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JuMisMa

OpenGL [JOGL/JSR-231] Specular problem

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Hi everybody. First, I'm french, so I'm sorry for my poor english. I'm a JOGL (JSR-231) newbie and I have 2 difficulties with the specular component of my lighting. 1 / when my camera is pointing to z -, all seems to be working. The good code portion:
final float[] CAMERA_POSITION = new float[]{0F, 5F, 15F};
final float[] CAMERA_DIRECTION = new float[]{0F, 0F, 0F};
final float[] SPOT_POSITION = new float[]{0F, 5F, 15F, 1F};
final float[] SPOT_DIRECTION = new float[]{0F, 0F, -1F, 1F};

but if I'm pointing to the z-, I lose the specular component. The bad code portion:
final float[] CAMERA_POSITION = new float[]{0F, 5F, -15F};
final float[] CAMERA_DIRECTION = new float[]{0F, 0F, 0F};
final float[] SPOT_POSITION = new float[]{0F, 5F, -15F, 1F};
final float[] SPOT_DIRECTION = new float[]{0F, 0F, 1F, 1F};

2 / If i activate this :
gl.glLightModeli(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, GL.GL_TRUE)

I'm losing also the specular composant. The entire code :
package Test1;

import com.sun.opengl.util.Animator;
import com.sun.opengl.util.GLUT;
import java.awt.Dimension;
import java.awt.Frame;
import java.awt.Insets;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import javax.swing.SwingUtilities;

public class TestAPoster extends Frame implements GLEventListener {

    private final GLU GLU = new GLU();
    private final GLUT GLUT = new GLUT();
    private final Dimension CLIENT_MINIMUM_DIMENSION = new Dimension(640, 480);

    final float[] CAMERA_POSITION = new float[]{0F, 5F, 15F};
    final float[] CAMERA_DIRECTION = new float[]{0F, 0F, 0F};
    final float[] SPOT_POSITION = new float[]{0F, 5F, 15F, 1F};
    final float[] SPOT_DIRECTION = new float[]{0F, 0F, -1F, 1F};

    public TestAPoster() {

        // Hardware OpenGl
        GLCapabilities glCapabilities = new GLCapabilities();
        glCapabilities.setDoubleBuffered(true);
        glCapabilities.setHardwareAccelerated(true);

        // Canvas JOGL
        GLCanvas canvas = new GLCanvas();
        canvas.addGLEventListener(this);
        canvas.setPreferredSize(CLIENT_MINIMUM_DIMENSION);
        add(canvas);

        // Fenêtre
        setTitle(getClass().getSimpleName());
        setLocation(20, 20);
        setVisible(true);
        final Insets insets = getInsets();
        setMinimumSize(new Dimension(CLIENT_MINIMUM_DIMENSION.width + insets.left + insets.right, CLIENT_MINIMUM_DIMENSION.height + insets.top + insets.bottom));
        pack();

        // Boucle d'affichage
        final Animator animator = new Animator(canvas);
        addWindowListener(new WindowAdapter() {

            @Override
            public void windowClosing(WindowEvent e) {
                new Thread(new Runnable() {

                    @Override
                    public void run() {
                        animator.stop();
                        System.exit(0);
                    }
                }).start();
            }
        });
        // Et c'est parti ...
        animator.start();
    }

    @Override
    public void init(GLAutoDrawable _glDrawable) {
    }

    @Override
    public void display(GLAutoDrawable _glDrawable) {
        final GL gl = _glDrawable.getGL();
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        GLUT.glutSolidTeapot(3);
    }

    @Override
    public void reshape(GLAutoDrawable _glDrawable, int _x, int _y, int _width, int _height) {
        final GL gl = _glDrawable.getGL();

        // Couleur de fond et du zbuffer
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        gl.glClearDepth(1.0f);

        // Caméra et projection
        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();
        GLU.gluPerspective(45, (double) ((double) _width / (double) _height), 0.1D, 100D);
        GLU.gluLookAt(CAMERA_POSITION[0], CAMERA_POSITION[1], CAMERA_POSITION[2], CAMERA_DIRECTION[0], CAMERA_DIRECTION[1], CAMERA_DIRECTION[2], 0D, 1D, 0D);

        // Matrix de vue
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();

        // Modèle d'éclairage
        gl.glShadeModel(GL.GL_SMOOTH);
        //gl.glLightModeli(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, GL.GL_TRUE);

        // Lumière ponctiuelle
        gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, SPOT_POSITION, 0);
        gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPOT_DIRECTION, SPOT_DIRECTION, 0);
        gl.glLightf(GL.GL_LIGHT0, gl.GL_SPOT_CUTOFF, 60F);
        gl.glLightf(GL.GL_LIGHT0, GL.GL_SPOT_EXPONENT, 3.0F);

        gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, new float[]{0.2F, 0.2F, 0.2F, 1F}, 0);
        gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, new float[]{1F, 0F, 0F, 1F}, 0);
        gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, new float[]{1F, 1F, 1F, 1F}, 0);

        // Matériau de l'objet
        gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, new float[]{0.2F, 0.2F, 0.2F, 1F}, 0);
        gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, new float[]{1F, 0F, 0F, 1F}, 0);
        gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, new float[]{1F, 1F, 1F, 1F}, 0);
        gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, new float[]{30F}, 0);

        // Etats
        gl.glEnable(GL.GL_DEPTH_TEST);
        gl.glEnable(GL.GL_LIGHTING);
        gl.glEnable(GL.GL_LIGHT0);
    }

    @Override
    public void displayChanged(GLAutoDrawable _glDrawable, boolean _modeChanged, boolean _deviceChanged) {
    }

    public static void main(String[] _args) {
        final TestAPoster test = new TestAPoster();
        SwingUtilities.invokeLater(new Runnable() {
            @Override
            public void run() {
                test.setVisible(true);
            }
        });
    }
}

Thank you very much for your answers.

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I assume youre doing per vertex lighting

Q/ are your meshes tesselated enuf?, do they have lots of vertices

>>but if I'm pointing to the z-, I lose the specular component.

theres nothing wrong with this (perhaps) as specular is dependant on which way the normals,viewer and lights are pointing, thus its possible changing one of the directions make specular hilights disappear

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Thank's for your answer.

I have founded the error.
It's in the position of my gluLookAt command.
I have place it in the GL_PROJECTION matrix what is wrong.
I have to place it in the GL_MODELVIEW matrix so after the glMatrixMode command

old code

gl.glMatrixMode(GL.GL_PROJECTION);
..
GLU.gluLookAt(CAMERA_POSITION[0], CAMERA_POSITION[1], CAMERA_POSITION[2],...
...
gl.glMatrixMode(GL.GL_MODELVIEW);
...


new code

gl.glMatrixMode(GL.GL_PROJECTION);
..
gl.glMatrixMode(GL.GL_MODELVIEW);
GLU.gluLookAt(CAMERA_POSITION[0], CAMERA_POSITION[1], CAMERA_POSITION[2], ...
...



Thank a lot

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