This commit is contained in:
Thomas Forgione 2019-10-03 16:25:28 +02:00
parent 13dedc1b27
commit ebb55da52c
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GPG Key ID: 203DAEA747F48F41
4 changed files with 78 additions and 13 deletions

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@ -1,31 +1,75 @@
#version 140 #version 140
#extension GL_OES_standard_derivatives : enable
uniform sampler2D tex; uniform sampler2D tex;
uniform vec3 diffuse; uniform vec3 diffuse;
in vec3 v_normal; in vec3 v_normal;
in vec2 v_tex_coords; in vec2 v_tex_coords;
in vec3 v_barycentric;
in vec4 v_position;
out vec4 color; out vec4 color;
vec4 wireframe_color;
vec4 render_color;
vec3 ambientLight = vec3(0.3,0.3,0.3); vec3 ambientLight = vec3(0.3,0.3,0.3);
vec3 directionnalLight = normalize(vec3(10,5,7)); vec3 directionnalLight = normalize(vec3(10,5,7));
vec3 directionnalLightFactor = vec3(0.6,0.6,0.6); vec3 directionnalLightFactor = vec3(0.6,0.6,0.6);
// float edgeFactor(vec3 a){
// vec3 d = fwidth(v_barycentric);
// vec3 a3 = smoothstep(vec3(0.0), d*1.5, v_barycentric);
// return min(min(a3.x, a3.y), a3.z);
// }
void main() { void main() {
vec3 d = fwidth(v_barycentric);
vec3 a3 = smoothstep(vec3(0.0), 0.8 * d, v_barycentric);
float scale = (1 - min(min(a3.x, a3.y), a3.z)) / 2 + 0.5;
wireframe_color = vec4(scale, scale, scale, 1.0);
// float threshold = 0.1;
// vec3 d = fwidth(v_barycentric);
// if (d.x < threshold || d.y < threshold || d.z < threshold) {
// wireframe_color = vec4(1.0, 1.0, 1.0, 1.0);
// } else {
// wireframe_color = vec4(0.5, 0.5, 0.5, 1.0);
// }
vec3 lambertComponent = dot(directionnalLight, v_normal) * directionnalLightFactor; vec3 lambertComponent = dot(directionnalLight, v_normal) * directionnalLightFactor;
lambertComponent = max(vec3(0.0, 0.0, 0.0), lambertComponent); lambertComponent = max(vec3(0.0, 0.0, 0.0), lambertComponent);
vec4 factor = vec4(ambientLight + lambertComponent, 1.0); vec4 factor = vec4(ambientLight + lambertComponent, 1.0);
color = factor * vec4(diffuse, 1.0) * texture(tex, v_tex_coords); render_color = factor * vec4(diffuse, 1.0) * texture(tex, v_tex_coords);
if (color.a < 0.05) { if (render_color.a < 0.05) {
discard; discard;
} else { } else {
color.a = 1.0; render_color.a = 1.0;
} }
float z_min = 0.15;
float z_max = 0.25;
float lambda = (v_position.z - z_min) / (z_max - z_min);
if (lambda < 0) {
lambda = 0;
}
if (lambda > 1) {
lambda = 1;
}
color = lambda * wireframe_color + (1 - lambda) * render_color;
} }

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@ -6,14 +6,19 @@ uniform vec3 texture_size;
in vec3 vertex; in vec3 vertex;
in vec2 tex_coords; in vec2 tex_coords;
in vec3 barycentric;
in vec3 normal; in vec3 normal;
out vec2 v_tex_coords; out vec2 v_tex_coords;
out vec3 v_normal; out vec3 v_normal;
out vec3 v_barycentric;
out vec4 v_position;
void main() { void main() {
v_normal = normal; v_normal = normal;
v_barycentric = barycentric;
v_tex_coords = vec2(tex_coords.x * texture_size.x, tex_coords.y * texture_size.y); v_tex_coords = vec2(tex_coords.x * texture_size.x, tex_coords.y * texture_size.y);
gl_Position = perspective * view * vec4(vertex, 1.0); gl_Position = perspective * view * vec4(vertex, 1.0);
v_position = gl_Position;
} }

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@ -23,13 +23,14 @@ use renderer::Renderer;
#[derive(Copy, Clone, Debug, PartialEq)] #[derive(Copy, Clone, Debug, PartialEq)]
/// A raw vertex, with its 3D coordinates, texture coordinates and normals. /// A raw vertex, with its 3D coordinates, texture coordinates and normals.
pub struct Vertex { pub struct Vertex {
vertex: [f64; 3], vertex: [f64; 3],
tex_coords: [f64; 2], tex_coords: [f64; 2],
normal: [f64; 3], normal: [f64; 3],
face_color: [f64; 3], barycentric: [f64; 3],
face_color: [f64; 3],
} }
implement_vertex!(Vertex, vertex, tex_coords, normal, face_color); implement_vertex!(Vertex, vertex, tex_coords, normal, barycentric, face_color);
/// A part of a 3D model. /// A part of a 3D model.
/// ///
@ -534,7 +535,12 @@ impl Model {
let mut vertex_buffer = vec![]; let mut vertex_buffer = vec![];
for face in part.faces() { for face in part.faces() {
for &&v in &[&face.a, &face.b, &face.c] { let v0 = vertices[face.a.vertex];
let v1 = vertices[face.b.vertex];
let v2 = vertices[face.c.vertex];
let barycenter = (v0 + v1 + v2) / 3.0;
for (index, &&v) in [&face.a, &face.b, &face.c].iter().enumerate() {
let vertex = vertices[v.vertex].into(); let vertex = vertices[v.vertex].into();
let tex_coord = if let Some(tex_index) = v.texture_coordinate { let tex_coord = if let Some(tex_index) = v.texture_coordinate {
texture_coordinates[tex_index].into() texture_coordinates[tex_index].into()
@ -542,6 +548,14 @@ impl Model {
[0.0, 0.0] [0.0, 0.0]
}; };
let barycentric = match index {
0 => [1.0, 0.0, 0.0],
1 => [0.0, 1.0, 0.0],
2 => [0.0, 0.0, 1.0],
_ => unreachable!(),
};
let normal = if let Some(normal_index) = v.normal { let normal = if let Some(normal_index) = v.normal {
normals[normal_index].into() normals[normal_index].into()
} else { } else {
@ -564,10 +578,11 @@ impl Model {
]; ];
vertex_buffer.push(Vertex { vertex_buffer.push(Vertex {
vertex: vertex, vertex: vertex,
tex_coords: tex_coord, tex_coords: tex_coord,
normal: normal, normal: normal,
face_color: [r, g, b], barycentric: barycentric,
face_color: [r, g, b],
}); });
} }
} }

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@ -131,6 +131,7 @@ fn main() {
let context = glutin::ContextBuilder::new().with_depth_buffer(24); let context = glutin::ContextBuilder::new().with_depth_buffer(24);
let display = Display::new(window, context, &events_loop).unwrap(); let display = Display::new(window, context, &events_loop).unwrap();
let mut renderer = Renderer::new(display); let mut renderer = Renderer::new(display);
renderer.set_clear_color(1.0, 1.0, 1.0, 1.0);
let mut scene = Scene::new(); let mut scene = Scene::new();
let mut before; let mut before;