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Phong, but direction is fucked
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@ -1,9 +1,30 @@
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#version 400 core
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uniform vec3 lDirection;
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in vec3 fNormal;
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in vec3 fPosition;
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in vec4 ifColor;
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out vec4 fColor;
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void
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main()
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{
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fColor = ifColor;
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// Get lighting vectors
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vec3 LightDirection = normalize(vec3(0.0)-fPosition); // We assume light is at camera position
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vec3 nfNormal = normalize(fNormal);
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vec3 nviewDirection = normalize(vec3(0.0)-fPosition);
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// Compute diffuse component
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float diffuse = max(0.0, dot(nfNormal, LightDirection));
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// Compute specular component
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vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
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float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
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// Fragment color (currently static, to be replaced with texture)
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vec3 color = ifColor.xyz;
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// Compute final color
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fColor = vec4(color * (diffuse + specular), 1);
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}
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@ -1,14 +1,24 @@
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#version 400 core
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uniform mat4 mvMatrix;
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uniform mat4 projMatrix;
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uniform mat3 normalMatrix;
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uniform vec4 color;
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in vec4 vPosition;
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in vec3 vNormal;
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out vec4 ifColor;
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out vec3 fPosition;
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out vec3 fNormal;
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void
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main()
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{
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gl_Position = projMatrix * mvMatrix * vPosition;
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vec4 vEyeCoord = mvMatrix * vPosition;
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gl_Position = projMatrix * vEyeCoord;
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fPosition = vEyeCoord.xyz;
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fNormal = normalMatrix * vNormal;
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ifColor = color;
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}
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@ -7,5 +7,5 @@ uniform sampler2D skybox;
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void main()
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{
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//fColor = texture(skybox, texCoords);
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fColor = vec4(1.0, 0, 1.0, 1.0);// * texture(skybox, texCoords);
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fColor = texture(skybox, texCoords);
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}
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@ -50,6 +50,10 @@ namespace
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int vUVLocation;
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GLuint Buffers[NumBuffers];
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int m_lDirectionLocation;
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int m_vNormalLocation;
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int m_normalMatrixLoc;
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}
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class SkyboxCamera : public qglviewer::Camera
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@ -144,7 +148,7 @@ void Viewer::draw()
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// Traverse the Scene in order to draw its components
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modelStack.push(modelViewMatrix);
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//root.accept(*this);
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root.accept(*this);
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frame++;
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update();
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}
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@ -260,6 +264,15 @@ void Viewer::initShaders()
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if ((m_projMatrixLocation = m_program->uniformLocation("projMatrix")) < 0)
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qDebug() << "Unable to find shader location for " << "projMatrix";
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if ((m_lDirectionLocation = m_program->uniformLocation("lDirection")) < 0)
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qDebug() << "Unable to find m_shader location for" << "lDirection";
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if ((m_normalMatrixLoc = m_program->uniformLocation("normalMatrix")) < 0)
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qDebug() << "Unable to find m_shader location for" << "normalMatrix";
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if ((m_vNormalLocation = m_program->attributeLocation("vNormal")) < 0)
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qDebug() << "Unable to find m_shader location for" << "vNormal";
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/*
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* Adding Texture Shader
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@ -382,16 +395,36 @@ void Viewer::initGeometries()
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};
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GLfloat normals[numVerticesCube][3] = {
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{ 0, 0, 1 }, {0, 0, 1}, {0, 0, 1},
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{ 0, 0, 1 }, {0, 0, 1}, {0, 0, 1},
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{ 0, 0, -1 }, {0, 0, -1}, {0, 0, -1},
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{ 0, 0, -1 }, {0, 0, -1}, {0, 0, -1},
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{ 1, 0, 0 }, {1, 0, 0}, {1, 0, 0},
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{ 1, 0, 0 }, {1, 0, 0}, {1, 0, 0},
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{ -1, 0, 0 }, {-1, 0, 0}, {-1, 0, 0},
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{ -1, 0, 0 }, {-1, 0, 0}, {-1, 0, 0},
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{ 0, 1, 0 }, {0, 1, 0}, {0, 1, 0},
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{ 0, 1, 0 }, {0, 1, 0}, {0, 1, 0},
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{ 0, -1, 0 }, {0, -1, 0}, {0, -1, 0},
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{ 0, -1, 0 }, {0, -1, 0}, {0, -1, 0},
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};
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glBindVertexArray(m_VAOs[VAO_Cube]);
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glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
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glGenBuffers(NumBuffers, Buffers);
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glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCube) + sizeof(uvs)/* + sizeof(normals)*/,
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCube) + sizeof(uvs) + sizeof(normals),
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NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verticesCube), verticesCube);
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glBufferSubData(GL_ARRAY_BUFFER, sizeof(verticesCube), sizeof(uvs), uvs);
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//glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices)+sizeof(uvs), sizeof(normals), normals);
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glBufferSubData(GL_ARRAY_BUFFER, sizeof(verticesCube)+sizeof(uvs), sizeof(normals), normals);
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// glBindVertexArray(m_VAOs[VAO_Cube]);
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// glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
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@ -403,16 +436,24 @@ void Viewer::initGeometries()
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glVertexAttribPointer(s_vUvLocation, 2, GL_FLOAT,
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GL_FALSE, 0, BUFFER_OFFSET(sizeof(verticesCube)));
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glEnableVertexAttribArray(s_vUvLocation);
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glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT,
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GL_FALSE, 0, BUFFER_OFFSET(sizeof(verticesCube) + sizeof(uvs)));
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glEnableVertexAttribArray(m_vNormalLocation);
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}
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void Viewer::visit(Cube &s)
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{
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QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
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QMatrix4x4 lookAt;
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camera()->getProjectionMatrix(lookAt);
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int faces = floor(numVerticesCube/6);
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for(int i = 0; i < faces; i++){ // 6 vertexes par face
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glBindVertexArray(m_VAOs[VAO_Cube]);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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m_program->setUniformValue(m_normalMatrixLoc, lookAt.normalMatrix());
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m_program->setUniformValue(m_colorLocation, s.getColor());
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glDrawArrays(GL_TRIANGLES, i*6, 6);
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