6 Commits

Author SHA1 Message Date
Anakin
67657061b6 new release version,
Features:
- normal map support,
- added specular support for cloth,
- "glow" support,
Bugs:
- normal mapping looks a bit drizzly depending on the angle of view
2017-02-06 14:59:46 +01:00
Anakin
06d403d546 support normal map now,
support "glow" now,
update preview.jpg
2017-02-06 14:53:05 +01:00
Anakin
541a975624 added preview imange,
passed data to shader,
need to process data in shader
2017-02-05 20:10:05 +01:00
Anakin
30f1a1e627 passing poylNormal, tangent, bitangent to shader 2017-02-05 16:57:12 +01:00
Anakin
cdf19911f6 calculate polygon normal, tangent, and bitangent,
next step, use them for calculation
2017-02-05 16:39:37 +01:00
Anakin
4c40d140a9 cloth now has specular 2017-02-05 15:25:59 +01:00
9 changed files with 388 additions and 102 deletions

View File

@@ -18,6 +18,9 @@ struct VertexData
QVector3D position;
QVector2D texCoord;
QVector3D vertexNormal;
QVector3D polygonNormal;
QVector3D tangent;
QVector3D bitangent;
};
struct Segment {
@@ -42,10 +45,10 @@ struct Material {
QString tx3d;
QOpenGLTexture* texture0 = Q_NULLPTR;
QOpenGLTexture* texture1 = Q_NULLPTR;
QVector4D specularColor = { 1.0, 1.0, 1.0, 1.0 };
QVector4D specularColor = { 0.1f, 0.1f, 0.1f, 1.0 };
QVector4D diffuseColor = { 1.0, 0.0, 0.0, 1.0 };
QVector4D ambientColor = { 1.0, 1.0, 1.0, 1.0 };
float shininess = 80;
float shininess = 1;
bool flags[8] = { false };
bool transparent = false;
quint8 rendertype = 0;

View File

@@ -34,6 +34,7 @@ private:
// functions
private:
void clearData();
void setupPipeline(QOpenGLShaderProgram * program);
public:
void drawGeometry(QOpenGLShaderProgram *program);

View File

@@ -1,19 +1,26 @@
#version 450
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform mat3 n_matrix;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
uniform sampler2D texture;
uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform sampler2D tx0;
uniform sampler2D tx1;
uniform bool b_transparent;
uniform bool b_specular;
uniform bool b_light;
uniform struct Material {
float shininess;
vec3 specularColor;
bool isTransparent;
bool hasSpecularmap;
bool hasNormalmap;
bool isGlow;
} material;
uniform bool useLight;
uniform struct Light {
vec4 position;
@@ -25,67 +32,96 @@ uniform struct Light {
varying vec2 v_surfaceUV;
varying vec3 v_surfacePosition;
varying vec3 v_surfaceNormal;
varying vec3 v_polyNorm;
varying vec3 v_polyTan;
varying vec3 v_polyBiTan;
void main()
{
if(b_light)
if(useLight && !material.isGlow)
{
// some values
vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
// get the color and undo gamma correction
vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
vec3 surfaceToLight;
float attenuation;
// directional light
if(light.position.w == 0.0f)
{
surfaceToLight = normalize(light.position.xyz);
}
// point light
else
{
surfaceToLight = normalize(light.position.xyz - v_surfacePosition);
}
float distanceToLight = length(light.position.xyz - v_surfacePosition);
attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
// attenutation depending on the distance to the light
float distanceToLight = length(light.position.xyz - v_surfacePosition);
float attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
// normal vector
vec3 normal = normalize(normalMatrix * v_surfaceNormal);
// direction from surface to light depending on the light type
vec3 surfaceToLight;
if(light.position.w == 0.0) // directional light
surfaceToLight = normalize(light.position.xyz);
else // point light
surfaceToLight = normalize(light.position.xyz - v_surfacePosition);
// direction from surface to camera
vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
// ambient
// adjust the values if material has normal map
if(material.hasNormalmap)
{
vec3 surfaceTangent = normalize(normalMatrix * v_polyTan);
vec3 surfaceBitangent = normalize(normalMatrix * -v_polyBiTan);
vec3 surfaceNormal = normalize(normalMatrix * v_surfaceNormal);
mat3 tbn = transpose(mat3(surfaceTangent, surfaceBitangent, surfaceNormal));
normal = texture2D(tx1, v_surfaceUV).rgb;
normal = normalize(normal * 2.0 -1.0);
surfaceToLight = tbn * surfaceToLight;
surfaceToCamera = tbn * surfaceToCamera;
}
/////////////////////////////////////////////////////////////////////////////////////
// ambient component
vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
// diffuse
float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
/////////////////////////////////////////////////////////////////////////////////////
// diffuse component
float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
// specular
/////////////////////////////////////////////////////////////////////////////////////
// specular component
float specularCoefficient = 0.0;
if(diffuseCoefficient > 0.0)
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalWorld))), materialShininess);
vec3 specColor;
if(b_specular)
specColor = vec3(surfaceColor.a);
else
specColor = materialSpecularColor;
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), material.shininess);
float specularWeight = 1;
if(material.hasSpecularmap)
specularWeight = surfaceColor.a;
vec3 specColor = specularWeight * material.specularColor;
vec3 specular = specularCoefficient * specColor * light.intensities;
// linear color before gamma correction)
/////////////////////////////////////////////////////////////////////////////////////
// linear color before gamma correction
vec3 linearColor = ambient + attenuation * (diffuse + specular);
// final color after gama correction
/////////////////////////////////////////////////////////////////////////////////////
// gama correction
vec3 gamma = vec3(1.0/2.2);
if(!b_transparent)
surfaceColor.a = 1.0f;
if(!material.isTransparent)
surfaceColor.a = 1.0;
gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
}
// don't use light
else
{
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
if(!b_transparent)
surfaceColor.a = 1.0f;
vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
if(!material.isTransparent)
surfaceColor.a = 1.0;
gl_FragColor = surfaceColor;
}

View File

@@ -1,29 +1,39 @@
#version 450
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform mat4 vp_matrix;
uniform mat4 norm_matrix;
uniform mat4 m_matrix;
uniform mat4 viewProjection;
uniform mat4 normalizeModel;
uniform mat4 modelMatrix;
attribute vec4 a_position;
attribute vec2 a_texcoord;
attribute vec3 a_normal;
attribute vec3 a_polyNorm;
attribute vec3 a_polyTan;
attribute vec3 a_polyBiTan;
varying vec2 v_surfaceUV;
varying vec3 v_surfacePosition;
varying vec3 v_surfaceNormal;
varying vec3 v_polyNorm;
varying vec3 v_polyTan;
varying vec3 v_polyBiTan;
void main()
{
// Calculate vertex position in screen space
gl_Position = vp_matrix * norm_matrix * m_matrix * a_position;
gl_Position = viewProjection * normalizeModel * modelMatrix * a_position;
// Pass data to fragment shader
// Value will be automatically interpolated to fragments inside polygon faces
v_surfaceUV = a_texcoord;
v_surfacePosition = vec3(norm_matrix * m_matrix * a_position);
v_surfacePosition = vec3(normalizeModel * modelMatrix * a_position);
v_surfaceNormal = a_normal;
v_polyNorm = a_polyNorm;
v_polyTan = a_polyTan;
v_polyBiTan = a_polyBiTan;
}

View File

@@ -5,7 +5,6 @@
#include "..\Header\OutputDevice.h"
#include <QRegExp>
#include "..\Header\Profiler.h"
/////////////////////////////////////////////////////////////////////////
// constructor/destructor
@@ -52,26 +51,8 @@ void GeometryEngine::clearData()
m_drawList.clear();
}
void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
void GeometryEngine::setupPipeline(QOpenGLShaderProgram *program)
{
if (!m_arrayBuf.isCreated() || !m_indexBuf.isCreated())
return;
// Setup
// Tell OpenGL which VBOs to use
m_arrayBuf.bind();
m_indexBuf.bind();
// Allways normalize by this
QMatrix4x4 normMatrix;
float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
normMatrix.scale(1 / maxExtent);
normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
program->setUniformValue("norm_matrix", normMatrix);
// Allways use texture unit 0
program->setUniformValue("texture", 0);
// Offset for position
quintptr offset = 0;
@@ -88,50 +69,115 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
program->enableAttributeArray(texcoordLocation);
program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
//Offset for normal
//Offset for vertexNormal
offset += sizeof(QVector2D);
// Tell OpenGL programmable pipeline how to locate vertex normal data
int normLocation = program->attributeLocation("a_normal");
program->enableAttributeArray(normLocation);
program->setAttributeBuffer(normLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
int vertNormLocation = program->attributeLocation("a_normal");
program->enableAttributeArray(vertNormLocation);
program->setAttributeBuffer(vertNormLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
//Offset for polygonNormal
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate polygon normal data
int polyNormLocation = program->attributeLocation("a_polyNorm");
program->enableAttributeArray(polyNormLocation);
program->setAttributeBuffer(polyNormLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
//Offset for polygonTangent
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate polygon tangent data
int polyTanLocation = program->attributeLocation("a_polyTan");
program->enableAttributeArray(polyTanLocation);
program->setAttributeBuffer(polyTanLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
//Offset for polygonBitangent
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate polygon bitangent data
int polyBiTanLocation = program->attributeLocation("a_polyBiTan");
program->enableAttributeArray(polyBiTanLocation);
program->setAttributeBuffer(polyBiTanLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
}
void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
{
if (!m_arrayBuf.isCreated() || !m_indexBuf.isCreated())
return;
// Setup
// Tell OpenGL which VBOs to use
m_arrayBuf.bind();
m_indexBuf.bind();
// Allways normalize by this
QMatrix4x4 normMatrix;
float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
normMatrix.scale(1 / maxExtent);
normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
program->setUniformValue("normalizeModel", normMatrix);
// Allways use texture unit 0 and 1
program->setUniformValue("tx0", 0);
program->setUniformValue("tx1", 1);
//setup the pipeline
setupPipeline(program);
// Paint
for (auto& it : m_drawList)
{
bool tmp_transparent(false);
bool tmp_specular(false);
bool tmp_normalmap(false);
bool tmp_glow(false);
float shininess(0.0);
QVector3D specularColor;
// bind the correct texture
if (it.textureIndex < (unsigned)m_materials->size() && m_materials->at(it.textureIndex).texture0 != Q_NULLPTR)
{
m_materials->at(it.textureIndex).texture0->bind();
m_materials->at(it.textureIndex).texture0->bind(0);
tmp_transparent = m_materials->at(it.textureIndex).transparent;
tmp_specular = m_materials->at(it.textureIndex).flags[7];
shininess = m_materials->at(it.textureIndex).shininess;
specularColor = m_materials->at(it.textureIndex).specularColor.toVector3D();
if (m_materials->at(it.textureIndex).rendertype == 27 || m_materials->at(it.textureIndex).rendertype == 28)
{
if (m_materials->at(it.textureIndex).texture1 != Q_NULLPTR)
{
tmp_normalmap = true;
m_materials->at(it.textureIndex).texture1->bind(1);
}
}
if (m_materials->at(it.textureIndex).flags[0] || m_materials->at(it.textureIndex).flags[1] || m_materials->at(it.textureIndex).rendertype == 1)
tmp_glow = true;
}
else
{
m_defaultMaterial->texture0->bind();
m_defaultMaterial->texture0->bind(0);
tmp_transparent = m_defaultMaterial->transparent;
}
// Set model matrix
program->setUniformValue("m_matrix", it.modelMatrix);
program->setUniformValue("modelMatrix", it.modelMatrix);
// Set normal matrix
program->setUniformValue("n_matrix", (normMatrix * it.modelMatrix).normalMatrix());
// set some more values
program->setUniformValue("b_transparent", tmp_transparent);
program->setUniformValue("b_specular", tmp_specular);
program->setUniformValue("normalMatrix", (normMatrix * it.modelMatrix).normalMatrix());
// set some material attributes
program->setUniformValue("materialShininess", shininess);
program->setUniformValue("materialSpecularColor", specularColor);
program->setUniformValue("material.shininess", shininess);
program->setUniformValue("material.specularColor", specularColor);
program->setUniformValue("material.isTransparent", tmp_transparent);
program->setUniformValue("material.hasSpecularmap", tmp_specular);
program->setUniformValue("material.hasNormalmap", tmp_normalmap);
program->setUniformValue("material.isGlow", tmp_glow);
// Draw cube geometry using indices from VBO 1
glDrawElements(GL_TRIANGLES, it.size, GL_UNSIGNED_INT, (void*)(it.offset * sizeof(GLuint)));
@@ -141,7 +187,6 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
void GeometryEngine::loadFile(QString filePath)
{
TIC("Start");
// cleanup old stuff and recreate buffers
clearData();
m_arrayBuf.create();
@@ -216,7 +261,5 @@ void GeometryEngine::loadFile(QString filePath)
clearData();
OutputDevice::getInstance()->print(QString(e.what()), 2);
}
TOC("End");
}

View File

@@ -1,6 +1,7 @@
#include "..\Header\MshFile.h"
#include "..\Header\tga.h"
#include "..\Header\OutputDevice.h"
#include <QVector3D>
// helper function to save data from file to any variable type
@@ -571,18 +572,106 @@ void MshFile::analyseSegmChunks(Model * dataDestination, QList<ChunkHeader*>& ch
if (tmp_buffer.size() == 5)
{
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++)
{
// 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 += " *";

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@@ -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);

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