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Jode

OpenGL OpenGL - Lighting not working?

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Jode    109
Cutting straight to the chase, here is my Main.cpp:
[CODE]
void drawObjs(std::map<unsigned int, Drawable*> drawList) {
for (std::map<unsigned int, Drawable*>::iterator i = drawList.begin(); i != drawList.end(); ++i) {
(reinterpret_cast<Cube*>(i->second))->draw();
}
}

void initGL() {
//Sets the clear depth; 0 = Nothing Cleared, 1 = Everything Cleared
glClearDepth(1.f);
//When we clear the screen, clear it to black
glClearColor(0.f, 0.f, 0.f, 0.f);

//Allows for Z-Buffering; z-buffering, in a nutshell, is a method of hiding
//Objects further away from objects closer to the camera: aka: hiding a close
//Object behind a far object
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);

//Edit the Projection Matrix; The projection matrix defines the angle of view
//(more commonly known as field of view), the aspect ratio (SizeOfWindowWidth/
//SizeOfWindowHeight), and the Clipping Ranges (how far can the camera see in
//Any direction?)
glMatrixMode(GL_PROJECTION);
//Reset the Projection matrix to a blank slate
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);

//Uncomment for Wireframe mode
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );

// Lighting set up
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHT0);
glEnable(GL_SMOOTH);
glEnable(GL_NORMALIZE);

// Set lighting intensity and color
GLfloat qaAmbientLight[] = {0.2, 0.2, 0.2, 1.0};
GLfloat qaDiffuseLight[] = {0.8, 0.8, 0.8, 1.0};
GLfloat qaSpecularLight[] = {1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, qaAmbientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, qaDiffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, qaSpecularLight);

// Set the light position
GLfloat qaLightPosition[] = {0.0, 0.0, 0.0, 1.0};
glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);

GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2, 0.2)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);

}

int main() {
// Create the main window
sf::Window App(sf::VideoMode(800, 600, 32), "Traditio", sf::Style::Close);
//Keyboard input class
sf::Keyboard keyboard;

App.setFramerateLimit(60);

//Contains all the Drawable classes
std::map<unsigned int, Drawable*> drawList;

initGL();

//Make a new Cube
drawList[1] = new Cube;
drawList[0] = new Cube;

//Make the camera
Vector3 *camera = new Vector3(0.f, 0.f, -200.f);

//Set the cubes properties; reinterpret_cast<Cube*> makes it a cube rather
//Than a Drawable, so that it can be modified as if it were a Cube
//(Because drawList is declared to have its second parameter be a Drawable,
//not a cube)
Vector3 tmp = Vector3(50,50,50);
drawList[1]->setSize(tmp);
reinterpret_cast<Cube*>(drawList[1])->setColor(Color(0.f, 100.f/255.f, 1.f));
tmp = Vector3(3,4,0);
drawList[1]->setPosition(tmp);
tmp = Vector3(0,45,0);
drawList[1]->setRotation(tmp);
tmp = Vector3(30,60,50);
drawList[0]->setSize(tmp);
tmp = Vector3(2,6,0);
drawList[0]->setPosition(tmp);
reinterpret_cast<Cube*>(drawList[0])->setColor(Color(1.f,0.f,0.f));

/*Positionable *last = 0;
for (std::map<int, Drawable*>::iterator i = drawList.begin(); i != drawList.end(); ++i) {
if (last != 0) {
Vector3 tmp = (reinterpret_cast<Positionable*>(i->second)->
getPosition().project(last->getPosition()));
std::cout << tmp << std::endl;
std::cout << tmp.dot(last->getPosition()) << std::endl;
}
last = reinterpret_cast<Positionable*>(i->second);
}
last = 0;*/


//Make sure the Window is ready for drawing...
App.setActive();

// Start game loop
while (App.isOpen()) {
// Process events
sf::Event event;
while (App.pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed: //Window close request?
App.close(); //Kill the window
break;
default: //Placeholder
break;
}
}

//Camera controls (temporary)
if (keyboard.isKeyPressed(sf::Keyboard::W)) {
camera->z++;
} else if (keyboard.isKeyPressed(sf::Keyboard::S)) {
camera->z--;
} else if (keyboard.isKeyPressed(sf::Keyboard::A)) {
camera->x++;
} else if (keyboard.isKeyPressed(sf::Keyboard:[img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img])) {
camera->x--;
}

//Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//Define what matrix we are editing; in this case, the Model View Matrix
//Model View Matrix defines where the camera is and where the object is
//(Oversimplification)
glMatrixMode(GL_MODELVIEW);
//Reset the Model View matrix to a blank slate
glLoadIdentity();
//Set the camera matrix (aka the Model View matrix) to the these coordinates
glTranslatef(camera->x, camera->y, camera->z);

//Draw everything
drawObjs(drawList);

//Vector3 tmp = *(drawList[0]->getRotation()) + 1;

//drawList[0]->setRotation(tmp);

//Place everything on the screen (aka "swap the buffers")
App.display();
}

//No memory leaks!
for (std::map<unsigned int, Drawable*>::iterator i = drawList.begin(); i != drawList.end(); ++i) {
delete i->second;
i->second = 0;
}

delete camera;
camera = 0;

return 0;
}[/CODE]

I left out my #include's, because I don't think you really need to see them.

The main problem lies in the initGL function, where lighting is initialized. No errors exist, but it acts like the lighting isn't even enabled. And yes, the code is messy, and at places hackish, but I plan to improve on that later when I actually get the basis of stuff working. The camera is temporary too, by the way.

Tell me if you need to see any other classes or files.

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Jode    109
[quote name='mhagain' timestamp='1340314121' post='4951503']
Have you a glTexEnv of GL_MODULATE anywhere?
[/quote]

Excuse my idiotic questions, but what is that?

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mhagain    13430
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) is needed to blend light with objects. It [i]should[/i] be the default but it's worth putting it in anyway; it can go in your startup.

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dpadam450    2357
Does the ambient do anything? I would post a picture of your scene. You have a positional light at 0,0,0 so I have to believe it is inside your model if you only have 1 model drawing right now.

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