fixed issue with old cards
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parent
2d4e2b9727
commit
8d3331dce1
2
.gitignore
vendored
2
.gitignore
vendored
@ -1,2 +1,2 @@
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build/*
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build*
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*.user
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2
lights.h
2
lights.h
@ -5,7 +5,7 @@
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#include <glew/glew.h>
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#include <vector>
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#define MAX_LIGHTS 8
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#define MAX_LIGHTS 4
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class Shader;
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@ -6,8 +6,8 @@
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<rect>
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<x>0</x>
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<y>0</y>
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<width>757</width>
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<height>492</height>
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<width>400</width>
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<height>300</height>
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</rect>
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</property>
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<property name="windowTitle">
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@ -40,8 +40,8 @@
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<rect>
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<x>0</x>
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<y>0</y>
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<width>757</width>
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<height>21</height>
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<width>400</width>
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<height>20</height>
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</rect>
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</property>
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</widget>
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@ -65,7 +65,8 @@ Scene* MyGLWidget::buildScene()
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void MyGLWidget::initializeGL()
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{
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makeCurrent();
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if(renderer != NULL)
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delete(renderer);
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renderer = new SparrowRenderer(width(), height());
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Scene* scene = buildScene();
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controller = new FocusController(new glm::vec3(0));
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12
phong.frag
12
phong.frag
@ -6,9 +6,9 @@ uniform vec3 materialKs;
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uniform float materialNs;
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uniform int nbDirLights;
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uniform vec3 dirLights[16];
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uniform vec3 dirLights[8];
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uniform int nbPointLights;
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uniform vec3 pointLights[16];
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uniform vec3 pointLights[8];
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// texture
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uniform sampler2D baseTexture;
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@ -17,8 +17,8 @@ uniform sampler2D baseTexture;
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in vec3 varNormal;
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in vec2 varTexCoord;
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in vec3 lightDirInView[8];
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in vec3 halfVecInView[8];
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in vec3 lightDirInView[4];
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in vec3 halfVecInView[4];
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// resultat
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layout(location = 0)out vec4 outColor;
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@ -41,9 +41,9 @@ void main(void) {
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int i;
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vec3 kd = vec3(texture2D(baseTexture, varTexCoord));
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vec3 light = 0.1f*kd;
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for(i=0; i<nbDirLights && i<8; ++i)
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for(i=0; i<nbDirLights && i<4; ++i)
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light += computeLight(kd, materialKs, materialNs, dirLights[i*2+1], varNormal, lightDirInView[i], halfVecInView[i]);
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for(i=0; i<nbPointLights && i+nbDirLights<8; ++i)
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for(i=0; i<nbPointLights && i+nbDirLights<4; ++i)
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light += computeLight(kd, materialKs, materialNs, pointLights[i*2+1], varNormal, lightDirInView[nbDirLights+i], halfVecInView[nbDirLights+i]);
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outColor = vec4(light, 1);
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12
phong.vert
12
phong.vert
@ -7,16 +7,16 @@ uniform mat4 normalMatrix;
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uniform mat4 viewMatrix;
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uniform int nbDirLights;
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uniform vec3 dirLights[16];
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uniform vec3 dirLights[8];
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uniform int nbPointLights;
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uniform vec3 pointLights[16];
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uniform vec3 pointLights[8];
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layout(location = 0)in vec3 inPosition;
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layout(location = 1)in vec3 inNormal;
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layout(location = 2)in vec4 inTexCoord;
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out vec3 lightDirInView[8];
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out vec3 halfVecInView[8];
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out vec3 lightDirInView[4];
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out vec3 halfVecInView[4];
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out vec3 varNormal;
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out vec2 varTexCoord;
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@ -35,9 +35,9 @@ void computePointLightingVectorsInView(in vec3 posInView, in vec3 lightPosition,
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void main(void) {
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int i;
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for(i=0; i<nbDirLights && i<8; ++i)
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for(i=0; i<nbDirLights && i<4; ++i)
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computeDirectionnalLightingVectorsInView(vec3(modelViewMatrix*vec4(inPosition, 1.0)), dirLights[i*2], lightDirInView[i], halfVecInView[i]);
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for(i=0; i<nbPointLights && i+nbDirLights<8; ++i)
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for(i=0; i<nbPointLights && i+nbDirLights<4; ++i)
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computePointLightingVectorsInView(vec3(modelViewMatrix*vec4(inPosition, 1.0)), pointLights[i*2], lightDirInView[nbDirLights+i], halfVecInView[nbDirLights+i]);
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// normales corrigees (en fonction de la vue)
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@ -4,9 +4,7 @@
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#
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#-------------------------------------------------
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QT += core gui opengl
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greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
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QT += core gui opengl widgets
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TARGET = sparrowRenderer
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TEMPLATE = app
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@ -15,9 +13,13 @@ CONFIG += c++11
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INCLUDEPATH += ../cpp_dependencies/include
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win32 {
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LIBS += -L../../cpp_dependencies/lib/win32
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LIBS += -lglew32
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}
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linux {
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LIBS += -L../../cpp_dependencies/lib/linux
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LIBS += -lGLEW -lGLU
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}
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LIBS += -lglew32
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SOURCES += main.cpp\
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mainwindow.cpp \
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@ -27,7 +29,7 @@ SOURCES += main.cpp\
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camera.cpp \
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scene.cpp \
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gridmesh.cpp \
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texture.cpp \
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texture.cpp \
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phongmaterial.cpp \
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scenecontroller.cpp \
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sphere.cpp \
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@ -48,8 +50,8 @@ HEADERS += mainwindow.h \
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glassert.h \
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scene.h \
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material.h \
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gridmesh.h \
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texture.h \
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gridmesh.h \
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texture.h \
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phongmaterial.h \
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scenecontroller.h \
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sphere.h \
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