I have a model made of cubes with 8 vertices only, and I am having issues with per vertex directional lighting. Instead of the entire model being lit at once, each cube seems to be lit separately like this.
This is my vertex shader:
layout(location = 0)in vec3 vp;
layout(location = 1)in vec3 color;
layout(location = 2)in vec3 normal;
out vec3 fColor;
uniform mat4 model;
uniform mat3 nm;
uniform mat3 partNM;
uniform mat4 modelPart;
uniform mat4 view;
uniform mat4 projection;
void main () {
gl_Position = modelPart * vec4(vp, 1.0f);
gl_Position = model * gl_Position;
gl_Position = view * gl_Position;
gl_Position = projection * gl_Position;
mat3 normalMatrix = partNM*nm;
vec3 normalDirection = normalize(normalMatrix*normal);
vec3 lightDirection = normalize(vec3(-1.0, 1.0, -1.0));
vec3 diffuseReflection = clamp(dot(normalDirection, lightDirection),0.0,1.0);
fColor = color+diffuseReflection;
}
and my fragment shader:
in vec3 fColor;
out vec4 frag_colour;
void main () {
frag_colour = vec4(fColor.xyz,1.0);
}
This is the function I use to set the normal matrix:
void Shader::setNormalMatrix(string name,glm::mat4 matrix) {
glm::mat3 nm = glm::transpose(glm::inverse(glm::mat3(matrix)));
unsigned int location = glGetUniformLocation(program, name.c_str());
glUniformMatrix3fv(location, 1, false, &nm[0][0]);
}
and the function which generates the vertices and normals for my cubes:
std::vector<float> Cube::createCube(float size,float x,float y,float z,float r, float g, float b) {
VertexType points[8];
points[0].x = (x*size)+0.0f;
points[0].y = (y*size)+0.0f;
points[0].z = (z*size)+size;
points[0].nx = 0.577350;
points[0].ny = 0.577350;
points[0].nz = -0.577350;
points[0].r = r;
points[0].g = g;
points[0].b = b;
points[1].x = (x*size)+size;
points[1].y = (y*size)+0.0f;
points[1].z = (z*size)+size;
points[1].nx = -0.577350;
points[1].ny = 0.577350;
points[1].nz = -0.577350;
points[1].r = r;
points[1].g = g;
points[1].b = b;
points[2].x = (x*size)+size;
points[2].y = (y*size)+size;
points[2].z = (z*size)+size;
points[2].nx = -0.577350;
points[2].ny = -0.577350;
points[2].nz = -0.577350;
points[2].r = r;
points[2].g = g;
points[2].b = b;
points[3].x = (x*size)+0.0f;
points[3].y = (y*size)+size;
points[3].z = (z*size)+size;
points[3].nx = 0.577350;
points[3].ny = -0.577350;
points[3].nz = -0.577350;
points[3].r = r;
points[3].g = g;
points[3].b = b;
points[4].x = (x*size)+0.0f;
points[4].y = (y*size)+0.0f;
points[4].z = (z*size)+0.0f;
points[4].nx = 0.577350;
points[4].ny = 0.577350;
points[4].nz = 0.577350;
points[4].r = r;
points[4].g = g;
points[4].b = b;
points[5].x = (x*size)+size;
points[5].y = (y*size)+0.0f;
points[5].z = (z*size)+0.0f;
points[5].nx = -0.577350;
points[5].ny = 0.577350;
points[5].nz = 0.577350;
points[5].r = r;
points[5].g = g;
points[5].b = b;
points[6].x = (x*size)+size;
points[6].y = (y*size)+size;
points[6].z = (z*size)+0.0f;
points[6].nx = -0.577350;
points[6].ny = -0.577350;
points[6].nz = 0.577350;
points[6].r = r;
points[6].g = g;
points[6].b = b;
points[7].x = (x*size)+0.0f;
points[7].y = (y*size)+size;
points[7].z = (z*size)+0.0f;
points[7].nx = 0.577350;
points[7].ny = -0.577350;
points[7].nz = 0.577350;
points[7].r = r;
points[7].g = g;
points[7].b = b;
std::vector<float> rPoint;
for(VertexType p:points) {
rPoint.push_back(p.x);
rPoint.push_back(p.y);
rPoint.push_back(p.z);
rPoint.push_back(p.r);
rPoint.push_back(p.g);
rPoint.push_back(p.b);
rPoint.push_back(p.nx);
rPoint.push_back(p.ny);
rPoint.push_back(p.nz);
}
return rPoint;
}
The models are divided up into parts, which is why I have two normal and model matrices; one for the model as a whole, and one for an individual piece of the model. Is there a problem with my code, or do I need to use per-fragment lighting to fix this bug?
#version
directives? – genpfault