Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (497)
Games in Android Showcase (114)
games submitted by our members
Games in WIP (563)
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  
  [SOLVED] OpenGL not rendering properly  (Read 929 times)
0 Members and 1 Guest are viewing this topic.
Offline SaycoDevils

Senior Newbie





« Posted 2013-01-19 01:19:27 »

This code is straight from OpenGL Superbible 4th edition and I cant seem to get it to work in LWJGL.
Can someone please help me.

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  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
86  
87  
88  
89  
90  
91  
92  
93  
94  
95  
96  
97  
98  
99  
100  
101  
102  
103  
104  
105  
106  
107  
108  
109  
110  
111  
112  
113  
114  
115  
116  
117  
118  
119  
120  
121  
122  
123  
124  
125  
126  
127  
128  
129  
130  
131  
132  
133  
134  
135  
136  
137  
138  
139  
140  
141  
142  
143  
144  
145  
146  
147  
148  
import general.OGLStarter;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import org.lwjgl.opengl.Display;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.util.glu.GLU.*;
import org.lwjgl.util.glu.Sphere;

public class Solar extends OGLStarter {
    ByteBuffer bBuffer = ByteBuffer.allocateDirect(1024 + 128);
    FloatBuffer lightPos = bBuffer.asFloatBuffer();
    FloatBuffer whiteLight = bBuffer.asFloatBuffer();
    FloatBuffer sourceLight = bBuffer.asFloatBuffer();
   
    Sphere glSphere = new Sphere();
   
    public Solar() {
        // Lighting Values
       float light[] = { 0.0f, 0.0f, 0.0f, 1.0f };
        float  whiteLight2[] = { 0.2f, 0.2f, 0.2f, 1.0f };
        float  sourceLight2[] = { 0.8f, 0.8f, 0.8f, 1.0f };
       
        // Add lighing values to buffers
       lightPos.put(light);
        lightPos.flip();
        whiteLight.put(whiteLight2);
        whiteLight.flip();
        sourceLight.put(sourceLight2);
        sourceLight.flip();
       
    }
   
    // Called to draw scene
   public void renderScene() {
        // Earth and Moon angle of revolution
       float fMoonRot = 0.0f;
        float fEarthRot = 0.0f;

        // Clear the window with current clearing color
       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Save the matrix state and do the rotations
       glMatrixMode(GL_MODELVIEW);
        glPushMatrix();

        // Translate the whole scene out and into view  
       glTranslatef(0.0f, 0.0f, -300.0f);  

        // Set material color, Red
       // Sun
       glDisable(GL_LIGHTING);
        glColor3ub((byte)255, (byte)255, (byte)0);
        glSphere.draw(15.0f, 30, 17);
        glEnable(GL_LIGHTING);

        // Move the light after we draw the sun!
       glLight(GL_LIGHT0,GL_POSITION,lightPos);

        // Rotate coordinate system
       glRotatef(fEarthRot, 0.0f, 1.0f, 0.0f);

        // Draw the Earth
       glColor3ub((byte)0,(byte)0,(byte)255);
        glTranslatef(105.0f,0.0f,0.0f);
        glSphere.draw(15.0f, 30, 17);


        // Rotate from Earth based coordinates and draw Moon
       glColor3ub((byte)200,(byte)200,(byte)200);
        glRotatef(fMoonRot,0.0f, 1.0f, 0.0f);
        glTranslatef(30.0f, 0.0f, 0.0f);
        fMoonRot+= 15.0f;
        if(fMoonRot > 360.0f)
                fMoonRot = 0.0f;

        glSphere.draw(6.0f, 30, 17);

        // Restore the matrix state
       glPopMatrix();   // Modelview matrix


        // Step earth orbit 5 degrees
       fEarthRot += 5.0f;
        if(fEarthRot > 360.0f)
                fEarthRot = 0.0f;

        // Show the image
       Display.update();
        Display.sync(10);
    }


    // This function does any needed initialization on the rendering
   // context.
   public void setupRC() {
   // Light values and coordinates
  glEnable(GL_DEPTH_TEST);   // Hidden surface removal
  glFrontFace(GL_CCW);      // Counter clock-wise polygons face out
  glEnable(GL_CULL_FACE);      // Do not calculate inside of jet

   // Enable lighting
  glEnable(GL_LIGHTING);

   // Setup and enable light 0
  glLightModel(GL_LIGHT_MODEL_AMBIENT,whiteLight);
   glLight(GL_LIGHT0,GL_DIFFUSE,sourceLight);
   glLight(GL_LIGHT0,GL_POSITION,lightPos);
   glEnable(GL_LIGHT0);

   // Enable color tracking
  glEnable(GL_COLOR_MATERIAL);
   
   // Set Material properties to follow glColor values
  glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);

   // Black blue background
  glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    }

    public void checkSize(int w, int h) {
        float fAspect;

        // Prevent a divide by zero
       if(h == 0)
            h = 1;

        // Set Viewport to window dimensions
       glViewport(0, 0, w, h);

        // Calculate aspect ratio of the window
       fAspect = (float)w/(float)h;

        // Set the perspective coordinate system
       glMatrixMode(GL_PROJECTION);
        glLoadIdentity();

        // field of view of 45 degrees, near and far planes 1.0 and 425
       gluPerspective(45.0f, fAspect, 1.0f, 425.0f);

        // Modelview matrix reset
       glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
    }
   
    public static void main(String[] args) {
        new Solar().run();
    }
}


This program is a mini solar system of just the Sun, the Earth and the Moon.
The Sun is in the center of the screen while the earth rotates around the Sun, similarly the Moon rotate around the Earth.

The Output that I get is only the Sun. What am I doing wrong?
Offline CyanPrime
« Reply #1 - Posted 2013-01-19 02:45:47 »

Try disabling lighting. Sun is the only one with lights disabled, so maybe that has something to do with it.
Offline SaycoDevils

Senior Newbie





« Reply #2 - Posted 2013-01-19 03:06:17 »

Tried disabling lighting but now my Sun is gone.

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
// Light values and coordinates
  glEnable(GL_DEPTH_TEST);   // Hidden surface removal
  glFrontFace(GL_CCW);      // Counter clock-wise polygons face out
  glEnable(GL_CULL_FACE);      // Do not calculate inside of jet

   // Enable lighting
  glEnable(GL_LIGHTING);

   // Setup and enable light 0
  glLightModel(GL_LIGHT_MODEL_AMBIENT,whiteLight);
   glLight(GL_LIGHT0,GL_DIFFUSE,sourceLight);
   glLight(GL_LIGHT0,GL_POSITION,lightPos);
   glEnable(GL_LIGHT0);

   // Enable color tracking
  glEnable(GL_COLOR_MATERIAL);
   
   // Set Material properties to follow glColor values
  glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);


I commented the lighting code out and now I see the Earth and Moon but no rotation.
What am I doing wrong about the lighting and why is there no rotation?

This code is copied straight out of the book except for the FloatBuffer but thats how its done in java.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline SaycoDevils

Senior Newbie





« Reply #3 - Posted 2013-01-19 04:54:56 »

So i figured out why my Earth and Moon were not showing up  Grin, I need to add this to my ByteBuffer

1  
2  
3  
4  
    ByteBuffer bBuffer = ByteBuffer.allocateDirect(1024 + 128).order(ByteOrder.nativeOrder());
    FloatBuffer lightPos = bBuffer.asFloatBuffer();
    FloatBuffer whiteLight = bBuffer.asFloatBuffer();
    FloatBuffer sourceLight = bBuffer.asFloatBuffer();


I am not 100% sure why this is a requirement but I think what it does is it sets the order of the bytes either to little endian or big endian depending on your system.
I guess without this it may cause a mismatch with which order your system uses thus leading to no visual of the objects.

Now the last problem I need to solve is the rotation.
Anyone?
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 799
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #4 - Posted 2013-01-19 04:55:28 »

Quote
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
    ByteBuffer bBuffer = ByteBuffer.allocateDirect(1024 + 128);
    FloatBuffer lightPos = bBuffer.asFloatBuffer();
    FloatBuffer whiteLight = bBuffer.asFloatBuffer();
    FloatBuffer sourceLight = bBuffer.asFloatBuffer();
   
    Sphere glSphere = new Sphere();
   
    public Solar() {
        // Lighting Values
       float light[] = { 0.0f, 0.0f, 0.0f, 1.0f };
        float  whiteLight2[] = { 0.2f, 0.2f, 0.2f, 1.0f };
        float  sourceLight2[] = { 0.8f, 0.8f, 0.8f, 1.0f };
       
        // Add lighing values to buffers
       lightPos.put(light);
        lightPos.flip();
        whiteLight.put(whiteLight2);
        whiteLight.flip();
        sourceLight.put(sourceLight2);
        sourceLight.flip();
       
    }
You create 1 bytebuffer (which is is wrongly ordered), and create 3 floatbuffer views of it - that means that they all refer to the same memory address. So you overwrite the same memory with three different values, and them reading them later, expecting to find three different values.

I'ts better to use LWJGL utilities for this:
1  
2  
3  
    FloatBuffer lightPos = BufferUtils.createFloatBuffer(...);
    FloatBuffer whiteLight =BufferUtils.createFloatBuffer(...);
    FloatBuffer sourceLight = BufferUtils.createFloatBuffer(...);

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Offline SaycoDevils

Senior Newbie





« Reply #5 - Posted 2013-01-19 05:03:10 »

Riven thank you so much, that actually works much better Grin.

Now onto rotation.
Offline SaycoDevils

Senior Newbie





« Reply #6 - Posted 2013-01-19 15:38:46 »

Nevermind I figured it out. The problem is that I have both fEarthRot and fMoonRot declared and initialized in the renderScene() method which is in the game loop. So the value of both variables never increase. Dumb move on my part.

Thanks for all the help Cheesy.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

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

The first screenshot will be displayed as a thumbnail.

BurntPizza (22 views)
2014-09-19 03:14:18

Dwinin (35 views)
2014-09-12 09:08:26

Norakomi (62 views)
2014-09-10 13:57:51

TehJavaDev (87 views)
2014-09-10 06:39:09

Tekkerue (42 views)
2014-09-09 02:24:56

mitcheeb (65 views)
2014-09-08 06:06:29

BurntPizza (47 views)
2014-09-07 01:13:42

Longarmx (35 views)
2014-09-07 01:12:14

Longarmx (40 views)
2014-09-07 01:11:22

Longarmx (36 views)
2014-09-07 01:10:19
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
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!