tessellation-factor is now adaptive

- tessellation gets reduced in distance
- tess-factor is now adaptive
This commit is contained in:
Nicole Dresselhaus 2014-05-07 09:51:35 +02:00
parent f7cc34b3a0
commit 376375008c
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GPG Key ID: BC16D887851A1A80
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) {
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;
}
}
}

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@ -132,6 +132,7 @@ main =
}
, _io = IOState
{ _clock = now
, _tessClockFactor = 0
}
, _mouse = MouseState
{ _isDown = False
@ -234,23 +235,24 @@ run = do
targetFrametime = 1.0/targetFramerate
targetFrametimeμs = targetFrametime * 1000000.0
now <- getCurrentTime
diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
title <- return $ unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
setWindowTitle (env ^. windowObject) title
let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
clockFactor = (state ^. io.tessClockFactor)
tessChange
| (sleepAmount > (floor $0.1*targetFrametimeμs)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
| (clockFactor > (2*targetFrametimeμs)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
-- > factor < 5 & 10% of frame idle -> increase graphics
| sleepAmount < 0 && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
-- frame used up completely -> decrease
| otherwise = ((+)0 :: Int -> Int) -- 0ms > x > 10% -> keep settings
when (sleepAmount > 0) $ threadDelay sleepAmount
print targetFrametimeμs
return (now,tessChange,sleepAmount)
-- set state with new clock-time
modify $ (io.clock .~ mt)
. (gl.glMap.stateTessellationFactor %~ tc)
liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
. (io.tessClockFactor %~ (((+) (fromIntegral sleepAmount)).((*) 0.99)))
-- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
shouldClose' <- return $ state ^. window.shouldClose
unless shouldClose' run

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@ -51,6 +51,7 @@ data CameraState = CameraState
data IOState = IOState
{ _clock :: !UTCTime
, _tessClockFactor :: !Double
}
data GameState = GameState