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Triangle Tessellation with OpenGL 4.0

2012-07-13 17:58 197 查看
FROM: http://prideout.net/blog/?p=48

This is the first of a two-part article on tessellation shaders with OpenGL 4.0+. This entry gives an overview of tessellation and walks through an example of simple triangle subdivision; in thenext
entry, we’ll focus on quad subdivision.


Reviewing Geometry Shaders

When Geometry Shaders (GS) first came out, we were all excited because we could finally write a shader that could “see” all the verts in a triangle at once. And finally, the GPU could produce more primitives than it consumed.



The GS unit turned out to be convenient for certain effects, but overall it was somewhat disappointing. It was not designed for large-scale amplification of vertex data. The GS processing for a single primitive was initially limited to a single processing unit.
Most GS programs had a serial loop that simply pushed out the verts of the new primitive(s), one vertex after another. They didn’t do a great job of leveraging the massive parallelism in GPUs. Nowadays you can do a bit better by specifying an invocations count
at the top of your GS, like so:

1
layout(triangles,
invocations = 3)
in
;
This tells the GPU that your GS should run three times on a single primitive. You can figure out which vert you’re on by looking at the built-in gl_InvocationID variable.


The New OpenGL 4.0+ Pipeline

Although adding multiple GS invocations was helpful, performing highly-efficient subdivision demanded brand new stages in the pipeline. Now is the time for the obligatory diagram: (I used a red pen for the stages that are new to OpenGL 4.0)



So, we now have two additional programmable stages at our disposal: Tessellation Control andTessellation Evaluation. They both execute on a per-vertex basis, so their
programs typically don’t have serial loops like the old-fashioned geometry programs did. However, much like geometry shaders, they can “see” all the verts in a single primitive.

To work with tessellation shaders, OpenGL now has a new primitive type: GL_PATCHES. UnlikeGL_TRIANGLES (where every 3 verts spawns a triangle) or GL_TRIANGLE_STRIP (where
every 1 vert spawns a new triangle), the number of verts in a patch is configurable:

1
glPatchParameteri(GL_PATCH_VERTICES,
16);
//
tell OpenGL that every patch has 16 verts
2
glDrawArrays(GL_PATCHES,
firstVert, vertCount);
//
draw a bunch of patches
The Tessellation Control (TC) shader is kinda like a Vertex Shader (VS) with super-vision. Much like a VS program, each TC program transforms only one vertex, and the number of execution instances is the same as the number of verts in your OpenGL draw call.
The Tessellation Evaluation (TE) shader, however, usually processes more verts than you sent down in your draw call. That’s because the “Tessellator” (the stage between the two new shaders) generates brand new verts
by interpolating between the existing verts.

As the name implies, the TC shader has some control over how the Tessellator generates new verts. This is done through the gl_TessLevelInner and gl_TessLevelOuter output
variables. More on these later.

Another way of controlling how the Tessellator generates verts is through the layout qualifier on the TE shader’s inputs. You’ll often see a TE shader with something like this at the top:

1
layout(triangles,
equal_spacing, cw)
in
;
This specifies three things: a primitive mode, a vertex spacing, and an ordering. The latter two are optional and they have
reasonable defaults — I won’t go into detail about them here. As for the primitive mode, there are three choices: triangles, quads, and isolines.
As mentioned earlier, in this article I’ll focus on triangles; for more on quads, see my next article.


Inner and Outer Tess Levels

Simply put, the inner tessellation level controls the number of “nested” primitives, and the outer tessellation level controls the number of times to subdivide each edge. The gl_TessLevelInner and gl_TessLevelOutervariable
are both arrays-of-float, but with triangle subdivision, there’s only one element in the inner array. The outer array has three elements, one for each side of the triangle. In both arrays, a value of 1 indicates no subdivision whatsoever. For the inner tess
level, a value of 2 means that there’s only one nested triangle, but it’s degenerate; it’s just a single point. It’s not till tess level 3 that you see a miniatured of the original triangle inside the original triangle.

Since the tess levels are controlled at the shader level (as opposed to the OpenGL API level), you can do awesome things with dynamic level-of-detail. However, for demonstration purposes, we’ll limit ourselves to the simple case here. We’ll set the inner tess
level to a hardcoded value, regardless of distance-from-camera. For the outer tess level, we’ll set all three edges to the same value. Here’s a little diagram that shows how triangle-to-triangle subdivision can be configured with our demo program, which sends
an icosahedron to OpenGL:
Inner = 1Inner = 2Inner = 3Inner = 4
Outer = 1







Outer = 2







Outer = 3







Outer = 4








Show Me The Code

Building the VAO for the icosahedron isn’t the subject of this article, but for completeness here’s the C code for doing so:

01
static
void
CreateIcosahedron()
02
{
03
const
int
Faces[]
= {
04
2,
1, 0,
05
3,
2, 0,
06
4,
3, 0,
07
5,
4, 0,
08
1,
5, 0,
09
11,
6,  7,
10
11,
7,  8,
11
11,
8,  9,
12
11,
9,  10,
13
11,
10, 6,
14
1,
2, 6,
15
2,
3, 7,
16
3,
4, 8,
17
4,
5, 9,
18
5,
1, 10,
19
2,
7, 6,
20
3,
8, 7,
21
4,
9, 8,
22
5,
10, 9,
23
1,
6, 10 };
24
25
const
float
Verts[]
= {
26
 
0.000f,
0.000f,  1.000f,
27
 
0.894f,
0.000f,  0.447f,
28
 
0.276f,
0.851f,  0.447f,
29
-0.724f,
0.526f,  0.447f,
30
-0.724f,
-0.526f,  0.447f,
31
 
0.276f,
-0.851f,  0.447f,
32
 
0.724f,
0.526f, -0.447f,
33
-0.276f,
0.851f, -0.447f,
34
-0.894f,
0.000f, -0.447f,
35
-0.276f,
-0.851f, -0.447f,
36
 
0.724f,
-0.526f, -0.447f,
37
 
0.000f,
0.000f, -1.000f };
38
39
IndexCount
=
sizeof
(Faces)
/
sizeof
(Faces[0]);
40
41
//
Create the VAO:
42
GLuint
vao;
43
glGenVertexArrays(1,
&vao);
44
glBindVertexArray(vao);
45
46
//
Create the VBO for positions:
47
GLuint
positions;
48
GLsizei
stride = 3 *
sizeof
(
float
);
49
glGenBuffers(1,
&positions);
50
glBindBuffer(GL_ARRAY_BUFFER,
positions);
51
glBufferData(GL_ARRAY_BUFFER,
sizeof
(Verts),
Verts, GL_STATIC_DRAW);
52
glEnableVertexAttribArray(PositionSlot);
53
glVertexAttribPointer(PositionSlot,
3, GL_FLOAT, GL_FALSE, stride, 0);
54
55
//
Create the VBO for indices:
56
GLuint
indices;
57
glGenBuffers(1,
&indices);
58
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
indices);
59
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof
(Faces),
Faces, GL_STATIC_DRAW);
60
}
Our vertex shader is even more boring:

1
--
Vertex
2
3
in
vec4
Position;
4
out
vec3
vPosition;
5
6
void
main
()
7
{
8
vPosition
= Position.xyz;
9
}
We use a special naming convention for in/out variables. If we need to trickle Foo through the entire pipeline, here’s how we avoid naming collisions:

Foo is the original vertex attribute (sent from the CPU)
vFoo is the output of the VS and the input to the TC shader
tcFoo is the output of the TC shader and the input to the TE shader
teFoo is the output of the TE shader and the input to the GS
gFoo is the output of the GS and the input to the FS

Now, without further ado, we’re ready to show off our tessellation control shader:

01
--
TessControl
02
03
layout(vertices
= 3)
out
;
04
in
vec3
vPosition[];
05
out
vec3
tcPosition[];
06
uniform
float
TessLevelInner;
07
uniform
float
TessLevelOuter;
08
09
#define
ID gl_InvocationID
10
11
void
main
()
12
{
13
tcPosition[ID]
= vPosition[ID];
14
if
(ID
== 0) {
15
gl_TessLevelInner[0]
= TessLevelInner;
16
gl_TessLevelOuter[0]
= TessLevelOuter;
17
gl_TessLevelOuter[1]
= TessLevelOuter;
18
gl_TessLevelOuter[2]
= TessLevelOuter;
19
}
20
}
That’s almost as boring as our vertex shader! Note that per-patch outputs (such as gl_TessLevelInner) only need to be written once. We enclose them in an if so that we
only bother writing to them from a single execution thread. Incidentally, you can create custom per-patch variables if you’d like; simply use the patch out qualifier when declaring them.

Here’s the tessellation control shader that we use for our icosahedron demo:

01
--
TessEval
02
03
layout(triangles,
equal_spacing, cw)
in
;
04
in
vec3
tcPosition[];
05
out
vec3
tePosition;
06
out
vec3
tePatchDistance;
07
uniform
mat4
Projection;
08
uniform
mat4
Modelview;
09
10
void
main
()
11
{
12
vec3
p0
= gl_TessCoord.x * tcPosition[0];
13
vec3
p1
= gl_TessCoord.y * tcPosition[1];
14
vec3
p2
= gl_TessCoord.z * tcPosition[2];
15
tePatchDistance
= gl_TessCoord;
16
tePosition
=
normalize
(p0
+ p1 + p2);
17
gl_Position
= Projection * Modelview *
vec4
(tePosition,
1);
18
}
The built-in gl_TessCoord variable lets us know where we are within the patch. In this case, the primitive mode is triangles, so gl_TessCoord is
a barycentric coordinate. If we were performing quad subdivision, then it would be a UV coordinate and we’d ignore the Z component.

Our demo subdivides the icosahedron in such a way that it approaches a perfect unit sphere, so we usenormalize to push the new verts onto the sphere’s surface.

The tePatchDistance output variable will be used by the fragment shader to visualize the edges of the patch; this brings us to the next section.


Geometry Shaders Are Still Fun!

Geometry shaders are now considered the runt of the litter, but sometimes they’re useful for certain techniques, like computing facet normals on the fly, or creating a nice single-pass wireframe. In this demo, we’ll do both. We’re intentionally using non-smooth
normals (in other words, the lighting is the same across the triangle) because it helps visualize the tessellation.

For a brief overview on rendering nice wireframes with geometry shaders, check out this SIGGRAPH sketch. To summarize, the GS needs to send out
a vec3 “edge distance” at each corner; these automatically get interpolated by the rasterizer, which gives the fragment shader a way to determine how far the current pixel is from the nearest edge.

We’ll extend the wireframe technique here because we wish the pixel shader to highlight two types of edges differently. The edge of the final triangle is drawn with a thin line, and the edge of the original patch is drawn with a thick line.

01
--
Geometry
02
03
uniform
mat4
Modelview;
04
uniform
mat3
NormalMatrix;
05
layout(triangles)
in
;
06
layout(triangle_strip,
max_vertices = 3)
out
;
07
in
vec3
tePosition[3];
08
in
vec3
tePatchDistance[3];
09
out
vec3
gFacetNormal;
10
out
vec3
gPatchDistance;
11
out
vec3
gTriDistance;
12
13
void
main
()
14
{
15
vec3
A
= tePosition[2] - tePosition[0];
16
vec3
B
= tePosition[1] - tePosition[0];
17
gFacetNormal
= NormalMatrix *
normalize
(
cross
(A,
B));
18
 
19
gPatchDistance
= tePatchDistance[0];
20
gTriDistance
=
vec3
(1,
0, 0);
21
gl_Position
= gl_in[0].gl_Position; EmitVertex();
22
23
gPatchDistance
= tePatchDistance[1];
24
gTriDistance
=
vec3
(0,
1, 0);
25
gl_Position
= gl_in[1].gl_Position; EmitVertex();
26
27
gPatchDistance
= tePatchDistance[2];
28
gTriDistance
=
vec3
(0,
0, 1);
29
gl_Position
= gl_in[2].gl_Position; EmitVertex();
30
31
EndPrimitive();
32
}
As you can see, we used the classic one-at-a-time method in our GS, rather than specifying an invocationscount other than 1. This is fine for demo purposes.

Our fragment shader does some per-pixel lighting (which is admittedly silly; the normal is the same across the triangle, so we should’ve performed lighting much earlier) and takes the minimum of all incoming distances to see if the current pixel lies near an
edge.

01
out
vec4
FragColor;
02
in
vec3
gFacetNormal;
03
in
vec3
gTriDistance;
04
in
vec3
gPatchDistance;
05
in
float
gPrimitive;
06
uniform
vec3
LightPosition;
07
uniform
vec3
DiffuseMaterial;
08
uniform
vec3
AmbientMaterial;
09
10
float
amplify(
float
d,
float
scale,
float
offset)
11
{
12
d
= scale * d + offset;
13
d
= clamp(d,0, 1);
14
d
= 1 - exp2(-2*d*d);
15
return
d;
16
}
17
18
void
main
()
19
{
20
vec3
N
=
normalize
(gFacetNormal);
21
vec3
L
= LightPosition;
22
float
df
= abs(
dot
(N,
L));
23
vec3
color
= AmbientMaterial + df * DiffuseMaterial;
24
25
float
d1
= min(min(gTriDistance.x, gTriDistance.y), gTriDistance.z);
26
float
d2
= min(min(gPatchDistance.x, gPatchDistance.y), gPatchDistance.z);
27
color
= amplify(d1, 40, -0.5) * amplify(d2, 60, -0.5) * color;
28
29
FragColor
=
vec4
(color,
1.0);
30
}
That completes the shader code for the demo, and we managed to specify code for all of the five shader stages in the modern GPU pipeline. Here’s the final output using a tessellation level of 4 for both inner and outer:




Downloads

The demo code uses a subset of the Pez ecosystem, which is included in the zip below. (The Pez ecosystem is a handful of tiny libraries whose source is included
directly in the project).

TriangleTess.zip
Geodesic.c
Geodesic.glsl

I consider this code to be on the public domain. To run it, you’ll need CMake, a very up-to-date graphics driver, and a very modern graphics
card. Good luck!
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