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Issue/1223 (#1358)
This commit is contained in:
@@ -137,11 +137,10 @@ glm::vec3 SceneGraphLightSource::directionViewSpace(const RenderData& renderData
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const glm::dvec3 renderNodePosition = renderData.modelTransform.translation;
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const glm::dvec3 lightDirectionViewSpace = renderData.camera.viewRotationMatrix() *
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glm::dvec4((lightPosition - renderNodePosition), 1.0);
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const glm::dvec3 viewSpace = glm::dvec3(renderData.camera.combinedViewMatrix() *
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glm::dvec4((lightPosition - renderNodePosition), 1.0));
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return glm::normalize(lightDirectionViewSpace);
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return glm::normalize(viewSpace);
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}
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} // namespace openspace
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@@ -48,7 +48,7 @@ namespace {
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constexpr const std::array<const char*, 12> UniformNames = {
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"opacity", "nLightSources", "lightDirectionsViewSpace", "lightIntensities",
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"modelViewTransform", "crippedModelViewTransform", "projectionTransform",
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"modelViewTransform", "normalTransform", "projectionTransform",
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"performShading", "texture1", "ambientIntensity", "diffuseIntensity",
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"specularIntensity"
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};
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@@ -369,13 +369,11 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
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glm::mat4(modelViewTransform)
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);
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glm::dmat4 crippedModelViewTransform = glm::transpose(glm::inverse(
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glm::dmat4(glm::inverse(data.camera.sgctInternal.viewMatrix())) * modelViewTransform
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));
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glm::dmat4 normalTransform = glm::transpose(glm::inverse(modelViewTransform));
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_program->setUniform(
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_uniformCache.crippedModelViewTransform,
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glm::mat4(crippedModelViewTransform)
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_uniformCache.normalTransform,
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glm::mat4(normalTransform)
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);
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_program->setUniform(
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@@ -81,7 +81,7 @@ private:
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ghoul::opengl::ProgramObject* _program = nullptr;
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UniformCache(opacity, nLightSources, lightDirectionsViewSpace, lightIntensities,
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modelViewTransform, crippedModelViewTransform, projectionTransform,
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modelViewTransform, normalTransform, projectionTransform,
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performShading, texture, ambientIntensity, diffuseIntensity,
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specularIntensity) _uniformCache;
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@@ -92,4 +92,4 @@ Fragment getFragment() {
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return frag;
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}
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}
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@@ -37,7 +37,7 @@ out vec4 vs_positionCameraSpace;
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uniform mat4 modelViewTransform;
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uniform mat4 projectionTransform;
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uniform mat4 crippedModelViewTransform;
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uniform mat4 normalTransform;
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void main() {
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vs_positionCameraSpace = modelViewTransform * in_position;
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@@ -48,6 +48,5 @@ void main() {
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vs_st = in_st;
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vs_screenSpaceDepth = positionScreenSpace.w;
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//vs_normalViewSpace = normalize(transpose(inverse(mat3(crippedModelViewTransform))) * in_normal);
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vs_normalViewSpace = normalize(mat3(crippedModelViewTransform) * in_normal);
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vs_normalViewSpace = normalize(mat3(normalTransform) * in_normal);
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}
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