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