implemented light into cpp,
bug: everything is dark, need to calculate the normal matrix once in cpp and not for every pixel
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@ -37,6 +37,11 @@ private:
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bool z = true;
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} m_rotDirections;
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struct {
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QVector3D position = { 1,1,1 };
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QVector3D intensities = { 1,1,1 };
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} m_light;
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QOpenGLShaderProgram m_program;
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GeometryEngine *m_dataEngine;
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@ -6,10 +6,11 @@ precision mediump float;
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uniform mat3 n_matrix;
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uniform sampler2D texture;
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uniform mat4 m_matrix;
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uniform struct Light {
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vec3 position;
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vec3 intensities;
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vec3 position;
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vec3 intensities;
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} light;
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uniform bool b_transparent;
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@ -20,13 +21,13 @@ varying vec3 v_normal;
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void main()
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{
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vec3 normal = normalize(n_matrix * v_normal);
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mat3 normalMatrix = transpose(inverse(mat3(m_matrix)));
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vec3 normal = normalize(n_matrix * v_normal);
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vec3 surfaceToLight = light.position - v_position;
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float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
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brightness = clamp(brightness, 0, 1);
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vec3 surfaceToLight = light.position - v_position;
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float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
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brightness = clamp(brightness, 0, 1);
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// Set fragment color from texture
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vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
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@ -225,6 +225,10 @@ void OglViewerWidget::paintGL()
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// Set view-projection matrix
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m_program.setUniformValue("vp_matrix", m_projection * view);
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// Set Light
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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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// Draw cube geometry
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m_dataEngine->drawGeometry(&m_program, m_wireframe);
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}
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