[ui] Viewer3D: introduce SphericalHarmonics shader + display mode

Add experimental render mode to display model normals or shading based on spherical harmonics coefficients
This commit is contained in:
Yann Lanthony 2019-02-08 16:31:16 +01:00 committed by Fabien Castan
parent 9aa059a565
commit 3ae95869bd
7 changed files with 194 additions and 1 deletions

View file

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#version 330 core
in vec3 normal;
out vec4 fragColor;
uniform vec3 shCoeffs[9];
uniform bool displayNormals = false;
vec3 resolveSH_Opt(vec3 premulCoefficients[9], vec3 dir)
{
vec3 result = premulCoefficients[0] * dir.x;
result += premulCoefficients[1] * dir.y;
result += premulCoefficients[2] * dir.z;
result += premulCoefficients[3];
vec3 dirSq = dir * dir;
result += premulCoefficients[4] * (dir.x * dir.y);
result += premulCoefficients[5] * (dir.x * dir.z);
result += premulCoefficients[6] * (dir.y * dir.z);
result += premulCoefficients[7] * (dirSq.x - dirSq.y);
result += premulCoefficients[8] * (3 * dirSq.z - 1);
return result;
}
void main()
{
if(displayNormals) {
// Display normals mode
fragColor = vec4(normal, 1.0);
}
else {
// Calculate the color from spherical harmonics coeffs
fragColor = vec4(resolveSH_Opt(shCoeffs, normal), 1.0);
}
}

View file

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#version 330 core
in vec3 vertexPosition;
in vec3 vertexNormal;
out vec3 normal;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;
void main()
{
normal = vertexNormal;
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}