/* To be compiled with common_subdiv_lib.glsl */ layout(std430, binding = 0) readonly buffer inputVertexData { PosNorLoop pos_nor[]; }; layout(std430, binding = 1) readonly buffer faceAdjacencyOffsets { uint face_adjacency_offsets[]; }; layout(std430, binding = 2) readonly buffer faceAdjacencyLists { uint face_adjacency_lists[]; }; layout(std430, binding = 3) readonly buffer vertexLoopMap { uint vert_loop_map[]; }; layout(std430, binding = 4) writeonly buffer vertexNormals { vec3 normals[]; }; void find_prev_and_next_vertex_on_face( uint face_index, uint vertex_index, out uint curr, out uint next, out uint prev) { uint start_loop_index = face_index * 4; for (uint i = 0; i < 4; i++) { uint subdiv_vert_index = vert_loop_map[start_loop_index + i]; if (subdiv_vert_index == vertex_index) { curr = i; next = (i + 1) % 4; prev = (i + 4 - 1) % 4; break; } } } void main() { uint vertex_index = get_global_invocation_index(); if (vertex_index >= total_dispatch_size) { return; } uint first_adjacent_face_offset = face_adjacency_offsets[vertex_index]; uint number_of_adjacent_faces = face_adjacency_offsets[vertex_index + 1] - first_adjacent_face_offset; vec3 accumulated_normal = vec3(0.0); /* For each adjacent face. */ for (uint i = 0; i < number_of_adjacent_faces; i++) { uint adjacent_face = face_adjacency_lists[first_adjacent_face_offset + i]; uint start_loop_index = adjacent_face * 4; /* Compute the face normal using Newell's method. */ vec3 verts[4]; for (uint j = 0; j < 4; j++) { verts[j] = get_vertex_pos(pos_nor[start_loop_index + j]); } vec3 face_normal = vec3(0.0); add_newell_cross_v3_v3v3(face_normal, verts[0], verts[1]); add_newell_cross_v3_v3v3(face_normal, verts[1], verts[2]); add_newell_cross_v3_v3v3(face_normal, verts[2], verts[3]); add_newell_cross_v3_v3v3(face_normal, verts[3], verts[0]); /* Accumulate angle weighted normal. */ uint curr_vert = 0; uint next_vert = 0; uint prev_vert = 0; find_prev_and_next_vertex_on_face( adjacent_face, vertex_index, curr_vert, next_vert, prev_vert); vec3 curr_co = verts[curr_vert]; vec3 prev_co = verts[next_vert]; vec3 next_co = verts[prev_vert]; vec3 edvec_prev = normalize(prev_co - curr_co); vec3 edvec_next = normalize(curr_co - next_co); float fac = acos(-dot(edvec_prev, edvec_next)); accumulated_normal += face_normal * fac; } vec3 normal = normalize(accumulated_normal); normals[vertex_index] = normal; }