I am using GL_TRIANGLE_STRIP to draw my terrain to the screen, however when I compile and run the program I get nothing. When I change GL_TRIANGLE_STRIP to GL_LINES it shows up and works. What can I do to get it working with GL_TRIANGLE_STRIP?
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -10.0f);
glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
glRotatef(-_angle, 0.0f, 1.0f, 0.0f);
GLfloat ambientColor[] = {.5, .5, .5, 1.0f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);
float scale = 5.0f / max(63.0,63.0);
glScalef(scale, scale*10, scale);
glTranslatef(-(float)(63.0) / 2, 0.0f, -(float)(63.0) / 2);
/*GLfloat lightColor0[] = {0.6f, 0.6f, 0.6f, 1.0f};
GLfloat lightPos0[] = {-0.5f, 4, 32, 0.0f};
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);*/
glColor3f(0.3f, 0.9f, 0.0f);
for(int x = 0;x<64;x++){
glBegin(GL_LINES);
for(int z = 0;z<63;z++){
glNormal3f(0,1,0);
Vertex(x,map[x][z],z);
Vertex(x,map[x][z+1],z+1);
}
glEnd();
}
for(int z = 0;z<64;z++){
glBegin(GL_LINES);
for(int x = 0;x<63;x++){
Vertex(x,map[x][z],z);
Vertex(x+1,map[x+1][z],z);
}
glEnd();
}
I'm not sure this is important but for my terrain I have code that makes it a 3d Gaussian distribution.
An explanation of TRIANGLE_STRIP is found by a Google search. There is an illustration on Wikipedia.
My advice is to print out the first five vertices of your vertex data, and draw it by hand on paper. The fact that GL_LINES work suggest that the right vertices are there, you might just drawing them in the wrong order.
Another piece of advice is to disable backface culling.
glDisable(GL_CULL_FACE);
As a random stab in the dark, do you have culling turned on? It may be that it's not drawing any triangles because the back of the triangles are invisible. Try adding:
glDisable(GL_CULL_FACE);
To you init code, or simply removing:
glEnable(GL_CULL_FACE);
From your init code.
Related
I'm trying to build a hammer weapon that can move along with the X-axis and rotate around Z-axis. Right now I have a problem with the hammer. The hammer can rotate around Z-axis on a fixed pivot point, but when I move the hammer to a new position then I rotate the hammer, the hammer still rotates around the old pivot point.
I have tried to add the distance I moved to the old pivot point, but it does not work. How could I solve this problem? Thanks for any helping!
Here is my code:
glPushMatrix();
//the rotation angle of Z-axis
glTranslatef(0.5f,1.0f,-1.0f); //Back to original point
glRotatef(zr, 0.0f, 0.0f, 1.0f); //Rotating
glTranslatef(-0.5f,-1.0f,1.0f); //The rotation piovt point
//build weapon base
//the moving distant on X-axis
glPushMatrix();
glColor3f(1, 0, 0);
glTranslatef(0.5f+xr, 1.0f, -1.0f);
glRotatef(-90.0, 1.0, 0.0, 0.0);
quadratic = gluNewQuadric();
gluCylinder(quadratic, 0.2f, 0.2f, 2.0f, 50, 50);
glPopMatrix();
//build hammer
glPushMatrix();
glTranslatef(0.0+xr, 3.0f, -1.0f);
glRotatef(90.0, 0.0, 1.0, 0.0);
glColor3f(0, 1, 0);
quadratic = gluNewQuadric();
gluCylinder(quadratic, 0.2f, 0.2f, 1.0f, 50, 50);
glPopMatrix();
glPopMatrix();
You have to move the pivot, too:
float pivot_x = 0.5f + xr;
glTranslatef(pivot_x, 1.0f, -1.0f); //Back to original point
glRotatef(zr, 0.0f, 0.0f, 1.0f); //Rotating
glTranslatef(-pivot_x, -1.0f, 1.0f); //The rotation piovt point
I was wondering if anyone could help me figure out how to add a light source to my 3D objects. I have four objects that are rotating and I want the light source to be at a fixed position, and I want to be able to see lighting on the object.
I tried doing this (********):
//*******Initializing the light position
GLfloat pos[] = {-2,4,5,1};
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
//*******adding the light to the display method
glLoadIdentity();
glLightfv(GL_LIGHT0, GL_POSITION, pos);
// rectangle
glPushMatrix();
glTranslatef(0.0f, 2.5f, -8.0f);
glRotatef(angleRectangle, 0.0f, 1.0f, 0.0f);
drawRectangle();
glPopMatrix();
//small cylinder
glPushMatrix();
glTranslatef(0.0f, 2.0f, -8.0f);
glRotatef(90, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 0.0f, 1.0f);
drawCylinder(0.2, 0.7);
glPopMatrix();
//big cylinder
glPushMatrix();
glTranslatef(0.0f, 1.5f, -8.0f);
glRotatef(90, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 0.0f, 1.0f);
drawCylinder(0.7, 2.7);
glPopMatrix();
//pyramid
glPushMatrix();
glTranslatef(0.0f, -2.2f, -8.0f);
glRotatef(180, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 1.0f, 0.0f);
drawPyramid();
glPopMatrix();
glutSwapBuffers();
anglePyramid += k * 0.2f; //- is CW, + is CCW
angleRectangle += -k * 0.2f;
}
//******* Then i added these to the main method
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
However when I do this and I run the entire program, my objects turn gray, and at certain points in the rotation they turn white. And this isnt what I want. I want to keep my colorful objects, but I want to be able to see the light source on them.
Any help would be greatly appreciated. Also let me know if you need to see more of my code to figure out the issue. Thanks
When lighting (GL_LIGHTING) is enabled, then the color is taken from the material parameters (glMaterial).
If you still want to use the current color, the you have to enable GL_COLOR_MATERIAL
and to set the color material paramters (glColorMaterial):
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
See also Basic OpenGL Lighting.
But note, that drawing by glBegin/glEnd sequences, the fixed function pipeline matrix stack and fixed function pipeline per vertex light model, is deprecated since decades.
Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.
I'm new to openGL and I drew a cube, then I place a camera inside the cube.
What I'm trying to achieve now is lighting the cube.
This is how I tried:
void draw(GLFWwindow* window)
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// Create light components
GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat position[] = { -1.5f, 1.0f, -1.0f, 1.0f };
// Assign created components to GL_LIGHT0
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, position);
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 projection = glm::perspective(PI / 4, 1.f / 1.f, 1.0f, 10.0f);
glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, -1.3f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::rotate(glm::mat4(1.f), PI, glm::vec3(0.0f, 1.0f, 0.0f));
....
....
}
But I don't see any lightings
But I don't see any lightings
Welcome to the world of the old-and-busted fixed function pipeline. You're using OpenGL as it was done 20 years ago. The mode of illumination you're using is doing the lighting calculations only at the vertex locations and then simply blends the resulting color over the triangles (or quads). Obviously that won't work if there's a lot of change in illumination over the span of a single triangle.
In your case the light source is very close to your cube, so that's not going to work. You should address this by ditching the fixed function pipeline (FFP) and use shaders. Seriously, the FFP has been out of fashion for some 13 years (first GLSL capable GPUs arrived on the market in 2003). FFP has been emulated with shaders created in-situ ever since.
Also (judging from your other questions related to drawing a cube) you don't supply face normals. Normals are essential to doing illumination calculations, so you'll have to supply those as well.
I have a problem when I draw a scaled (with glScale) gluSphere.
The Color changes after Scaling and the darker faces are not as dark as they should be...
This is how I set up the light:
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
GLfloat LAmbient[4] = {0.2f, 0.2f, 0.2f, 1.0};
GLfloat LDiffuse[4] = {1.0f, 1.0f, 1.0f, 1.f};
GLfloat LSpecular[4] = {1.0f, 1.0f, 1.0f, 0.0f};
GLfloat LPosition[4] = {100.0f, -200.0f, -50.0f, 0.0f};
GLfloat LSpotDirec[3] = {0.0,0.0,0.0};
GLfloat LSpotCutOff = 180.0f;
GLfloat LSpotExponent = 0.0f;
GLfloat LAttenuationConst = 1.0f;
GLfloat LAttenuationLinear = 0.0f;
GLfloat LAttenuationQuadrat = 0.0f;
glLightfv(GL_LIGHT0, GL_AMBIENT, LAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, LSpecular);
glLightfv(GL_LIGHT0, GL_POSITION, LPosition);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, LSpotDirec);
glLightfv(GL_LIGHT0, GL_SPOT_CUTOFF, &LSpotCutOff);
glLightfv(GL_LIGHT0, GL_SPOT_EXPONENT, &LSpotExponent);
glLightfv(GL_LIGHT0, GL_CONSTANT_ATTENUATION, &LAttenuationConst);
glLightfv(GL_LIGHT0, GL_LINEAR_ATTENUATION, &LAttenuationLinear);
glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, &LAttenuationQuadrat);
Here is my code, that sets up a new glList, where the glu Sphere is drawn:
//Sphere
GLUquadric * pSphere = gluNewQuadric();
glNewList(LIST_SPHERE, GL_COMPILE);//'LIST_SPHERE' is defined above
gluQuadricTexture(pSphere, GL_FALSE);
gluQuadricOrientation(pSphere, GLU_OUTSIDE);
gluQuadricDrawStyle(pSphere, GLU_FILL);
gluQuadricNormals(pSphere, GLU_SMOOTH);
gluQuadricCallback(pSphere, GLU_ERROR, NULL);
gluSphere(pSphere, 1.0f, 20, 10);
glEndList();
and here is the code, where the List is called:
glPushMatrix();
//drawing a white Sphere with a radius of 6
glColor3f(1.0f, 1.0f, 1.0f);
glScalef(6.f,6.f,6.f);
glCallList(LIST_SPHERE);
glPopMatrix();
Sphere drawn with 'glScalef(1.0f, 1.0f, 1.0f)' (no scale)
Sphere drawn with 'glScalef(6.0f, 6.0f, 6.0f)'
I hope you have any Idea, why things are not working probably.
The normals are not being scaled correctly (they are non-unit length after scaling).
You have two options to solve this:
GL_NORMALIZE -- This will renormalize your normals, which is costly.
GL_RESCALE_NORMAL -- This will simply rescale them.
Option #2 is what you want here, since you applied a uniform scale (6.0x in every direction). If you had applied a non-uniform scale (e.g. glScalef (1.0f, 6.0f, 3.0f)) then this would not be a valid option and you would have to resort to option #1.
In either case, all you need to do is enable GL_NORMALIZE or GL_RESCALE_NORMAL to solve this problem.
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
ifstream myFile("Coordinates.txt");
if (!myFile.is_open())
{
cout << "Unable to open file";
exit(1); // terminate with error
}
// Light values and coordinates
float ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
float diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
float specular[] = { 1.0f, 1.0f, 1.0f, 1.0f};
float lightPos[] = { 0.0f, -150.0f, -150.0f, 1.0f };
glEnable(GL_CULL_FACE); // Do not calculate inside of jet
glFrontFace(GL_CCW); // Co unter clock-wise polygons face
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightfv(GL_LIGHT0,GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Light values and coordinates
float specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// All materials hereafter have full specular reflectivity
// with a high shine
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,specref);
glMateriali(GL_FRONT_AND_BACK,GL_SHININESS,128);
while (! myFile.eof())
{
glPushMatrix();
myFile>>plot[0];
myFile>>plot[1];
myFile>>plot[2];
myFile>>plot[3]; //this data will not be used
glColor3f(0.60f/1.5,0.80f/1.5,0.90f/1.5);
glTranslatef((plot[0]-1.15)*26, (plot[2]-0.51)*45, (plot[1]-1)*30);
glutSolidSphere(2, 12, 12);
glLoadIdentity();
glPopMatrix();
axes += 0.00005f;
}
glRotatef(axes, 0.0f, 1.0f, 0.0f);
myFile.close();
glFlush();
glutSwapBuffers();
This is my 1st time playing with lighting.
My problem is that after i place all the light effect code from a tutorial the objects seem only exist in one plane which is the xy-plane thought my data have coordinated in all xyz and the reflection seems a bit off..
can anyone tell me why and how to fix it?
Have a look-see here: Avoiding 16 Common OpenGL Pitfalls
You haven't given enough information. What values are in your file? Why are you loading plot[3] when it goes unused? Do you mean that the glutSphere is rendering as a flat 2d object in the xy plane?
I'd recommend you familiarise yourself with the core OpenGL functionality before using the in-built lighting, this problem probably has nothing to do with lighting. I also wouldn't recommend using GL's inbuilt lighting for any thing other than testing and tiny projects anyway... its not very flexible and has lots of limitations too.