I am learning tessellation now. Trying to pass the colour via tesselation shaders. Like I found here, the most consistent answer:
Note, exactly the same code and data but not tessellated looks ok:
Vertex shader for tessellated triangle:
#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 color;
out vec4 vs_color;
void main()
{
gl_Position = vec4(pos, 1.f);
vs_color = vec4(color, 1.f);
}
Tessellation control shader:
#version 430 core
layout (vertices = 3) out;
in vec4 vs_color [];
patch out vec4 patch_color;
void main()
{
gl_TessLevelOuter[0] = 10.0;
gl_TessLevelOuter[1] = 10.0;
gl_TessLevelOuter[2] = 10.0;
gl_TessLevelInner[0] = 5.0;
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
patch_color = vs_color [gl_InvocationID];
}
Tesselation evaluation shader:
#version 430 core
layout (triangles, equal_spacing, cw) in;
patch in vec4 patch_color;
out vec4 tes_color;
void main(void)
{
gl_Position= (
gl_TessCoord.x * gl_in[0].gl_Position
gl_TessCoord.y * gl_in[1].gl_Position
gl_TessCoord.z * gl_in[2].gl_Position );
tes_color = patch_color;
}
Fragment shader for tessellated triangle:
#version 430 core
out vec4 color;
in vec4 tes_color;
void main()
{
color = tes_color;
}
Tessellated triangle source:
GLfloat TessTriangleRainbow::points[] =
{
//x y z r g b
-0.5f, -0.5f, 0.0f, 0.0f, 0.f, 1.f, // first xyz vertex rgb color
0.5f, -0.5f, 0.0f, 1.0f, 0.f, 0.f, // second xyz vertex rgb color
0.0f, 0.5f, 0.0f, 0.0f, 1.f, 0.f // third xyz vertex rgb color
};
//The base class Tess is tesselation shader aware
//It is responsible for compiling linking the shaders
TessTriangleRainbow::TessTriangleRainbow()
: Tess ("shaders/tesselation/triangleRainbow.tcs", "shaders/tesselation/triangleRainbow.tes",
"shaders/tesselation/triangleRainbow.vs", "shaders/tesselation/triangleRainbow.fs")
{
build();
}
void TessTriangleRainbow::build()
{
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
unsigned int vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
//get XYZ values into location 0 on vertex shader
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//RGBA to location 1
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
void TessTriangleRainbow::draw()
{
glUseProgram(*this); //the inherited overloaded (int) operator returns the program id
glPatchParameteri(GL_PATCH_VERTICES, 3);
glBindVertexArray(vao);
glDrawArrays(GL_PATCHES, 0, 3);
}
Vertex shader for non tessellated triangle:
#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 color;
out vec4 vs_color;
void main()
{
gl_Position = vec4(pos, 1.f);
vs_color = vec4(color, 1.f);
}
Fragment shader for non tessellated triangle:
#version 430 core
out vec4 color;
in vec4 vs_color;
void main()
{
color = vs_color;
}
Non tessellated triangle source, is almost identical to the tessellated one:
GLfloat TriangleRainbow::points[] = identically the same as tessellated ones
//base Shape class builds the program from shaders
TriangleRainbow::TriangleRainbow()
: Shape ( "shaders/tesselation/triangleRainbow.1.vs", "shaders/tesselation/triangleRainbow.1.fs")
{
build();
}
void TriangleRainbow::build()
{
... it is identically the same as the tessellated one
}
void TriangleRainbow::draw()
{
glUseProgram(*this); //the inherited overloaded (int) operator returns the program id
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
Piece of main function:
TessTriangleRainbow tessTriRainbow;
TriangleRainbow triRainbow;
... other shapes
if (!tessTriRainbow.program.success) /*report tessellated triangle shader compile errors*/ ...
if (!triRainbow.program.success) /*report triangle shader compile errors*/ ...
...
glDisable(GL_CULL_FACE);
//glEnable(GL_DEPTH_TEST);
int currentShape = 0;
while (!glfwWindowShouldClose(window))
{
processInputs(window);
if (keyPressed) { /* change here currentShape to draw*/ ... }
glClearColor(0.f, 0.f, 1.f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
switch (currentShape)
{
case 0: triRainbow.draw(); break;
case 1: tessTriRainbow.draw(); break;
...
CodePudding user response:
You are using Per-patch output. So all the color attributes in the primitive become the same (from the last vertex in the patch):
patch out vec4 patch_color; void main() { // [...] patch_color = vs_color [gl_InvocationID]; }
If you want a color per vertex, you have to use Per-vertex outputs. The output variable has to be an array.
Tessellation control shader:
out vec4 vertex_color[];
void main
{
// [...]
vertex_color[gl_InvocationID] = vs_color[gl_InvocationID];
}
Tesselation evaluation shader:
#version 430 core
layout (triangles, equal_spacing, cw) in;
in vec4 vertex_color[];
out vec4 tes_color;
void main(void)
{
gl_Position =
gl_TessCoord.x * gl_in[0].gl_Position
gl_TessCoord.y * gl_in[1].gl_Position
gl_TessCoord.z * gl_in[2].gl_Position;
tes_color =
gl_TessCoord.x * vertex_color[0]
gl_TessCoord.y * vertex_color[1]
gl_TessCoord.z * vertex_color[2];
}