Lighting and OpenGL ES
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by FX
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Published on 2010-05-12T21:54:17Z
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2010/05/12
22:04 UTC
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Hi all,
I'm working on getting a simple lighting right on my OpenGL ES iPhone scene. I'm displaying a simple object centered on the origin, and using an arcball to rotate it by touching the screen. All this works nicely, except I try to add one fixed light (fixed w.r.t. eye position) and it is badly screwed: the whole object (an icosahedron in this example) is lit uniformly, i.e. it all appears in the same color.
I have simplified my code as much as possible so it's standalone and still reproduces what I experience:
glClearColor (0.25, 0.25, 0.25, 1.);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable (GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrthof(-1, 1, -(float)backingWidth/backingHeight, (float)backingWidth/backingHeight, -10, 10);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
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, -400.0f, 0.0f };
glEnable(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);
glShadeModel(GL_SMOOTH);
glEnable(GL_NORMALIZE);
float currRot[4];
[arcball getCurrentRotation:currRot];
glRotatef (currRot[0], currRot[1], currRot[2], currRot[3]);
float f[4];
f[0] = 0.5; f[1] = 0; f[2] = 0; f[3] = 1;
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, f);
glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, f);
f[0] = 0.2; f[1] = 0.2; f[2] = 0.2; f[3] = 1;
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, f);
glEnableClientState (GL_VERTEX_ARRAY);
drawSphere(0, 0, 0, 1);
where the drawSphere function actually draws an icosahedron:
static void drawSphere (float x, float y, float z, float rad)
{
glPushMatrix ();
glTranslatef (x, y, z);
glScalef (rad, rad, rad);
// Icosahedron
const float vertices[] =
{ 0., 0., -1., 0., 0., 1., -0.894427, 0., -0.447214, 0.894427, 0.,
0.447214, 0.723607, -0.525731, -0.447214, 0.723607, 0.525731,
-0.447214, -0.723607, -0.525731, 0.447214, -0.723607, 0.525731,
0.447214, -0.276393, -0.850651, -0.447214, -0.276393, 0.850651,
-0.447214, 0.276393, -0.850651, 0.447214, 0.276393, 0.850651,
0.447214 };
const GLubyte indices[] =
{ 1, 11, 7, 1, 7, 6, 1, 6, 10, 1, 10, 3, 1, 3, 11, 4, 8, 0, 5, 4, 0,
9, 5, 0, 2, 9, 0, 8, 2, 0, 11, 9, 7, 7, 2, 6, 6, 8, 10, 10, 4, 3,
3, 5, 11, 4, 10, 8, 5, 3, 4, 9, 11, 5, 2, 7, 9, 8, 6, 2 };
glVertexPointer (3, GL_FLOAT, 0, vertices);
glDrawElements (GL_TRIANGLES, sizeof(indices)/sizeof(indices[0]), GL_UNSIGNED_BYTE, indices);
glPopMatrix ();
}
A movie of what I see as the result is here. Thanks to anyone who can shed some light into this (no kidding!). I'm sure it will look embarassingly trivial to someone, but I swear I have looked at many lighting tutorials before this and am stuck.
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