Barycentric coordinates of a triangle are very useful for interpolating texture coordinates, for example. Each corner contains the texture coordinate and multiplies this coordinate by the barycentric coordinate. (very simple). Also very useful is that the addition of all 3 components of the barycentric coordinate is always 1
. The barycentric coordinate is therefore well suited for the interpolation of information based on corner points. But can it also be used to interpolate triangle edge based data instead of vertex based data?
The problem:
I have a triangular mesh that needs to be tessellated in different ways depending on a variable called biome
. Within the tessellation control shader, each edge generates a biome
number depending on the position and normals of the vertices. The normals are stored per vertex and not per face, so that neighboring faces receive the same normal for common vertices. The neighboring edge of two neighboring triangles will therefore generate the same biome
number.
This is very important as otherwise holes will appear during the evaluation shader.
These biome
numbers are stored in the following way:
A varying vec3
patch variable contains the 3 biom
numbers. The number generated by vertex0 and vertex1 is stored under index [2]. The number generated by vertex1 and vertex2 is stored under index [0]. And vertex0 and vertex2 is stored in index 1. In comparison to gl_TessCoord
, the biome number of the edge is therefore stored in the opposite corner.
The tessellation evaluation shader receives the barycentric coordinates via the gl_TessCoord
vector. So this is the point where I want to start.
Now I am looking for an algorithm that performs the interpolation between the edges.
An image shows more than 1001000 words...
Within this triangle, the edges should retain their biome numbers (no interpolation at the edges), and the area in between should be an interpolation of the numbers.
So, as with barycentric coordinates, the sum of the weights should not be greater thanaround 1.
I know that the vertices are not defined within the interpolation. That will be handled later... so don't think about it.