Commit 04f00bf9 by Kai Westerkamp

box update

normal fix
parent 30ee4452
# Blender v2.57 (sub 0) OBJ File: ''
# www.blender.org
mtllib box.mtl
o Cube
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
......@@ -10,33 +6,24 @@ v 1.000000 1.000000 -1.000000
v 1.000000 1.000000 1.000000
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vt 2.094305 1.396205
vt 1.396205 2.094305
vt 0.698100 1.396205
vt 1.396205 0.698100
vt 5.000000 5.000000
vt 2.792410 5.000000
vt 2.792410 2.792410
vt 5.000000 2.792410
vt 2.792410 2.094305
vt 2.094305 2.792410
vt 0.698100 2.792410
vt 0.000000 2.094305
vt 0.000000 0.698100
vt 0.698100 0.000000
vt 2.792410 0.698100
vt 2.094305 0.000000
usemtl Material
s off
f 1/1 2/2 3/3
f 1/1 3/3 4/4
f 5/5 8/6 7/7
f 5/5 7/7 6/8
f 1/1 5/9 6/10
f 1/1 6/10 2/2
f 2/2 6/11 7/12
f 2/2 7/12 3/3
f 3/3 7/13 8/14
f 3/3 8/14 4/4
f 5/15 1/1 4/4
f 5/15 4/4 8/16
vn 1 0 0
vn 0 1 0
vn 0 0 1
vn -1 0 0
vn 0 -1 0
vn 0 0 -1
f 1//5 2//5 3//5
f 1//5 3//5 4//5
f 5//2 8//2 7//2
f 5//2 7//2 6//2
f 1//1 5//1 6//1
f 1//1 6//1 2//1
f 2//3 6//3 7//3
f 2//3 7//3 3//3
f 3//4 7//4 8//4
f 3//4 8//4 4//4
f 5//6 1//6 4//6
f 5//6 4//6 8//6
......@@ -42,7 +42,7 @@ vec3 phong(vec3 lightPos){
//return vec3(diffuse );
//return dcolor;
//return (diffuse*dcolor);
return (dcolor * diffuse + materialInfo.Specular * specular);
return (dcolor * diffuse );//+ materialInfo.Specular * specular);
}
......
......@@ -22,10 +22,14 @@ void main(void)
// passthrough geometry shader for wireframe rendering
// just addind TriDistance;
vec3 normal = cross(teCamPosition[2]-teCamPosition[0],teCamPosition[1]-teCamPosition[0]);
//normal = cross(teCamPosition[1]-teCamPosition[0],teCamPosition[2]-teCamPosition[0]);
gTriDistance = vec3(1, 0, 0);
gUV = teUV[0];
gCamPosition = teCamPosition[0];
gCamNormal = teCamNormal[0];
//gCamNormal = normal;
gPatchDistance = tePatchDistance[0];
gl_Position = gl_in[0].gl_Position;
EmitVertex();
......@@ -34,6 +38,7 @@ void main(void)
gUV = teUV[1];
gCamPosition = teCamPosition[1];
gCamNormal = teCamNormal[1];
//gCamNormal = normal;
gPatchDistance = tePatchDistance[1];
gl_Position = gl_in[1].gl_Position;
EmitVertex();
......@@ -42,6 +47,7 @@ void main(void)
gUV = teUV[2];
gCamPosition = teCamPosition[2];
gCamNormal = teCamNormal[2];
// gCamNormal = normal;
gPatchDistance = tePatchDistance[2];
gl_Position = gl_in[2].gl_Position;
EmitVertex();
......
......@@ -31,5 +31,5 @@ void main(){
vec3 pos;
edges[gl_GlobalInvocationID.x].pos = 3.0f/8.0f * a.pos + 3.0f/8.0f * b.pos + 1.0f/8.0f * c.pos + 1.0f/8.0f * d.pos;
edges[gl_GlobalInvocationID.x].norm = normalize(3.0/8.0 * (vertices[indices[gl_GlobalInvocationID.x][0]].norm + vertices[indices[gl_GlobalInvocationID.x][1]].norm) + 1.0/8.0 * (vertices[indices[gl_GlobalInvocationID.x][2]].norm + vertices[indices[gl_GlobalInvocationID.y][3]].norm));
edges[gl_GlobalInvocationID.x].norm = normalize(3.0f/8.0f * a.norm + 3.0f/8.0f * b.norm + 1.0f/8.0f * c.norm + 1.0f/8.0f * d.norm);
}
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