I am trying to learn how to use a spot light in OpenGL. I wish to shine a spot (torch) light from a point marked (lighpos), and shown as grey dot, onto the side of a GLUT teapot centered at (possph) in 3D space. I have attached an example where I have tried to do this but I cannot get the light to focus on the teapot. I am expecting a almost touch light focus based on the parameters I have tried to use.
Could someone point out what I have missed / mistake I have made.
Thanks
Stuart
#include <windows.h>
#include <GL/glut.h>
#include <stdio.h>
GLfloat lighpos[] = { -300., 200., 250., 1.0 }; // Location of light
GLfloat possph[] = { -50., 350., 150. }; // Position of teapot
GLfloat ligdir[] = { 250., 150., -100. }; // Direction from light to teapot
void init(void) {
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST);
glLightfv(GL_LIGHT0, GL_POSITION, lighpos);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, ligdir);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 10.0);
GLfloat ambientLight0[] = { 0.25, 0.25, 0.25, 1.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight0);
GLfloat diffuseLight0[] = { 1.0, 1.0, 1.0, 1.0 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight0);
GLfloat specularLight0[] = { 1.0, 1.0, 1.0, 1.0 };
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight0);
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 128.0f);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void drawAxis() {
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0); glVertex3f(-500., 0.0, 0.0); glVertex3f(500., 0.0, 0.0);
glColor3f(0.0, 1.0, 0.0); glVertex3f(0.0, -500., 0.0); glVertex3f(0.0, 500., 0.0);
glColor3f(0.0, 0.0, 1.0); glVertex3f(0.0, 0.0, -500.); glVertex3f(0.0, 0.0, 500.);
glEnd();
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
drawAxis();
glPushMatrix();
glPointSize(10);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_POINTS);
glVertex3d(lighpos[0], lighpos[1], lighpos[2]);
glEnd();
glPopMatrix();
glColor3f(1., 0., 0.);
glPushMatrix();
glTranslated(possph[0], possph[1], possph[2]);
glutSolidTeapot(100.);
glPopMatrix();
glutSwapBuffers();
}
void reshape(int w, int h) {
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 4, 3000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1500.0, 1500.0, 1500.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(0.0, 0.0);
glutInitWindowSize(800, 800);
glutCreateWindow("spotlight");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
Fixed function pipeline illumination, which is what you are using in your code, performs lighting calculations only at the vertices. If your spotlight illuminates only a few or a single vertex you'll not get a pleasing spotlight effect. One possible solution would be to highly refine your models' meshes. The better, much more efficient and elegant solution is to drop using the fixed function pipeline and implement a illumination fragment shader, so that lighting is calculated for each pixel.
Related
I am trying to draw something like this image of the target output using OpenGL. I am using freeglut. I could draw three polygons, but I don't know how to give the three polygons right positioning. Below I attached the target output and my correct output.
The target output
My output
#include <GL/glut.h>
void init(void)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glMatrixMode(GL_PROJECTION);
gluOrtho2D(-5.0, 5.0, -5.0, 5.0);
glMatrixMode(GL_MODELVIEW);
}
void drawSquare(void)
{
glBegin(GL_POLYGON);
glVertex2f(0.0f, -1.0f);
glVertex2f(2.0f, 0.0f);
glVertex2f(0.0f, 1.0f);
glVertex2f(-2.0f, 0.0f);
glEnd();
}
void myDraw1(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(1.0, 0.0, 0.0);
drawSquare();
glTranslatef(2.0, 3.0, 0.0);
glRotatef(30, 0.0, 0.0, 1.0);
glColor3f(0.0, 1.0, 0.0);
drawSquare();
glLoadIdentity();
glTranslatef(-2.0, -3.0, 0.0);
glRotatef(-30, 0.0, 0.0, 1.0);
glColor3f(0.0, 0.0, 1.0);
drawSquare();
glFlush();
}
void myDraw2(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(1.0, 0.0, 0.0);
drawSquare();
glPushMatrix();
glTranslatef(2.0, 3.0, 0.0);
glRotatef(30, 0.0, 0.0, 1.0);
glColor3f(0.0, 1.0, 0.0);
drawSquare();
glPopMatrix();
glTranslatef(-2.0, -3.0, 0.0);
glRotatef(-30, 0.0, 0.0, 1.0);
glColor3f(0.0, 0.0, 1.0);
drawSquare();
glFlush();
}
void main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(0, 0);
glutInitWindowSize(600, 600);
glutCreateWindow("Rotate");
init();
glutDisplayFunc(myDraw1);
glutMainLoop();
}
The angle between the polygons is 120°. The center of the polygons is (0, 0). You have to rotate around the point (-2, 0). Translate the polygon in that way that that (-2, 0) is moved to (0, 0) and rotate the polygon:
glRotatef(120.0, 0.0, 0.0, 1.0);
glTranslatef(2.0, 0.0, 0.0);
Note, operations like glTranslatef and glRotatef, specify a matrix and multiply the current matrix by the new specified matrix. Use glPushMatrix/glPopMatrix to save and restore the matrix (push on and pop from matrix stack).
e.g:
void myDraw1(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(1.0, 0.0, 0.0);
glPushMatrix();
glRotatef(90.0, 0.0, 0.0, 1.0);
glTranslatef(2.0, 0.0, 0.0);
drawSquare();
glPopMatrix();
glColor3f(0.0, 1.0, 0.0);
glPushMatrix();
glRotatef(210.0, 0.0, 0.0, 1.0);
glTranslatef(2.0, 0.0, 0.0);
drawSquare();
glPopMatrix();
glColor3f(0.0, 0.0, 1.0);
glPushMatrix();
glRotatef(330.0, 0.0, 0.0, 1.0);
glTranslatef(2.0, 0.0, 0.0);
drawSquare();
glPopMatrix();
glFlush();
}
In overpaint example of qt in paint event if I remove QPaint calls nothing is being drawed.
void GLWidget::paintEvent(QPaintEvent *event)
{
makeCurrent();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
qglClearColor(qtPurple.dark());
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_MULTISAMPLE);
static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
setupViewport(width(), height());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0, 0.0, -10.0);
glRotatef(xRot / 16.0, 1.0, 0.0, 0.0);
glRotatef(yRot / 16.0, 0.0, 1.0, 0.0);
glRotatef(zRot / 16.0, 0.0, 0.0, 1.0);
logo->draw();
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
//QPainter painter(this); ---> I remove this and nothing
//painter.end(); will be displayed.
}
But I am curious because inside logo->draw(); there are QpenGL calls like "glDrawElements" which I believe shouldn't depend on QPainter.
What I want to understand how QPainter has an effect on this function.
And why it does not being used when we override paintGL which can be seen in this example
I'm trying to recognize a drawn object on a mousPressEvent in OpenGL in Qt with picking.
I did some research but wasn't able to find the problem.
Clearly it recognizes something (because the return value of glRenderMode(GL_RENDER) is often an integer > 0), but not necessarily when I click on an object.
I think gluPerspective is the problem right here, but i just don't know how to resolve it.
mousePressEvent:
void WorldView::mousePressEvent(QMouseEvent *e)
{
GLuint buff[256];
GLint hits;
GLint view[4];
//Buffer to store selection data
glSelectBuffer(256, buff);
//Viewport information
glGetIntegerv(GL_VIEWPORT, view);
//Switch to select mode
glRenderMode(GL_SELECT);
//Clear the name stack!
glInitNames();
//Restric viewing volume
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//Restrict draw area
gluPickMatrix(e->x(), e->y(), 1.0, 1.0, view);
gluPerspective(40.0f, (GLfloat)view[2]/(GLfloat)view[3], 1.0, 100.0);
//Draw the objects onto the screen
glMatrixMode(GL_MODELVIEW);
//Draw only the names in the stack
paintGL();
//Back into projection mode to push the matrix
glMatrixMode(GL_PROJECTION);
glPopMatrix();
hits = glRenderMode(GL_RENDER);//number of recognized objects
printf("\n%d\n",hits);
//Back to modelview mode
glMatrixMode(GL_MODELVIEW);
}
Draw function:
void WorldView::paintGL ()
{
this->dayOfYear = (this->dayOfYear+1);
this->hourOfDay = (this->hourOfDay+1) % 24;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// store current matrix
glMatrixMode( GL_MODELVIEW );
glPushMatrix( );
gluLookAt(camPosx ,camPosy ,camPosz,
camViewx,camViewy,camViewz,
camUpx, camUpy, camUpz );
//Draw Axes
glDisable( GL_LIGHTING );
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(10.0, 0.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 10.0, 0.0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 10.0);
glEnd();
//Draw objects we want to pick
glPushName(0);
glBegin(GL_TRIANGLES);
glVertex3d(1,1,1);
glVertex3d(2,3,2);
glVertex3d(5,2,2);
glEnd();
glPopName();
glPushName(1);
glBegin(GL_TRIANGLES);
glVertex3d(7,-5,1);
glVertex3d(10,3,2);
glVertex3d(10,2,2);
glEnd();
glPopName();
glPushName(2);
glBegin(GL_TRIANGLES);
glVertex3d(1,-5,7);
glVertex3d(2,3,9);
glVertex3d(5,2,9);
glEnd();
glPopName();
}
EDIT1: Maybe completing the code could help?
Initializer:
void WorldView::initializeGL ()
{
this->dayOfYear = 0;
this->hourOfDay = 0;
// Initialize QGLWidget (parent)
QGLWidget::initializeGL();
glShadeModel(GL_SMOOTH);
// Black canvas
glClearColor(0.0f,0.0f,0.0f,0.0f);
// Place light
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glEnable(GL_DEPTH_TEST);
GLfloat light0_position [] = {0.1f, 0.1f, 0.1f, 0.1f};
GLfloat light_diffuse []={ 1.0, 1.0, 1.0, 1.0 };
glLightfv ( GL_LIGHT0, GL_POSITION, light0_position );
glLightfv ( GL_LIGHT0, GL_DIFFUSE, light_diffuse );
}
resizer:
void WorldView::resizeGL ( int width, int height )
{
if ((width<=0) || (height<=0))
return;
//set viewport
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//set persepective
//change the next line order to have a different perspective
GLdouble aspect_ratio=(GLdouble)width/(GLdouble)height;
gluPerspective(40.0f, aspect_ratio, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
Use bullet raycast and not gl_Select which is way too slow and unwieldy. This will also make you get away from calling paintGL manually and other glCalls...in qt mousepressevent. Dont do this!
I am new to OpenGL. I want to write a program that displays two shapes of two different colors, a Torus and a Sphere and two independent light sources that rotate around them.
So far I have this code which makes a light source that rotates around the Torus nicely. However I am unable to figure out how to add a Sphere and a new light source that rotates around it.
EDIT:
Here is my whole code. The light rotates when you push the 's' or 'd' key on keyboard
#include "stdafx.h"
#include <windows.h>
#include <glut.h>
static int spin = 0;
bool updown = false;
bool leftright = false;
GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat direction[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat direction2[] = { 1.0, 0.0, 0.0, 0.0 };
void display() {
GLfloat position[] = { 0.0, 0.0, 1.5, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cyan);
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
glMaterialf(GL_FRONT, GL_SHININESS, 30);
glTranslatef(-2.0, 1.0, 0.0);
glPushMatrix ();
if(updown){
glRotated ((GLdouble) spin, 1.0, 0.0, 0.0);
}
if(leftright){
glRotated ((GLdouble) spin, 0.0, 1.0, 0.0);
}
glLightfv (GL_LIGHT0, GL_POSITION, position);
glTranslated (0.0, 0.0, 1.5);
glDisable (GL_LIGHTING);
glColor3f (0.0, 1.0, 1.0);
glEnable (GL_LIGHTING);
glPopMatrix();
glutSolidTorus(0.275, 0.85, 16, 40);
glPopMatrix();
glFlush();
}
void reshape(GLint w, GLint h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
GLfloat aspect = GLfloat(w) / GLfloat(h);
glLoadIdentity();
if (w <= h) {
glOrtho(-2.5, 2.5, -2.5/aspect, 2.5/aspect, -10.0, 10.0);
} else {
glOrtho(-2.5*aspect, 2.5*aspect, -2.5, 2.5, -10.0, 10.0);
}
}
void init() {
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_DIFFUSE, yellow);
glLightfv(GL_LIGHT0, GL_SPECULAR, white);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void keyboard(unsigned char button, int x, int y)
{
switch (button) {
case 's':
updown = true;
leftright = false;
spin = (spin + 30) % 360;
glutPostRedisplay();
break;
case 'd':
updown = false;
leftright = true;
spin = (spin + 30) % 360;
glutPostRedisplay();
break;
default:
break;
}
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(80, 80);
glutInitWindowSize(800, 600);
glutCreateWindow("Shapes and light");
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
init();
glutMainLoop();
}
I believe the problem is more conceptual. OpenGL is stateful. What that means in practice is that you modify the state, draw something, modify the state again, draw something else. The state of OpenGL 1.x includes the matrix stack, materials, and the lights.
I believe in your mind, you want to add a new light object, then add a new object to draw, then have OpenGL render that. That is not how OpenGL works. There are no real objects in OpenGL.
What happens when you draw something, e.g. with glutSolidTorus, is that OpenGL puts pixels into buffers, including the screen. To determine the color of these pixels, it looks at the state you put it in before. So in order to draw two objects, you would first set up lighting, material, position for the first object, call glutSolidTorus, then set up the lighting, material, position for the second object, call glutSolidSphere. Note that you don't need to "add a new material", or "add a new light" for rendering the sphere. All you need to do is change the state before rendering, e.g. by moving GL_LIGHT0 to a different position.
I'm trying to draw a sphere using gluSphere. The sphere appears but certain patches are missing whether I draw it as a filled polygons or a wire frame.
int width=800, height=600;
void myinit(void)
{
// set up overall light data, including specular=ambient=light colors
GLfloat light_position[]={ 10.0, 10.0, -10.0, 1.0 };
GLfloat light_color[]={ 1.0, 1.0, 1.0, 1.0 };
GLfloat ambient_color[]={ 0.0, 0.2, 0.2, 1.0 };
GLfloat mat_specular[]={ 1.0, 1.0, 1.0, 1.0 };
glClearColor( 0.0, 1.0, 1.0, 0.0 );
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular );
glLightfv(GL_LIGHT0, GL_POSITION, light_position );
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color );
glLightfv(GL_LIGHT0, GL_SPECULAR, light_color );
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color );
/* attributes */
glEnable(GL_LIGHTING); // so lighting models are used
glEnable(GL_LIGHT0); // we'll use LIGHT0
glEnable(GL_DEPTH_TEST); // allow z-buffer display
//glClearDepth(1);
}
void drawHead(){
GLUquadric *sphere=gluNewQuadric();
gluQuadricDrawStyle( sphere, GLU_FILL);
gluQuadricNormals( sphere, GLU_SMOOTH);
gluQuadricOrientation( sphere, GLU_OUTSIDE);
gluQuadricTexture( sphere, GL_TRUE);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glPushMatrix();
glTranslated(0,0,-5);
glRotated(30,1,1,1);
gluSphere(sphere,2.0,15,15);
glPopMatrix();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,0);
drawHead();
glutSwapBuffers();
}
void main(int argc, char** argv){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(width,height);
glutInitWindowPosition(100,200);
glutCreateWindow("Automaton");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0,1.0,0.0,20);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
myinit();
glutDisplayFunc(display);
glutMainLoop();
}
As per the docs, "...zNear must never be set to 0."
Bump your zNear out a bit, and your zFar a bit more:
gluPerspective( 90.0, 1.0, 1.0, 200.0 );
Complete:
#include <GL/glut.h>
int width=800, height=600;
void myinit(void)
{
// set up overall light data, including specular=ambient=light colors
GLfloat light_position[]={ 10.0, 10.0, -10.0, 1.0 };
GLfloat light_color[]={ 1.0, 1.0, 1.0, 1.0 };
GLfloat ambient_color[]={ 0.0, 0.2, 0.2, 1.0 };
GLfloat mat_specular[]={ 1.0, 1.0, 1.0, 1.0 };
glClearColor( 0.0, 1.0, 1.0, 0.0 );
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular );
glLightfv(GL_LIGHT0, GL_POSITION, light_position );
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color );
glLightfv(GL_LIGHT0, GL_SPECULAR, light_color );
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color );
/* attributes */
glEnable(GL_LIGHTING); // so lighting models are used
glEnable(GL_LIGHT0); // we'll use LIGHT0
glEnable(GL_DEPTH_TEST); // allow z-buffer display
}
void drawHead()
{
GLUquadric *sphere=gluNewQuadric();
gluQuadricDrawStyle( sphere, GLU_FILL);
gluQuadricNormals( sphere, GLU_SMOOTH);
gluQuadricOrientation( sphere, GLU_OUTSIDE);
gluQuadricTexture( sphere, GL_TRUE);
glPushMatrix();
glTranslated(0,0,-5);
glRotated(30,1,1,1);
gluSphere(sphere,2.0,15,15);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,0);
drawHead();
glutSwapBuffers();
}
void main(int argc, char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(width,height);
glutInitWindowPosition(100,200);
glutCreateWindow("Automaton");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective( 90.0, 1.0, 1.0, 200.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
myinit();
glutDisplayFunc(display);
glutMainLoop();
}