Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (406)
games submitted by our members
Games in WIP (290)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Terrain Lighting  (Read 715 times)
0 Members and 1 Guest are viewing this topic.
Offline ThreadedProcess

Senior Newbie





« Posted 2011-07-30 23:10:39 »

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<height; z++) {
                for (int x=0; x<width; x++) {
                    Vec3f sum = new Vec3f(0.0f, 0.0f, 0.0f);
                   
                    Vec3f out = new Vec3f(0.0f,0.0f,0.0f);
                    if (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.
Offline lhkbob

JGO Knight


Medals: 32



« Reply #1 - Posted 2011-08-01 17:28:55 »

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

Offline ThreadedProcess

Senior Newbie





« Reply #2 - Posted 2011-08-01 20:56:10 »

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());
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars and Titan!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (66 views)
2013-05-17 21:29:12

alaslipknot (75 views)
2013-05-16 21:24:48

gouessej (106 views)
2013-05-16 00:53:38

gouessej (103 views)
2013-05-16 00:17:58

theagentd (113 views)
2013-05-15 15:01:13

theagentd (103 views)
2013-05-15 15:00:54

StreetDoggy (148 views)
2013-05-14 15:56:26

kutucuk (170 views)
2013-05-12 17:10:36

kutucuk (169 views)
2013-05-12 15:36:09

UnluckyDevil (178 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!
Page created in 0.323 seconds with 20 queries.