Added tessellation evaluation shader frustum culling and pipeline stats for dynamic terrain tessellation example

This commit is contained in:
saschawillems 2016-06-23 22:01:48 +02:00
parent dbf80b217c
commit a9de176d12
7 changed files with 147 additions and 27 deletions

View file

@ -54,4 +54,6 @@ void main()
outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(terrainLayers, vec3(inUV, 0.0)).rgb, 1.0));
*/
outFragColor = sampleTerrainLayer();
}
//outFragColor.rgb = normalize(inNormal);
}

View file

@ -8,13 +8,14 @@ layout(set = 0, binding = 0) uniform UBO
mat4 projection;
mat4 modelview;
vec4 lightPos;
vec4 frustumPlanes[6];
float displacementFactor;
float tessellationFactor;
vec2 viewportDim;
float tessellatedEdgeSize;
} ubo;
layout(set = 0, binding = 2) uniform sampler2D samplerHeight;
layout(set = 0, binding = 1) uniform sampler2D samplerHeight;
layout (vertices = 4) out;
@ -31,7 +32,7 @@ float screenSpaceTessFactor(vec4 p0, vec4 p1)
// Calculate edge mid point
vec4 midPoint = 0.5 * (p0 + p1);
// Sphere radius as distance between the control points
float radius = distance(p0, p1) / 2;
float radius = distance(p0, p1) / 2.0;
// View space
vec4 v0 = ubo.modelview * midPoint;
@ -54,30 +55,62 @@ float screenSpaceTessFactor(vec4 p0, vec4 p1)
return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
}
// Checks the current's patch visibility against the frustum using a sphere check
// Sphere radius is given by the patch size
bool frustumCheck()
{
// Fixed radius (increase if patch size is increased in example)
const float radius = 8.0f;
vec4 pos = gl_in[gl_InvocationID].gl_Position;
pos.y -= textureLod(samplerHeight, inUV[0], 0.0).r * ubo.displacementFactor;
// Check sphere against frustum planes
for (int i = 0; i < 6; i++) {
if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
{
return false;
}
}
return true;
}
void main()
{
if (gl_InvocationID == 0)
{
if (ubo.tessellationFactor > 0.0)
if (!frustumCheck())
{
gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position);
gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position);
gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position);
gl_TessLevelOuter[3] = screenSpaceTessFactor(gl_in[2].gl_Position, gl_in[3].gl_Position);
gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5);
gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5);
gl_TessLevelInner[0] = 0.0;
gl_TessLevelInner[1] = 0.0;
gl_TessLevelOuter[0] = 0.0;
gl_TessLevelOuter[1] = 0.0;
gl_TessLevelOuter[2] = 0.0;
gl_TessLevelOuter[3] = 0.0;
}
else
{
// Tessellation factor can be set to zero by example
// to demonstrate a simple passthrough
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
gl_TessLevelOuter[3] = 1.0;
if (ubo.tessellationFactor > 0.0)
{
gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position);
gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position);
gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position);
gl_TessLevelOuter[3] = screenSpaceTessFactor(gl_in[2].gl_Position, gl_in[3].gl_Position);
gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5);
gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5);
}
else
{
// Tessellation factor can be set to zero by example
// to demonstrate a simple passthrough
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
gl_TessLevelOuter[3] = 1.0;
}
}
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;

View file

@ -8,8 +8,11 @@ layout (set = 0, binding = 0) uniform UBO
mat4 projection;
mat4 modelview;
vec4 lightPos;
vec4 frustumPlanes[6];
float displacementFactor;
float tessellationFalloff;
float tessellationFactor;
vec2 viewportDim;
float tessellatedEdgeSize;
} ubo;
layout (set = 0, binding = 1) uniform sampler2D displacementMap;