Commit 9fb3ca03 authored by Anakin's avatar Anakin

added specular, ambient light,...

need to fix the texutre gamma correction,
look at the todos
parent 4c177f2d
......@@ -44,6 +44,8 @@ struct Material {
QString name;
QOpenGLTexture* texture = Q_NULLPTR;
bool transparent = false;
float shininess = 80; //TODO: read from file
QVector3D specularColor = {1.0,1.0,1.0}; //TODO: read from file
};
class FileInterface : public QObject
......
......@@ -39,7 +39,9 @@ private:
struct {
QVector3D position = { 1,1,1 };
QVector3D intensities = { 1,0.25,0.25 };
QVector3D intensities = { 1,1,1 };
float attenuationFactor = 0.2f;
float ambientCoefficient = 0.005f;
} m_light;
QOpenGLShaderProgram m_program;
......
......@@ -5,51 +5,68 @@ precision mediump float;
#endif
uniform mat3 n_matrix;
uniform vec3 cameraPosition;
uniform sampler2D texture;
uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform bool b_transparent;
uniform bool b_light;
uniform struct Light {
vec3 position;
vec3 intensities;
float attenuationFactor;
float ambientCoefficient;
} light;
uniform bool b_transparent;
uniform bool b_light;
varying vec2 v_surfaceUV;
varying vec3 v_surfacePosition;
varying vec3 v_surfaceNormal;
void main()
{
// variables
vec3 diffuse;
// get fragment color from texture
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
// if not transparent, ignore alpha value and set it to 1
if(!b_transparent)
surfaceColor.a = 1.0f;
if(b_light)
{
// calculate normals in worldspace
// some values
vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
//get the surface - light vector (cause this is a point light)
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
if(!b_transparent)
surfaceColor.a = 1.0f;
vec3 surfaceToLight = normalize(light.position - v_surfacePosition);
vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
// calculate the brightness depending on the angle
// ambient
vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
// diffuse
float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
// specular
float specularCoefficient = 0.0;
if(diffuseCoefficient > 0.0)
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalWorld))), materialShininess);
vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
// result diffuse color
diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
// attenuation
float distanceToLight = length(light.position - v_surfacePosition);
float attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
// linear color before gamma correction)
vec3 linearColor = ambient + attenuation * (diffuse + specular);
// final color after gama correction
vec3 gamma = vec3(1.0/2.2);
gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
}
else
{
diffuse = surfaceColor.rgb;
}
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
if(!b_transparent)
surfaceColor.a = 1.0f;
// put all together
gl_FragColor = vec4(diffuse, surfaceColor.a);
gl_FragColor = surfaceColor;
}
}
......@@ -176,12 +176,16 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
for (auto& it : m_drawList)
{
bool tmp_transparent(false);
float shininess;
QVector3D specularColor;
// bind the correct texture
if (it.textureIndex < m_materials->size() && m_materials->at(it.textureIndex).texture != Q_NULLPTR)
{
m_materials->at(it.textureIndex).texture->bind();
tmp_transparent = m_materials->at(it.textureIndex).transparent;
shininess = m_materials->at(it.textureIndex).shininess;
specularColor = m_materials->at(it.textureIndex).specularColor;
}
else
{
......@@ -197,6 +201,10 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
// decide if this is transparent
program->setUniformValue("b_transparent", tmp_transparent);
// set some material attributes
program->setUniformValue("materialShininess", shininess);
program->setUniformValue("materialSpecularColor", specularColor);
// Draw cube geometry using indices from VBO 1
if(wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
......
......@@ -217,6 +217,7 @@ void MshFile::analyseMatdChunks(std::list<ChunkHeader*>& chunkList)
{
for (auto& it : chunkList)
{
// TODO: don't load default texture, make it NULL
//TODO: get information from flags
// attributes
if (!strcmp("ATRB", it->name))
......
......@@ -234,6 +234,13 @@ void OglViewerWidget::paintGL()
m_program.setUniformValue("b_light", 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);
m_program.setUniformValue("light.ambientCoefficient", m_light.ambientCoefficient);
// Set camera position
QMatrix4x4 rotateBack;
rotateBack.rotate(m_rotation.inverted());
m_program.setUniformValue("cameraPosition", rotateBack * (-m_translation));
// Draw cube geometry
m_dataEngine->drawGeometry(&m_program, m_wireframe);
......
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