I implemented a simple distance based LOD for future terrain rendring using tesselation control/evaluation shader in openGL. Surptisingly, I still get cracks (T junctions) in my output... The shader code is
uniform mat4 pvmM;
uniform vec4 u_camerapos;
#ifdef TESSELATION_CONTROL_SHADER
layout(vertices = 4) out;
unsigned int dist(vec3 p1,vec3 p2,vec3 p3)
{
float d=distance((p1+p2)/2.0,p3); // precise float d=(...)
if (d<1.5) return 64;
if (d<2.5) return 32;
if (d<3) return 16;
if (d<4) return 8;
if (d<5) return 4;
if (d<6) return 2;
return 1;
}
void main() {
if (gl_InvocationID == 0){
gl_TessLevelOuter[0] = dist( gl_in[3].gl_Position.xyz,gl_in[0].gl_Position.xyz,u_camerapos.xyz);
gl_TessLevelOuter[1] = dist( gl_in[0].gl_Position.xyz,gl_in[1].gl_Position.xyz,u_camerapos.xyz);
gl_TessLevelOuter[2] = dist( gl_in[1].gl_Position.xyz,gl_in[2].gl_Position.xyz,u_camerapos.xyz);
gl_TessLevelOuter[3] = dist( gl_in[2].gl_Position.xyz,gl_in[3].gl_Position.xyz,u_camerapos.xyz);
float mean=floor((gl_TessLevelOuter[0]+gl_TessLevelOuter[1]+gl_TessLevelOuter[2]+gl_TessLevelOuter[3])/4.0);
gl_TessLevelInner[0] = int(mean);
gl_TessLevelInner[1] = int(mean);
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}
#endif
#ifdef TESSELATION_EVALUATION_SHADER
void main() {
vec4 p1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
vec4 p2 = mix(gl_in[2].gl_Position, gl_in[3].gl_Position, gl_TessCoord.x);
gl_Position = pvmM*mix(p1, p2, gl_TessCoord.y);
}
#endif
Using python: vertices and indices are generated using
blocksz=8
vertices=np.array([(x,0,z) for z in range(blocksz) for x in range(blocksz)],dtype='f4')
vertices=vertices-np.array([blocksz/2,0,blocksz/2])
faces= np.array([(x+z*blocksz,x+1+z*blocksz,x+(z+1)*blocksz,x+1+(z+1)*blocksz ) for z in range(blocksz-1) for x in range(blocksz-1) ],dtype='i4')
and drawn using
glDrawElements(GL_PATCHES,count,GL_UNSIGNED_SHORT,None)
On the image below,
you can see the results. some T-Junctions are present on the x axis (left-right, for example first and last columns) but never on the z axis (top bootom). virtual camera is represented by red dot and its position is passed as uniform.
All the rest is working as expected. Any idea of what I'm mis-understanding?
OK, found the bug. When generating the index array (faces), I used a wrong winding (same winding as for GL_QUAD_STRIP). The correct faces array should be:
Then, in tess evaluation shader (notice fliiping points 2 and 3