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Version_1.
...
Version_1.
Author | SHA1 | Date | |
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![]() |
67657061b6 | ||
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06d403d546 | ||
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541a975624 | ||
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30f1a1e627 | ||
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cdf19911f6 | ||
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4c40d140a9 |
@@ -18,6 +18,9 @@ struct VertexData
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QVector3D position;
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QVector2D texCoord;
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QVector3D vertexNormal;
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QVector3D polygonNormal;
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QVector3D tangent;
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QVector3D bitangent;
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};
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struct Segment {
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@@ -42,10 +45,10 @@ struct Material {
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QString tx3d;
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QOpenGLTexture* texture0 = Q_NULLPTR;
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QOpenGLTexture* texture1 = Q_NULLPTR;
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QVector4D specularColor = { 1.0, 1.0, 1.0, 1.0 };
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QVector4D specularColor = { 0.1f, 0.1f, 0.1f, 1.0 };
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QVector4D diffuseColor = { 1.0, 0.0, 0.0, 1.0 };
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QVector4D ambientColor = { 1.0, 1.0, 1.0, 1.0 };
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float shininess = 80;
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float shininess = 1;
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bool flags[8] = { false };
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bool transparent = false;
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quint8 rendertype = 0;
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@@ -34,6 +34,7 @@ private:
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// functions
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private:
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void clearData();
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void setupPipeline(QOpenGLShaderProgram * program);
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public:
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void drawGeometry(QOpenGLShaderProgram *program);
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@@ -1,19 +1,26 @@
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#version 450
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform mat3 n_matrix;
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uniform mat3 normalMatrix;
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uniform vec3 cameraPosition;
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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 sampler2D tx0;
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uniform sampler2D tx1;
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uniform bool b_transparent;
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uniform bool b_specular;
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uniform bool b_light;
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uniform struct Material {
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float shininess;
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vec3 specularColor;
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bool isTransparent;
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bool hasSpecularmap;
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bool hasNormalmap;
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bool isGlow;
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} material;
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uniform bool useLight;
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uniform struct Light {
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vec4 position;
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@@ -25,67 +32,96 @@ uniform struct Light {
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varying vec2 v_surfaceUV;
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varying vec3 v_surfacePosition;
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varying vec3 v_surfaceNormal;
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varying vec3 v_polyNorm;
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varying vec3 v_polyTan;
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varying vec3 v_polyBiTan;
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void main()
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{
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if(b_light)
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if(useLight && !material.isGlow)
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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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// get the color and undo gamma correction
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vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
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surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
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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 == 0.0f)
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{
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surfaceToLight = normalize(light.position.xyz);
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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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}
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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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// attenutation depending on the distance to the light
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float distanceToLight = length(light.position.xyz - v_surfacePosition);
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float attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
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// normal vector
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vec3 normal = normalize(normalMatrix * v_surfaceNormal);
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// direction from surface to light depending on the light type
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vec3 surfaceToLight;
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if(light.position.w == 0.0) // directional light
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surfaceToLight = normalize(light.position.xyz);
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else // point light
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surfaceToLight = normalize(light.position.xyz - v_surfacePosition);
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// direction from surface to camera
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vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
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// ambient
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// adjust the values if material has normal map
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if(material.hasNormalmap)
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{
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vec3 surfaceTangent = normalize(normalMatrix * v_polyTan);
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vec3 surfaceBitangent = normalize(normalMatrix * -v_polyBiTan);
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vec3 surfaceNormal = normalize(normalMatrix * v_surfaceNormal);
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mat3 tbn = transpose(mat3(surfaceTangent, surfaceBitangent, surfaceNormal));
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normal = texture2D(tx1, v_surfaceUV).rgb;
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normal = normalize(normal * 2.0 -1.0);
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surfaceToLight = tbn * surfaceToLight;
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surfaceToCamera = tbn * surfaceToCamera;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// ambient component
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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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/////////////////////////////////////////////////////////////////////////////////////
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// diffuse component
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float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
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vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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// specular
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/////////////////////////////////////////////////////////////////////////////////////
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// specular component
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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 specColor;
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if(b_specular)
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specColor = vec3(surfaceColor.a);
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else
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specColor = materialSpecularColor;
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specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), material.shininess);
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float specularWeight = 1;
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if(material.hasSpecularmap)
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specularWeight = surfaceColor.a;
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vec3 specColor = specularWeight * material.specularColor;
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vec3 specular = specularCoefficient * specColor * light.intensities;
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// linear color before gamma correction)
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/////////////////////////////////////////////////////////////////////////////////////
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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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/////////////////////////////////////////////////////////////////////////////////////
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// gama correction
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vec3 gamma = vec3(1.0/2.2);
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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if(!material.isTransparent)
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surfaceColor.a = 1.0;
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gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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}
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// don't use light
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else
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{
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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
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if(!material.isTransparent)
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surfaceColor.a = 1.0;
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gl_FragColor = surfaceColor;
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}
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@@ -1,29 +1,39 @@
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#version 450
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform mat4 vp_matrix;
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uniform mat4 norm_matrix;
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uniform mat4 m_matrix;
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uniform mat4 viewProjection;
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uniform mat4 normalizeModel;
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uniform mat4 modelMatrix;
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attribute vec4 a_position;
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attribute vec2 a_texcoord;
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attribute vec3 a_normal;
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attribute vec3 a_polyNorm;
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attribute vec3 a_polyTan;
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attribute vec3 a_polyBiTan;
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varying vec2 v_surfaceUV;
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varying vec3 v_surfacePosition;
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varying vec3 v_surfaceNormal;
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varying vec3 v_polyNorm;
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varying vec3 v_polyTan;
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varying vec3 v_polyBiTan;
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void main()
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{
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// Calculate vertex position in screen space
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gl_Position = vp_matrix * norm_matrix * m_matrix * a_position;
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gl_Position = viewProjection * normalizeModel * modelMatrix * a_position;
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// Pass data to fragment shader
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// Value will be automatically interpolated to fragments inside polygon faces
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v_surfaceUV = a_texcoord;
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v_surfacePosition = vec3(norm_matrix * m_matrix * a_position);
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v_surfacePosition = vec3(normalizeModel * modelMatrix * a_position);
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v_surfaceNormal = a_normal;
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v_polyNorm = a_polyNorm;
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v_polyTan = a_polyTan;
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v_polyBiTan = a_polyBiTan;
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}
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@@ -5,7 +5,6 @@
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#include "..\Header\OutputDevice.h"
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#include <QRegExp>
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#include "..\Header\Profiler.h"
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/////////////////////////////////////////////////////////////////////////
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// constructor/destructor
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@@ -52,26 +51,8 @@ void GeometryEngine::clearData()
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m_drawList.clear();
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}
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void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
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void GeometryEngine::setupPipeline(QOpenGLShaderProgram *program)
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{
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if (!m_arrayBuf.isCreated() || !m_indexBuf.isCreated())
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return;
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// Setup
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// Tell OpenGL which VBOs to use
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m_arrayBuf.bind();
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m_indexBuf.bind();
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// Allways normalize by this
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QMatrix4x4 normMatrix;
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float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
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normMatrix.scale(1 / maxExtent);
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normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
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program->setUniformValue("norm_matrix", normMatrix);
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// Allways use texture unit 0
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program->setUniformValue("texture", 0);
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// Offset for position
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quintptr offset = 0;
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@@ -88,50 +69,115 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
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program->enableAttributeArray(texcoordLocation);
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program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
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//Offset for normal
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//Offset for vertexNormal
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offset += sizeof(QVector2D);
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// Tell OpenGL programmable pipeline how to locate vertex normal data
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int normLocation = program->attributeLocation("a_normal");
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program->enableAttributeArray(normLocation);
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program->setAttributeBuffer(normLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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int vertNormLocation = program->attributeLocation("a_normal");
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program->enableAttributeArray(vertNormLocation);
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program->setAttributeBuffer(vertNormLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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//Offset for polygonNormal
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offset += sizeof(QVector3D);
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// Tell OpenGL programmable pipeline how to locate polygon normal data
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int polyNormLocation = program->attributeLocation("a_polyNorm");
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program->enableAttributeArray(polyNormLocation);
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program->setAttributeBuffer(polyNormLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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//Offset for polygonTangent
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offset += sizeof(QVector3D);
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// Tell OpenGL programmable pipeline how to locate polygon tangent data
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int polyTanLocation = program->attributeLocation("a_polyTan");
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program->enableAttributeArray(polyTanLocation);
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program->setAttributeBuffer(polyTanLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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//Offset for polygonBitangent
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offset += sizeof(QVector3D);
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// Tell OpenGL programmable pipeline how to locate polygon bitangent data
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int polyBiTanLocation = program->attributeLocation("a_polyBiTan");
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program->enableAttributeArray(polyBiTanLocation);
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program->setAttributeBuffer(polyBiTanLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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}
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void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
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{
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if (!m_arrayBuf.isCreated() || !m_indexBuf.isCreated())
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return;
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// Setup
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// Tell OpenGL which VBOs to use
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m_arrayBuf.bind();
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m_indexBuf.bind();
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// Allways normalize by this
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QMatrix4x4 normMatrix;
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float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
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normMatrix.scale(1 / maxExtent);
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normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
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program->setUniformValue("normalizeModel", normMatrix);
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// Allways use texture unit 0 and 1
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program->setUniformValue("tx0", 0);
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program->setUniformValue("tx1", 1);
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//setup the pipeline
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setupPipeline(program);
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// Paint
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for (auto& it : m_drawList)
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{
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bool tmp_transparent(false);
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bool tmp_specular(false);
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bool tmp_normalmap(false);
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bool tmp_glow(false);
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float shininess(0.0);
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QVector3D specularColor;
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// bind the correct texture
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if (it.textureIndex < (unsigned)m_materials->size() && m_materials->at(it.textureIndex).texture0 != Q_NULLPTR)
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{
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m_materials->at(it.textureIndex).texture0->bind();
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m_materials->at(it.textureIndex).texture0->bind(0);
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tmp_transparent = m_materials->at(it.textureIndex).transparent;
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tmp_specular = m_materials->at(it.textureIndex).flags[7];
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shininess = m_materials->at(it.textureIndex).shininess;
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specularColor = m_materials->at(it.textureIndex).specularColor.toVector3D();
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if (m_materials->at(it.textureIndex).rendertype == 27 || m_materials->at(it.textureIndex).rendertype == 28)
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{
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if (m_materials->at(it.textureIndex).texture1 != Q_NULLPTR)
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{
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tmp_normalmap = true;
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m_materials->at(it.textureIndex).texture1->bind(1);
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}
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}
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if (m_materials->at(it.textureIndex).flags[0] || m_materials->at(it.textureIndex).flags[1] || m_materials->at(it.textureIndex).rendertype == 1)
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tmp_glow = true;
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}
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else
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{
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m_defaultMaterial->texture0->bind();
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m_defaultMaterial->texture0->bind(0);
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tmp_transparent = m_defaultMaterial->transparent;
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}
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// Set model matrix
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program->setUniformValue("m_matrix", it.modelMatrix);
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program->setUniformValue("modelMatrix", 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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// set some more values
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program->setUniformValue("b_transparent", tmp_transparent);
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program->setUniformValue("b_specular", tmp_specular);
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program->setUniformValue("normalMatrix", (normMatrix * it.modelMatrix).normalMatrix());
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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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program->setUniformValue("material.shininess", shininess);
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program->setUniformValue("material.specularColor", specularColor);
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program->setUniformValue("material.isTransparent", tmp_transparent);
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program->setUniformValue("material.hasSpecularmap", tmp_specular);
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program->setUniformValue("material.hasNormalmap", tmp_normalmap);
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program->setUniformValue("material.isGlow", tmp_glow);
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// Draw cube geometry using indices from VBO 1
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glDrawElements(GL_TRIANGLES, it.size, GL_UNSIGNED_INT, (void*)(it.offset * sizeof(GLuint)));
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@@ -141,7 +187,6 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
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void GeometryEngine::loadFile(QString filePath)
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{
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TIC("Start");
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// cleanup old stuff and recreate buffers
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clearData();
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m_arrayBuf.create();
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@@ -216,7 +261,5 @@ void GeometryEngine::loadFile(QString filePath)
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clearData();
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OutputDevice::getInstance()->print(QString(e.what()), 2);
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}
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TOC("End");
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}
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|
@@ -1,6 +1,7 @@
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#include "..\Header\MshFile.h"
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#include "..\Header\tga.h"
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#include "..\Header\OutputDevice.h"
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#include <QVector3D>
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// helper function to save data from file to any variable type
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@@ -571,18 +572,106 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
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if (tmp_buffer.size() == 5)
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{
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for (size_t i = 0; i < 3; i++)
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new_segment->indices.push_back(tmp_buffer.takeFirst());
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// calculate poylgon normal, tangent and bitangent
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QVector3D vec1, vec2, norm, tan, bi;
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QVector2D uv1, uv2;
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float f;
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vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
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vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
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uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
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uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
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f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
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norm = QVector3D::crossProduct(vec1, vec2).normalized();
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||||
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tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
|
||||
tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
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tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
|
||||
tan.normalize();
|
||||
|
||||
bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
|
||||
bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
|
||||
bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
|
||||
bi.normalize();
|
||||
|
||||
for (int k = 0; k < 3; k++)
|
||||
{
|
||||
// polygon normal wasn't calculated before
|
||||
if (new_segment->vertices[tmp_buffer[k]].polygonNormal == QVector3D(0, 0, 0))
|
||||
{
|
||||
new_segment->vertices[tmp_buffer[k]].polygonNormal = norm;
|
||||
new_segment->vertices[tmp_buffer[k]].tangent = tan;
|
||||
new_segment->vertices[tmp_buffer[k]].bitangent = bi;
|
||||
|
||||
new_segment->indices.push_back(tmp_buffer[k]);
|
||||
}
|
||||
// polygon normal already calculated so duplicate the vertex
|
||||
else
|
||||
{
|
||||
new_segment->vertices.push_back(new_segment->vertices[tmp_buffer[k]]);
|
||||
new_segment->vertices.back().polygonNormal = norm;
|
||||
new_segment->vertices.back().tangent = tan;
|
||||
new_segment->vertices.back().bitangent = bi;
|
||||
new_segment->indices.push_back(new_segment->vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
tmp_buffer.remove(0, 3);
|
||||
}
|
||||
else if (tmp_buffer.size() > 5)
|
||||
{
|
||||
unsigned int tmp_multiPolySize = tmp_buffer.size() - 2;
|
||||
|
||||
// calculate poylgon normal, tangent and bitangent
|
||||
QVector3D vec1, vec2, norm, tan, bi;
|
||||
QVector2D uv1, uv2;
|
||||
float f;
|
||||
|
||||
vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
|
||||
vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
|
||||
uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
|
||||
uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
|
||||
f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
|
||||
|
||||
norm = QVector3D::crossProduct(vec1, vec2).normalized();
|
||||
|
||||
tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
|
||||
tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
|
||||
tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
|
||||
tan.normalize();
|
||||
|
||||
bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
|
||||
bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
|
||||
bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
|
||||
bi.normalize();
|
||||
|
||||
// for every triangle of the multi polygon..
|
||||
for (unsigned int tri = 0; tri < tmp_multiPolySize - 2; tri++)
|
||||
{
|
||||
// ..calculate the edge indices
|
||||
for (int triEdge = 0; triEdge < 3; triEdge++)
|
||||
new_segment->indices.push_back(tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))]);
|
||||
{
|
||||
int curIndi = tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))];
|
||||
|
||||
// polygon normal wasn't calculated before
|
||||
if (new_segment->vertices[curIndi].polygonNormal == QVector3D(0, 0, 0))
|
||||
{
|
||||
new_segment->vertices[curIndi].polygonNormal = norm;
|
||||
new_segment->vertices[curIndi].tangent = tan;
|
||||
new_segment->vertices[curIndi].bitangent = bi;
|
||||
new_segment->indices.push_back(curIndi);
|
||||
}
|
||||
// polygon normal already calculated so duplicate the vertex
|
||||
else
|
||||
{
|
||||
new_segment->vertices.push_back(new_segment->vertices[curIndi]);
|
||||
new_segment->vertices.back().polygonNormal = norm;
|
||||
new_segment->vertices.back().tangent = tan;
|
||||
new_segment->vertices.back().bitangent = bi;
|
||||
new_segment->indices.push_back(new_segment->vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
tmp_buffer.remove(0, tmp_multiPolySize);
|
||||
}
|
||||
|
||||
@@ -593,17 +682,107 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
|
||||
// save the last polygon (no 2 high bit followed)
|
||||
if (tmp_buffer.size() == 3)
|
||||
{
|
||||
for (size_t i = 0; i < 3; i++)
|
||||
new_segment->indices.push_back(tmp_buffer.takeFirst());
|
||||
// calculate poylgon normal, tangent and bitangent
|
||||
QVector3D vec1, vec2, norm, tan, bi;
|
||||
QVector2D uv1, uv2;
|
||||
float f;
|
||||
|
||||
vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
|
||||
vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
|
||||
uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
|
||||
uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
|
||||
f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
|
||||
|
||||
norm = QVector3D::crossProduct(vec1, vec2).normalized();
|
||||
|
||||
tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
|
||||
tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
|
||||
tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
|
||||
tan.normalize();
|
||||
|
||||
bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
|
||||
bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
|
||||
bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
|
||||
bi.normalize();
|
||||
|
||||
for (int k = 0; k < 3; k++)
|
||||
{
|
||||
//TODO: buffer size == 1; k = 2;
|
||||
// polygon normal wasn't calculated before
|
||||
if (new_segment->vertices[tmp_buffer[k]].polygonNormal == QVector3D(0, 0, 0))
|
||||
{
|
||||
new_segment->vertices[tmp_buffer[k]].polygonNormal = norm;
|
||||
new_segment->vertices[tmp_buffer[k]].tangent = tan;
|
||||
new_segment->vertices[tmp_buffer[k]].bitangent = bi;
|
||||
|
||||
new_segment->indices.push_back(tmp_buffer[k]);
|
||||
}
|
||||
// polygon normal already calculated so duplicate the vertex
|
||||
else
|
||||
{
|
||||
new_segment->vertices.push_back(new_segment->vertices[tmp_buffer[k]]);
|
||||
new_segment->vertices.back().polygonNormal = norm;
|
||||
new_segment->vertices.back().tangent = tan;
|
||||
new_segment->vertices.back().bitangent = bi;
|
||||
new_segment->indices.push_back(new_segment->vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
tmp_buffer.remove(0, 3);
|
||||
}
|
||||
else if (tmp_buffer.size() > 3)
|
||||
{
|
||||
unsigned int tmp_multiPolySize = tmp_buffer.size();
|
||||
|
||||
// calculate poylgon normal, tangent and bitangent
|
||||
QVector3D vec1, vec2, norm, tan, bi;
|
||||
QVector2D uv1, uv2;
|
||||
float f;
|
||||
|
||||
vec1 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[1]].position;
|
||||
vec2 = new_segment->vertices[tmp_buffer[0]].position - new_segment->vertices[tmp_buffer[2]].position;
|
||||
uv1 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[1]].texCoord;
|
||||
uv2 = new_segment->vertices[tmp_buffer[0]].texCoord - new_segment->vertices[tmp_buffer[2]].texCoord;
|
||||
f = 1.0f / (uv1.x() * uv2.y() - uv2.x() * uv1.y());
|
||||
|
||||
norm = QVector3D::crossProduct(vec1, vec2).normalized();
|
||||
|
||||
tan.setX(f * (uv2.y() * vec1.x() - uv1.y() * vec2.x()));
|
||||
tan.setY(f * (uv2.y() * vec1.y() - uv1.y() * vec2.y()));
|
||||
tan.setZ(f * (uv2.y() * vec1.z() - uv1.y() * vec2.z()));
|
||||
tan.normalize();
|
||||
|
||||
bi.setX(f * (-uv2.x() * vec1.x() + uv1.x() * vec2.x()));
|
||||
bi.setY(f * (-uv2.x() * vec1.y() + uv1.x() * vec2.y()));
|
||||
bi.setZ(f * (-uv2.x() * vec1.z() + uv1.x() * vec2.z()));
|
||||
bi.normalize();
|
||||
|
||||
// for every triangle of the multi polygon..
|
||||
for (unsigned int tri = 0; tri < tmp_multiPolySize - 2; tri++)
|
||||
{
|
||||
// ..calculate the edge indices
|
||||
for (int triEdge = 0; triEdge < 3; triEdge++)
|
||||
new_segment->indices.push_back(tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))]);
|
||||
{
|
||||
int curIndi = tmp_buffer[(tri + triEdge - ((tri % 2) * (triEdge - 1) * 2))];
|
||||
|
||||
// polygon normal wasn't calculated before
|
||||
if (new_segment->vertices[curIndi].polygonNormal == QVector3D(0, 0, 0))
|
||||
{
|
||||
new_segment->vertices[curIndi].polygonNormal = norm;
|
||||
new_segment->vertices[curIndi].tangent = tan;
|
||||
new_segment->vertices[curIndi].bitangent = bi;
|
||||
new_segment->indices.push_back(curIndi);
|
||||
}
|
||||
// polygon normal already calculated so duplicate the vertex
|
||||
else
|
||||
{
|
||||
new_segment->vertices.push_back(new_segment->vertices[curIndi]);
|
||||
new_segment->vertices.back().polygonNormal = norm;
|
||||
new_segment->vertices.back().tangent = tan;
|
||||
new_segment->vertices.back().bitangent = bi;
|
||||
new_segment->indices.push_back(new_segment->vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -662,12 +841,26 @@ void MshFile::analyseClthChunks(Model * dataDestination, QList<ChunkHeader*>& ch
|
||||
m_file.read(F2V(tmp_size), sizeof(tmp_size));
|
||||
|
||||
// for every triangle..
|
||||
for (unsigned int i = 0; i < tmp_size * 3; i++)
|
||||
for (unsigned int i = 0; i < tmp_size; i++)
|
||||
{
|
||||
quint32 tmp_value;
|
||||
m_file.read(F2V(tmp_value), sizeof(quint32));
|
||||
quint32 tmp_value[3];
|
||||
for (unsigned int j = 0; j < 3; j++)
|
||||
{
|
||||
m_file.read(F2V(tmp_value[j]), sizeof(quint32));
|
||||
new_segment->indices.push_back((GLuint)tmp_value[j]);
|
||||
}
|
||||
|
||||
new_segment->indices.push_back((GLuint)tmp_value);
|
||||
QVector3D vec1, vec2, norm;
|
||||
|
||||
vec1 = new_segment->vertices[new_segment->indices[i * 3]].position - new_segment->vertices[new_segment->indices[i * 3 + 1]].position;
|
||||
vec2 = new_segment->vertices[new_segment->indices[i * 3]].position - new_segment->vertices[new_segment->indices[i * 3 + 2]].position;
|
||||
norm = QVector3D::crossProduct(vec1, vec2);
|
||||
|
||||
for (int k = 0; k < 3; k++)
|
||||
{
|
||||
new_segment->vertices[new_segment->indices[i * 3 + k]].vertexNormal += norm;
|
||||
new_segment->vertices[new_segment->indices[i * 3 + k]].vertexNormal.normalize();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -728,7 +921,7 @@ void MshFile::loadTexture(QOpenGLTexture *& destination, QString filepath, QStri
|
||||
if (!loadSuccess)
|
||||
{
|
||||
OutputDevice::getInstance()->print("WARNING: texture not found or corrupted: " + filename, 1);
|
||||
|
||||
//TODO: use the correct diffuse color or return with null
|
||||
img = QImage(1, 1, QImage::Format_RGB32);
|
||||
img.fill(QColor(m_materials->back().diffuseColor[0] * 255, m_materials->back().diffuseColor[1] * 255, m_materials->back().diffuseColor[2] * 255));
|
||||
filename += " *";
|
||||
|
@@ -143,10 +143,10 @@ void OglViewerWidget::paintGL()
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Set view-projection matrix
|
||||
m_program.setUniformValue("vp_matrix", m_projection * m_camera->getMatrix());
|
||||
m_program.setUniformValue("viewProjection", m_projection * m_camera->getMatrix());
|
||||
|
||||
// Set Light values
|
||||
m_program.setUniformValue("b_light", m_lightOn);
|
||||
m_program.setUniformValue("useLight", m_lightOn);
|
||||
m_program.setUniformValue("light.position", m_light.position);
|
||||
m_program.setUniformValue("light.intensities", m_light.intensities);
|
||||
m_program.setUniformValue("light.attenuationFactor", m_light.attenuationFactor);
|
||||
|
Binary file not shown.
BIN
preview.jpg
Normal file
BIN
preview.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 50 KiB |
Reference in New Issue
Block a user