Rewrote landmass geometry shader
I did several optimizations, including reducing to a bare minimum shader computations and producing the geometry as one tristrip with degenerate triangles. The result was an increase from 14 fps to 51 fps (NVidia 8600M, ufo, ksfo). Author: Tim Moore <timoore@redhat.com>
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3 changed files with 125 additions and 55 deletions
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@ -87,7 +87,7 @@
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<vertex-shader>Shaders/landmass-g.vert</vertex-shader>
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<geometry-shader>Shaders/landmass.geom</geometry-shader>
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<fragment-shader>Shaders/landmass.frag</fragment-shader>
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<geometry-vertices-out type="int">20</geometry-vertices-out>
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<geometry-vertices-out type="int">18</geometry-vertices-out>
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<geometry-input-type>triangles</geometry-input-type>
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<geometry-output-type>triangle-strip</geometry-output-type>
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<attribute>
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@ -1,19 +1,55 @@
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#version 120
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// "landmass" effect with forest construction using a geometry
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// shader. The landmass effect includes a bumpmap effect as well as
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// variation by altitude.
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//
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// The fragment shader needs position and normals in model and eye
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// coordinates. This vertex shader calculates the positions and
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// normals of the forest polygons so the geometry shader can do as
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// little as possible.
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// Input for the geometry shader. "raw" means terrain model
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// coordinates; that's a tile-local coordinate system, with z as local
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// up. "ec" means eye coordinates.
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// model position of original terrain poly; the bottom of the forest.
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varying vec4 rawposIn;
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// model forest top
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varying vec4 rawTopIn;
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// model normal
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varying vec3 NormalIn;
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varying vec4 ecPosIn;
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varying vec4 ecTopIn;
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varying vec3 ecNormalIn;
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// eye spacce tangent and binormal
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varying vec3 VTangentIn;
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varying vec3 VBinormalIn;
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// screen-space position of top
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varying vec4 positionTopIn;
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// constant color component
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varying vec4 constantColorIn;
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attribute vec3 tangent;
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attribute vec3 binormal;
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uniform float canopy_height;
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void main(void)
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{
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rawposIn = gl_Vertex;
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rawposIn = gl_Vertex;
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ecPosIn = gl_ModelViewMatrix * gl_Vertex;
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NormalIn = normalize(gl_Normal);
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rawTopIn = rawposIn + vec4(0.0, 0.0, canopy_height, 0.0);
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ecTopIn = gl_ModelViewMatrix * rawTopIn;
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ecNormalIn = gl_NormalMatrix * NormalIn;
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VTangentIn = gl_NormalMatrix * tangent;
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VBinormalIn = gl_NormalMatrix * binormal;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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positionTopIn = gl_ModelViewProjectionMatrix * rawTopIn;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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constantColorIn = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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}
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@ -1,82 +1,116 @@
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#version 120
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#extension GL_EXT_geometry_shader4 : enable
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// Geometry shader that creates a prism from a terrain triangle,
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// resulting in a forest effect.
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//
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// A geometry shader should do as little computation as possible.
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// See landmass-g.vert for a description of the inputs.
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varying in vec4 rawposIn[];
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varying in vec3 NormalIn[];
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varying in vec4 rawTopIn[];
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varying in vec4 ecPosIn[];
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varying in vec4 ecTopIn[];
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varying in vec3 ecNormalIn[];
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varying in vec3 VTangentIn[];
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varying in vec3 VBinormalIn[];
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varying in vec4 positionTopIn[];
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varying in vec4 constantColorIn[];
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uniform float canopy_height;
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// model position
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varying out vec4 rawpos;
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// eye position
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varying out vec4 ecPosition;
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// eye space surface matrix
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varying out vec3 VNormal;
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varying out vec3 VTangent;
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varying out vec3 VBinormal;
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// model normal
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varying out vec3 Normal;
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varying out vec4 constantColor;
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varying out float bump;
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uniform float canopy_height;
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void createVertex(int i, int j, float offset, float s)
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// Emit one vertex of the forest geometry.
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// parameters:
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// i - index into original terrain triangle
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void doVertex(in int i, in vec4 pos, in vec4 ecpos, in vec4 screenpos,
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in vec3 rawNormal, in vec3 normal, in float s)
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{
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rawpos = rawposIn[i] + offset * vec4(NormalIn[i], 0.0);
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ecPosition = gl_ModelViewMatrix * rawpos;
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if ( s == 0.0 )
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{
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vec4 v;
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if (j < i)
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{
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v = rawposIn[j] - rawposIn[i];
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Normal = normalize(cross( NormalIn[i], v.xyz ));
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}
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else
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{
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v = rawposIn[i] - rawposIn[j];
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Normal = normalize(cross( NormalIn[j], v.xyz ));
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}
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}
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else
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{
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Normal = NormalIn[i];
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}
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VNormal = normalize(gl_NormalMatrix * Normal);
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VTangent = VTangentIn[i];
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rawpos = pos;
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ecPosition = ecpos;
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Normal = rawNormal;
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VNormal = normal;
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VTangent = VTangentIn[i];
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VBinormal = VBinormalIn[i];
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bump = s;
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gl_FrontColor = gl_FrontColorIn[i];
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constantColor = gl_FrontMaterial.emission
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+ gl_FrontColorIn[i] * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = gl_ProjectionMatrix * ecPosition;
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constantColor = constantColorIn[i];
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gl_Position = screenpos;
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gl_TexCoord[0] = gl_TexCoordIn[i][0];
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EmitVertex();
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}
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vec3 rawSideNormal[3];
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vec3 sideNormal[3];
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// Emit a vertex for a forest side triangle
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void doSideVertex(in int vertIdx, in int sideIdx, vec4 pos, in vec4 ecpos,
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in vec4 screenpos)
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{
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doVertex(vertIdx, pos, ecpos, screenpos, rawSideNormal[sideIdx],
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sideNormal[sideIdx], 0.0);
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}
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void main(void)
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{
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if (canopy_height > 0.01) {
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createVertex(0, 1, canopy_height, 0.0);
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createVertex(0, 1, 0.0, 0.0);
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createVertex(1, 0, canopy_height, 0.0);
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createVertex(1, 0, 0.0, 0.0);
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EndPrimitive();
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createVertex(1, 2, canopy_height, 0.0);
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createVertex(1, 2, 0.0, 0.0);
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createVertex(2, 1, canopy_height, 0.0);
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createVertex(2, 1, 0.0, 0.0);
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EndPrimitive();
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createVertex(2, 0, canopy_height, 0.0);
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createVertex(2, 0, 0.0, 0.0);
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createVertex(0, 2, canopy_height, 0.0);
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createVertex(0, 2, 0.0, 0.0);
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EndPrimitive();
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createVertex(0, 1, 0.0, 0.0);
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createVertex(1, 2, 0.0, 0.0);
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createVertex(2, 0, 0.0, 0.0);
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EndPrimitive();
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}
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createVertex(0, 1, canopy_height, 1.0);
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createVertex(1, 2, canopy_height, 1.0);
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createVertex(2, 0, canopy_height, 1.0);
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EndPrimitive();
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rawSideNormal[0] = normalize(cross((rawposIn[1] - rawposIn[0]).xyz,
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NormalIn[0]));
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rawSideNormal[1] = normalize(cross((rawposIn[2] - rawposIn[1]).xyz,
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NormalIn[1]));
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rawSideNormal[2] = normalize(cross((rawposIn[0] - rawposIn[2]).xyz,
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NormalIn[2]));
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for (int i = 0; i < 3; ++i)
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sideNormal[i] = gl_NormalMatrix * rawSideNormal[i];
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if (canopy_height > 0.01) {
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// Sides
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doSideVertex(0, 0, rawTopIn[0], ecTopIn[0], positionTopIn[0]);
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doSideVertex(0, 0, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
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doSideVertex(1, 0, rawTopIn[1], ecTopIn[1], positionTopIn[1]);
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doSideVertex(1, 0, rawposIn[1], ecPosIn[1], gl_PositionIn[1]);
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doSideVertex(2, 1, rawTopIn[2], ecTopIn[2], positionTopIn[2]);
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doSideVertex(2, 1, rawposIn[2], ecPosIn[2], gl_PositionIn[2]);
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doSideVertex(0, 2, rawTopIn[0], ecTopIn[0], positionTopIn[0]);
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doSideVertex(0, 2, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
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// Degenerate triangles; avoids EndPrimitive()
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doSideVertex(0, 2, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
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doVertex(0, rawTopIn[0], ecTopIn[0], positionTopIn[0], NormalIn[0],
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ecNormalIn[0], 1.0);
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// Top
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}
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doVertex(0, rawTopIn[0], ecTopIn[0], positionTopIn[0], NormalIn[0],
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ecNormalIn[0], 1.0);
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doVertex(1, rawTopIn[1], ecTopIn[1], positionTopIn[1], NormalIn[1],
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ecNormalIn[1], 1.0);
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doVertex(2, rawTopIn[2], ecTopIn[2], positionTopIn[2], NormalIn[2],
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ecNormalIn[2], 1.0);
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// Don't render "bottom" triangle for now; it's hidden.
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#if 0
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// degenerate
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doVertex(2, rawTopIn[2], ecTopIn[2], positionTopIn[2], NormalIn[2],
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ecNormalIn[2], 1.0);
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// bottom
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doVertex(0, rawposIn[0], ecPosIn[0], gl_PositionIn[0], NormalIn[0],
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ecNormalIn[0], 1.0);
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doVertex(1, rawposIn[1], ecPosIn[1], gl_PositionIn[1], NormalIn[1],
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ecNormalIn[1], 1.0);
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doVertex(2, rawposIn[2], ecPosIn[2], gl_PositionIn[2], NormalIn[2],
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ecNormalIn[2], 1.0);
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#endif
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EndPrimitive();
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}
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