feat: hard face normals per vertex
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@@ -86,25 +86,52 @@ void GLMesh::setPosBuffer(enzo::geo::Geometry& geometry)
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std::vector<int> vertexCounts = vertexCountHandle.getAllValues();
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unsigned int vertexCount = 0;
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unsigned int primStartVert = 0;
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for (int primIndx=0; primIndx<vertexCounts.size(); ++primIndx)
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{
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for(int i=0; i< vertexCounts[primIndx]; ++i)
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auto faceIndex = primIndx;
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int faceVertCnt = vertexCounts[primIndx];
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enzo::bt::Vector3 n;
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// compute normal
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if(faceVertCnt>=3)
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{
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const unsigned v0 = primStartVert;
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const unsigned v1 = primStartVert + 1;
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const unsigned v2 = primStartVert + 2;
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const enzo::bt::Vector3 pos1 = pointPositions[vertexPointIndices[v0]];
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const enzo::bt::Vector3 pos2 = pointPositions[vertexPointIndices[v1]];
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const enzo::bt::Vector3 pos3 = pointPositions[vertexPointIndices[v2]];
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const enzo::bt::Vector3 tang1 = (pos2-pos1).normalized();
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const enzo::bt::Vector3 tang2 = (pos3-pos1).normalized();
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n = tang1.cross(tang2);
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}
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for(int i=0; i< faceVertCnt; ++i)
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{
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unsigned int pointIndex = vertexPointIndices[vertexCount];
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enzo::bt::Vector3& p = pointPositions[pointIndex];
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IC(vertexCount, pointIndex);
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IC(p.x(), p.y(), p.z());
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vertices.push_back({
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{ p.x(),
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p.y(),
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p.z()},
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{ p.x(),
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p.y(),
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p.z()}
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{ n.x(),
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n.y(),
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n.z()}
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});
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++vertexCount;
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}
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primStartVert+=faceVertCnt;
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}
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@@ -126,7 +153,7 @@ void GLMesh::setIndexBuffer(std::vector<int> pointIndices, std::vector<int> prim
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int primVertexCount = primVertexCounts[primNum];
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for(size_t i=0; i<primVertexCount-1; ++i)
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for(size_t i=1; i<primVertexCount-1; ++i)
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{
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indexData.push_back(startVert);
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indexData.push_back(startVert+i);
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@@ -85,22 +85,26 @@ void ViewportGLWidget::initializeGL()
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#version 330 core
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in vec3 Normal;
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out vec4 color;
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out vec4 FragColor;
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float remap(float value, float inMin, float inMax, float outMin, float outMax)
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{
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return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
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}
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vec3 remap(vec3 value, vec3 inMin, vec3 inMax, vec3 outMin, vec3 outMax)
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{
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return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
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}
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void main()
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{
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// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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vec3 lightDir = normalize(vec3(1.0,1.0,1.0));
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float brightness = remap(dot(Normal, lightDir), -1, 1, 0.5, 1);
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color = vec4(vec3(brightness), 1.0f);
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color = vec4(Normal, 1.0f);
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vec4 Color = vec4(remap(Normal, vec3(-1), vec3(1), vec3(0), vec3(1)), 1.0f);
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FragColor = Color;
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}
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)";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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