calculate normal matrix once in cpp (performance),
added bool variable to turn light on/off (still needs button),
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@ -38,7 +38,7 @@ private:
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} m_rotDirections;
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} m_rotDirections;
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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 = { 10,10,10 };
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QVector3D intensities = { 1,0.25,0.25 };
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QVector3D intensities = { 1,0.25,0.25 };
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} m_light;
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} m_light;
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@ -50,6 +50,7 @@ private:
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QQuaternion m_rotation;
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QQuaternion m_rotation;
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bool m_wireframe = false;
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bool m_wireframe = false;
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bool m_lightOn = true;
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protected:
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protected:
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void mousePressEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
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void mousePressEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
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@ -4,10 +4,8 @@ precision mediump int;
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precision mediump float;
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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 sampler2D texture;
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uniform sampler2D texture;
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uniform mat4 norm_matrix;
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uniform mat4 m_matrix;
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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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@ -15,6 +13,7 @@ uniform struct Light {
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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_transparent;
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uniform bool b_light;
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varying vec2 v_texcoord;
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varying vec2 v_texcoord;
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varying vec3 v_position;
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varying vec3 v_position;
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@ -22,21 +21,34 @@ varying vec3 v_normal;
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void main()
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void main()
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{
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{
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mat3 n_matrix = transpose(inverse(mat3(norm_matrix * m_matrix)));
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// variables
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float brightness;
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if(b_light == true)
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{
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// calculate normals in worldspace
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vec3 normal = normalize(n_matrix * v_normal);
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vec3 normal = normalize(n_matrix * v_normal);
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//get the surface - light vector (cause this is a candel)
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vec3 surfaceToLight = light.position - v_position;
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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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// calculate the brightness depending on the angle
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brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
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brightness = clamp(brightness, 0, 1);
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brightness = clamp(brightness, 0, 1);
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}
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// Set fragment color from texture
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else
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vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
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if(!b_transparent)
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{
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{
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surfaceColor.a = 1.0f;
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brightness = 1;
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light.intensities = vec3(1,1,1);
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}
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}
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// get fragment color from texture
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vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
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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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// pass the data to ogl
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gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
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gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
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}
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}
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@ -191,6 +191,9 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
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// Set model matrix
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// Set model matrix
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program->setUniformValue("m_matrix", it.modelMatrix);
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program->setUniformValue("m_matrix", 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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// 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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@ -226,7 +226,8 @@ void OglViewerWidget::paintGL()
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// Set view-projection matrix
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// Set view-projection matrix
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m_program.setUniformValue("vp_matrix", m_projection * view);
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m_program.setUniformValue("vp_matrix", m_projection * view);
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// Set Light
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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("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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