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 Terrain Lighting  (Read 1907 times) 0 Members and 1 Guest are viewing this topic.

Senior Newbie

 « Posted 2011-07-30 21:10:39 »

Hi,

I am sure this topic is a very well worn one, but I seem to be having a specific problem. I can't for the life of me seem to be able to get my textured terrain to light properly. Or at all for that matter. I do some vector math to calculate the normals for each point.
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45  46  47  48  49  50  51  52  53  54  55  56  57 `    private void computeNormals() {        if (!computedNormals) {            //only do it if the normals aren't computed already            //Vec3f[][] normals2 = new Vec3f[width][height];            normals = new Vec3f[width][height];                        for (int z=0; z 0) {                        out = new Vec3f(0.0f, getHeight(x,z-1) - getHeight(x,z),                                -1.0f);                    }                                        Vec3f in = new Vec3f(0.0f,0.0f,0.0f);                    if (z < height - 1) {                        in = new Vec3f(0.0f, getHeight(x,z+1) - getHeight(x,z),                                1.0f);                    }                                        Vec3f left = new Vec3f(0.0f,0.0f,0.0f);                    if (x > 0) {                        left = new Vec3f(-1.0f, getHeight(x-1,z) - getHeight(x,z),                                 0.0f);                    }                                        Vec3f right = new Vec3f(0.0f,0.0f,0.0f);                    if (x < width - 1) {                        right = new Vec3f(1.0f, getHeight(x+1,z) - getHeight(x,z),                                0.0f);                    }                                        if (x > 0 && z > 0) {                        sum = sum.add(out.cross(left).normalize());                    }                    if (x > 0 && z < height - 1) {                        sum = sum.add(left.cross(in).normalize());                    }                    if (x < width - 1 &&z < height -1) {                        sum = sum.add(in.cross(right).normalize());                    }                    if (x < width - 1 && z > 0) {                        sum = sum.add(right.cross(out).normalize());                    }                                        sum = sum.normalize();                                        normals[x][z] = sum;                }            }                        computedNormals = true;                    }    }`

And then I pass it to my function to draw the actual terrain
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34 `    public void drawTerrain(Terrain terr, float bumpup) {        /*if (!changeColor) {            glColor4f(1.0f, 1.0f, 1.0f, 1.0f);        } else {            glColor4f(0.0f, 0.0f, 0.0f, 0.2f);        }*/        if (terr != null) {            for (int z = 0; z < terr.height; z++) {                //we are drawing rows of x's                glBegin(GL_QUAD_STRIP);                for (int x = 0; x < terr.width; x++) {                    if (bumpup != 0 && (terr.getHeight(x,z) <= 4.9)) {                        glColor4f(0.0f, 0.0f, 0.0f, 0.0f);                    } else if(bumpup == 0) {                        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);                    } else if (bumpup != 0) {                        glColor4f(0.0f,0.0f,0.0f,0.2f);                    }                    Vec3f normal = terr.getNormal(x, z);                    //System.out.println(normal);                    glNormal3f(normal.x, normal.y, normal.z);                    glVertex3f(x+terr.xOffset, terr.getHeight(x,z)+bumpup-20.0f,                             z+terr.zOffset);                    if (z != terr.height - 1) {                        normal = terr.getNormal(x, z+1);                        glNormal3f(normal.x, normal.y, normal.z);                        glVertex3f(x+terr.xOffset, terr.getHeight(x,z+1)+bumpup-20.0f,                                 z+1+terr.zOffset);                    }                }                glEnd();            }        }    }`

But I end up with a plain green sheet without definition. If it means anything, each Terrain has a x and z offset value, as the larger terrain is split into chunks. The ground is also textured, but I do not know if that means anything.

I would appreciate any help,
Jacob

You can see some height change in the above image.

But it cannot be seen without the wireframe overlayed.
lhkbob

JGO Knight

Medals: 32

 « Reply #1 - Posted 2011-08-01 15:28:55 »

Have you enabled lighting with glEnable(GL_LIGHTING) and enabled a particular light, such as glEnable(GL_LIGHT0)?

Senior Newbie

 « Reply #2 - Posted 2011-08-01 18:56:10 »

Yeah. The lighting related code is below;
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19 `        glEnable(GL_LIGHTING);        glEnable(GL_LIGHT0);        //glEnable(GL_LIGHT1);        glEnable(GL_NORMALIZE);        glEnable(GL_CULL_FACE);        glShadeModel(GL_SMOOTH);                ...             //setup lighting        //add some ambient light. [special lwjgl fixes]        ByteBuffer temp = ByteBuffer.allocateDirect(20);        temp.order(ByteOrder.nativeOrder());        glLightModel(GL_LIGHT_MODEL_AMBIENT, (FloatBuffer)temp.asFloatBuffer().put(new float[]{0.2f,0.2f,0.2f,1.0f}).flip());                //add positioned light        glLight(GL_LIGHT0, GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(new float[]{0.5f,0.5f,0.5f,1.0f}).flip());        glLight(GL_LIGHT0, GL_POSITION, (FloatBuffer)temp.asFloatBuffer().put(new float[]{4.0f,0.0f,8.0f,1.0f}).flip());`
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