Let's say that I have my geometry and created an index buffer containing the triangle adjacency information. Then, changed the draw mode from GL_TRIANGLES
to GL_TRIANGLE_ADJACENCY
.
The question is, can I convert the geometry from triangle adjacency to triangles strip using the geometry shader?
something like this:
layout(triangles_adjacency) in;
layout(triangle_strip, max_vertices = 3) out;
in Vertex
{
vec3 normal;
} vertex[];
out FragmentVertexData
{
vec3 normal;
vec3 fragpos;
} VertexOut;
void main()
{
for(int i = 0 ; i < gl_in.length(); i+=2)
{
gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * gl_in[i].gl_Position;
VertexOut.normal = vertex[i].normal;
VertexOut.fragpos = vec3(ModelMatrix * gl_in[i].gl_Position);
VertexOut.fragpos = gl_Position;
EmitVertex();
}
EndPrimitive();
}
I already tried and in fact it draws to geometry but something is wrong with the normals. Do I have to index them too? am I missing one step?
and this is how I am using the fragpos and normal in the fragment shader
vec3 normal = normalize(VertexOut.normal);
vec3 lightDir = normalize(light.position - VertexOut.fragpos);
This is my algorithm to write the triangle adjacency index buffer:
void Loader::FindAdjacencies(const aiMesh * paiMesh, vector<int>& indices)
{
// Step 1 - find the two triangles that share every edge
for (uint i = 0; i < paiMesh->mNumFaces; i++)
{
const aiFace& face = paiMesh->mFaces[i];
Face Unique;
// If a position vector is duplicated in the VB we fetch the
// index of the first occurrence.
for (uint j = 0; j < 3; j++)
{
uint Index = face.mIndices[j];
aiVector3D& v = paiMesh->mVertices[Index];
if (m_posMap.find(v) == m_posMap.end())
{
m_posMap[v] = Index;
}
else
{
Index = m_posMap[v];
}
Unique.Indices[j] = Index;
}
m_uniqueFaces.push_back(Unique);
Edge e1(Unique.Indices[0], Unique.Indices[1]);
Edge e2(Unique.Indices[1], Unique.Indices[2]);
Edge e3(Unique.Indices[2], Unique.Indices[0]);
m_indexMap[e1].AddNeigbor(i);
m_indexMap[e2].AddNeigbor(i);
m_indexMap[e3].AddNeigbor(i);
}
// Step 2 - build the index buffer with the adjacency info
for (uint i = 0; i < paiMesh->mNumFaces; i++)
{
const Face& face = m_uniqueFaces[i];
for (uint j = 0; j < 3; j++)
{
Edge e(face.Indices[j], face.Indices[(j + 1) % 3]);
assert(m_indexMap.find(e) != m_indexMap.end());
Neighbors n = m_indexMap[e];
uint OtherTri = n.GetOther(i);
uint minus1 = (uint)-1;
bool comp = (OtherTri != minus1);
assert(comp);
const Face& OtherFace = m_uniqueFaces[OtherTri];
uint OppositeIndex = OtherFace.GetOppositeIndex(e);
indices.push_back(face.Indices[j]);
indices.push_back(OppositeIndex);
}
}
}
Unfortunately, only works for close geometries. That is the reason I am testing it with a cube. I tried with bunny.ply, but part of the model has holes and I will have to edit it in blender.
and this is the obj file:
# Blender v2.76 (sub 0) OBJ File: ''
# www.blender.org
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vt 0.333333 0.666667
vt 0.333333 1.000000
vt 0.000000 1.000000
vt 0.000000 0.666667
vt 0.000000 0.333333
vt 0.333333 0.333333
vt 0.333333 0.000000
vt 0.666667 0.000000
vt 0.000000 0.000000
vt 1.000000 0.333333
vt 0.666667 0.333333
vt 0.666667 0.666667
vt 1.000000 0.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 1.000000 0.000000 0.000000
vn -0.000000 0.000000 1.000000
vn -1.000000 -0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
f 2/1/1 3/2/1 4/3/1
f 8/1/2 7/4/2 6/5/2
f 5/6/3 6/7/3 2/8/3
f 6/9/4 7/7/4 3/6/4
f 3/10/5 7/11/5 8/8/5
f 1/11/6 4/12/6 8/1/6
f 1/4/1 2/1/1 4/3/1
f 5/6/2 8/1/2 6/5/2
f 1/11/3 5/6/3 2/8/3
f 2/5/4 6/9/4 3/6/4
f 4/13/5 3/10/5 8/8/5
f 5/6/6 1/11/6 8/1/6
Thank you very much!
This is my vertex shader:
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in vec3 normal;
out VertexData
{
vec3 normal;
vec2 textCoord;
} vertex;
// Values that stay constant for the whole mesh.
void main(){
gl_Position = vec4(vertexPosition,1.0f);
vertex.textCoord = texCoord;
vertex.normal = normal;
}
and my fragment shader:
#version 430 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform Light light;
out vec4 color;
uniform float LightIntensity;
uniform vec3 LightPos;
uniform vec3 ViewPos;
in FragmentVertexData
{
vec3 normal;
vec3 fragpos;
vec2 texCoord;
} VertexOut;
void main(){
// color of the object
vec3 objectColor = vec3(1.0f, 0.5f, 0.31f);
// Ambient
vec3 ambient = light.ambient * material.ambient ;
vec3 normal = normalize(VertexOut.normal);
vec3 lightDir = normalize(light.position - VertexOut.fragpos);
float diff = max(dot(lightDir,normal), 0.0);
vec3 diffuse = light.diffuse * diff * material.diffuse ;
vec3 viewDir = normalize(ViewPos - VertexOut.fragpos);
vec3 reflectDir = reflect(-lightDir, normal);
vec3 halfwayDir = normalize(lightDir + viewDir );
float spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
vec3 specular = light.specular * spec * material.specular ;
color = vec4((ambient + diffuse + specular) * objectColor, 1);
}