tessellation-factor is now adaptive

- tessellation gets reduced in distance
- tess-factor is now adaptive
This commit is contained in:
Stefan Dresselhaus
2014-05-07 09:51:35 +02:00
parent f7cc34b3a0
commit 376375008c
3 changed files with 34 additions and 10 deletions

View File

@ -10,6 +10,9 @@ out vec4 tcColor[];
out vec3 tcNormal[];
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat3 NormalMatrix;
#define ID gl_InvocationID
@ -18,10 +21,28 @@ void main()
tcPosition[ID] = vPosition[ID];
tcColor[ID] = vColor[ID];
tcNormal[ID] = vNormal[ID];
float dist = (ProjectionMatrix * ViewMatrix * vec4(vPosition[ID], 1)).z;
if (ID == 0) {
gl_TessLevelInner[0] = TessLevelInner;
gl_TessLevelOuter[0] = TessLevelOuter;
gl_TessLevelOuter[1] = TessLevelOuter;
gl_TessLevelOuter[2] = TessLevelOuter;
if (dist < 30) {
gl_TessLevelInner[0] = TessLevelInner;
gl_TessLevelOuter[0] = TessLevelOuter;
gl_TessLevelOuter[1] = TessLevelOuter;
gl_TessLevelOuter[2] = TessLevelOuter;
} else if (dist < 50) {
gl_TessLevelInner[0] = max(TessLevelInner-1.0,1.0);
gl_TessLevelOuter[0] = max(TessLevelOuter-1.0,1.0);
gl_TessLevelOuter[1] = max(TessLevelOuter-1.0,1.0);
gl_TessLevelOuter[2] = max(TessLevelOuter-1.0,1.0);
} else if (dist < 100) {
gl_TessLevelInner[0] = max(TessLevelInner-2.0,1.0);
gl_TessLevelOuter[0] = max(TessLevelOuter-2.0,1.0);
gl_TessLevelOuter[1] = max(TessLevelOuter-2.0,1.0);
gl_TessLevelOuter[2] = max(TessLevelOuter-2.0,1.0);
} else {
gl_TessLevelInner[0] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
}
}
}
}