How to get flat normals on a cube

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北海茫月
北海茫月 2021-01-05 22:12

I am using OpenGL without the deprecated features and my light calculation is done on fragment shader. So, I am doing smooth shading.

My problem, is that when I am d

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  • 2021-01-05 23:00

    If you do the lighting in camera-space, you can use dFdx/dFdy to calculate the normal of the face from the camera-space position of the vertex.

    So the fragment shader would look a little like this.

    varying vec3 v_PositionCS; // Position of the vertex in camera/eye-space (passed in from the vertex shader)
    
        void main()
        { 
          // Calculate the face normal in camera space
          vec3 normalCs = normalize(cross(dFdx(v_PositionCS), dFdy(v_PositionCS)));
    
          // Perform lighting 
          ...
          ...
        }
    
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  • 2021-01-05 23:08

    Another option would be to pass MV-matrix and the unrotated AxisAligned coordinate to the fragment shader:

     attribute aCoord;
     varying vCoord;
     void main() {
        vCoord = aCoord;
        glPosition = aCoord * MVP;
     }
    

    At Fragment shader one can then identify the normal by calculating the dominating axis of vCoord, setting that to 1.0 (or -1.0) and the other coordinates to zero -- that is the normal, which has to be rotated by the MV -matrix.

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  • 2021-01-05 23:15

    Since a geometry shader can "see" all three vertices of a triangle at once, you can use a geometry shader to calculate the normals and send them to your fragment shader. This way, you don't have to duplicate vertices.

    // Geometry Shader
    
    #version 330 
    
    layout(triangles) in;
    layout(triangle_strip, max_vertices = 3) out;
    
    out vec3 gNormal;
    
    // You will need to pass your untransformed positions in from the vertex shader
    in vec3 vPosition[];
    
    uniform mat3 normalMatrix;
    
    void main()
    {
        vec3 side2 = vPosition[2] - vPosition[0];
        vec3 side0 = vPosition[1] - vPosition[0];
        vec3 facetNormal = normalize(normalMatrix * cross(side0, side2));
    
        gNormal = facetNormal;
        gl_Position = gl_in[0].gl_Position;
        EmitVertex();
    
        gNormal = facetNormal;
        gl_Position = gl_in[1].gl_Position;
        EmitVertex();
    
        gNormal = facetNormal;
        gl_Position = gl_in[2].gl_Position;
        EmitVertex();
    
        EndPrimitive();
    }
    
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