fixed background bug,
support directional light, zoom speed can be adjust via +/-
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5ea90723b4
commit
c4444bcefd
@ -38,7 +38,7 @@ private:
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} m_rotDirections;
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struct {
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QVector3D position = { 1,1,1 };
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QVector4D position = { 1,1,1,0 };
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QVector3D intensities = { 1.0,1.0,1.0 };
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float attenuationFactor = 0.2f;
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float ambientCoefficient = 0.005f;
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@ -56,6 +56,8 @@ private:
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bool m_wireframe = false;
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bool m_lightOn = false;
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double m_zSpeed = 1.0;
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protected:
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void mousePressEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
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void mouseReleaseEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
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@ -81,5 +83,8 @@ public slots:
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void changeDirection(int direction);
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void toggleWireframe();
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void toggleLight();
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signals:
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void sendMessage(QString message, int severity);
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};
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@ -8,6 +8,7 @@ left mouse - rotate
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right mouse - move
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scroll - zoom
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space - reset view
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+/- - adjust zoom speed
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L - set light to current position
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esc - close
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@ -15,7 +15,7 @@ uniform bool b_transparent;
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uniform bool b_light;
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uniform struct Light {
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vec3 position;
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vec4 position;
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vec3 intensities;
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float attenuationFactor;
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float ambientCoefficient;
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@ -31,11 +31,29 @@ void main()
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{
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// some values
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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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surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
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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;
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float attenuation;
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// directional light
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if(light.position.w == 0)
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{
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surfaceToLight = normalize(light.position.xyz);
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attenuation = 1;
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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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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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}
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vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
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// ambient
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@ -51,10 +69,6 @@ void main()
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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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@ -55,6 +55,7 @@ void MainWindow::setupWidgets()
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{
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OglViewerWidget* viewer = new OglViewerWidget(this);
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setCentralWidget(viewer);
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connect(viewer, &OglViewerWidget::sendMessage, this, &MainWindow::printMessage);
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QAction *openFile = new QAction(QIcon(":/images/toolbar/open.png"), "Open file", this);
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connect(openFile, &QAction::triggered, this, &MainWindow::openFile);
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@ -145,7 +145,7 @@ void OglViewerWidget::mouseMoveEvent(QMouseEvent *e)
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void OglViewerWidget::wheelEvent(QWheelEvent *e)
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{
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m_translation += {0.0, 0.0, (float)e->angleDelta().y() / 240};
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m_translation += {0.0, 0.0, (float)m_zSpeed * e->angleDelta().y() / 240};
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update();
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}
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@ -178,6 +178,17 @@ void OglViewerWidget::keyPressEvent(QKeyEvent *e)
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updateLightPosition();
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update();
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}
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else if (e->key() == Qt::Key_Minus)
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{
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m_zSpeed -= 0.1;
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m_zSpeed < 0.09 ? m_zSpeed = 0 : NULL;
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emit sendMessage(QString("Zoom speed = %1%").arg(m_zSpeed * 100), 0);
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}
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else if (e->key() == Qt::Key_Plus)
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{
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m_zSpeed += 0.1;
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emit sendMessage(QString("Zoom speed = %1%").arg(m_zSpeed * 100), 0);
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}
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}
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void OglViewerWidget::initializeGL()
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@ -219,15 +230,15 @@ void OglViewerWidget::resizeGL(int w, int h)
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void OglViewerWidget::paintGL()
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{
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// Clear color and depth buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (m_backgroundColor[3] == 1.0)
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{
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glClearColor(m_backgroundColor[0], m_backgroundColor[1], m_backgroundColor[2], 0.0000f);
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m_backgroundColor[3] = 0.0;
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}
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// Clear color and depth buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Calculate model view transformation
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QMatrix4x4 view;
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view.translate(m_translation);
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@ -290,7 +301,11 @@ void OglViewerWidget::updateLightPosition()
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{
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QMatrix4x4 rotateBack;
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rotateBack.rotate(m_rotation.inverted());
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m_light.position = rotateBack * (-m_translation);
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QVector3D cameraPosition = rotateBack * (-m_translation);
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m_light.position.setX(cameraPosition.x());
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m_light.position.setY(cameraPosition.y());
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m_light.position.setZ(cameraPosition.z());
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}
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@ -301,6 +316,7 @@ void OglViewerWidget::resetView()
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{
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m_rotation = QQuaternion();
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m_translation = { 0.0, 0.0, DEFAULT_Z_DISTANCE };
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m_zSpeed = 1;
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update();
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}
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