(PI);
|
||||
rotX[2][2] = cos(PI);
|
||||
|
||||
output.Pos = mul(rotX, float4(input.Pos + push_constants.direction, 1.0f));
|
||||
|
||||
return output;
|
||||
}
|
||||
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Reference in New Issue
Block a user