This commit is contained in:
Riku Avelar 2016-11-09 23:16:56 -05:00
parent 1e0224ee52
commit c27d8d5bc7
7 changed files with 99 additions and 44 deletions

View File

@ -1,30 +1,41 @@
#version 400 core
uniform vec3 lDirection;
uniform bool isSky;
uniform bool isPhong;
uniform sampler2D skybox;
in vec3 fNormal;
in vec3 fPosition;
in vec4 ifColor;
in vec2 texCoords;
out vec4 fColor;
void
main()
{
// Get lighting vectors
vec3 LightDirection = normalize(vec3(-1,-3,0)); // We assume light is at camera position
vec3 nfNormal = normalize(fNormal);
vec3 nviewDirection = normalize(fPosition);
if(isSky) {
fColor = texture(skybox, texCoords);
} else if(isPhong) {
// Get lighting vectors
vec3 LightDirection = normalize(vec3(1,3,1));
vec3 nfNormal = normalize(fNormal);
vec3 nviewDirection = normalize(fPosition);
// Compute diffuse component
float diffuse = max(0.0, dot(nfNormal, LightDirection));
// Compute diffuse component
float diffuse = max(0.0, dot(nfNormal, LightDirection));
// Compute specular component
vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
// Compute specular component
vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
// Fragment color (currently static, to be replaced with texture)
vec3 color = ifColor.xyz;
// Fragment color (currently static, to be replaced with texture)
vec3 color = ifColor.xyz;
// Compute final color
fColor = vec4(color * (0.1 + diffuse + specular), 1);
// Compute final color
//fColor = vec4(color * (0.1 + diffuse + specular), 1);
fColor = vec4(fNormal, 1);
} else {
fColor = ifColor;
}
}

View File

@ -2,12 +2,18 @@
uniform mat4 mvMatrix;
uniform mat4 projMatrix;
uniform mat3 normalMatrix;
uniform vec3 lDirection;
uniform vec4 color;
uniform bool isSky;
uniform bool isPhong;
in vec4 vPosition;
in vec3 vNormal;
in vec2 vUv;
out vec2 texCoords;
out vec4 ifColor;
out vec3 fPosition;
out vec3 fNormal;
@ -19,6 +25,30 @@ main()
gl_Position = projMatrix * vEyeCoord;
fPosition = -vEyeCoord.xyz;
fNormal = normalMatrix * vNormal;
texCoords = vUv;
ifColor = color;
if(!isPhong && !isSky) {
// Get lighting vectors
vec3 LightDirection = normalize(vec3(1,3,1));
vec3 nfNormal = normalize(fNormal);
vec3 nviewDirection = normalize(fPosition);
// Compute diffuse component
float diffuse = max(0.0, dot(nfNormal, LightDirection));
// Compute specular component
vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
// Vertex color (currently static, to be replaced with texture)
vec3 color = ifColor.xyz;
// Compute final color
//fColor = vec4(color * (0.1 + diffuse + specular), 1);
ifColor = vec4(fNormal, 1);
}
}

View File

@ -7,5 +7,5 @@ uniform sampler2D skybox;
void main()
{
//fColor = vec4(1);
fColor = texture(skybox, texCoords);
//fColor = texture(skybox, texCoords);
}

View File

@ -3,8 +3,8 @@
uniform mat4 mvMatrix;
uniform mat4 projMatrix;
out vec2 texCoords;
in vec4 vPosition;
in vec2 vUv;
in vec4 vPosition;
void
main()

View File

@ -3,8 +3,8 @@
uniform mat4 mvMatrix;
uniform mat4 projMatrix;
out vec2 texCoords;
in vec4 vPosition;
in vec2 vUv;
in vec4 vPosition;
void
main()

View File

@ -46,10 +46,6 @@ namespace
const double inc_mult = 5;
const double inc_offset = 1.05;
enum Buffer_IDs { ArrayBuffer, NumBuffers };
GLuint Buffers[NumBuffers];
int m_lDirectionLocation;
int m_normalMatrixLoc;
}
@ -90,7 +86,7 @@ void Viewer::cleanup()
void Viewer::drawSkybox()
{
// Use the Skybox Shaders
skyboxRenderShaderProgram->bind();
//skyboxRenderShaderProgram->bind();
s_texture->bind();
// Get projection and camera transformations
@ -103,9 +99,9 @@ void Viewer::drawSkybox()
modelViewMatrix.scale(100);
skyboxRenderShaderProgram->setUniformValue(s_projMatrixLocation, projectionMatrix);
skyboxRenderShaderProgram->setUniformValue(s_mvMatrixLocation, modelViewMatrix);
// skyboxRenderShaderProgram->setAttributeValue(s_colorLocation, );
m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
m_program->setUniformValue(m_isSkyLoc, true);
int faces = floor(numVerticesCube/6);
for(int i = 0; i < faces; i++){ // 6 vertexes par face
@ -273,6 +269,18 @@ void Viewer::initShaders()
if ((m_vNormalLocation = m_program->attributeLocation("vNormal")) < 0)
qDebug() << "Unable to find m_shader location for" << "vNormal";
if ((s_vUvLocation = m_program->attributeLocation("vUv")) < 0)
qDebug() << "Unable to find shader location for " << "vUv";
if ((m_isSkyLoc = m_program->uniformLocation("isSky")) < 0)
qDebug() << "Unable to find m_shader location for" << "isSky";
if ((m_isPhongLoc = m_program->uniformLocation("isPhong")) < 0)
qDebug() << "Unable to find m_shader location for" << "isPhong";
if ((m_lDirLoc = m_program->uniformLocation("lDirection")) < 0)
qDebug() << "Unable to find m_shader location for" << "lDirection";
/*
* Adding Texture Shader
@ -324,9 +332,6 @@ void Viewer::initShaders()
if ((s_mvMatrixLocation = skyboxRenderShaderProgram->uniformLocation("mvMatrix")) < 0)
qDebug() << "Unable to find shader location for " << "mvMatrix";
if ((s_vUvLocation = skyboxRenderShaderProgram->attributeLocation("vUv")) < 0)
qDebug() << "Unable to find shader location for " << "vUv";
s_texture = new QOpenGLTexture(QImage("src/data/skybox.jpg"));/*/
s_texture = new QOpenGLTexture(QImage("src/data/uvLayoutGrid.png"));//*/
s_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
@ -399,12 +404,12 @@ void Viewer::initGeometries()
{ 0.0, 0.0, -1.0 }, {0.0, 0.0, -1.0}, {0.0, 0.0, -1.0},
{ 0.0, 0.0, -1.0 }, {0.0, 0.0, -1.0}, {0.0, 0.0, -1.0},
{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
{ 1.0, 0.0, 0.0}, {1.0, 0.0, 0.0}, {1.0, 0.0, 0.0},
{ 1.0, 0.0, 0.0 }, {1.0, 0.0, 0.0}, {1.0, 0.0, 0.0},
{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
{ 0.0, 1.0, 0.0 }, {0.0, 1.0, 0.0}, {0.0, 1.0, 0.0},
{ 0.0, 1.0, 0.0 }, {0.0, 1.0, 0.0}, {0.0, 1.0, 0.0},
@ -413,30 +418,33 @@ void Viewer::initGeometries()
};
// Fill vertex VBO
GLsizeiptr offsetVertices = 0;
GLsizeiptr offsetNormals = sizeof(verticesCube);
GLsizeiptr offsetUV = offsetNormals + sizeof(normals);
GLsizeiptr dataSize = offsetUV + sizeof(uvs);
glBindVertexArray(m_VAOs[VAO_Cube]);
// glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
glGenBuffers(NumBuffers, Buffers);
glGenBuffers(NumBuffers, m_Buffers);
glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCube) + sizeof(uvs) + sizeof(normals),
glBufferData(GL_ARRAY_BUFFER, dataSize,
NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verticesCube), verticesCube);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(verticesCube), sizeof(uvs), uvs);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(verticesCube)+sizeof(uvs), sizeof(normals), normals);
// glBindVertexArray(m_VAOs[VAO_Cube]);
// glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
// glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCube), verticesCube, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, offsetVertices, sizeof(verticesCube), verticesCube);
glBufferSubData(GL_ARRAY_BUFFER, offsetNormals, sizeof(normals), normals);
glBufferSubData(GL_ARRAY_BUFFER, offsetUV, sizeof(uvs), uvs);
glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_vPositionLocation);
glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_vPositionLocation);
glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT,
GL_TRUE, 0, BUFFER_OFFSET(sizeof(verticesCube) + sizeof(uvs)));
glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT, GL_TRUE, 0, BUFFER_OFFSET(offsetNormals));
glEnableVertexAttribArray(m_vNormalLocation);
glVertexAttribPointer(s_vUvLocation, 2, GL_FLOAT,
GL_FALSE, 0, BUFFER_OFFSET(sizeof(verticesCube)));
glVertexAttribPointer(s_vUvLocation, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(offsetUV));
glEnableVertexAttribArray(s_vUvLocation);
}
void Viewer::visit(Cube &s)
@ -446,6 +454,8 @@ void Viewer::visit(Cube &s)
int faces = floor(numVerticesCube/6);
for(int i = 0; i < faces; i++){ // 6 vertexes par face
glBindVertexArray(m_VAOs[VAO_Cube]);
m_program->setUniformValue(m_isSkyLoc, false);
m_program->setUniformValue(m_isPhongLoc, true);
m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
m_program->setUniformValue(m_normalMatrixLoc, modelViewMatrix.normalMatrix());
m_program->setUniformValue(m_colorLocation, s.getColor());

View File

@ -93,6 +93,10 @@ private:
int s_vUvLocation;
int m_vNormalLocation;
int m_isPhongLoc;
int m_isSkyLoc;
int m_lDirLoc;
QOpenGLTexture *s_texture;
SceneGroup* activeCell;