Show plain color without any light
parent
e3a412df3c
commit
ba452b41c9
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@ -1,7 +1,12 @@
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#version 330
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#version 330
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uniform vec4 defaultColor;
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in vec3 pointPosition;
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in vec3 pointNormal;
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in vec3 pointColor;
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in float pointAlpha;
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in float pointMetalness;
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in float pointRoughness;
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out vec4 fragColor;
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out vec4 fragColor;
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void main()
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void main()
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{
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{
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fragColor = defaultColor;
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fragColor = vec4(pointColor, pointAlpha);
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}
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}
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@ -10,7 +10,23 @@ layout(location = 7) in float alpha;
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uniform mat4 modelMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 lightDirection;
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uniform vec3 eyePosition;
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out vec3 pointPosition;
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out vec3 pointNormal;
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out vec3 pointColor;
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out float pointAlpha;
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out float pointMetalness;
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out float pointRoughness;
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void main()
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void main()
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{
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{
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vertex;
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pointPosition = (modelMatrix * vertex).xyz;
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pointNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz);
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pointColor = color;
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pointAlpha = alpha;
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pointMetalness = metalness;
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pointRoughness = roughness;
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gl_Position = projectionMatrix * viewMatrix * vec4(pointPosition, 1.0);
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}
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}
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@ -176,14 +176,15 @@ void ModelWidget::paintGL()
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m_openGLProgram->bind();
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m_openGLProgram->bind();
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("eyePosition"), m_eyePosition);
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("lightDirection"), QVector3D(-1.0, -1.0, -1.0).normalized());
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("projectionMatrix"), m_projection);
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("projectionMatrix"), m_projection);
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("modelMatrix"), m_world);
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("modelMatrix"), m_world);
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("viewMatrix"), m_camera);
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("viewMatrix"), m_camera);
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m_openGLProgram->setUniformValue(m_openGLProgram->getUniformLocationByName("defaultColor"), QVector4D(1.0, 1.0, 1.0, 1.0));
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if (m_openGLObject)
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if (m_openGLObject)
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m_openGLObject->draw();
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m_openGLObject->draw();
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m_openGLProgram->release();
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m_openGLProgram->release();
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}
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}
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