Patch is just an ordered list of vertices (在tessellation shader里面比较重要的概念就是这个patch,patch是一系列的顶点,OpenGL规定patch的vertex数量必须至少大于等于3)


The tessellation process doesn’t operate on OpenGL’s classic geometric primitives: points, lines, and triangles, but uses a new primitive called a patch (Tessellation shader就是针对patch来进行处理的而并非点,县,三角形)


Patch – are processed by all of active shading stage in the pipeline (patch可被所有的shader处理)


Two shading stages of Tessellation shading:

1.      Tessellation Control Shader (optional)

In tessellation control shader, gl_PatchVerticesIn provides the number of elements in gl_in (gl_in 用于在tessellation control shader里面访问传进的来patch里面的顶点)

gl_out 用于控制patch里面的vertex从tessellation control shader输出后的属性

gl_InvocationID is used to access the specific vertex of a patch (gl_InvocationID 用于访问传入patch里的特定顶点)

Layout (vertices = *) out; (用于指定输出的patch里面有多少个顶点)

           gl_TessLevelInner

               Specify how the interior of the domain is subdivided and stored in a two element array named gl_TessLevelInner(指定多边形内部如何细分)

         gl_TessLevelOuter

                Control how the perimeter of the domain is subdivided, and is stored in an implicitly declared four-element array named gl_TessLevelOuter(指定多边形边界上的边被如何细分)

          gl_TessLevelInner & gl_TessLevelOuter 根据多边形内部区域的类型会有不同的分割法


Tessellation Evaluation Shader (optional)

The TES is executed on allgenerated domain locations.Positions each of the vertices in the final mesh (TES是针对从tessellation control shader 里面通过细分生成的顶点来进行运算,通过gl_in和gl_VocationID来访问我们传入的patch的一系列顶点信息,结合gl_TessCoord访问我们生成的新顶点的纹理信息来计算新的坐标位置,从而实现细分多边形的效果)

layout (quads, equal_spacing, ccw) in; (指定新生成的多边形类型等信息)


glPatchParameteri() -- 告诉程序我们定义多少个顶点为一个patch


barrier() – .....

If you have additional per-vertex attribute values, either forinput or output, these need to be declared as either in or out arrays in your tessellation control shader (需要传入TCS额外的顶点信息,需要定义额外in & out array)


glPatchParameterfv() -- can be used to set the inner andouter-tessellation levels(可以用于指定inner和outer的数值,当然我们也可以在tessellation control shader里面通过gl_TessLevelInner & gl_TessLevelOuter直接指定)




三中不同类型的domain -- 会决定我们inner和outer的具体含义:

Quad Tessellation:

…..

Isoline  Tessellation:

Use only two of the outer-tessellation levels to determine theamount of subdivision

…..

Triangle Tessellation:

Triangular domains use barycentric coordinates to specify theirTessellation coordinates

…..


最终渲染效果:

​- Tessellation Shader" title="OpenGL - Tessellation Shader" height="291" width="452">​


​- Tessellation Shader" title="OpenGL - Tessellation Shader" height="318" width="448">​


​- Tessellation Shader" title="OpenGL - Tessellation Shader" height="291" width="455">​


​- Tessellation Shader" title="OpenGL - Tessellation Shader" height="298" width="444">​


Main.cpp Source Code below:

#include


#include


#include


// TODO: 在此处引用程序需要的其他头文件

#include

#include "vgl.h"

#include "mat.h"

#include "LoadShaders.h"

#include "Shapes/Teapot.h"


using namespace std;


GLuint  PM;  // Projection matrix

GLuint  MVM;     // Model view matrix


GLuint  InnerL;  // Inner tessellation paramter

GLuint  OuterL;  // Outer tessellation paramter


GLfloat  Inner = 1.0;

GLfloat  Outer = 1.0;


#define SQUARE_VERTEX_NUMBER 4


//----------------------------------------------------------------------------


void init( void )

{

    //create shader and link program first

    ShaderInfo shaders[] = {

        { GL_VERTEX_SHADER,          "square.vert" },

        { GL_TESS_CONTROL_SHADER,    "square.cont" },

        { GL_TESS_EVALUATION_SHADER, "square.eval" },

        { GL_FRAGMENT_SHADER,        "square.frag" },

        { GL_NONE, NULL }

    };


    //Shader program

    GLuint program;


    //load shaders

    program = LoadShaders(shaders);


    //link shader program and use it

    glUseProgram(program);


    //vertex array

    GLuint VA;

    glGenVertexArrays(1, &VA);

    glBindVertexArray(VA);


    //Vertex buffer

    GLuint VB;

    glGenBuffers(1, &VB);

    glBindBuffer(GL_ARRAY_BUFFER, VB);


    //define square vertex data

    const GLfloat square_vertex_data[SQUARE_VERTEX_NUMBER][2] = {

        { 1.0, 1.0 },

        { -1.0, 1.0},

        { -1.0, -1.0},

        { 1.0, -1.0}

    };


    //vertex buffer data

    glBufferData(GL_ARRAY_BUFFER, sizeof(square_vertex_data), square_vertex_data, GL_STATIC_DRAW);


    //Obtain vertex position in program

    GLint vPostionIndex = glGetAttribLocation(program, "vPosition");


    //Enable vertex attribute

    glEnableVertexAttribArray( vPostionIndex );


    //define an array of generic vertex attribute data for shader (让shader知道怎么去读取我们传入的vertex 信息)

    glVertexAttribPointer(vPostionIndex, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));


    //Obtain uniform variable of program

    PM = glGetUniformLocation(program, "PJ");

    MVM = glGetUniformLocation(program, "MV");


    InnerL = glGetUniformLocation(program, "inner");

    OuterL = glGetUniformLocation(program, "outer");


    //Set some default value for uniform variable

    glUniform1f(InnerL, Inner);

    glUniform1f(OuterL, Outer);


    mat4  modelview = Translate( 0.0, 0.0, -2.0 ) *    RotateX( -50.0 );


    glUniformMatrix4fv( MVM, 1, GL_TRUE, modelview );


    //Define how many vertices composed one patch (定义多少个vertices定义一个patch)

    glPatchParameteri(GL_PATCH_VERTICES, 4);


    //Enable some relative setting

    glEnable(GL_DEPTH_TEST);


    glClearColor( 0.0, 0.0, 0.0, 1.0 );

}


//----------------------------------------------------------------------------


void display( void )

{

    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );


    glUniform1f(InnerL, Inner);


    glUniform1f(OuterL, Outer);


    glDrawArrays(GL_PATCHES, 0, SQUARE_VERTEX_NUMBER);


    glutSwapBuffers();

}


//----------------------------------------------------------------------------


void reshape( int width, int height )

{

    glViewport( 0, 0, width, height );


    GLfloat  aspect = GLfloat(width)/height;


    mat4  projection = Perspective( 60.0, aspect, 1, 3 );


    glUniformMatrix4fv( PM, 1, GL_TRUE, projection );


    glutPostRedisplay();

}


//----------------------------------------------------------------------------


void keyboard( unsigned char key, int x, int y )

{

    switch ( key ) {

    case 'q': case 'Q': case 033 :

        exit( EXIT_SUCCESS );

        break;


    case 'i':

        Inner--;

        if ( Inner < 1.0 )  Inner = 1.0;

        glUniform1f( InnerL, Inner );

        break;


    case 'I':

        Inner++;

        if ( Inner > 64 )  Inner = 64.0;

        glUniform1f( InnerL, Inner );

        break;


    case 'o':

        Outer--;

        if ( Outer < 1.0 )  Outer = 1.0;

        glUniform1f( OuterL, Outer );

        break;


    case 'O':

        Outer++;

        if ( Outer > 64 )  Outer = 64.0;

        glUniform1f( OuterL, Outer );

        break;


    case 'r':

        Inner = 1.0;

        Outer = 1.0;

        glUniform1f( InnerL, Inner );

        glUniform1f( OuterL, Outer );

        break;


    case 'm': {

        static GLenum mode = GL_FILL;

        mode = ( mode == GL_FILL ? GL_LINE : GL_FILL );

        glPolygonMode( GL_FRONT_AND_BACK, mode );

              } break;

    }


    glutPostRedisplay();

}


//----------------------------------------------------------------------------


int main( int argc, char *argv[] )

{

    glutInit( &argc, argv );

    glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );

    glutInitWindowSize( 512, 512 );

    glutInitContextVersion( 3, 2 );

    glutInitContextProfile( GLUT_CORE_PROFILE );

    glutCreateWindow( "teapot" );

     glewExperimental = GL_TRUE;    //注意这里有个坑 -- 这一句很关键,不加这一句gl_GenVertexArray()会报错,好像说是GLEW对openGL的core context有一些问题

      //   ​​http://stackoverflow.com/questions/22813625/0xc0000005-access-violation-executing-location-0x00000000-opengl ​

    GLenum error = glewInit();


    if( error != GLEW_OK )

    {

        cout<<"glewInit failed, aborting"<<endl;

    }


    if ( GLEW_ARB_vertex_array_object == NULL )

    {

        cout<<"GLEW_ARB_vertex_array_object = NULL"<<endl;

    }


    cout<<"Error info:"<<glGetError()<<endl;


    init();


    glutDisplayFunc( display );

    glutReshapeFunc( reshape );

    glutKeyboardFunc( keyboard );


    glutMainLoop();

    return 0;

}


square.vert source code below:

#version 400 core


in  vec4  vPosition;


void main()

{

    //gl_Position is used to access the vertex position that is input from application

    gl_Position = vPosition;

}


square.cont source code below:

#version 400 core


//The main purpose of tessellation control shader is:

//Generate the tessellation output patch vertices that are passed to the tessellation

//evaluation shader, as well as update any per-vertex


//Define how many vertices will be used as one patch

layout (vertices = 4) out;


//uniform type is used to define the variable that can be used to communicate between shader and application

uniform float inner;


uniform float outer;


void main()

{

    //gl_TessLevelInner is used to define:

    //how the interior of the domain is subdivided and stored in a two element array named    

    gl_TessLevelInner[0] = inner;

    gl_TessLevelInner[1] = inner;


    //gl_TessLevelOuter is used to define:

    //how the perimeter of the domain is subdivided, and is stored in an

    //implicitly declared four-element array

    gl_TessLevelOuter[0] = outer;

    gl_TessLevelOuter[1] = outer;

    gl_TessLevelOuter[2] = outer;

    gl_TessLevelOuter[3] = outer;


    //gl_in is used to access the number of elements that are define by glPatchParameteri()

    //glPatchParameteri() define how many vertices as a patch

    //gl_out is used to access the output vertex position of tessellation control shader

    //gl_in vertex shader structure below:

    //in gl_PerVertex {

    //        vec4 gl_Position;

    //        float gl_PointSize;

    //        float gl_ClipDistance[]

    //} gl_in[gl_PatchVerticesIn];   

    //gl_out vertex shader structure is similar to gl_in structure

    //gl_InvocationID is used to access the specific vertex of a patch

    gl_out[gl_InvocationID].gl_Position =  gl_in[gl_InvocationID].gl_Position;

}


square.eval source code below:

#version 400 core


//The main purpose of tessellation evaluation shader is:

//configure the primitive generator, which is done using a layout directive

//Specifying the face winding for generated primitives

//(the order the vertices are issued determines the facedness of the primitive)

layout (quads, equal_spacing, ccw) in;


//The TES is executed on all generated domain locations.

//The bound tessellation evaluation shader is

//executed one for each tessellation coordinate that the primitive generator

//Tessellation Shaders emits, and is responsible for determining the position

//of the vertex derived from the tessellation coordinate.


uniform mat4 PJ;


uniform mat4 MV;


#define M_PI        3.14159265358979323846


//----------------------------------------------------------------------------


float Hanning( vec2 p )

{

    p -= 0.5; // map unit square to [-.5, .5]


    float r = length( p );


    r = cos( M_PI * r / 2.0 );

    r *= r;


    return r;

}


void main()

{

    //gl_TessCoord is used to access the Tessellation coordinates that are

    //generated by tessellation control shader

    float u = gl_TessCoord.x;

    float v = gl_TessCoord.y;


    //use Tessellation coordinates to calculate position for new vertex that

    //is generated by tessellation control shader

    #define p(i)  gl_in[i].gl_Position


    vec4 pos = v*(u*p(0) + (1-u)*p(1)) + (1-v)*(u*p(3) + (1-u)*p(2));

    pos.z = Hanning( gl_TessCoord.xy );


    gl_Position = PJ * MV * pos;

}


square.frag source code below:

#version 400 core


out  vec4 fColor;


void main()

{

    fColor = (1 - gl_FragCoord.z) * vec4( 1.0, 0.0, 0.0, 1.0 );

}

总结:

tessellation shader是可选的shader,不是必须的

tessellation shader与vertex shader不一样,tessellationshader是针对patch(一系列顶点)来处理而不是一个顶点 (因为tessellation shader需要通过传入的patch(一系列顶点)来计算新顶点的位置信息)

tessellation control shader负责对patch的细分设定

tessellation evaluationshader负责对TCS细分出来的顶点进行位置等信息运算从而实现LOD(level of detail -- 根据与camera的距离不同而细分程度不同)等效果

Bezier曲线在这里是一种细分后位置的计算方法来实现曲面的平滑效果

tessellation shader有个重要的应用就是LOD(Level ofDetail),通过在判断物体与视线的距离来设定tessellation control里面的factor level从而实现近细分多,远细分少的效果

还有一个应用叫displacement mapping,在tessellation evaluationshader里面通过tessellation coordinate的值来映射纹理(sample a texture)