support normal map now,
support "glow" now, update preview.jpg
This commit is contained in:
parent
541a975624
commit
06d403d546
|
@ -1,21 +1,26 @@
|
|||
#version 450
|
||||
#ifdef GL_ES
|
||||
// Set default precision to medium
|
||||
precision mediump int;
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform mat3 n_matrix;
|
||||
uniform mat3 normalMatrix;
|
||||
uniform vec3 cameraPosition;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D secondTexture;
|
||||
uniform float materialShininess;
|
||||
uniform vec3 materialSpecularColor;
|
||||
uniform sampler2D tx0;
|
||||
uniform sampler2D tx1;
|
||||
|
||||
uniform bool b_transparent;
|
||||
uniform bool b_specular;
|
||||
uniform bool b_normalmap;
|
||||
uniform bool b_light;
|
||||
uniform struct Material {
|
||||
float shininess;
|
||||
vec3 specularColor;
|
||||
bool isTransparent;
|
||||
bool hasSpecularmap;
|
||||
bool hasNormalmap;
|
||||
bool isGlow;
|
||||
} material;
|
||||
|
||||
uniform bool useLight;
|
||||
|
||||
uniform struct Light {
|
||||
vec4 position;
|
||||
|
@ -24,82 +29,99 @@ uniform struct Light {
|
|||
float ambientCoefficient;
|
||||
} light;
|
||||
|
||||
attribute vec3 a_polyNorm;
|
||||
attribute vec3 a_polyTan;
|
||||
attribute vec3 a_polyBiTan;
|
||||
|
||||
varying vec2 v_surfaceUV;
|
||||
varying vec3 v_surfacePosition;
|
||||
varying vec3 v_surfaceNormal;
|
||||
varying vec3 v_polyNorm;
|
||||
varying vec3 v_polyTan;
|
||||
varying vec3 v_polyBiTan;
|
||||
|
||||
void main()
|
||||
{
|
||||
if(b_light)
|
||||
if(useLight && !material.isGlow)
|
||||
{
|
||||
// some values
|
||||
mat3 tbn = transpose(mat3(a_polyTan, a_polyBiTan, a_polyNorm));
|
||||
|
||||
vec3 finalNormal = normalize(n_matrix * v_surfaceNormal);
|
||||
|
||||
// if(b_normalmap)
|
||||
// {
|
||||
// finalNormal = texture2D(secondTexture, v_surfaceUV).rgb;
|
||||
// finalNormal = normalize(finalNormal * 2.0 -1.0)
|
||||
// }
|
||||
|
||||
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
|
||||
// get the color and undo gamma correction
|
||||
vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
|
||||
surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
|
||||
|
||||
vec3 surfaceToLight;
|
||||
float attenuation;
|
||||
// directional light
|
||||
if(light.position.w == 0.0f)
|
||||
{
|
||||
surfaceToLight = normalize(light.position.xyz);
|
||||
}
|
||||
// point light
|
||||
else
|
||||
{
|
||||
surfaceToLight = normalize(light.position.xyz - v_surfacePosition);
|
||||
}
|
||||
|
||||
// attenutation depending on the distance to the light
|
||||
float distanceToLight = length(light.position.xyz - v_surfacePosition);
|
||||
attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
|
||||
float attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
|
||||
|
||||
// normal vector
|
||||
vec3 normal = normalize(normalMatrix * v_surfaceNormal);
|
||||
|
||||
// direction from surface to light depending on the light type
|
||||
vec3 surfaceToLight;
|
||||
if(light.position.w == 0.0) // directional light
|
||||
surfaceToLight = normalize(light.position.xyz);
|
||||
else // point light
|
||||
surfaceToLight = normalize(light.position.xyz - v_surfacePosition);
|
||||
|
||||
// direction from surface to camera
|
||||
vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
|
||||
|
||||
// ambient
|
||||
// adjust the values if material has normal map
|
||||
if(material.hasNormalmap)
|
||||
{
|
||||
vec3 surfaceTangent = normalize(normalMatrix * v_polyTan);
|
||||
vec3 surfaceBitangent = normalize(normalMatrix * -v_polyBiTan);
|
||||
vec3 surfaceNormal = normalize(normalMatrix * v_surfaceNormal);
|
||||
mat3 tbn = transpose(mat3(surfaceTangent, surfaceBitangent, surfaceNormal));
|
||||
normal = texture2D(tx1, v_surfaceUV).rgb;
|
||||
normal = normalize(normal * 2.0 -1.0);
|
||||
surfaceToLight = tbn * surfaceToLight;
|
||||
surfaceToCamera = tbn * surfaceToCamera;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// ambient component
|
||||
|
||||
vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
|
||||
|
||||
// diffuse
|
||||
float diffuseCoefficient = max(0.0, dot(finalNormal, surfaceToLight));
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// diffuse component
|
||||
|
||||
float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
|
||||
vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
|
||||
|
||||
// specular
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// specular component
|
||||
|
||||
float specularCoefficient = 0.0;
|
||||
if(diffuseCoefficient > 0.0)
|
||||
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, finalNormal))), materialShininess);
|
||||
vec3 specColor;
|
||||
if(b_specular)
|
||||
specColor = vec3(surfaceColor.a);
|
||||
else
|
||||
specColor = materialSpecularColor;
|
||||
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), material.shininess);
|
||||
|
||||
float specularWeight = 1;
|
||||
if(material.hasSpecularmap)
|
||||
specularWeight = surfaceColor.a;
|
||||
vec3 specColor = specularWeight * material.specularColor;
|
||||
|
||||
vec3 specular = specularCoefficient * specColor * light.intensities;
|
||||
|
||||
// linear color before gamma correction)
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// linear color before gamma correction
|
||||
vec3 linearColor = ambient + attenuation * (diffuse + specular);
|
||||
|
||||
// final color after gama correction
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// gama correction
|
||||
vec3 gamma = vec3(1.0/2.2);
|
||||
if(!b_transparent)
|
||||
surfaceColor.a = 1.0f;
|
||||
|
||||
if(!material.isTransparent)
|
||||
surfaceColor.a = 1.0;
|
||||
|
||||
gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
|
||||
}
|
||||
// don't use light
|
||||
else
|
||||
{
|
||||
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
|
||||
if(!b_transparent)
|
||||
surfaceColor.a = 1.0f;
|
||||
vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
|
||||
|
||||
if(!material.isTransparent)
|
||||
surfaceColor.a = 1.0;
|
||||
|
||||
gl_FragColor = surfaceColor;
|
||||
}
|
||||
|
|
|
@ -1,29 +1,39 @@
|
|||
#version 450
|
||||
#ifdef GL_ES
|
||||
// Set default precision to medium
|
||||
precision mediump int;
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform mat4 vp_matrix;
|
||||
uniform mat4 norm_matrix;
|
||||
uniform mat4 m_matrix;
|
||||
uniform mat4 viewProjection;
|
||||
uniform mat4 normalizeModel;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
attribute vec4 a_position;
|
||||
attribute vec2 a_texcoord;
|
||||
attribute vec3 a_normal;
|
||||
attribute vec3 a_polyNorm;
|
||||
attribute vec3 a_polyTan;
|
||||
attribute vec3 a_polyBiTan;
|
||||
|
||||
varying vec2 v_surfaceUV;
|
||||
varying vec3 v_surfacePosition;
|
||||
varying vec3 v_surfaceNormal;
|
||||
varying vec3 v_polyNorm;
|
||||
varying vec3 v_polyTan;
|
||||
varying vec3 v_polyBiTan;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate vertex position in screen space
|
||||
gl_Position = vp_matrix * norm_matrix * m_matrix * a_position;
|
||||
gl_Position = viewProjection * normalizeModel * modelMatrix * a_position;
|
||||
|
||||
// Pass data to fragment shader
|
||||
// Value will be automatically interpolated to fragments inside polygon faces
|
||||
v_surfaceUV = a_texcoord;
|
||||
v_surfacePosition = vec3(norm_matrix * m_matrix * a_position);
|
||||
v_surfacePosition = vec3(normalizeModel * modelMatrix * a_position);
|
||||
v_surfaceNormal = a_normal;
|
||||
v_polyNorm = a_polyNorm;
|
||||
v_polyTan = a_polyTan;
|
||||
v_polyBiTan = a_polyBiTan;
|
||||
}
|
||||
|
|
|
@ -5,7 +5,6 @@
|
|||
#include "..\Header\OutputDevice.h"
|
||||
#include <QRegExp>
|
||||
|
||||
#include "..\Header\Profiler.h"
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// constructor/destructor
|
||||
|
@ -119,11 +118,11 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
|||
float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
|
||||
normMatrix.scale(1 / maxExtent);
|
||||
normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
|
||||
program->setUniformValue("norm_matrix", normMatrix);
|
||||
program->setUniformValue("normalizeModel", normMatrix);
|
||||
|
||||
// Allways use texture unit 0 and 1
|
||||
program->setUniformValue("texture", 0);
|
||||
program->setUniformValue("secondTexture", 1);
|
||||
program->setUniformValue("tx0", 0);
|
||||
program->setUniformValue("tx1", 1);
|
||||
|
||||
//setup the pipeline
|
||||
setupPipeline(program);
|
||||
|
@ -135,6 +134,7 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
|||
bool tmp_transparent(false);
|
||||
bool tmp_specular(false);
|
||||
bool tmp_normalmap(false);
|
||||
bool tmp_glow(false);
|
||||
float shininess(0.0);
|
||||
QVector3D specularColor;
|
||||
|
||||
|
@ -155,6 +155,9 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
|||
m_materials->at(it.textureIndex).texture1->bind(1);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_materials->at(it.textureIndex).flags[0] || m_materials->at(it.textureIndex).flags[1] || m_materials->at(it.textureIndex).rendertype == 1)
|
||||
tmp_glow = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -163,19 +166,18 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
|||
}
|
||||
|
||||
// Set model matrix
|
||||
program->setUniformValue("m_matrix", it.modelMatrix);
|
||||
program->setUniformValue("modelMatrix", it.modelMatrix);
|
||||
|
||||
// Set normal matrix
|
||||
program->setUniformValue("n_matrix", (normMatrix * it.modelMatrix).normalMatrix());
|
||||
|
||||
// set some more values
|
||||
program->setUniformValue("b_transparent", tmp_transparent);
|
||||
program->setUniformValue("b_specular", tmp_specular);
|
||||
program->setUniformValue("b_normalmap", tmp_normalmap);
|
||||
program->setUniformValue("normalMatrix", (normMatrix * it.modelMatrix).normalMatrix());
|
||||
|
||||
// set some material attributes
|
||||
program->setUniformValue("materialShininess", shininess);
|
||||
program->setUniformValue("materialSpecularColor", specularColor);
|
||||
program->setUniformValue("material.shininess", shininess);
|
||||
program->setUniformValue("material.specularColor", specularColor);
|
||||
program->setUniformValue("material.isTransparent", tmp_transparent);
|
||||
program->setUniformValue("material.hasSpecularmap", tmp_specular);
|
||||
program->setUniformValue("material.hasNormalmap", tmp_normalmap);
|
||||
program->setUniformValue("material.isGlow", tmp_glow);
|
||||
|
||||
// Draw cube geometry using indices from VBO 1
|
||||
glDrawElements(GL_TRIANGLES, it.size, GL_UNSIGNED_INT, (void*)(it.offset * sizeof(GLuint)));
|
||||
|
@ -185,7 +187,6 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
|
|||
|
||||
void GeometryEngine::loadFile(QString filePath)
|
||||
{
|
||||
TIC("Start");
|
||||
// cleanup old stuff and recreate buffers
|
||||
clearData();
|
||||
m_arrayBuf.create();
|
||||
|
@ -260,7 +261,5 @@ void GeometryEngine::loadFile(QString filePath)
|
|||
clearData();
|
||||
OutputDevice::getInstance()->print(QString(e.what()), 2);
|
||||
}
|
||||
|
||||
TOC("End");
|
||||
}
|
||||
|
||||
|
|
|
@ -921,7 +921,7 @@ void MshFile::loadTexture(QOpenGLTexture *& destination, QString filepath, QStri
|
|||
if (!loadSuccess)
|
||||
{
|
||||
OutputDevice::getInstance()->print("WARNING: texture not found or corrupted: " + filename, 1);
|
||||
|
||||
//TODO: use the correct diffuse color or return with null
|
||||
img = QImage(1, 1, QImage::Format_RGB32);
|
||||
img.fill(QColor(m_materials->back().diffuseColor[0] * 255, m_materials->back().diffuseColor[1] * 255, m_materials->back().diffuseColor[2] * 255));
|
||||
filename += " *";
|
||||
|
|
|
@ -143,10 +143,10 @@ void OglViewerWidget::paintGL()
|
|||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Set view-projection matrix
|
||||
m_program.setUniformValue("vp_matrix", m_projection * m_camera->getMatrix());
|
||||
m_program.setUniformValue("viewProjection", m_projection * m_camera->getMatrix());
|
||||
|
||||
// Set Light values
|
||||
m_program.setUniformValue("b_light", m_lightOn);
|
||||
m_program.setUniformValue("useLight", m_lightOn);
|
||||
m_program.setUniformValue("light.position", m_light.position);
|
||||
m_program.setUniformValue("light.intensities", m_light.intensities);
|
||||
m_program.setUniformValue("light.attenuationFactor", m_light.attenuationFactor);
|
||||
|
|
BIN
preview.jpg
BIN
preview.jpg
Binary file not shown.
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 50 KiB |
Loading…
Reference in New Issue