My goal is to create small scene with lighting. However, lighting seem to rotate together with my rendered object (test cube).
In most responses I've read I should use GL11.glLight in projection and model matrix mode, I assumed. Please correct me if I'm wrong. However, result is that lighting works, but it intensity varies with cube rotation.
Here is my example prepared for Stack:
package main;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;
public class Stack {
static int rot;
static int rot2;
public static void main(String[] args) {
Stack r = new Stack();
r.start();
}
public void start() {
try {
createWindow();
initGL();
run();
} catch (Exception e) {
e.printStackTrace();
}
}
private void run() {
while (!Display.isCloseRequested()) {
try {
render();
Display.update();
Display.sync(60);
} catch (Exception e) {
}
}
Display.destroy();
}
private void render() {
rot++;
rot2++;
rot2++;
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glLoadIdentity();
GL11.glLight(GL11.GL_LIGHT0,GL11.GL_POSITION,floatBuffer(5,0,10,0));
GL11.glTranslatef(0f, 0.0f, -7f);
GL11.glRotatef(rot, 0.0f, 1.0f, 0.0f);
GL11.glRotatef(rot2, 1.0f, 0.0f, 0.0f);
renderCube();
GL11.glRotatef(-rot2, 1.0f, 0.0f, 0.0f);
GL11.glRotatef(-rot, 0.0f, 1.0f, 0.0f);
GL11.glTranslatef(0f, 0.0f, 7f);
}
public FloatBuffer floatBuffer(float a, float b, float c, float d) {
float[] data = new float[] { a, b, c, d };
FloatBuffer fb = BufferUtils.createFloatBuffer(data.length);
fb.put(data);
fb.flip();
return fb;
}
private void renderCube() {
GL11.glBegin(GL11.GL_QUADS);
GL11.glColor3f(1.0f, 0.7f, 0.7f);
GL11.glVertex3f(1.0f, 1.0f, -1.0f);
GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
GL11.glVertex3f(1.0f, 1.0f, 1.0f);
GL11.glColor3f(1.0f, 0.5f, 0.0f);
GL11.glVertex3f(1.0f, -1.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glVertex3f(1.0f, -1.0f, -1.0f);
GL11.glColor3f(1.0f, 0.0f, 0.0f);
GL11.glVertex3f(1.0f, 1.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, 1.0f);
GL11.glColor3f(1.0f, 1.0f, 0.0f);
GL11.glVertex3f(1.0f, -1.0f, -1.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glVertex3f(1.0f, 1.0f, -1.0f);
GL11.glColor3f(0.0f, 0.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
GL11.glColor3f(1.0f, 0.0f, 1.0f);
GL11.glVertex3f(1.0f, 1.0f, -1.0f);
GL11.glVertex3f(1.0f, 1.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, -1.0f);
GL11.glEnd();
}
DisplayMode displayMode;
private void createWindow() throws Exception {
Display.setFullscreen(false);
DisplayMode d[] = Display.getAvailableDisplayModes();
for (int i = 0; i < d.length; i++) {
if (d[i].getWidth() == 640 && d[i].getHeight() == 480 && d[i].getBitsPerPixel() == 32) {
displayMode = d[i];
break;
}
}
Display.setDisplayMode(displayMode);
Display.setTitle("Stack Example");
Display.create();
}
private void initGL() {
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1.0);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f);
GL11.glEnable(GL11.GL_LIGHTING); // enable lighting
GL11.glEnable(GL11.GL_LIGHT0); // enable light 0
GL11.glLightModeli(GL11.GL_LIGHT_MODEL_TWO_SIDE, GL11.GL_TRUE);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}
}
I expected lighting to be static if GL11.glLight is used before transformations. I would be very glad for explanation, cause most tutorials I look up use shaders to achieve lighting effect.