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Problem with spotlight on the wall

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Hi everyone, I'm programming a small scenario in which there is a building and a garden. I'm trying to implement an headligh that follows the player. The problem is that each wall is created with 2 big triangle, so the light is calculated on the vertex and with the smooth shade model it is interpolated between a lighted vertex and a non lighted vertex, here there is the result: I would a spotlight more realistic so i think that i should tessellate all the walls to create sub triangles (this could render better also the other lights). I find that there is the GLUTessellation class that implements the tessellation, but seems that it only works with polygon that intersects each other or polygon inside other one... ( Some suggestion? Thanks

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While tesselation is certainly one way to do it, in these days of programmable shaders per-pixel lighting is usually the way to go. Basically you write a pixel (fragment) shader where you do your lighting calculations. Then the tessellation of the underlying mesh doesn't matter as much, especially for flat surfaces such as walls.

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Thanks for the reply.

I have just read some things about fragment shader, the fragment shader replaces all the code about texturing, color sum and fog, so I should have to rewrite all the code about the texturing and mix together light color and texture color.

I found this code that add some red color to a textured triangle:

String[] shader ={
"uniform sampler2D texUnit;\n" +
"fragment" in GLSL) while rasterizing
"void main(void)\n" +
"{\n" +
" vec2 texCoord = gl_TexCoord[0].xy;\n" +
" vec4 texel = texture2D(texUnit, texCoord);\n" +
" gl_FragColor = texel * vec4(1.0, 0.0, 0.0, 1.0);\n" +

The thing that looks complex is to pass the information about the light from the JOGL code to the shader and than implement the right operation... I have to manage the normals and compute the sum of the different type of light like this?

varying vec3 N;
varying vec3 v;

void main (void)
vec3 L = normalize(gl_LightSource[0] - v);
vec3 E = normalize(-v); // we are in Eye Coordinates, so EyePos is (0,0,0)
vec3 R = normalize(-reflect(L,N));

//calculate Ambient Term:
vec4 Iamb = gl_FrontLightProduct[0].ambient;

//calculate Diffuse Term:
vec4 Idiff = gl_FrontLightProduct[0].diffuse * max(dot(N,L), 0.0);
Idiff = clamp(Idiff, 0.0, 1.0);

// calculate Specular Term:
vec4 Ispec = gl_FrontLightProduct[0].specular
* pow(max(dot(R,E),0.0),0.3*gl_FrontMaterial.shininess);
Ispec = clamp(Ispec, 0.0, 1.0);

// write Total Color:
gl_FragColor = gl_FrontLightModelProduct.sceneColor + Iamb + Idiff + Ispec;

It uses also a vertex shader that write v and N, i can write them in the JOGL code instead of using the vertex shader??

varying vec3 N;
varying vec3 v;

void main(void)
v = vec3(gl_ModelViewMatrix * gl_Vertex);
N = normalize(gl_NormalMatrix * gl_Normal);

gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

Thansk a lot!

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