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/* 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;
}
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