Switch triangle for tessellated quad patch with tess shaders
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250c108e97
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@ -6,6 +6,7 @@
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GLuint InitShader( const char* computeShaderFile);
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GLuint InitShader( const char* vertexShaderFile, const char* fragmentShaderFile );
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GLuint InitShader( const char* vertexShaderFile, const char* geometryShader, const char* fragmentShaderFile );
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GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* fShaderFile );
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#endif
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@ -33,6 +33,8 @@ in VertexData
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vec3 nw; //world-space normal vector
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} inData; //block is named 'inData'
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in vec3 frag_position;
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out vec4 frag_color; //the output color for this fragment
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void main(void)
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@ -56,6 +58,6 @@ void main(void)
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// vec4 specular_term = atten*ks*Ls*pow(max(0.0, dot(rw, vw)), shininess);
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// fragcolor = ambient_term + diffuse_term + specular_term;
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frag_color = vec4(0.45f, 0.82f, 0.52f, 1.0f);
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frag_color = vec4(frag_position, 1.0f);
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}
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@ -0,0 +1,19 @@
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#version 430
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layout(vertices = 4) out; // Define the number of control points per patch (e.g., 4 for a quad)
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void main()
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{
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// Pass through control points to the tessellation evaluation shader
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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// Set the tessellation levels (outer and inner)
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if (gl_InvocationID == 0) {
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gl_TessLevelOuter[0] = 5.0; // Level of tessellation along one edge
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gl_TessLevelOuter[1] = 5.0; // Level of tessellation along another edge
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gl_TessLevelOuter[2] = 5.0; // Level of tessellation along the other edge
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gl_TessLevelOuter[3] = 5.0; // Level of tessellation along the other edge
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gl_TessLevelInner[0] = 5.0; // Level of tessellation for the inner part
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gl_TessLevelInner[1] = 5.0; // Level of tessellation for the inner part
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}
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}
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@ -0,0 +1,17 @@
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#version 430
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layout(quads, equal_spacing, ccw) in; // Define the type of patch (e.g., quads)
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out vec3 frag_position; // Ensure this matches the input in fragment.glsl
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void main()
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{
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// Interpolate the position using the barycentric coordinates from tessellation
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vec3 pos = mix(mix(gl_in[0].gl_Position.xyz, gl_in[1].gl_Position.xyz, gl_TessCoord.x),
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mix(gl_in[3].gl_Position.xyz, gl_in[2].gl_Position.xyz, gl_TessCoord.x),
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gl_TessCoord.y);
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frag_position = pos;
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gl_Position = vec4(pos, 1.0);
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}
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@ -1,30 +1,41 @@
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#version 430
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layout(location = 0) uniform mat4 M;
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layout(location = 1) uniform float time;
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#version 430
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layout(std140, binding = 0) uniform SceneUniforms
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{
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mat4 PV; //camera projection * view matrix
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vec4 eye_w; //world-space eye position
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};
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layout(location = 0) in vec3 pos_attrib; //this variable holds the position of mesh vertices
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layout(location = 0) in vec3 pos_attrib;
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layout(location = 1) in vec2 tex_coord_attrib;
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layout(location = 2) in vec3 normal_attrib;
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out VertexData
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{
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vec2 tex_coord;
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vec3 pw; //world-space vertex position
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vec3 nw; //world-space normal vector
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} outData;
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void main() {
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gl_Position = vec4(pos_attrib, 1.0);
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}
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void main(void)
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{
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gl_Position = PV*M*vec4(pos_attrib, 1.0); //transform vertices and send result into pipeline
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// #version 400 core
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// layout(location = 0) uniform mat4 M;
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// layout(location = 1) uniform float time;
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// layout(std140, binding = 0) uniform SceneUniforms
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// {
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// mat4 PV; //camera projection * view matrix
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// vec4 eye_w; //world-space eye position
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// };
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// layout(location = 0) in vec3 pos_attrib; //this variable holds the position of mesh vertices
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// layout(location = 1) in vec2 tex_coord_attrib;
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// layout(location = 2) in vec3 normal_attrib;
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// out VertexData
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// {
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// vec2 tex_coord;
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// vec3 pw; //world-space vertex position
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// vec3 nw; //world-space normal vector
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// } outData;
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// void main(void)
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// {
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// gl_Position = PV*M*vec4(pos_attrib, 1.0); //transform vertices and send result into pipeline
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//Use dot notation to access members of the interface block
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outData.tex_coord = tex_coord_attrib; //send tex_coord to fragment shader
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outData.pw = vec3(M*vec4(pos_attrib, 1.0)); //world-space vertex position
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outData.nw = vec3(M*vec4(normal_attrib, 0.0)); //world-space normal vector
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}
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// //Use dot notation to access members of the interface block
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// outData.tex_coord = tex_coord_attrib; //send tex_coord to fragment shader
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// outData.pw = vec3(M*vec4(pos_attrib, 1.0)); //world-space vertex position
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// outData.nw = vec3(M*vec4(normal_attrib, 0.0)); //world-space normal vector
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// }
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@ -269,3 +269,72 @@ GLuint InitShader(const char* vShaderFile, const char* gShaderFile, const char*
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return program;
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}
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GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* fShaderFile )
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{
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bool error = false;
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struct Shader
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{
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const char* filename;
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GLenum type;
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std::string source;
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} shaders[4] =
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{
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{ vShaderFile, GL_VERTEX_SHADER, "" },
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{ tcShader, GL_TESS_CONTROL_SHADER, "" },
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{ teShader, GL_TESS_EVALUATION_SHADER, "" },
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{ fShaderFile, GL_FRAGMENT_SHADER, "" }
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};
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GLuint program = glCreateProgram();
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for ( int i = 0; i < 4; ++i )
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{
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Shader& s = shaders[i];
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s.source = readShaderSource(s.filename);
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if ( shaders[i].source.length() == 0 )
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{
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std::cerr << "Failed to read " << s.filename << std::endl;
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error = true;
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}
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GLuint shader = glCreateShader( s.type );
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const char *c_str = s.source.c_str();
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glShaderSource(shader, 1, (const GLchar**)&c_str, NULL);
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glCompileShader( shader );
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GLint compiled;
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glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
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if ( !compiled )
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{
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std::cerr << s.filename << " failed to compile:" << std::endl;
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printShaderCompileError(shader);
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error = true;
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}
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glAttachShader( program, shader );
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}
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/* link and error check */
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glLinkProgram(program);
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GLint linked;
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glGetProgramiv( program, GL_LINK_STATUS, &linked );
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if ( !linked )
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{
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std::cerr << "Shader program failed to link" << std::endl;
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printProgramLinkError(program);
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error = true;
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}
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if(error == true)
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{
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return -1;
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}
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/* use program object */
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glUseProgram(program);
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return program;
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}
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@ -25,6 +25,8 @@
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namespace {
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const std::string kVertexShaderPath = "shaders/vertex.glsl";
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const std::string kTessellationCtrlPath = "shaders/tessellation_ctrl.glsl";
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const std::string kTessellationEvalPath = "shaders/tessellation_eval.glsl";
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const std::string kFragmentShaderPath = "shaders/fragment.glsl";
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const std::string kQuadVertexPath = "shaders/quad_vertex.glsl";
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@ -57,7 +59,9 @@ Scene::~Scene() {
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void Scene::Init() {
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glewInit();
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glEnable(GL_DEPTH_TEST);
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// GL_DEPTH_TEST causes artifacts in meshes made up of multiple triangles
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// disabling for now
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//glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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fbo_.Init(window_width, window_height);
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@ -74,21 +78,28 @@ void Scene::Init() {
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// Currently creates a test triangle and initializes its buffers
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void Scene::InitBuffers() {
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GLuint vbo;
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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GLuint patch_vbo;
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// Quad vertices in 3D space
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float patchVertices[] = {
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-0.5f, -0.5f, 0.0f, // Bottom-left
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0.5f, -0.5f, 0.0f, // Bottom-right
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0.5f, 0.5f, 0.0f, // Top-right
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-0.5f, 0.5f, 0.0f // Top-left
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};
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao_);
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glGenBuffers(1, &patch_vbo);
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glBindVertexArray(vao_);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glBindBuffer(GL_ARRAY_BUFFER, patch_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(patchVertices), &patchVertices, GL_STATIC_DRAW);
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// Position attribute
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glBindVertexArray(0);
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}
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void Scene::InitQuadBuffers() {
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@ -121,7 +132,7 @@ void Scene::InitQuadBuffers() {
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// Allows for runtime shader updates
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void Scene::ReloadShader() {
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GLuint new_shader = InitShader(kVertexShaderPath.c_str(), kFragmentShaderPath.c_str());
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GLuint new_shader = InitShader(kVertexShaderPath.c_str(), kTessellationCtrlPath.c_str(), kTessellationEvalPath.c_str(), kFragmentShaderPath.c_str());
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if (new_shader == -1) {
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DEBUG_BREAK();
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glClearColor(1.0f, 0.0f, 1.0f, 0.0f);
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@ -141,6 +152,8 @@ void Scene::Display(GLFWwindow* window) {
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glUseProgram(shader_program_);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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view_matrix_ = glm::lookAt(glm::vec3(Uniforms::SceneData.eye_w), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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Uniforms::SceneData.PV = projection_matrix_ * view_matrix_; // Projection-View matrix
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Uniforms::BufferSceneData();
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@ -149,7 +162,10 @@ void Scene::Display(GLFWwindow* window) {
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glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(model_matrix));
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glBindVertexArray(vao_);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glPatchParameteri(GL_PATCH_VERTICES, 4);
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glDrawArrays(GL_PATCHES, 0, 4);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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fbo_.Unbind();
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