diff --git a/resources.qrc b/resources.qrc
index 698a12f..e17b1e0 100644
--- a/resources.qrc
+++ b/resources.qrc
@@ -14,5 +14,7 @@
src/shaders/simple.frag
src/shaders/texture.vert
src/shaders/texture.frag
+ src/shaders/lit.vert
+ src/shaders/lit.frag
diff --git a/src/ViewportWidget.cpp b/src/ViewportWidget.cpp
index ed16748..057e1ff 100644
--- a/src/ViewportWidget.cpp
+++ b/src/ViewportWidget.cpp
@@ -36,6 +36,8 @@
#include
#include
#include
+#include
+#include
struct PntComparator {
bool operator()(const gp_Pnt& a, const gp_Pnt& b) const {
@@ -79,6 +81,7 @@ ViewportWidget::~ViewportWidget()
{
makeCurrent();
delete m_shaderProgram;
+ delete m_litShaderProgram;
delete m_viewCube;
delete m_sketchGrid;
m_vbo.destroy();
@@ -601,6 +604,9 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
if (!lineVertices.isEmpty()) {
m_vbo.allocate(lineVertices.constData(), lineVertices.size() * sizeof(GLfloat));
+ m_shaderProgram->enableAttributeArray(0);
+ m_shaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, 0);
+ m_shaderProgram->disableAttributeArray(1);
glDrawArrays(GL_LINES, 0, lineVertices.size() / 3);
}
@@ -658,9 +664,9 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
// Draw faces
if (!sketch->shape().IsNull()) {
- BRepMesh_IncrementalMesh(sketch->shape(), 0.1); // Linear deflection
+ BRepMesh_IncrementalMesh(sketch->shape(), 0.1, Standard_False, 0.5, Standard_True); // Linear deflection, compute normals
- QVector faceVertices;
+ QVector faceData;
TopExp_Explorer explorer(sketch->shape(), TopAbs_FACE);
for (; explorer.More(); explorer.Next()) {
TopoDS_Face face = TopoDS::Face(explorer.Current());
@@ -668,26 +674,62 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
Handle(Poly_Triangulation) triangulation = BRep_Tool::Triangulation(face, location);
if (!triangulation.IsNull()) {
- for (int i = 1; i <= triangulation->NbTriangles(); ++i) {
- const Poly_Triangle& triangle = triangulation->Triangle(i);
- gp_Pnt p1 = triangulation->Node(triangle.Value(1)).Transformed(location);
- gp_Pnt p2 = triangulation->Node(triangle.Value(2)).Transformed(location);
- gp_Pnt p3 = triangulation->Node(triangle.Value(3)).Transformed(location);
- faceVertices << p1.X() << p1.Y() << p1.Z();
- faceVertices << p2.X() << p2.Y() << p2.Z();
- faceVertices << p3.X() << p3.Y() << p3.Z();
+ gp_Trsf locTrsf = location.Transformation();
+
+ if (triangulation->HasNormals()) {
+ for (int i = 1; i <= triangulation->NbTriangles(); ++i) {
+ const Poly_Triangle& triangle = triangulation->Triangle(i);
+ for (int j = 1; j <= 3; ++j) {
+ int nodeIdx = triangle.Value(j);
+ gp_Pnt p = triangulation->Node(nodeIdx).Transformed(location);
+ gp_Dir n = triangulation->Normal(nodeIdx);
+ n.Transform(locTrsf);
+
+ if (face.Orientation() == TopAbs_REVERSED) {
+ n.Reverse();
+ }
+ faceData << p.X() << p.Y() << p.Z();
+ faceData << n.X() << n.Y() << n.Z();
+ }
+ }
+ } else {
+ for (int i = 1; i <= triangulation->NbTriangles(); ++i) {
+ const Poly_Triangle& triangle = triangulation->Triangle(i);
+ gp_Pnt p1 = triangulation->Node(triangle.Value(1)).Transformed(location);
+ gp_Pnt p2 = triangulation->Node(triangle.Value(2)).Transformed(location);
+ gp_Pnt p3 = triangulation->Node(triangle.Value(3)).Transformed(location);
+
+ QVector3D v1(p1.X(), p1.Y(), p1.Z());
+ QVector3D v2(p2.X(), p2.Y(), p2.Z());
+ QVector3D v3(p3.X(), p3.Y(), p3.Z());
+ QVector3D faceNormal = QVector3D::crossProduct(v2 - v1, v3 - v1).normalized();
+ if (face.Orientation() == TopAbs_REVERSED) {
+ faceNormal = -faceNormal;
+ }
+ faceData << p1.X() << p1.Y() << p1.Z() << faceNormal.x() << faceNormal.y() << faceNormal.z();
+ faceData << p2.X() << p2.Y() << p2.Z() << faceNormal.x() << faceNormal.y() << faceNormal.z();
+ faceData << p3.X() << p3.Y() << p3.Z() << faceNormal.x() << faceNormal.y() << faceNormal.z();
+ }
}
}
}
- if (!faceVertices.isEmpty()) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- m_shaderProgram->setUniformValue(m_colorLoc, QVector4D(0.5f, 0.5f, 1.0f, 0.5f));
+ if (!faceData.isEmpty()) {
+ m_litShaderProgram->bind();
+ m_litShaderProgram->setUniformValue(m_litProjMatrixLoc, projection);
+ m_litShaderProgram->setUniformValue(m_litMvMatrixLoc, m_camera->modelViewMatrix());
+ m_litShaderProgram->setUniformValue(m_litNormalMatrixLoc, m_camera->modelViewMatrix().normalMatrix());
+
m_vbo.bind();
- m_vbo.allocate(faceVertices.constData(), faceVertices.size() * sizeof(GLfloat));
- glDrawArrays(GL_TRIANGLES, 0, faceVertices.size() / 3);
- glDisable(GL_BLEND);
+ m_vbo.allocate(faceData.constData(), faceData.size() * sizeof(GLfloat));
+
+ m_litShaderProgram->enableAttributeArray(0);
+ m_litShaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat));
+ m_litShaderProgram->enableAttributeArray(1);
+ m_litShaderProgram->setAttributeBuffer(1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat));
+
+ glDrawArrays(GL_TRIANGLES, 0, faceData.size() / 6);
+ m_shaderProgram->bind(); // rebind simple shader for subsequent draws
}
}
@@ -696,8 +738,8 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
void ViewportWidget::initShaders()
{
+ // Simple shader for lines and grids
m_shaderProgram = new QOpenGLShaderProgram(this);
-
if (!m_shaderProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/simple.vert")) {
qCritical() << "Vertex shader compilation failed:" << m_shaderProgram->log();
return;
@@ -710,10 +752,27 @@ void ViewportWidget::initShaders()
qCritical() << "Shader program linking failed:" << m_shaderProgram->log();
return;
}
-
m_projMatrixLoc = m_shaderProgram->uniformLocation("projectionMatrix");
m_mvMatrixLoc = m_shaderProgram->uniformLocation("modelViewMatrix");
m_colorLoc = m_shaderProgram->uniformLocation("objectColor");
+
+ // Lit shader for faces
+ m_litShaderProgram = new QOpenGLShaderProgram(this);
+ if (!m_litShaderProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/lit.vert")) {
+ qCritical() << "Lit vertex shader compilation failed:" << m_litShaderProgram->log();
+ return;
+ }
+ if (!m_litShaderProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/lit.frag")) {
+ qCritical() << "Lit fragment shader compilation failed:" << m_litShaderProgram->log();
+ return;
+ }
+ if (!m_litShaderProgram->link()) {
+ qCritical() << "Lit shader program linking failed:" << m_litShaderProgram->log();
+ return;
+ }
+ m_litProjMatrixLoc = m_litShaderProgram->uniformLocation("projectionMatrix");
+ m_litMvMatrixLoc = m_litShaderProgram->uniformLocation("modelViewMatrix");
+ m_litNormalMatrixLoc = m_litShaderProgram->uniformLocation("normalMatrix");
}
void ViewportWidget::drawSelectionPlanes()
diff --git a/src/ViewportWidget.h b/src/ViewportWidget.h
index 2b2420d..34790c7 100644
--- a/src/ViewportWidget.h
+++ b/src/ViewportWidget.h
@@ -97,6 +97,7 @@ private:
QMatrix4x4 projection;
QOpenGLShaderProgram* m_shaderProgram = nullptr;
+ QOpenGLShaderProgram* m_litShaderProgram = nullptr;
QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_vbo;
@@ -104,6 +105,11 @@ private:
int m_projMatrixLoc = -1;
int m_mvMatrixLoc = -1;
int m_colorLoc = -1;
+
+ // Lit shader uniform locations
+ int m_litProjMatrixLoc = -1;
+ int m_litMvMatrixLoc = -1;
+ int m_litNormalMatrixLoc = -1;
Camera* m_camera = nullptr;
ViewCube* m_viewCube;
SketchGrid* m_sketchGrid = nullptr;
diff --git a/src/shaders/lit.frag b/src/shaders/lit.frag
new file mode 100644
index 0000000..bd92772
--- /dev/null
+++ b/src/shaders/lit.frag
@@ -0,0 +1,33 @@
+#version 330 core
+out vec4 FragColor;
+
+in vec3 FragPos;
+in vec3 Normal;
+
+void main()
+{
+ vec3 viewPos = vec3(0.0, 0.0, 0.0); // View position is origin in view space
+ vec3 lightPos = vec3(0.0, 10.0, 5.0); // Light position in view space
+ vec3 lightColor = vec3(1.0, 1.0, 1.0);
+ vec3 objectColor = vec3(0.5, 0.5, 1.0);
+
+ // Ambient
+ float ambientStrength = 0.3;
+ vec3 ambient = ambientStrength * lightColor;
+
+ // Diffuse
+ vec3 norm = normalize(Normal);
+ vec3 lightDir = normalize(lightPos - FragPos);
+ float diff = max(dot(norm, lightDir), 0.0);
+ vec3 diffuse = diff * lightColor;
+
+ // Specular
+ float specularStrength = 0.5;
+ vec3 viewDir = normalize(viewPos - FragPos);
+ vec3 reflectDir = reflect(-lightDir, norm);
+ float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
+ vec3 specular = specularStrength * spec * lightColor;
+
+ vec3 result = (ambient + diffuse + specular) * objectColor;
+ FragColor = vec4(result, 1.0);
+}
diff --git a/src/shaders/lit.vert b/src/shaders/lit.vert
new file mode 100644
index 0000000..f0dd74e
--- /dev/null
+++ b/src/shaders/lit.vert
@@ -0,0 +1,17 @@
+#version 330 core
+layout (location = 0) in vec3 aPos;
+layout (location = 1) in vec3 aNormal;
+
+out vec3 FragPos;
+out vec3 Normal;
+
+uniform mat4 modelViewMatrix;
+uniform mat4 projectionMatrix;
+uniform mat3 normalMatrix;
+
+void main()
+{
+ FragPos = vec3(modelViewMatrix * vec4(aPos, 1.0));
+ Normal = normalMatrix * aNormal;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(aPos, 1.0);
+}