OpenGL 4:拼接的曲面细分补丁不适合在一起

时间:2014-10-17 11:24:43

标签: opengl glsl opengl-4 tesselation

问题已解决,请参阅下面的更正

我试图实施TDM的“海景”(见https://www.shadertoy.com/view/Ms2SD1) 具有矩形补丁,细分和自定义细节级别。不幸的是我无法获得gl_TessLevelOuter权利。补丁之间有一些小洞。

我把天空盒变成红色以强调错误。

我使用glDrawArraysInstanced绘制64²10* 10个色块,并在顶点着色器中的相机位置重新排列它们:

#version 330 core

in vec3 in_Position;
out vec3 ex_Position;

layout (std140) uniform globalUniforms{
    layout(row_major) mat4 mvp;
    layout(row_major) mat4 vp;
    vec3 cameraPos;
    float time;
    vec3 sun;
};

const float patchSize=10;
const int patchCount=64;

void main(){
    ex_Position=in_Position;
    ex_Position.xz+=patchSize*vec2(gl_InstanceID%patchCount-patchCount/2,int(gl_InstanceID/patchCount)-patchCount/2);
    ex_Position.xz+=patchSize*floor(cameraPos.xz/patchSize);
}

然后我计算了tesselation控件着色器中的细节级别:

#version 410 core

layout(vertices = 4) out;
in vec3 ex_Position[];
out vec3 tc_Position[];

layout (std140) uniform globalUniforms{
    layout(row_major) mat4 mvp;
    layout(row_major) mat4 vp;
    vec3 cameraPos;
    float time;
    vec3 sun;
};

const int maxLevel=64;
const float maxDistance=100;

int getTessLevel(vec3 p){
    float l=distance(p,cameraPos);
    return int((maxLevel-1)*(1.0-clamp(l,0,maxDistance)/maxDistance))+1;
}

void main()
{
    tc_Position[gl_InvocationID] = ex_Position[gl_InvocationID];
    if (gl_InvocationID == 0) {
        vec3 d0=ex_Position[0]+(ex_Position[1]-ex_Position[0])/2;
        vec3 d1=ex_Position[1]+(ex_Position[2]-ex_Position[1])/2;
        vec3 d2=ex_Position[2]+(ex_Position[3]-ex_Position[2])/2;
        vec3 d3=ex_Position[3]+(ex_Position[0]-ex_Position[3])/2;

        gl_TessLevelOuter[0] = getTessLevel(d0);
        gl_TessLevelOuter[1] = getTessLevel(d1);
        gl_TessLevelOuter[2] = getTessLevel(d2);
        gl_TessLevelOuter[3] = getTessLevel(d3);

        gl_TessLevelInner[0] = gl_TessLevelOuter[0];
        gl_TessLevelInner[1] = gl_TessLevelOuter[1];
    }
}

我认为错误在TCS着色器的某处,但我找不到合适的方法来计算细分水平。

校正

void main()
{
    tc_Position[gl_InvocationID] = ex_Position[gl_InvocationID];
    if (gl_InvocationID == 0) {
        vec3 d0=ex_Position[2]+(ex_Position[2]-ex_Position[1])/2;
        vec3 d1=ex_Position[0]+(ex_Position[1]-ex_Position[0])/2;
        vec3 d2=ex_Position[3]+(ex_Position[3]-ex_Position[0])/2;
        vec3 d3=ex_Position[2]+(ex_Position[3]-ex_Position[2])/2;

        gl_TessLevelOuter[0] = getTessLevel(d0);
        gl_TessLevelOuter[1] = getTessLevel(d1);
        gl_TessLevelOuter[2] = getTessLevel(d2);
        gl_TessLevelOuter[3] = getTessLevel(d3);

        gl_TessLevelInner[0] = mix(gl_TessLevelOuter[1],gl_TessLevelOuter[2],0.5);
        gl_TessLevelInner[1] = mix(gl_TessLevelOuter[0],gl_TessLevelOuter[3],0.5);
    }
}

0 个答案:

没有答案