OpenGL Lighting normal fail - c++

I am trying to implement lighting in my OpenGL scene. I am loading FBX model from file with normals (Generated by C4D). But the light doesn't look as I was expecting. I was looking on many forums, but wihout any relevant result. I have GL_NORMALIZE enabled...
Here is a code snippet:
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
float specularm[] = {1.8,1.8, 1.8, 1.0};
glMaterialfv(GL_FRONT, GL_SPECULAR, specularm);
glMateriali(GL_FRONT, GL_SHININESS, 50);
float light_ambient[] = {0.0, 0.0, 0.0, 1.0};
float light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
float light_specular[] = {1.0, 1.0, 1.0, 1.0};
float position0[] = {0.0f, 50.0f, 0.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
In draw function:
(I'm using VBO for drawing)
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
...
glBindBufferARB(GL_ARRAY_BUFFER_ARB, geometry[model[m].gIndexes[g]].VBOName);
glVertexPointer(3, GL_FLOAT, 0, 0);
glNormalPointer(GL_FLOAT, 0, (void*)(geometry[model[m].gIndexes[g]].NumberOfPolygonVertexIndexes * 3 * sizeof(float)));
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(geometry[model[m].gIndexes[g]].NumberOfPolygonVertexIndexes * 3 * sizeof(float)* 2));
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, geometry[model[m].gIndexes[g]].VBOIndices);
...
glDrawElements(GL_TRIANGLES, geometry[model[m].gIndexes[g]].usemtl[o].VertexCount, GL_UNSIGNED_INT, (unsigned int*)0 + LastVertex);
Here is a screen of the problem:

Related

Not all objects with same material look the same - Open GL/C++

So I have drawn 5 tori on my scene and a cube behind them and besides LIGHT0 I also have LIGHT1 enabled on click. I need to create two different materials where when I press on number 1 material 1 turns on, and when I press 2 material two turns on instead of material one. But what happens is, those materials get turned on only for tori, not the cube behind them. Here is everything in the code explained:
void light_1() {
GLfloat light_position[] = {1.0f, 1.0f, 1.0f, 0.0f};
GLfloat light_specular[] = {1.0f, 1.0f, 1.0f, 5.0f};
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
}
Cube and tori have same exact properties.
void drawCube() {
GLfloat mat_diffuse[] = {0.3, 0.0, 0.7, 1.0};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glutSolidCube(7.5);
}
void greenTorus() {
GLfloat mat_diffuse[] = {0.0, 1.0, 0.0, 1.0};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glutSolidTorus(0.08, 0.8, 30, 30);
}
Here is my display function. Ignore the variables, they are controled by different stuff and are irrelevant.
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(75.0, 4.0/3.0, 1.0, 200.0);
light_1();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0+LR, 0.0+UD, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glPushMatrix();
glTranslatef(0.0+tyg/2, 0.0-tbr/2, -5.0);
glRotated(a, 0, 0, 1);
glScaled(0.5+s, 0.5+s, 0.5+s);
greenTorus();
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, -0.5, -9.0);
drawCube();
glPopMatrix();
glFlush();
glutPostRedisplay();
}
Here is the material that is used for bottom image.
void material_1() {
GLfloat m_ambient[] = {0.33f, 0.23f, 0.03f, 1.0f};
GLfloat m_diffuse[] = {0.8f, 0.6f, 0.1f, 1.0f};
GLfloat m_specular[] = {2.0f, 2.0f, 2.0f, 1.0f};
GLfloat m_shininess = 128.0f;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, m_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, m_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, m_specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, m_shininess);
}
Does anyone see the issue? Here is a screenshot of the scene whole program renders when lights 0 and 1 are both turned on and material_1 is turned on. Why isn't the cube also highlighted? Why does LIGHT0 light on all objects, but LIGHT1 only on tori?

OpenGL Lighitng

I am new to OpenGL, I made this to switch menu in between ambient, diffuse and specular, position light. It works but looks weird
The code (relevant part ) is:
void gfxinit(void)
{
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 0.0, 1.0, 1.0 };
GLfloat light_direction[] = { -1, -2, -1, 1 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 1.0, 0.0 };
GLfloat global_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
glClearColor(0.0, 0.0, 0.0, 1.0); //background Color
list = glGenLists(1);
glNewList(list, GL_COMPILE);
glutSolidSphere(1.0, 30, 12);
glEndList();
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT3, GL_POSITION, light_position);
glLightf(GL_LIGHT4, GL_SPOT_EXPONENT, 2.0);
}
and
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0, 0.0, tdist);
glRotatef((GLfloat)spinx, 1.0, 0.0, 0.0);
glRotatef((GLfloat)spiny, 0.0, 1.0, 0.0);
glRotatef((GLfloat)spinz, 0.0, 0.0, 1.0);
glMaterialfv(GL_FRONT, GL_AMBIENT, gray);
glMaterialfv(GL_FRONT, GL_DIFFUSE, cyan);
glMaterialfv(GL_FRONT, GL_SPECULAR, gray);
glMaterialfv(GL_FRONT, GL_POSITION, white);
glMaterialf(GL_FRONT, GL_SHININESS, 70);
glMaterialfv(GL_FRONT, GL_SPECULAR, light_param);
glEnable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL);
if (value == 2) {//ambient
glEnable(GL_LIGHT0);
glPolygonOffset(polyfactor, polyunits);
glCallList(list);
glDisable(GL_LIGHT0);
}
else if (value == 3) {//diffuse
glEnable(GL_LIGHT1);
glPolygonOffset(polyfactor, polyunits);
glCallList(list);
glDisable(GL_LIGHT1);
}
Really thanks if someone can tell me whether there is mistake here or not! Thanks!

How to fix bitmap lighting in openGL?

I need help with my code in C++ using the OpenGL API. I have written a program that draws 4 3D cubes and text (using bitmap) onto the screen. Now I want to add lighting.
I have added glMaterial code to give a description of the material for the cubes. I do not want the material properties to be applied to the bitmap text. Therefore, I placed the code for the material before drawing the cube and I also placed the code for drawing the cube and the material between a pushMatrix and popMatrix pair. However, when I run the code, I find the text changes color.
Below is some of the code that I am using:
void init() {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ligAmb);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lig[0][0]);
glLightfv(GL_LIGHT0, GL_SPECULAR, lig[0][1]);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, ligDir);
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, exp_one);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, cutoff);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lig[1][0]);
glLightfv(GL_LIGHT1, GL_SPECULAR, lig[1][1]);
glEnable(GL_LIGHT1);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void drawCube(Point3D colors[], Point3D vertices[]) {
glBegin(GL_QUADS);
glColor3fv(colors[1]);
glVertex3fv(vertices[1]);
glColor3fv(colors[5]);
glVertex3fv(vertices[5]);
glColor3fv(colors[7]);
glVertex3fv(vertices[7]);
glColor3fv(colors[3]);
glVertex3fv(vertices[3]);
glColor3fv(colors[7]);
glVertex3fv(vertices[7]);
glColor3fv(colors[6]);
glVertex3fv(vertices[6]);
glColor3fv(colors[2]);
glVertex3fv(vertices[2]);
glColor3fv(colors[3]);
glVertex3fv(vertices[3]);
glColor3fv(colors[2]);
glVertex3fv(vertices[2]);
glColor3fv(colors[6]);
glVertex3fv(vertices[6]);
glColor3fv(colors[4]);
glVertex3fv(vertices[4]);
glColor3fv(colors[0]);
glVertex3fv(vertices[0]);
glColor3fv(colors[5]);
glVertex3fv(vertices[5]);
glColor3fv(colors[4]);
glVertex3fv(vertices[4]);
glColor3fv(colors[6]);
glVertex3fv(vertices[6]);
glColor3fv(colors[7]);
glVertex3fv(vertices[7]);
glColor3fv(colors[4]);
glVertex3fv(vertices[4]);
glColor3fv(colors[5]);
glVertex3fv(vertices[5]);
glColor3fv(colors[1]);
glVertex3fv(vertices[1]);
glColor3fv(colors[0]);
glVertex3fv(vertices[0]);
glColor3fv(colors[0]);
glVertex3fv(vertices[0]);
glColor3fv(colors[1]);
glVertex3fv(vertices[1]);
glColor3fv(colors[3]);
glVertex3fv(vertices[3]);
glColor3fv(colors[2]);
glVertex3fv(vertices[2]);
glEnd();
}
void displayObject() {
glPushMatrix();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 0.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLightfv(GL_LIGHT0, GL_POSITION, ligPos[0]);
glLightfv(GL_LIGHT1, GL_POSITION, ligPos[1]);
typedef GLint vertex3[3];
Point3D vertices[8] = { {-1.0, -1.0, -1.0},
{-1.0, -1.0, 1.0},
{-1.0, 1.0, -1.0},
{-1.0, 1.0, 1.0},
{ 1.0, -1.0, -1.0},
{ 1.0, -1.0, 1.0},
{ 1.0, 1.0, -1.0},
{ 1.0, 1.0, 1.0} };
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_INT, 0, vertices);
GLubyte vertIndex[] = { 6,2,3,7,5,1,0,4,7,3,1,5,4,0,2,6,2,0,1,3,7,5,4,6
};
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, vertIndex);
glPopMatrix();
Point3D colorsb[8] = { {0.,0.,1.},
{0.,0.,1.},
{0.,0.,1.},
{0.,0.,1.},
{0.,0.,1.},
{0.,0.,1.},
{0.,0.,1.},
{0.,0.,1.} };
Point3D colorsg[8] = { {0.,1.,0.},
{0.,1.,0.},
{0.,1.,0.},
{0.,1.,0.},
{0.,1.,0.},
{0.,1.,0.},
{0.,1.,0.},
{0.,1.,0.} };
Point3D colorsr[8] = { {1.,0.,0.},
{1.,0.,0.},
{1.,0.,0.},
{1.,0.,0.},
{1.,0.,0.},
{1.,0.,0.},
{1.,0.,0.},
{1.,0.,0.} };
Point3D colorsy[8] = { {1.,1.,0.},
{1.,1.,0.},
{1.,1.,0.},
{1.,1.,0.},
{1.,1.,0.},
{1.,1.,0.},
{1.,1.,0.},
{1.,1.,0.} };
glPushMatrix();
glTranslatef(-0.5f, 4.0f, -6.0f);
glRotatef(10.0, 0.0, 1.0, 0.0);
glRotatef(loop, 0.0, 1.0, 0.0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat[0][0]);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat[0][1]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat[0][2]);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shi[0]);
drawCube(colorsb, vertices);
glPopMatrix();
glPushMatrix();
glTranslatef(6.0f, -0.5f, -6.0f);
glRotatef(10.0, 1.0, 0.0, 0.0);
glRotatef(loop, 0.0, 1.0, 0.0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat[1][0]);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat[1][1]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat[1][2]);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shi[1]);
drawCube(colorsg, vertices);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5f, -4.5f, -6.0f);
glRotatef(10.0, 0.0, 1.0, 0.0);
glRotatef(loop, 0.0, 1.0, 0.0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat[2][0]);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat[2][1]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat[2][2]);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shi[2]);
drawCube(colorsr, vertices);
glPopMatrix();
glPushMatrix();
glTranslatef(-6.0f, -0.5f, -6.0f);
glRotatef(10.0, 1.0, 0.0, 0.0);
glRotatef(loop, 0.0, 1.0, 0.0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat[3][0]);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat[3][1]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat[3][2]);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shi[3]);
drawCube(colorsy, vertices);
glPopMatrix();
}
void display() {
displayObject();
wordColor = "green";
char str[] = { "Red" };
glColor3f(0.0, 1.0, 0.0);
glRasterPos2f(-0.5, 0.0);
for (int i = 0; i < strlen(str); i++)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, str[i]);
}
glPopMatrix();
loop += 0.05;
glFlush();
glutSwapBuffers();
glutPostRedisplay();
}
OpenGL is a state machine, which means that it keeps a state around until you explicitly change it again. So when you take care to set the illumination only after drawing the text during drawing one frame, it will have happened before drawing the text of the next frame.
The solution is, that you always set every relevant state for whatever it is you're drawing, right before you draw it. In case of the text, it's as simple as disable lighting, right before drawing the text (actually before calling glRasterPos).

OpenGL: missing shadows on the cube shape

Why the shadows are gone from unlighted faces of my cube shape when I am using arrays of:
vertices[]
indices[]
colors[]
normals[]
texcoords[]
// and draw them by
glDrawElements();
But when I use:
glBegin(...);
glVertex3f(...);
glEnd(...);
The shadows are ok.
Here you got an image of what is happening:
My light is set as below:
glShadeModel (GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
GLfloat AmbientLight[] = {0.0, 0.0, 0,0, 1.0};
GLfloat DiffuseLight[] = {1.0, 1.0, 1,0, 1.0};
GLfloat SpecularLight[] = {1.0, 1.0, 1.0, 1.0};
GLfloat Shininess[] = { 90.0 };
GLfloat Emission[] = {0.0, 0.0, 0.0, 1.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, AmbientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, DiffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, SpecularLight);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, AmbientLight);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, DiffuseLight);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SpecularLight);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, Shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Emission);
You are probably missing a call to
glEnableClientState( GL_NORMAL_ARRAY );

OpenGL lighting don't work

I'm trying to setup lighting in my scene
but for some reason it doesn't work, i'm trying to figure out why
here's how I initialize OpenGL:
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHT0);
and here is how I try to draw with lighting on:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
GLfloat diffuse0[]={1.0, 1.0, 1.0, 1.0};
GLfloat ambient0[]={1.0, 1.0, 1.0, 1.0};
GLfloat specular0[]={1.0, 1.0, 1.0, 1.0};
GLfloat light0_pos[]={1.0, 1.0, 1,0, 1.0};
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 2.0);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 1.0);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 2.0);
object->draw();
the object is not affected by the lighting at all
all normals are set and all the information that opengl require for lighting a scene
is there... what am I missing?
EDIT:
OK! I finally found a solution to the problem.
my opengl init function was misplaced in the code
I had to call it after showing the window and not before
and that's what caused the problem...
Probably you should tell us the position of the object.
Suspect 1: The position of the object and the light are too far
Suspect 2: Hide all ATTENUATION settings or make LINEARATTENUATION to 0.0