added specular, ambient light,...
need to fix the texutre gamma correction, look at the todos
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@ -44,6 +44,8 @@ struct Material {
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QString name;
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QString name;
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QOpenGLTexture* texture = Q_NULLPTR;
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QOpenGLTexture* texture = Q_NULLPTR;
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bool transparent = false;
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bool transparent = false;
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float shininess = 80; //TODO: read from file
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QVector3D specularColor = {1.0,1.0,1.0}; //TODO: read from file
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};
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};
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class FileInterface : public QObject
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class FileInterface : public QObject
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@ -39,7 +39,9 @@ private:
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struct {
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struct {
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QVector3D position = { 1,1,1 };
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QVector3D position = { 1,1,1 };
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QVector3D intensities = { 1,0.25,0.25 };
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QVector3D intensities = { 1,1,1 };
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float attenuationFactor = 0.2f;
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float ambientCoefficient = 0.005f;
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} m_light;
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} m_light;
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QOpenGLShaderProgram m_program;
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QOpenGLShaderProgram m_program;
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@ -5,51 +5,68 @@ precision mediump float;
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#endif
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#endif
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uniform mat3 n_matrix;
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uniform mat3 n_matrix;
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uniform vec3 cameraPosition;
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uniform sampler2D texture;
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uniform sampler2D texture;
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uniform float materialShininess;
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uniform vec3 materialSpecularColor;
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uniform bool b_transparent;
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uniform bool b_light;
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uniform struct Light {
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uniform struct Light {
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vec3 position;
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vec3 position;
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vec3 intensities;
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vec3 intensities;
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float attenuationFactor;
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float ambientCoefficient;
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} light;
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} light;
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uniform bool b_transparent;
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uniform bool b_light;
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varying vec2 v_surfaceUV;
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varying vec2 v_surfaceUV;
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varying vec3 v_surfacePosition;
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varying vec3 v_surfacePosition;
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varying vec3 v_surfaceNormal;
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varying vec3 v_surfaceNormal;
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void main()
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void main()
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{
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{
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// variables
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vec3 diffuse;
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// get fragment color from texture
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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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// if not transparent, ignore alpha value and set it to 1
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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if(b_light)
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if(b_light)
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{
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{
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// calculate normals in worldspace
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// some values
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vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
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vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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//get the surface - light vector (cause this is a point light)
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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vec3 surfaceToLight = normalize(light.position - v_surfacePosition);
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vec3 surfaceToLight = normalize(light.position - v_surfacePosition);
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vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
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// calculate the brightness depending on the angle
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// ambient
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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(normalWorld, surfaceToLight));
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float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
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vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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// result diffuse color
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// specular
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diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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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, normalWorld))), materialShininess);
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vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
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// attenuation
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float distanceToLight = length(light.position - v_surfacePosition);
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float attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
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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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vec3 gamma = vec3(1.0/2.2);
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gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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}
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}
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else
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else
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{
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{
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diffuse = surfaceColor.rgb;
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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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}
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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// put all together
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gl_FragColor = surfaceColor;
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gl_FragColor = vec4(diffuse, surfaceColor.a);
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}
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}
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}
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@ -176,12 +176,16 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
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for (auto& it : m_drawList)
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for (auto& it : m_drawList)
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{
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{
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bool tmp_transparent(false);
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bool tmp_transparent(false);
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float shininess;
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QVector3D specularColor;
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// bind the correct texture
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// bind the correct texture
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if (it.textureIndex < m_materials->size() && m_materials->at(it.textureIndex).texture != Q_NULLPTR)
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if (it.textureIndex < m_materials->size() && m_materials->at(it.textureIndex).texture != Q_NULLPTR)
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{
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{
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m_materials->at(it.textureIndex).texture->bind();
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m_materials->at(it.textureIndex).texture->bind();
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tmp_transparent = m_materials->at(it.textureIndex).transparent;
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tmp_transparent = m_materials->at(it.textureIndex).transparent;
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shininess = m_materials->at(it.textureIndex).shininess;
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specularColor = m_materials->at(it.textureIndex).specularColor;
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}
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}
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else
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else
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{
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{
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@ -197,6 +201,10 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
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// decide if this is transparent
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// decide if this is transparent
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program->setUniformValue("b_transparent", tmp_transparent);
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program->setUniformValue("b_transparent", tmp_transparent);
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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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// Draw cube geometry using indices from VBO 1
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// Draw cube geometry using indices from VBO 1
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if(wireframe)
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if(wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@ -217,6 +217,7 @@ void MshFile::analyseMatdChunks(std::list<ChunkHeader*>& chunkList)
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{
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{
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for (auto& it : chunkList)
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for (auto& it : chunkList)
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{
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{
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// TODO: don't load default texture, make it NULL
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//TODO: get information from flags
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//TODO: get information from flags
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// attributes
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// attributes
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if (!strcmp("ATRB", it->name))
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if (!strcmp("ATRB", it->name))
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@ -234,6 +234,13 @@ void OglViewerWidget::paintGL()
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m_program.setUniformValue("b_light", m_lightOn);
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m_program.setUniformValue("b_light", m_lightOn);
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m_program.setUniformValue("light.position", m_light.position);
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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.intensities", m_light.intensities);
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m_program.setUniformValue("light.attenuationFactor", m_light.attenuationFactor);
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m_program.setUniformValue("light.ambientCoefficient", m_light.ambientCoefficient);
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// Set camera position
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QMatrix4x4 rotateBack;
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rotateBack.rotate(m_rotation.inverted());
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m_program.setUniformValue("cameraPosition", rotateBack * (-m_translation));
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// Draw cube geometry
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// Draw cube geometry
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m_dataEngine->drawGeometry(&m_program, m_wireframe);
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m_dataEngine->drawGeometry(&m_program, m_wireframe);
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