tessellation-factor is now adaptive
- tessellation gets reduced in distance - tess-factor is now adaptive
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@ -10,6 +10,9 @@ out vec4 tcColor[];
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out vec3 tcNormal[];
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uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
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uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat3 NormalMatrix;
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#define ID gl_InvocationID
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@ -18,10 +21,28 @@ void main()
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tcPosition[ID] = vPosition[ID];
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tcColor[ID] = vColor[ID];
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tcNormal[ID] = vNormal[ID];
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float dist = (ProjectionMatrix * ViewMatrix * vec4(vPosition[ID], 1)).z;
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if (ID == 0) {
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if (dist < 30) {
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gl_TessLevelInner[0] = TessLevelInner;
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gl_TessLevelOuter[0] = TessLevelOuter;
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gl_TessLevelOuter[1] = TessLevelOuter;
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gl_TessLevelOuter[2] = TessLevelOuter;
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} else if (dist < 50) {
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gl_TessLevelInner[0] = max(TessLevelInner-1.0,1.0);
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gl_TessLevelOuter[0] = max(TessLevelOuter-1.0,1.0);
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gl_TessLevelOuter[1] = max(TessLevelOuter-1.0,1.0);
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gl_TessLevelOuter[2] = max(TessLevelOuter-1.0,1.0);
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} else if (dist < 100) {
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gl_TessLevelInner[0] = max(TessLevelInner-2.0,1.0);
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gl_TessLevelOuter[0] = max(TessLevelOuter-2.0,1.0);
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gl_TessLevelOuter[1] = max(TessLevelOuter-2.0,1.0);
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gl_TessLevelOuter[2] = max(TessLevelOuter-2.0,1.0);
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} else {
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gl_TessLevelInner[0] = 1.0;
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gl_TessLevelOuter[0] = 1.0;
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gl_TessLevelOuter[1] = 1.0;
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gl_TessLevelOuter[2] = 1.0;
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}
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}
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}
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12
src/Main.hs
12
src/Main.hs
@ -132,6 +132,7 @@ main =
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}
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, _io = IOState
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{ _clock = now
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, _tessClockFactor = 0
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}
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, _mouse = MouseState
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{ _isDown = False
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@ -234,23 +235,24 @@ run = do
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targetFrametime = 1.0/targetFramerate
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targetFrametimeμs = targetFrametime * 1000000.0
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now <- getCurrentTime
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diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
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title <- return $ unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
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let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
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title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
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setWindowTitle (env ^. windowObject) title
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let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
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clockFactor = (state ^. io.tessClockFactor)
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tessChange
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| (sleepAmount > (floor $0.1*targetFrametimeμs)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
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| (clockFactor > (2*targetFrametimeμs)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
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-- > factor < 5 & 10% of frame idle -> increase graphics
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| sleepAmount < 0 && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
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-- frame used up completely -> decrease
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| otherwise = ((+)0 :: Int -> Int) -- 0ms > x > 10% -> keep settings
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when (sleepAmount > 0) $ threadDelay sleepAmount
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print targetFrametimeμs
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return (now,tessChange,sleepAmount)
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-- set state with new clock-time
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modify $ (io.clock .~ mt)
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. (gl.glMap.stateTessellationFactor %~ tc)
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liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
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. (io.tessClockFactor %~ (((+) (fromIntegral sleepAmount)).((*) 0.99)))
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-- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
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shouldClose' <- return $ state ^. window.shouldClose
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unless shouldClose' run
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@ -51,6 +51,7 @@ data CameraState = CameraState
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data IOState = IOState
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{ _clock :: !UTCTime
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, _tessClockFactor :: !Double
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}
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data GameState = GameState
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