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OpenGL 4.0 Shading Language Cookbook

You're reading from   OpenGL 4.0 Shading Language Cookbook With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

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Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (16) Chapters Close

OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with GLSL 4.0 FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading Effects, and Optimizations 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Animation and Particles Index

Tessellating a 3D surface


As an example of tessellating a 3D surface, let's render (yet again) the "teapotahedron". It turns out that the teapot's data set is actually defined as a set of 4-by-4 patches of control points, suitable for cubic Bezier interpolation. Therefore, drawing the teapot really boils down to drawing a set of cubic Bezier surfaces.

Of course, this sounds like a perfect job for tessellation shaders! We'll render each patch of 16 vertices as a patch primitive, use quad tessellation to subdivide the parameter space, and implement the Bezier interpolation within the tessellation evaluation shader.

The following figure shows an example of the desired output. The left teapot is rendered with inner and outer tessellation level 2, the middle uses level 4 and the right-hand teapot uses tessellation level 16. The tessellation evaluation shader computes the Bezier surface interpolation.

First, let's take a look at how cubic Bezier surface interpolation works. If our surface is defined...

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