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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>
This commit is contained in:
timoore 2010-04-22 14:56:34 +00:00
parent 04376ca95c
commit 6e58bce8e5
3 changed files with 125 additions and 55 deletions

View file

@ -87,7 +87,7 @@
<vertex-shader>Shaders/landmass-g.vert</vertex-shader>
<geometry-shader>Shaders/landmass.geom</geometry-shader>
<fragment-shader>Shaders/landmass.frag</fragment-shader>
<geometry-vertices-out type="int">20</geometry-vertices-out>
<geometry-vertices-out type="int">18</geometry-vertices-out>
<geometry-input-type>triangles</geometry-input-type>
<geometry-output-type>triangle-strip</geometry-output-type>
<attribute>

View file

@ -1,19 +1,55 @@
#version 120
// "landmass" effect with forest construction using a geometry
// shader. The landmass effect includes a bumpmap effect as well as
// variation by altitude.
//
// The fragment shader needs position and normals in model and eye
// coordinates. This vertex shader calculates the positions and
// normals of the forest polygons so the geometry shader can do as
// little as possible.
// Input for the geometry shader. "raw" means terrain model
// coordinates; that's a tile-local coordinate system, with z as local
// up. "ec" means eye coordinates.
// model position of original terrain poly; the bottom of the forest.
varying vec4 rawposIn;
// model forest top
varying vec4 rawTopIn;
// model normal
varying vec3 NormalIn;
varying vec4 ecPosIn;
varying vec4 ecTopIn;
varying vec3 ecNormalIn;
// eye spacce tangent and binormal
varying vec3 VTangentIn;
varying vec3 VBinormalIn;
// screen-space position of top
varying vec4 positionTopIn;
// constant color component
varying vec4 constantColorIn;
attribute vec3 tangent;
attribute vec3 binormal;
uniform float canopy_height;
void main(void)
{
rawposIn = gl_Vertex;
rawposIn = gl_Vertex;
ecPosIn = gl_ModelViewMatrix * gl_Vertex;
NormalIn = normalize(gl_Normal);
rawTopIn = rawposIn + vec4(0.0, 0.0, canopy_height, 0.0);
ecTopIn = gl_ModelViewMatrix * rawTopIn;
ecNormalIn = gl_NormalMatrix * NormalIn;
VTangentIn = gl_NormalMatrix * tangent;
VBinormalIn = gl_NormalMatrix * binormal;
gl_FrontColor = gl_Color;
gl_Position = ftransform();
positionTopIn = gl_ModelViewProjectionMatrix * rawTopIn;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
constantColorIn = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
}

View file

@ -1,82 +1,116 @@
#version 120
#extension GL_EXT_geometry_shader4 : enable
// Geometry shader that creates a prism from a terrain triangle,
// resulting in a forest effect.
//
// A geometry shader should do as little computation as possible.
// See landmass-g.vert for a description of the inputs.
varying in vec4 rawposIn[];
varying in vec3 NormalIn[];
varying in vec4 rawTopIn[];
varying in vec4 ecPosIn[];
varying in vec4 ecTopIn[];
varying in vec3 ecNormalIn[];
varying in vec3 VTangentIn[];
varying in vec3 VBinormalIn[];
varying in vec4 positionTopIn[];
varying in vec4 constantColorIn[];
uniform float canopy_height;
// model position
varying out vec4 rawpos;
// eye position
varying out vec4 ecPosition;
// eye space surface matrix
varying out vec3 VNormal;
varying out vec3 VTangent;
varying out vec3 VBinormal;
// model normal
varying out vec3 Normal;
varying out vec4 constantColor;
varying out float bump;
uniform float canopy_height;
void createVertex(int i, int j, float offset, float s)
// Emit one vertex of the forest geometry.
// parameters:
// i - index into original terrain triangle
void doVertex(in int i, in vec4 pos, in vec4 ecpos, in vec4 screenpos,
in vec3 rawNormal, in vec3 normal, in float s)
{
rawpos = rawposIn[i] + offset * vec4(NormalIn[i], 0.0);
ecPosition = gl_ModelViewMatrix * rawpos;
if ( s == 0.0 )
{
vec4 v;
if (j < i)
{
v = rawposIn[j] - rawposIn[i];
Normal = normalize(cross( NormalIn[i], v.xyz ));
}
else
{
v = rawposIn[i] - rawposIn[j];
Normal = normalize(cross( NormalIn[j], v.xyz ));
}
}
else
{
Normal = NormalIn[i];
}
VNormal = normalize(gl_NormalMatrix * Normal);
VTangent = VTangentIn[i];
rawpos = pos;
ecPosition = ecpos;
Normal = rawNormal;
VNormal = normal;
VTangent = VTangentIn[i];
VBinormal = VBinormalIn[i];
bump = s;
gl_FrontColor = gl_FrontColorIn[i];
constantColor = gl_FrontMaterial.emission
+ gl_FrontColorIn[i] * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = gl_ProjectionMatrix * ecPosition;
constantColor = constantColorIn[i];
gl_Position = screenpos;
gl_TexCoord[0] = gl_TexCoordIn[i][0];
EmitVertex();
}
vec3 rawSideNormal[3];
vec3 sideNormal[3];
// Emit a vertex for a forest side triangle
void doSideVertex(in int vertIdx, in int sideIdx, vec4 pos, in vec4 ecpos,
in vec4 screenpos)
{
doVertex(vertIdx, pos, ecpos, screenpos, rawSideNormal[sideIdx],
sideNormal[sideIdx], 0.0);
}
void main(void)
{
if (canopy_height > 0.01) {
createVertex(0, 1, canopy_height, 0.0);
createVertex(0, 1, 0.0, 0.0);
createVertex(1, 0, canopy_height, 0.0);
createVertex(1, 0, 0.0, 0.0);
EndPrimitive();
createVertex(1, 2, canopy_height, 0.0);
createVertex(1, 2, 0.0, 0.0);
createVertex(2, 1, canopy_height, 0.0);
createVertex(2, 1, 0.0, 0.0);
EndPrimitive();
createVertex(2, 0, canopy_height, 0.0);
createVertex(2, 0, 0.0, 0.0);
createVertex(0, 2, canopy_height, 0.0);
createVertex(0, 2, 0.0, 0.0);
EndPrimitive();
createVertex(0, 1, 0.0, 0.0);
createVertex(1, 2, 0.0, 0.0);
createVertex(2, 0, 0.0, 0.0);
EndPrimitive();
}
createVertex(0, 1, canopy_height, 1.0);
createVertex(1, 2, canopy_height, 1.0);
createVertex(2, 0, canopy_height, 1.0);
EndPrimitive();
rawSideNormal[0] = normalize(cross((rawposIn[1] - rawposIn[0]).xyz,
NormalIn[0]));
rawSideNormal[1] = normalize(cross((rawposIn[2] - rawposIn[1]).xyz,
NormalIn[1]));
rawSideNormal[2] = normalize(cross((rawposIn[0] - rawposIn[2]).xyz,
NormalIn[2]));
for (int i = 0; i < 3; ++i)
sideNormal[i] = gl_NormalMatrix * rawSideNormal[i];
if (canopy_height > 0.01) {
// Sides
doSideVertex(0, 0, rawTopIn[0], ecTopIn[0], positionTopIn[0]);
doSideVertex(0, 0, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
doSideVertex(1, 0, rawTopIn[1], ecTopIn[1], positionTopIn[1]);
doSideVertex(1, 0, rawposIn[1], ecPosIn[1], gl_PositionIn[1]);
doSideVertex(2, 1, rawTopIn[2], ecTopIn[2], positionTopIn[2]);
doSideVertex(2, 1, rawposIn[2], ecPosIn[2], gl_PositionIn[2]);
doSideVertex(0, 2, rawTopIn[0], ecTopIn[0], positionTopIn[0]);
doSideVertex(0, 2, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
// Degenerate triangles; avoids EndPrimitive()
doSideVertex(0, 2, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
doVertex(0, rawTopIn[0], ecTopIn[0], positionTopIn[0], NormalIn[0],
ecNormalIn[0], 1.0);
// Top
}
doVertex(0, rawTopIn[0], ecTopIn[0], positionTopIn[0], NormalIn[0],
ecNormalIn[0], 1.0);
doVertex(1, rawTopIn[1], ecTopIn[1], positionTopIn[1], NormalIn[1],
ecNormalIn[1], 1.0);
doVertex(2, rawTopIn[2], ecTopIn[2], positionTopIn[2], NormalIn[2],
ecNormalIn[2], 1.0);
// Don't render "bottom" triangle for now; it's hidden.
#if 0
// degenerate
doVertex(2, rawTopIn[2], ecTopIn[2], positionTopIn[2], NormalIn[2],
ecNormalIn[2], 1.0);
// bottom
doVertex(0, rawposIn[0], ecPosIn[0], gl_PositionIn[0], NormalIn[0],
ecNormalIn[0], 1.0);
doVertex(1, rawposIn[1], ecPosIn[1], gl_PositionIn[1], NormalIn[1],
ecNormalIn[1], 1.0);
doVertex(2, rawposIn[2], ecPosIn[2], gl_PositionIn[2], NormalIn[2],
ecNormalIn[2], 1.0);
#endif
EndPrimitive();
}