adjust light functionality,

bugs:
- background cannot be changed during runtime
This commit is contained in:
Anakin 2017-01-18 17:01:43 +01:00
parent a521dfc292
commit 4c177f2ddc
9 changed files with 75 additions and 35 deletions

View File

@ -38,7 +38,7 @@ private:
} m_rotDirections;
struct {
QVector3D position = { 10,10,10 };
QVector3D position = { 1,1,1 };
QVector3D intensities = { 1,0.25,0.25 };
} m_light;
@ -50,7 +50,7 @@ private:
QQuaternion m_rotation;
bool m_wireframe = false;
bool m_lightOn = true;
bool m_lightOn = false;
protected:
void mousePressEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
@ -68,6 +68,7 @@ protected:
private:
void initShaders();
void setConnections();
void updateLightPosition();
private slots:
void resetView();
@ -75,5 +76,6 @@ private slots:
public slots:
void changeDirection(int direction);
void toggleWireframe();
void toggleLight();
};

View File

@ -19,5 +19,6 @@
<file>Z.png</file>
<file>screenshot.png</file>
<file>wireframe.png</file>
<file>light.png</file>
</qresource>
</RCC>

View File

@ -8,6 +8,7 @@ left mouse - rotate
right mouse - move
scroll - zoom
space - reset view
L - set light to current position
esc - close
using the X, Y, Z Button you can activate/deactivate the rotating directions

View File

@ -15,40 +15,41 @@ uniform struct Light {
uniform bool b_transparent;
uniform bool b_light;
varying vec2 v_texcoord;
varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_surfaceUV;
varying vec3 v_surfacePosition;
varying vec3 v_surfaceNormal;
void main()
{
// variables
float brightness;
if(b_light == true)
{
// calculate normals in worldspace
vec3 normal = normalize(n_matrix * v_normal);
//get the surface - light vector (cause this is a candel)
vec3 surfaceToLight = light.position - v_position;
// calculate the brightness depending on the angle
brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
brightness = clamp(brightness, 0, 1);
}
else
{
brightness = 1;
light.intensities = vec3(1,1,1);
}
vec3 diffuse;
// get fragment color from texture
vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
// if not transparent, ignore alpha value and set it to 1
if(!b_transparent)
surfaceColor.a = 1.0f;
// pass the data to ogl
gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
if(b_light)
{
// calculate normals in worldspace
vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
//get the surface - light vector (cause this is a point light)
vec3 surfaceToLight = normalize(light.position - v_surfacePosition);
// calculate the brightness depending on the angle
float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
// result diffuse color
diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
}
else
{
diffuse = surfaceColor.rgb;
}
// put all together
gl_FragColor = vec4(diffuse, surfaceColor.a);
}

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@ -12,9 +12,9 @@ attribute vec4 a_position;
attribute vec2 a_texcoord;
attribute vec3 a_normal;
varying vec2 v_texcoord;
varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_surfaceUV;
varying vec3 v_surfacePosition;
varying vec3 v_surfaceNormal;
void main()
{
@ -23,7 +23,7 @@ void main()
// Pass data to fragment shader
// Value will be automatically interpolated to fragments inside polygon faces
v_texcoord = a_texcoord;
v_position = vec3(norm_matrix * m_matrix * a_position);
v_normal = a_normal;
v_surfaceUV = a_texcoord;
v_surfacePosition = vec3(norm_matrix * m_matrix * a_position);
v_surfaceNormal = a_normal;
}

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@ -101,6 +101,12 @@ void MainWindow::setupWidgets()
connect(wireframe, &QAction::triggered, viewer, &OglViewerWidget::toggleWireframe);
ui->mainToolBar->addAction(wireframe);
QAction *light = new QAction(QIcon(":/images/toolbar/light.png"), "Light", this);
light->setCheckable(true);
light->setChecked(false);
connect(light, &QAction::triggered, viewer, &OglViewerWidget::toggleLight);
ui->mainToolBar->addAction(light);
ui->mainToolBar->addSeparator();
QAction *fileInfo = new QAction(QIcon(":/images/toolbar/info.png"), "File info", this);

View File

@ -173,14 +173,18 @@ void OglViewerWidget::keyPressEvent(QKeyEvent *e)
{
parentWidget()->close();
}
else if (e->key() == Qt::Key_L)
{
updateLightPosition();
update();
}
}
void OglViewerWidget::initializeGL()
{
initializeOpenGLFunctions();
//glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f);
glClearColor(0.02f, 0.01f, 0.01f, 0.0000f);
glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f);
initShaders();
@ -269,6 +273,13 @@ void OglViewerWidget::setConnections()
}
void OglViewerWidget::updateLightPosition()
{
QMatrix4x4 rotateBack;
rotateBack.rotate(m_rotation.inverted());
m_light.position = rotateBack * (-m_translation);
}
/////////////////////////////////////////////////////////////////////////
// private slots
@ -305,3 +316,21 @@ void OglViewerWidget::toggleWireframe()
m_wireframe = 1 - m_wireframe;
update();
}
void OglViewerWidget::toggleLight()
{
m_lightOn = 1 - m_lightOn;
if (m_lightOn)
{
glClearColor(m_light.intensities.x() / 100, m_light.intensities.y() / 100, m_light.intensities.z() / 100, 0.0000f);
updateLightPosition();
}
else
{
glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f);
}
update();
}