Commit 1c962a48 authored by Anakin's avatar Anakin

implemented light into cpp,

bug:
everything is dark,
need to calculate the normal matrix once in cpp and not for every pixel
parent 86c0559f
......@@ -37,6 +37,11 @@ private:
bool z = true;
} m_rotDirections;
struct {
QVector3D position = { 1,1,1 };
QVector3D intensities = { 1,1,1 };
} m_light;
QOpenGLShaderProgram m_program;
GeometryEngine *m_dataEngine;
......
......@@ -6,10 +6,11 @@ precision mediump float;
uniform mat3 n_matrix;
uniform sampler2D texture;
uniform mat4 m_matrix;
uniform struct Light {
vec3 position;
vec3 intensities;
vec3 position;
vec3 intensities;
} light;
uniform bool b_transparent;
......@@ -20,13 +21,13 @@ varying vec3 v_normal;
void main()
{
vec3 normal = normalize(n_matrix * v_normal);
mat3 normalMatrix = transpose(inverse(mat3(m_matrix)));
vec3 normal = normalize(n_matrix * v_normal);
vec3 surfaceToLight = light.position - v_position;
float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
brightness = clamp(brightness, 0, 1);
vec3 surfaceToLight = light.position - v_position;
float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
brightness = clamp(brightness, 0, 1);
// Set fragment color from texture
vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
......
......@@ -225,6 +225,10 @@ void OglViewerWidget::paintGL()
// Set view-projection matrix
m_program.setUniformValue("vp_matrix", m_projection * view);
// Set Light
m_program.setUniformValue("light.position", m_light.position);
m_program.setUniformValue("light.intensities", m_light.intensities);
// Draw cube geometry
m_dataEngine->drawGeometry(&m_program, m_wireframe);
}
......
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